Lari Nieminen cce073f209 Possible solution for some ugly beach corners.
Introduces little fuzzy overlap glitches.
2010-11-12 22:08:32 +00:00

524 lines
10 KiB
INI

# This file contains a WIP set of terrain graphics macros, intended to be as
# short and simple as possible.
#define NEW:BASE TERRAIN IMAGESTEM
# Places {IMAGESTEM}[1-11].png as base tiles. Assumes 72x72 hex-shaped
# images.
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag=base
[/tile]
[image]
name={IMAGESTEM}@V.png
variations=";2;3;4;5;6;7;8;9;10;11"
layer=-1000
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
#define NEW:FOREST TERRAINLIST ADJACENT IMAGESTEM
# This assumes centered images. Places the images named
# {IMAGESTEM}-small[1-11].png on all {TERRAIN} adjacent to {ADJACENT}, and
# {IMAGESTEM}[1-11].png on all others.
[terrain_graphics]
map="
, 2
*, *
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
no_flag=forest
set_flag=forest,small_forest
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGESTEM}-small@V.png
variations=";2;3;4;5;6;7;8;9;10;11"
layer=0
base=90,144
center=90,144
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, *
*, *
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=forest
[/tile]
[image]
name={IMAGESTEM}@V.png
variations=";2;3;4;5;6;7;8;9;10;11"
layer=0
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
#define NEW:WALL_P TERRAINLIST ADJACENT PROB IMAGESTEM
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=wall-@R0
[/tile]
[tile]
pos=2
type={ADJACENT}
set_no_flag=wall-@R2
[/tile]
[tile]
pos=3
type={ADJACENT}
set_no_flag=wall-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
probability={PROB}
[image]
layer=0
base=54,72
name={IMAGESTEM}@V-convex-@R0.png
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={ADJACENT}
set_no_flag=wall-@R0
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag=wall-@R2
[/tile]
[tile]
pos=3
type={TERRAINLIST}
set_no_flag=wall-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
probability={PROB}
[image]
layer=0
base=54,72
name={IMAGESTEM}@V-concave-@R0.png
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
#enddef
#define NEW:WALL TERRAINLIST ADJACENT IMAGESTEM
{NEW:WALL_P {TERRAINLIST} {ADJACENT} 100 {IMAGESTEM}}
#enddef
#define NEW:WALL2_P TERRAINLIST ADJACENT1 ADJACENT2 PROB IMAGESTEM
{NEW:WALL {TERRAINLIST} {ADJACENT1} {IMAGESTEM}}
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=wall-@R0
[/tile]
[tile]
pos=2
type={ADJACENT1}
set_no_flag=wall-@R2
[/tile]
[tile]
pos=3
type={ADJACENT2}
set_no_flag=wall-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
layer=0
base=54,72
name={IMAGESTEM}@V-cw-@R0.png
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=wall-@R0
[/tile]
[tile]
pos=2
type={ADJACENT2}
set_no_flag=wall-@R2
[/tile]
[tile]
pos=3
type={ADJACENT1}
set_no_flag=wall-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
layer=0
base=54,72
name={IMAGESTEM}@V-ccw-@R0.png
variations=";2;3;4;5;6"
[/image]
[/terrain_graphics]
#enddef
#define NEW:WALL2 TERRAINLIST ADJACENT1 ADJACENT2 IMAGESTEM
{NEW:WALL2_P {TERRAINLIST} {ADJACENT1} {ADJACENT2} 100 {IMAGESTEM}}
#enddef
#define NEW:WAVES TERRAINLIST ADJACENT LAYER IMAGESTEM
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=waves-@R0
[/tile]
[tile]
pos=2
type={ADJACENT}
set_no_flag=waves-@R2
[/tile]
[tile]
pos=3
type={ADJACENT}
set_no_flag=waves-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
name={ANIMATION_06_150 {IMAGESTEM}-convex -@R0}
random_start=no
layer={LAYER}
center=90,144
base=90,144
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={ADJACENT}
set_no_flag=waves-@R0
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag=waves-@R2
[/tile]
[tile]
pos=3
type={TERRAINLIST}
set_no_flag=waves-@R4
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
name={ANIMATION_06_150 {IMAGESTEM}-concave -@R0}
random_start=no
layer={LAYER}
center=90,144
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define NEW:BEACH TERRAINLIST ADJACENT IMAGESTEM
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={ADJACENT}
set_no_flag=beach-@R0-@R5,beach-@R0-@R1
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_no_flag=beach-@R2-@R3
[/tile]
[tile]
pos=3
type={TERRAINLIST}
set_no_flag=beach-@R4-@R3
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
name={IMAGESTEM}-concave-@R0-@R5.png
layer=-500
center=90,144
base=90,144
[/image]
[image]
name={IMAGESTEM}-concave-@R0-@R1.png
layer=-500
center=90,144
base=90,144
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=beach-@R0-@R5,beach-@R0-@R1
[/tile]
[tile]
pos=2
type={ADJACENT}
set_no_flag=beach-@R2-@R3
[/tile]
[tile]
pos=3
type={ADJACENT}
set_no_flag=beach-@R4-@R3
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
name={IMAGESTEM}-convex-@R0-@R5.png
layer=-500
center=90,144
base=90,144
[/image]
[image]
name={IMAGESTEM}-convex-@R0-@R1.png
layer=-500
center=90,144
base=90,144
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=beach-@R0-@R5
[/tile]
[tile]
pos=2
type={ADJACENT}
set_no_flag=beach-@R2-@R3
[/tile]
[tile]
pos=3
type=!,{TERRAINLIST},{ADJACENT}
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
name={IMAGESTEM}-convex-@R0-@R5.png
layer=-500
center=90,144
base=90,144
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, 2
*, 3
, 1
*, *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=beach-@R0-@R1
[/tile]
[tile]
pos=2
type=!,{TERRAINLIST},{ADJACENT}
[/tile]
[tile]
pos=3
type={ADJACENT}
set_no_flag=beach-@R4-@R3
[/tile]
rotations=tr,r,br,bl,l,tl
[image]
name={IMAGESTEM}-convex-@R0-@R1.png
layer=-500
center=90,144
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define NEW:VILLAGE TERRAINLIST IMAGESTEM
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=village
[/tile]
[image]
name={IMAGESTEM}@V.png
variations=";2;3;4"
layer=0
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
#define NEW:VILLAGE_A3 TERRAINLIST TIME IMAGESTEM
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=village
[/tile]
[image]
name={IMAGESTEM}01.png:{TIME},{IMAGESTEM}02.png:{TIME},{IMAGESTEM}03.png:{TIME}
layer=0
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
#define NEW:VILLAGE_A4 TERRAINLIST TIME IMAGESTEM
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=village
[/tile]
[image]
name={IMAGESTEM}01.png:{TIME},{IMAGESTEM}02.png:{TIME},{IMAGESTEM}03.png:{TIME},{IMAGESTEM}04.png:{TIME}
layer=0
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
# This hacky macro will hopefully be replaced with a more elegant way of passing
# variation-specific probabilities sometime
#define VILLAGE_PROBABILITY PROB
[+terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef