diff --git a/data/core/terrain-graphics.cfg b/data/core/terrain-graphics.cfg index 02274716e8a..63b99d2ec9d 100644 --- a/data/core/terrain-graphics.cfg +++ b/data/core/terrain-graphics.cfg @@ -16,29 +16,41 @@ # NOTE the terrain _off^_usr gets its definition from the code since it's # themable -#ifdef TRACK_MACRO_NO_LONGER_MISSING - # Bridges must be on top because they set some flags depending on their orientation that might be used by other macros later - {TRACK *^Bw\ *^Bw| *^Bw/ bridge/wood} + # TRACK LAYOUT MUST STAY ON TOP + # they set flags that will be used by other macros later. + # they don't set any image by themselves. + {LAYOUT_TRACKS_F *^Bw\ *^Bw| *^Bw/ overlay} + {LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ overlay} + {LAYOUT_TRACKS_STRAIGHT_F *^Bsb\ *^Bsb| *^Bsb/ overlay} + + {TRACK_TEST_FLAG (*^Br\,*^Br|,*^Br/) overlay-connect} + + + # basic images for the bridge + {TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ overlay bridge/wood} # add transition bridges<->bridges wherever images are missing - {TRACK_BORDER_RESTRICTED_RANDOM (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) bridge/wood-end} + {TRACK_BORDER_RESTRICTED_PLF (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) 100 -80 overlay bridge/wood-end} # add dock-style ends to bridges ending in water - {TRACK_BORDER_RESTRICTED_RANDOM (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) bridge/wood-dock} + {TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) 100 -80 overlay bridge/wood-dock} # add ramps where straight bridges end on land - {TRACK_BORDER_RESTRICTED_RANDOM (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) bridge/wood-end} + {TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) 100 -80 overlay bridge/wood-end} # Mine rail tracks - {TRACK *^Br\ *^Br| *^Br/ misc/rails} + {TRACK_COMPLETE *^Br\ *^Br| *^Br/ overlay misc/rails} # add transition rail<->rail wherever images are missing - {TRACK_BORDER_RESTRICTED_RANDOM (*^Br/,*^Br\) *^Br| misc/rails-switch-ns} - {TRACK_BORDER_RESTRICTED_RANDOM (*^Br|,*^Br/) *^Br\ misc/rails-switch-nwse} - {TRACK_BORDER_RESTRICTED_RANDOM (*^Br|,*^Br\) *^Br/ misc/rails-switch-nesw} + {TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 overlay misc/rails-switch-ns} + {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 overlay misc/rails-switch-nwse} + {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 overlay misc/rails-switch-nesw} #add transitions at rail end - {TRACK_BORDER_RESTRICTED_RANDOM (*^Br|,*^Br/,*^Br\) * misc/rails-end} + {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) * 100 -80 overlay misc/rails-end} + + {TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * W* 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-dock} + {TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small} + {TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-both} + {TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * * 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-single} + {TRACK_COMPLETE *^Bsb\ *^Bsb| *^Bsb/ overlay bridge/stonebridge} + #{TRACK_TEST_FLAG (*^Bsb|,*^Bsb/,*^Bsb\) overlay-connected} - #{TRACK *^Bsb\ *^Bsb| *^Bsb/ test/test} - {TRACK *^Bsb\ *^Bsb| *^Bsb/ bridge/stonebridge} - {TRACK_BORDER_RESTRICTED_RANDOM (*^Bsb|,*^Bsb/,*^Bsb\) (!,C*,K*,S*,W*,M*) bridge/stonebridge-end} -#endif # Forests {OVERLAY_COMPLETE Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine-sparse} @@ -341,14 +353,14 @@ # Water base terrains - +{OVERLAY_L Wwr -518 water/reef} {OVERLAY_RANDOM_L Wwf -519 water/ford} -{OVERLAY_L Wwr -519 water/reef} + #ANIMATED # Temporary non-animated water {TERRAIN_BASE Wo water/ocean} -{TERRAIN_BASE Ww,Wwf water/coast} +{TERRAIN_BASE Ww,Wwf water/coast} #{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean} @@ -495,7 +507,7 @@ {WALL_TRANSITION (Cud,Kud) (!,Cud,Kud) castle/dwarven-castle} {WALL_TRANSITION Xu (Qx*,Ql) cave/wall-rough-chasm} -{WALL_TRANSITION Xu (!,Xu,Xv) cave/wall-rough} +{WALL_TRANSITION Xu (!,Xu) cave/wall-rough} # New Generic Castle-to Chasm transition {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -80 transition2 unwalkable/castle-chasm}