stone tile floor terrain (#1939)

* stone tile floor, only very basic transitions so far, not finished

* better transitions for stone floor tiles

* various clean-ups to stone tiles

* chasm transitions for stone tiles

* some more work on stone_floor-chasm transition images

* some corrections to terrain rules, mostly related to one of the I* terrain codes

* work on transitions, introducing new macro dealing with the case of three adjacent terrains

* transition images that use the now existing rules

* using new macro and changing some filters and layering (mostly related to terrain code Irs)

* transitions

* deleted some place-holders that were uploaded by accident
This commit is contained in:
doofus-01 2017-09-17 12:06:46 -07:00 committed by Lari Nieminen
parent 078cc87ab1
commit d63fe4a96e
64 changed files with 356 additions and 7 deletions

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@ -165,7 +165,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:OVERLAY *^Do village/desert-oasis-3}
# Swamp
{OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud) -85 base2 swamp/reed}
{OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud,I*) -85 base2 swamp/reed}
{OVERLAY_COMPLETE_LF Chs (!,C*,K*,Ss) -85 base2 swamp/reed}
# Large volcano
@ -523,9 +523,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:BASE Ha hills/snow}
# raised base to get it over the chasm images
{NEW:BASE Iwr interior/wood-regular LAYER=-284 FLAG=raised_base}
{NEW:BASE Ior interior/wood-ruined LAYER=-284 FLAG=raised_base}
# raised base to get it over the chasm images (LAYER=-284), then raised even higher to get over chasm-castle transition images (LAYER=-86)
{NEW:BASE Iwr interior/wood-regular LAYER=-86 FLAG=raised_base}
{NEW:BASE Ior interior/wood-ruined LAYER=-86 FLAG=raised_base}
{NEW:BASE Irs interior/stone-regular LAYER=-86 FLAG=raised_base}
# Water base terrains
@ -714,10 +715,16 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
#
# installing new wood floor transitions - need to be above this DISABLE line
{NEW:TRANSITION I*r G*,R*,D*,A*,Ur -85 interior/wood-regular}
# be careful with wild-card filters: "I*r" includes "Irs"
{NEW:THREE_TERRAIN_TRANSITION Irs Q* G*,R*,D*,A*,W*,Ur,S* -84 interior/stone-chasm/stone-regular}
{NEW:TRANSITION_CROWDED Irs Q* -84 interior/stone-chasm/stone-regular}
{NEW:TRANSITION_CROWDED Irs W*,G*,R*,D*,A*,Ur,S* -84 interior/stone-regular}
{NEW:TRANSITION Irs Q* -84 interior/stone-chasm/stone-regular}
{NEW:TRANSITION Irs !,Irs,!,I*r,Q*,W*,G*,R*,D*,A*,Ur,S* -84 interior/stone-regular}
{NEW:TRANSITION Iwr,Ior G*,R*,D*,A*,Ur -85 interior/wood-regular}
{NEW:TRANSITION Iwr W*,S*,Qx* -85 interior/wood-chasm/wood-clean}
{NEW:TRANSITION Ior W*,S*,Qx* -85 interior/wood-chasm/wood-regular}
{NEW:TRANSITION I*r Ql* -85 interior/wood-chasm/wood-burnt}
{NEW:TRANSITION Iwr,Ior Ql* -85 interior/wood-chasm/wood-burnt}
{DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,Xo*,Cud,Kud}
@ -821,7 +828,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION Ai,W*,S* Ur -223 cave/floor FLAG=inside}
{NEW:TRANSITION Urb (!,Urb) -224 cave/flagstones-dark}
{NEW:TRANSITION Ss (!,Ss,H*,M*,A*,Chs,K*,Q*) -230 swamp/water}
{NEW:TRANSITION Ss (!,I*,Ss,H*,M*,A*,Chs,K*,Q*) -230 swamp/water}
#{NEW:TRANSITION Iwr G*,R*,W*,S*,D*,A*,Ur -230 interior/wood-regular}
# need to move this up higher to get over chasm walls

View file

@ -89,6 +89,85 @@ overlay#endarg
[/terrain_graphics]
#enddef
# this macro is to deal with the awkward crowding caused by the transitions of the I* terrains
#define NEW:TRANSITION_CROWDED TERRAINLIST ADJACENT LAYER IMAGESTEM
#arg FLAG
transition#endarg
#arg PATCH_LAYER
-82#endarg
[terrain_graphics]
map="
, 3
2 , 4
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R5,{FLAG}-@R0,{FLAG}-@R1
set_flag=crowded
[image]
name={IMAGESTEM}-@R5-gap-@R1.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R2
[/tile]
[tile]
pos=3
type={ADJACENT}
[/tile]
[tile]
pos=4
type={TERRAINLIST}
set_no_flag={FLAG}-@R4
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
# this rule is a hack to cover up the bad transitions, possible for some combinations of I*,Q*, and a third terrain
[terrain_graphics]
map="
, 2
3 , 3
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag=crowded_drawn-@R0
has_flag=crowded
[image]
name={IMAGESTEM}-crowded-patch-@R0.png
layer={PATCH_LAYER}
[/image]
[/tile]
[tile]
pos=2
type={ADJACENT}
no_flag=crowded
[image]
name={IMAGESTEM}-crowded-patch-@R3.png
layer={PATCH_LAYER}
[/image]
[/tile]
[tile]
pos=3
type={TERRAINLIST}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
#define NEW:TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM
#arg FLAG
@ -97,6 +176,99 @@ transition#endarg
[terrain_graphics]
map="
, 2
7 , 3
, 1
6 , 4
, 5"
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3,{FLAG}-@R4,{FLAG}-@R5
[image]
name={IMAGESTEM}-@R0-@R1-@R2-@R3-@R4-@R5.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAINLIST}
set_no_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAINLIST}
set_no_flag={FLAG}-@R5
[/tile]
[tile]
pos=5
type={TERRAINLIST}
set_no_flag={FLAG}-@R0
[/tile]
[tile]
pos=6
type={TERRAINLIST}
set_no_flag={FLAG}-@R1
[/tile]
[tile]
pos=7
type={TERRAINLIST}
set_no_flag={FLAG}-@R2
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
. , 3
, 1
6 , 4
, 5"
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3,{FLAG}-@R4
[image]
name={IMAGESTEM}-@R0-@R1-@R2-@R3-@R4.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAINLIST}
set_no_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAINLIST}
set_no_flag={FLAG}-@R5
[/tile]
[tile]
pos=5
type={TERRAINLIST}
set_no_flag={FLAG}-@R0
[/tile]
[tile]
pos=6
type={TERRAINLIST}
set_no_flag={FLAG}-@R1
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
. , 3
, 1
. , 4
@ -222,6 +394,166 @@ transition#endarg
[/terrain_graphics]
#enddef
# This is added to deal with chasm-flat-interior transitions, but is probably useful for other cases.
# The cw/ccw were for interior-chasm with flanking flat. The offcw/offccw were for interior-flat with flanking chasm.
#define NEW:THREE_TERRAIN_TRANSITION TERRAINLIST ADJACENT ADJACENT2 LAYER IMAGESTEM
#arg FLAG
transition#endarg
[terrain_graphics]
map="
, 2
3 , 3
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT2}
set_no_flag={FLAG}-@R0
[image]
name={IMAGESTEM}-off2-@R0.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
. , 3
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R0
[image]
name={IMAGESTEM}-cw-@R0.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={ADJACENT2}
[image]
name={IMAGESTEM}-assist-cw-@R0.png
layer={LAYER}
[/image]
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
3 , .
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_no_flag={FLAG}-@R0
[image]
name={IMAGESTEM}-ccw-@R0.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={ADJACENT2}
[image]
name={IMAGESTEM}-assist-ccw-@R0.png
layer={LAYER}
[/image]
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
. , 3
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT2}
set_no_flag={FLAG}-@R0
[image]
name={IMAGESTEM}-offcw-@R0.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
3 , .
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT2}
set_no_flag={FLAG}-@R0
[image]
name={IMAGESTEM}-offccw-@R0.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
#define NEW:GENERIC_CORNER_TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM MASKSTEM MASKIPF
#arg FLAG

View file

@ -808,6 +808,16 @@ Most units receive 20 to 40% defense in sand."
# ## Interior ##
#
[terrain_type]
name= _ "Stone Floor"
id=regular_stone_floor
symbol_image=interior/stone-regular
editor_name= _ "Basic Stone Floor"
string=Irs
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
name= _ "Wooden Floor"
id=wood_floor