Revisions to gate/door terrains by doofus-01 (manual merge of PR #1839)

Merged manually for slightly different compatibility code and for better image compression.
This commit is contained in:
ln-zookeeper 2017-07-30 20:07:43 +03:00
parent b7382e2df3
commit f818745c72
50 changed files with 401 additions and 172 deletions

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@ -405,21 +405,35 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{TRASH_C *^Edt trash_big trash_medium 30 "1;2;3;4" misc/detritus/trashC}
{TRASH_C *^Edb detritus_big detritus_medium 50 "1;2;3;4;5;6;7" misc/detritus/detritusC}
# Gates and doors - 'P' is for portal, next letter is descriptor, third letter is 'g' for gate or 'd' for door - so we can have a rusty door or a wooden gate
# Append an 'o' for the open version
# 'Prg' is therefore 'Portal rusty gate'
# Gates and doors - 'P' is for portal, next letter is descriptor, third letter is '\,|,/' for direction, just like bridges
# Append an 'o' at fourth letter for the open version
# the fourth argument is for IPFs
#closed (impassable)
{GATES_VERTICAL_L (*^Prg) (Xo*) 0 () portals/gate-rusty}
{GATES_VERTICAL_L (*^Pwd) (Xo*) 0 () portals/door-wooden}
{GATES_DIAGONAL_L (*^Prg) (*^Prgo,*^Pwd*) (X*) 0 () portals/gate-rusty}
{GATES_DIAGONAL_L (*^Pwd) (*^Pwdo,*^Prg*) (X*) 0 () portals/door-wooden}
#open/embellishment
{GATES_VERTICAL_L (*^Prgo) (Xo*) 0 () portals/gate-rusty-open}
{GATES_VERTICAL_L (*^Pwdo) (Xo*) 0 () portals/door-wooden-open}
{GATES_DIAGONAL_L (*^Prgo) (*^Prg,*^Pwd*) (X*) 0 () portals/gate-rusty-open}
{GATES_DIAGONAL_L (*^Pwdo) (*^Pwd,*^Prg*) (X*) 0 () portals/door-wooden-open}
{GATES_VERTICAL_NS_L (*^Pr|) (X*) 0 () portals/gate-rusty}
{GATES_DIAGONAL_SW_L (*^Pr\) (X*) 0 () portals/gate-rusty}
{GATES_DIAGONAL_SE_L (*^Pr/) (X*) 0 () portals/gate-rusty}
{GATES_VERTICAL_NS_L (*^Pw|) (X*) 0 () portals/door-wooden}
{GATES_DIAGONAL_SW_L (*^Pw\) (X*) 0 () portals/door-wooden}
{GATES_DIAGONAL_SE_L (*^Pw/) (X*) 0 () portals/door-wooden}
#open/embellishment
{GATES_VERTICAL_NS_L (*^Pr|o) (X*) 0 () portals/gate-rusty-open}
{GATES_DIAGONAL_SW_L (*^Pr\o) (X*) 0 () portals/gate-rusty-open}
{GATES_DIAGONAL_SE_L (*^Pr/o) (X*) 0 () portals/gate-rusty-open}
{GATES_VERTICAL_NS_L (*^Pw|o) (X*) 0 () portals/door-wooden-open}
{GATES_DIAGONAL_SW_L (*^Pw\o) (X*) 0 () portals/door-wooden-open}
{GATES_DIAGONAL_SE_L (*^Pw/o) (X*) 0 () portals/door-wooden-open}
# Simple dummy tiles for obsolete terrain codes
{NEW:OVERLAY (*^Prg) portals/gate-rusty-long-n}
{NEW:OVERLAY (*^Prgo) portals/gate-rusty-open-long-n}
{NEW:OVERLAY (*^Pwd) portals/door-wooden-long-n}
{NEW:OVERLAY (*^Pwdo) portals/door-wooden-open-long-n}
#

