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a/data/core/images/terrain/walls/stone/flames/torch/post-water.png b/data/core/images/terrain/walls/stone/flames/torch/post-water.png new file mode 100644 index 00000000000..a64875deed6 Binary files /dev/null and b/data/core/images/terrain/walls/stone/flames/torch/post-water.png differ diff --git a/data/core/images/terrain/walls/stone/flames/torch/post.png b/data/core/images/terrain/walls/stone/flames/torch/post.png new file mode 100644 index 00000000000..0cd46bd830d Binary files /dev/null and b/data/core/images/terrain/walls/stone/flames/torch/post.png differ diff --git a/data/core/terrain-graphics.cfg b/data/core/terrain-graphics.cfg index cb17a4ae60a..b0a5f96ef74 100644 --- a/data/core/terrain-graphics.cfg +++ b/data/core/terrain-graphics.cfg @@ -360,6 +360,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef # Illuminated caves {NEW:OVERLAY (*^Ufi,*^Ii) cave/beam FLAG=light LAYER=1} +# Wall sconces or torches +{NEW:WALL_FLAMES_OVERLAY (X*^Efs) walls/stone/flames/sconce} +{NEW:TORCH_FLAMES_OVERLAY (!,X*^Efs,!,*^Efs) walls/stone/flames/torch} + #Farmland {NEW:OVERLAY *^Gvs embellishments/farm-veg-spring LAYER=-81} diff --git a/data/core/terrain-graphics/new-macros.cfg b/data/core/terrain-graphics/new-macros.cfg index e880c7b4e74..b68f01b3909 100644 --- a/data/core/terrain-graphics/new-macros.cfg +++ b/data/core/terrain-graphics/new-macros.cfg @@ -109,7 +109,7 @@ transition#endarg pos=1 type={ADJACENT} set_no_flag={FLAG}-@R5,{FLAG}-@R0,{FLAG}-@R1 - set_flag=crowded + set_flag=crowded [image] name={IMAGESTEM}-@R5-gap-@R1.png layer={LAYER} @@ -132,7 +132,7 @@ transition#endarg 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 + # 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 @@ -195,7 +195,6 @@ transition#endarg [/terrain_graphics] #enddef - #define NEW:TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM #arg FLAG @@ -1432,7 +1431,7 @@ corner#endarg #arg FLAG wall#endarg - + [terrain_graphics] map=" 2 @@ -2409,6 +2408,349 @@ first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg [/terrain_graphics] #enddef +################## start of wall and torch flames ###################################### + +######################## +# wall sconces +######################## + +#define FLAME_TORCH_IMAGE_INTERNAL IMAGESTEM X_POS Y_POS +{IMAGESTEM}/base.png~BLIT(terrain/{IMAGESTEM}/flames.png,{X_POS},{Y_POS})~MASK(terrain/{IMAGESTEM}/mask@V.png):50#enddef + +#define NEW:TORCH_FLAMES_OVERLAY TERRAINLIST IMAGESTEM + +#arg PROB +100#endarg + +#arg LAYER +4#endarg + +#arg LAYER2 +2#endarg + +#arg FLAG +flames#endarg + +#arg ADJACENT +X*#endarg + + # set the flags to mark where the torches are + [terrain_graphics] + map=" +1 +, +2" + [tile] + pos=1 + type=!,{ADJACENT} + [/tile] + [tile] + pos=2 + type={TERRAINLIST} + set_no_flag={FLAG} + [/tile] + + probability={PROB} + [/terrain_graphics] + # choose the correct post type + [terrain_graphics] + map=" +* +, +1" + [tile] + pos=1 + type=W* + has_flag={FLAG} + set_no_flag=post_drawn + [/tile] + + probability={PROB} + + [image] + layer={LAYER2} + base=24,80 + name={IMAGESTEM}/post-water.png + [/image] + [/terrain_graphics] + + [terrain_graphics] + map=" +* +, +1" + [tile] + pos=1 + type=Q* + has_flag={FLAG} + set_no_flag=post_drawn + [/tile] + + probability={PROB} + + [image] + layer={LAYER2} + base=24,80 + name={IMAGESTEM}/post-chasm.png + [/image] + [/terrain_graphics] + + [terrain_graphics] + map=" +* +, +1" + [tile] + pos=1 + type=!,Q*,X*,W* + has_flag={FLAG} + set_no_flag=post_drawn + [/tile] + + probability={PROB} + + [image] + layer={LAYER2} + base=24,80 + name={IMAGESTEM}/post.png + [/image] + [/terrain_graphics] + + # draw the flames etc. + [terrain_graphics] + map=" +* +, +1" + [tile] + pos=1 + has_flag={FLAG} + set_no_flag={FLAG}_drawn + [/tile] + + probability={PROB} + + [image] + layer={LAYER} + base=24,80 + name={IMAGESTEM}/glow[1,2,3,2].png:[200,160,140,170] + [/image] + + [image] + layer={LAYER} + base=54,72 + name="{FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 39}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 38}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 37}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 36}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 35}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 34}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 33}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 32}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 31}, + {FLAME_TORCH_IMAGE_INTERNAL {IMAGESTEM} 24 30}" + variations=";2;3" + [/image] + [/terrain_graphics] + +#enddef + +######################## +# wall sconces +######################## + +#define FLAME_WALL_IMAGE_INTERNAL CONCON IMAGESTEM X_POS Y_POS +{IMAGESTEM}/base-{CONCON}-@R0.png~BLIT(terrain/{IMAGESTEM}/flames.png,{X_POS},{Y_POS})~MASK(terrain/{IMAGESTEM}/mask@V-{CONCON}-@R0.png):50#enddef + +#define NEW:WALL_FLAMES_OVERLAY TERRAINLIST IMAGESTEM + +#arg PROB +100#endarg + +#arg LAYER +4#endarg + +#arg LAYER2 +2#endarg + +#arg FLAG +flame#endarg + +#arg ADJACENT +X*#endarg + +#arg POST +wall#endarg + + # these are the cases we know we want to quash, that are not covered by the rotations below + [terrain_graphics] + # this prevents the -convex-bl image from showing for Xo* SE of Xo*^Efs + map=" +, * +1 , * +, 2 +* , 3 +, *" + [tile] + pos=1 + type={TERRAINLIST} + [/tile] + [tile] + pos=2 + type={ADJACENT} + set_flag={FLAG}-bl + [/tile] + [tile] + pos=3 + type={TERRAINLIST},{ADJACENT} + [/tile] + [/terrain_graphics] + [terrain_graphics] + # this keeps the convex-bl image from showing up on all SW facing diagonal images + map=" +, * +* , * +, 1 +* , 2 +, *" + [tile] + pos=1 + type={TERRAINLIST} + set_flag={FLAG}-bl + [/tile] + [tile] + pos=2 + type={TERRAINLIST},{ADJACENT} + [/tile] + [/terrain_graphics] + [terrain_graphics] + # this keeps the fire overlays from showing up everywhere + map=" +, * +* , * +, 1 +* , 2 +, *" + [tile] + pos=1 + type={TERRAINLIST} + set_flag={FLAG}-bl + [/tile] + [tile] + pos=2 + type={TERRAINLIST},{ADJACENT} + [/tile] + [/terrain_graphics] + + # these are the real rules + [terrain_graphics] + map=" +2 +, 3 +1" + [tile] + pos=1 + type=!,{ADJACENT} + set_no_flag={FLAG}-@R0 + [/tile] + [tile] + pos=2 + type={TERRAINLIST} + [/tile] + [tile] + pos=3 + type={TERRAINLIST} + [/tile] + + rotations=tr,r,br,bl,l,tl + probability={PROB} + + [image] + layer={LAYER2} + base=24,80 + name={IMAGESTEM}/{POST}-post-concave-@R0.png + [/image] + + [image] + layer={LAYER} + base=24,80 + name={IMAGESTEM}/glow[1,2,3,2]-concave-@R0.png:[200,160,140,170] + [/image] + + [image] + layer={LAYER} + base=54,72 + name="{FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 41}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 40}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 39}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 38}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 37}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 36}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 35}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 34}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 33}, + {FLAME_WALL_IMAGE_INTERNAL concave {IMAGESTEM} 20 32}" + variations=";2;3" + [/image] + [/terrain_graphics] + + [terrain_graphics] + map=" +2 +, 3 +1" + [tile] + pos=1 + type={TERRAINLIST} + set_no_flag={FLAG}-@R0 + [/tile] + [tile] + pos=2 + type=!,{ADJACENT} + set_no_flag={FLAG}-@R2 + [/tile] + [tile] + pos=3 + type=!,{ADJACENT} + set_no_flag={FLAG}-@R4 + [/tile] + + rotations=tr,r,br,bl,l,tl + probability={PROB} + + [image] + layer={LAYER2} + base=24,24 + name={IMAGESTEM}/{POST}-post-convex-@R0.png + [/image] + + [image] + layer={LAYER} + base=24,24 + name={IMAGESTEM}/glow[1,2,3,2]-convex-@R0.png:[200,160,140,170] + [/image] + + [image] + layer={LAYER} + base=54,72 + name="{FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 67}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 66}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 65}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 64}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 63}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 62}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 61}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 60}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 59}, + {FLAME_WALL_IMAGE_INTERNAL convex {IMAGESTEM} 20 58}" + variations=";2;3" + [/image] + [/terrain_graphics] + +#enddef + +################## end of flames ###################################### + # This needs to be called only once, to set the flags used by all 12-hex 324x180 # water animations. #define NEW:WATER_342_180_TILE_FLAGS diff --git a/data/core/terrain.cfg b/data/core/terrain.cfg index 52d4ca47a2a..8c79a49d24a 100644 --- a/data/core/terrain.cfg +++ b/data/core/terrain.cfg @@ -431,6 +431,15 @@ Most units receive 20 to 40% defense in sand." editor_group=embellishments [/terrain_type] +[terrain_type] + symbol_image=walls/stone/flames/flames-tile + id=wallfire + editor_name= _ "Sconce" + string=^Efs + aliasof=_bas + editor_group=embellishments +[/terrain_type] + [terrain_type] symbol_image=misc/brazier-embellishment id=brazier