wesnoth/attic/terrain-graphics.cfg

280 lines
5.7 KiB
INI

#
# This file contains terrain--graphics macros that are not currently used in
# mainline or any known UMC. The goal of moving them here is (a) to make
# the mainline files easier to read by reducing unused clutter, (b) to
# clean up unused references so wmlscope sanity checking, and (c) to preserve
# these in case they are ever again useful.
#
#
# Originally from buildings.cfg
#
#define BUILDING_FLAG TERRAIN IMAGE_WML FLAG
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}
{IMAGE_WML}
[/tile]
set_flag=building-{TERRAIN}
no_flag=building-{TERRAIN}
[/terrain_graphics]
#enddef
#define BUILDING_FLAG_PROB TERRAIN IMAGE_WML FLAG PROBABILITY
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
has_flag={FLAG}
set_flag=overlay
{IMAGE_WML}
[/tile]
probability={PROBABILITY}
set_flag=building-{TERRAIN}
no_flag=building-{TERRAIN}
[/terrain_graphics]
#enddef
#define FLAG_REMAINING TERRAIN FLAG CLASS
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
set_flag={FLAG},{CLASS}
no_flag={CLASS}
[/tile]
[/terrain_graphics]
#enddef
#
# Originally from utils.cfg
#
#define HIMG LAYER NAME
[image]
name={NAME}
layer={LAYER}
[/image]
#enddef
#define HIMG_NIGHT LAYER NAME NAME_NIGHT
[image]
name={NAME}
layer={LAYER}
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/image]
#enddef
#define VIMG_NIGHT BASE NAME NAME_NIGHT
[image]
name={NAME}
base={BASE}
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/image]
#enddef
# Sets a specified flag to all hexes adjacent to a given type which is in turn
# adjacent to another given type. Used to set the transition2 flag for sunken
# keeps, so their cliff transition to water will be disabled.
#define SET_ADJACENT_FLAG CENTER_TERRAIN ADJACENT_TERRAIN ADJACENT_TO_TERRAIN FLAG
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={CENTER_TERRAIN}
[/tile]
[tile]
pos=2
type={ADJACENT_TERRAIN}
set_flag="adjacent_to_{ADJACENT_TO_TERRAIN}"
no_flag="adjacent_to_{ADJACENT_TO_TERRAIN}"
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 4
., .
, 3
., .
, ."
[tile]
pos=3
type={ADJACENT_TERRAIN}
has_flag="adjacent_to_{ADJACENT_TO_TERRAIN}"
[/tile]
[tile]
pos=4
type={ADJACENT_TO_TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
#
# These were originally from castle_transitions.cfg
#
#define TERRAIN_ADJACENT_CORNER_FLAG1_PROB TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGESTEM PROB
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
has_flag={FLAG}
set_flag=fence-@R0
no_flag=fence-@R0
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
name={IMAGESTEM}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
probability={PROB}
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER_FLAG2 TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGESTEM
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
has_flag={FLAG}
[/tile]
[tile]
pos=3
type={TERRAIN3}
[/tile]
[image]
base={POS}
name={IMAGESTEM}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef
#define TERRAIN_ADJACENT_CORNER_FLAG3 TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGESTEM
[terrain_graphics]
map="
3
, 2
1"
[tile]
pos=1
type={TERRAIN1}
[/tile]
[tile]
pos=2
type={TERRAIN2}
[/tile]
[tile]
pos=3
type={TERRAIN3}
has_flag={FLAG}
[/tile]
[image]
base={POS}
name={IMAGESTEM}-@R0
[/image]
rotations=ne,e,se,sw,w,nw
[/terrain_graphics]
#enddef
#
# Originally from the base.cfg file
#
#define TERRAIN_BASE_FLAG TERRAIN FLAG IMAGESTEM
[terrain_graphics]
[tile]
x=0
y=0
type="{TERRAIN}"
has_flag={FLAG}
[image]
layer=-1000
name={IMAGESTEM}
[/image]
[/tile]
no_flag="base"
set_flag="base"
[/terrain_graphics]
#enddef