View file

@ -1,26 +1,54 @@
# a simple set of macros for gates, maybe it is better to be put somewhere else.
#define GATES_PLACE_IMAGE_LF FLAG ROTATION LAYER IPF IMAGESTEM
#define GATES_DIAGONAL_SW_L GATE BARRIER LAYER IPF IMAGESTEM
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
,*,2,
.,*,."
[tile]
pos=1
has_flag={FLAG}-{ROTATION}
set_no_flag=gate_drawn
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
# not using rotations because I gave up trying to get the [image] offset to not get screwed up.
# It still may be possible and better to use them though
# rotations=se,n,sw,foo,foo,foo
probability=100
[image]
name={IMAGESTEM}@V-{ROTATION}.png{IPF}
name={IMAGESTEM}@V-sw.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,2,
.,*,."
[tile]
pos=1
type=!,{GATE},{BARRIER}
# set_no_flag=gate
[/tile]
[tile]
pos=2
type={GATE}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-sw-end.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
@ -38,13 +66,12 @@
[tile]
pos=1
has_flag={FLAG}-{ROTATION}-long
set_no_flag=gate_drawn
type={GATE}
set_no_flag=gate
[/tile]
# rotations=se,n,sw,foo,foo,foo
probability=100
[image]
name={IMAGESTEM}@V-long-{ROTATION}.png{IPF}
name={IMAGESTEM}@V-long-sw.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
@ -54,153 +81,94 @@
#enddef
#define GATES_DIAGONAL_L GATE GATE2 BARRIER LAYER IPF IMAGESTEM
[terrain_graphics]
map="
, *
2 , *
, 1
3 , 4
, *"
[tile]
pos=1
type={GATE}
set_no_flag=gate-sw
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=4
type={BARRIER}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, *
* , 2
, 1
4 , 3
, *"
[tile]
pos=1
type={GATE}
set_no_flag=gate-se
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=4
type={BARRIER}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, *
2 , *
, 1
3 , 4
, *"
[tile]
pos=1
type={GATE}
set_no_flag=gate-sw-long
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=4
type={GATE},{GATE2}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, *
* , 2
, 1
4 , 3
, *"
[tile]
pos=1
type={GATE}
set_no_flag=gate-se-long
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE}
[/tile]
[tile]
pos=4
type={GATE},{GATE2}
[/tile]
probability=100
[/terrain_graphics]
# default
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={GATE}
no_flag=gate
set_no_flag=gate-se-long
[/tile]
probability=100
[/terrain_graphics]
{GATES_PLACE_IMAGE_LF gate sw {LAYER} {IPF} {IMAGESTEM}}
{GATES_PLACE_IMAGE_LF gate se {LAYER} {IPF} {IMAGESTEM}}
#enddef
#define GATES_VERTICAL_L GATE BARRIER LAYER IPF IMAGESTEM
#define GATES_DIAGONAL_SE_L GATE BARRIER LAYER IPF IMAGESTEM
[terrain_graphics]
map="
.,*,.
,2,2,
,*,*,
*,1,*
,2,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-se.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,2,*,
.,*,."
[tile]
pos=1
type=!,{GATE},{BARRIER}
# set_no_flag=gate
[/tile]
[tile]
pos=2
type={GATE}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-se-end.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-long-se.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define GATES_VERTICAL_NS_L GATE BARRIER LAYER IPF IMAGESTEM
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,2,2,
.,*,."
@ -208,8 +176,7 @@
[tile]
pos=1
type={GATE}
set_flag=gate
set_no_flag=gate-n
set_no_flag=gate
[/tile]
[tile]
pos=2
@ -225,4 +192,82 @@
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,2,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-right-n.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,2,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-left-n.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
.,*,."
[tile]
pos=1
type={GATE}
set_no_flag=gate
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-long-n.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef

View file

@ -1168,9 +1168,171 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
editor_group=cave,obstacle
[/terrain_type]
#
# ## Doors and gates ##
#
# ## Closed ##
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-tile
editor_image=portals/gate-rusty-sw-tile
id=portal_gate_rusty_sw
name= _ "Gate"
editor_name= _ "Rusty Gate"
string=^Pr\
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-se-tile
id=portal_gate_rusty_se
name= _ "Gate"
editor_name= _ "Rusty Gate"
string=^Pr/
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-n-tile
id=portal_gate_rusty_n
name= _ "Gate"
editor_name= _ "Rusty Gate"
string=^Pr|
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-sw-tile
id=portal_door_wooden_sw
name= _ "Door"
editor_name= _ "Wooden Door"
string=^Pw\
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-se-tile
id=portal_door_wooden_se
name= _ "Door"
editor_name= _ "Wooden Door"
string=^Pw/
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-n-tile
id=portal_door_wooden_n
name= _ "Door"
editor_name= _ "Wooden Door"
string=^Pw|
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
# ## Open ##
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-open-sw-tile
id=portal_gate_rusty_open_sw
name= _ "Gate"
editor_name= _ "Open Rusty Gate"
string=^Pr\o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-open-se-tile
id=portal_gate_rusty_open_se
name= _ "Gate"
editor_name= _ "Open Rusty Gate"
string=^Pr/o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-open-n-tile
id=portal_gate_rusty_open_n
name= _ "Gate"
editor_name= _ "Open Rusty Gate"
string=^Pr|o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-open-sw-tile
id=portal_door_wooden_open_sw
name= _ "Door"
editor_name= _ "Open Wooden Door"
string=^Pw\o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-open-se-tile
id=portal_door_wooden_open_se
name= _ "Door"
editor_name= _ "Open Wooden Door"
string=^Pw/o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-open-n-tile
id=portal_door_wooden_open_n
name= _ "Door"
editor_name= _ "Open Wooden Door"
string=^Pw|o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
#
# ## Previous directionless gate terrains (for backwards compatibility) ##
#
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-long-se
id=portal_gate_rusty
name= _ "Gate"
editor_name= _ "Rusty Gate"
@ -1179,11 +1341,12 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
hidden=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-tile
editor_image=portals/door-wooden-long-se
id=portal_door_wooden
name= _ "Door"
editor_name= _ "Wooden Door"
@ -1192,11 +1355,12 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
hidden=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-open-tile
editor_image=portals/gate-rusty-open-long-se
id=p_open_rusty
name= _ "Gate"
editor_name= _ "Rusty Open Gate"
@ -1204,11 +1368,12 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
default_base=Rr
aliasof=_bas
editor_group=embellishments
hidden=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-open-tile
editor_image=portals/door-wooden-open-long-se
id=p_open_wooden
name= _ "Door"
editor_name= _ "Wooden Open Door"
@ -1216,8 +1381,13 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
default_base=Rr
aliasof=_bas
editor_group=embellishments
hidden=yes
[/terrain_type]
#
# ## Invisible obstacle overlays ##
#
[terrain_type]
editor_image=impassable-editor
id=impassable_overlay