From 17f0c16532a9978870e00abcd275342fe27bc72d Mon Sep 17 00:00:00 2001 From: "J.W. Bjerk" Date: Wed, 1 Sep 2010 02:27:45 +0000 Subject: [PATCH] Adding new terrain 'Muddy Quagmire' (Sm)... ...which is a plant-less alias of the swamp. Currently it appropriates existing graphics, so looks similar to the ford. --- changelog | 1 + data/core/terrain-graphics.cfg | 28 +++++++++++++++------------- data/core/terrain.cfg | 11 +++++++++++ players_changelog | 2 +- 4 files changed, 28 insertions(+), 14 deletions(-) diff --git a/changelog b/changelog index 025e0ef8fb2..c989c358395 100644 --- a/changelog +++ b/changelog @@ -32,6 +32,7 @@ Version 1.9.0+svn: * Tropical Ocean added * Improved transition between void and off-map and with both and the oceans. * Snowy Human City Village added + * Muddy Quagmire (Sm) added - alias of swamp * Multiplayer: * Side vision is now switched before the healing phase of the turn (only visible in hotseat) diff --git a/data/core/terrain-graphics.cfg b/data/core/terrain-graphics.cfg index 12879c5e237..27547a7cae0 100644 --- a/data/core/terrain-graphics.cfg +++ b/data/core/terrain-graphics.cfg @@ -376,7 +376,7 @@ {TERRAIN_BASE_RANDOM Iwr interior/wood-regular} # Water base terrains -{OVERLAY_RANDOM_L Wwf -519 water/ford} +{OVERLAY_RANDOM_L Wwf,Sm -519 water/ford} @@ -388,7 +388,7 @@ {GENERIC_SINGLEHEX_PLFB (Wot) 100 -1000 base ANIMATION_15 water/ocean-tropical} {GENERIC_SINGLEHEX_PLFB (Ww,Wwf,Wwr) 100 -1000 base ANIMATION_15 water/coast} {GENERIC_SINGLEHEX_PLFB (Wwt) 100 -1000 base ANIMATION_15 water/coast-tropical} -{GENERIC_SINGLEHEX_PLFB (Ss) 100 -1000 base ANIMATION_15 swamp/water} +{GENERIC_SINGLEHEX_PLFB (S*) 100 -1000 base ANIMATION_15 swamp/water} #temporary disabled normal multihex macro #{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean} @@ -596,7 +596,7 @@ -{TRANSITION_COMPLETE_LB (Ss,Chs) (!,Ss,Chs,W*,D*,H*,M*,A*) -230 ANIMATION_15 swamp/water-to-land} +{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,Chs,W*,D*,H*,M*,A*) -230 ANIMATION_15 swamp/water-to-land} @@ -664,7 +664,7 @@ {TRANSITION_COMPLETE_L Dd (Dd^V*) -340 sand/desert} {TRANSITION_COMPLETE_L Rd (Dd^V*) -350 flat/desert-road} -{TRANSITION_COMPLETE_L Rd (!,Rd,Dd,W*,S*,Ai) -352 flat/desert-road} +{TRANSITION_COMPLETE_L Rd (!,Rd,Dd,W*,Ss,Ai) -352 flat/desert-road} {TRANSITION_COMPLETE_L Dd (!,R*,Dd,W*,S*) -360 sand/desert} {TRANSITION_COMPLETE_L Dd R* -361 sand/desert} @@ -684,8 +684,8 @@ {TRANSITION_COMPLETE_LF (U*,Xu*,Ql) Ai,W* -486 non_submerged_part cave/bank-to-ice} -{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,Ss) -490 non_submerged_part frozen/ice} -{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,Ss) -505 submerged_part frozen/ice-to-water} +{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -490 non_submerged_part frozen/ice} +{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -505 submerged_part frozen/ice-to-water} # we just draw this again (invisible below the base layer) to set the transition flags {TRANSITION_COMPLETE_L Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water} @@ -699,7 +699,9 @@ # Water Transitions below everything else -{TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,S*,D*,Xv,_off^_usr) -515 transition2 water/ford} +{TRANSITION_COMPLETE_LF Wwf (!,Wwf,Sm,!,W*,S*,D*,Xv,_off^_usr) -515 transition2 water/ford} +{TRANSITION_COMPLETE_LF Sm (!,Wwf,Sm,!,W*,S*,D*,Xv,_off^_usr) -515 transition3 water/ford} +{TRANSITION_COMPLETE_LB Sm (!,Wwf,Sm,!,W*,S*,D*,Xv,_off^_usr) -520 ANIMATION_15 swamp/water-to-land} # Double-sided animated transitions for water-to-water and sand-to-water # >>> The following chunk controls animated water. To stop animated water and increase performance comment these lines out, and un-comment the following chunk @@ -709,27 +711,27 @@ {TRANSITION_COMPLETE_LFB Wot (!,Wot,!,W*,S*,D*) -551 transition3 ANIMATION_15 water/ocean-tropical-blend} {TRANSITION_COMPLETE_LFB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -552 transition3 ANIMATION_15 water/coast-long} {TRANSITION_COMPLETE_LFB Wwt (!,Wwt,!,W*,S*,D*) -553 transition3 ANIMATION_15 water/coast-tropical-long} -{TRANSITION_COMPLETE_LFB Ss (!,S*,!,W*,D*) -554 transition3 ANIMATION_15 swamp/water-long} +{TRANSITION_COMPLETE_LFB Ss (!,Ss,!,W*,D*) -554 transition3 ANIMATION_15 swamp/water-long} {TRANSITION_COMPLETE_LB Ss (!,Ss,!,W*,D*) -555 ANIMATION_15 swamp/water-long} {TRANSITION_COMPLETE_LB Wwt (!,Wwt,!,W*,S*,D*) -556 ANIMATION_15 water/coast-tropical-long} {TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -557 ANIMATION_15 water/coast-long} {TRANSITION_COMPLETE_LB Wot (!,Wot,!,W*,S*,D*) -558 ANIMATION_15 water/ocean-tropical-blend} {TRANSITION_COMPLETE_LB Wo (!,Wo,!,W*,S*,D*) -558 ANIMATION_15 water/ocean-blend} -{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,S*) -559 sand/sand-to-water} +{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,Ss) -559 sand/sand-to-water} -#{TRANSITION_COMPLETE_LF Dd,Ds (!,D*,!,W*,S*) -550 transition3 sand/sand-to-water} +#{TRANSITION_COMPLETE_LF Dd,Ds (!,D*,!,W*,Ss) -550 transition3 sand/sand-to-water} #{TRANSITION_COMPLETE_LF Wo (!,Wo,!,W*,S*,D*) -551 transition3 water/ocean-blend} #{TRANSITION_COMPLETE_LF Wot (!,Wot,!,W*,S*,D*) -551 transition3 water/ocean-tropical-blend} #{TRANSITION_COMPLETE_LF Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -552 transition3 water/coast-long} #{TRANSITION_COMPLETE_LF Wwt (!,Wwt,!,W*,S*,D*) -553 transition3 water/coast-tropical-long} -#{TRANSITION_COMPLETE_LF Ss (!,S*,!,W*,D*) -554 transition3 swamp/water-long} +#{TRANSITION_COMPLETE_LF Ss (!,Ss,!,W*,D*) -554 transition3 swamp/water-long} #{TRANSITION_COMPLETE_L Ss (!,Ss,!,W*,D*) -555 swamp/water-long} #{TRANSITION_COMPLETE_L Wwt (!,Wwt,!,W*,S*,D*) -556 water/coast-tropical-long} #{TRANSITION_COMPLETE_L Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -557 water/coast-long} #{TRANSITION_COMPLETE_L Wot (!,Wot,!,W*,S*,D*) -558 water/ocean-tropical-blend} #{TRANSITION_COMPLETE_L Wo (!,Wo,!,W*,S*,D*) -558 water/ocean-blend} -#{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,S*) -559 sand/sand-to-water} +#{TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,Ss) -559 sand/sand-to-water} # Animated transitions that meld the edges of out-of-sync animating tiles. @@ -742,7 +744,7 @@ {TRANSITION_COMPLETE_LB Wot (Wot,!,Wo*,Ww*,G*,R*,H*,M*,U*,!,*) -563 ANIMATION_15 water/ocean-tropical} {TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (Ww,Wwf,Wwr,!,Wwt,Wo,G*,R*,H*,M*,U*,!,*) -564 ANIMATION_15 water/coast} {TRANSITION_COMPLETE_LB Wwt (Wwt,!,Ww,Wo,Wwr,Wwf,G*,R*,H*,M*,U*,!,*) -565 ANIMATION_15 water/coast-tropical} -{TRANSITION_COMPLETE_LB Ss (Ss) -566 ANIMATION_15 swamp/water} +{TRANSITION_COMPLETE_LB S* (S*) -566 ANIMATION_15 swamp/water} #{TRANSITION_COMPLETE_L Wo (Xv,_off^_usr) -560 water/ocean-long} #{TRANSITION_COMPLETE_L Wot (Xv,_off^_usr) -561 water/ocean-tropical-long} diff --git a/data/core/terrain.cfg b/data/core/terrain.cfg index 24e1ac2e7b5..6212b719be7 100644 --- a/data/core/terrain.cfg +++ b/data/core/terrain.cfg @@ -92,6 +92,17 @@ editor_group=water [/terrain_type] +[terrain_type] + symbol_image=swamp/mud-tile + id=quagmire + name= _ "Swamp" +# editor_name= _ "Muddy Quagmire" + string=Sm + submerge=0.4 + unit_height_adjust=-3 + editor_group=water +[/terrain_type] + # # ## Flat ## diff --git a/players_changelog b/players_changelog index 3392be0570f..b0460e7ce67 100644 --- a/players_changelog +++ b/players_changelog @@ -10,7 +10,7 @@ Version 1.9.0+svn: * New animations: Merman Hunter ranged animation and defence, Warrior se attack and defence. * New portraits: Inferno Drake - * New Terrain: Tropical Ocean, Snowy Human City Village + * New Terrain: Tropical Ocean, Snowy Human City Village, Muddy Quagmire * Units * Added the Ghast unit from DiD to core with new base frame and animations. * Miscellaneous: