wesnoth/data/core/terrain-graphics/internal-complex.cfg
Simon Forsyth be3115da85 Draw fallback small images if large images not available for OVERLAY_COMPLETE.
Fixes unreported bug affecting reeds in swamp terrain.
2012-01-12 00:13:56 +00:00

77 lines
4.1 KiB
INI

#textdomain wesnoth
#macros with complex behaviours, mainly build by assembling the basics from internal-generics
##########################################
############ GENERIC #####################
##########################################
# take one of the images IMAGESTEM#
# the chances are the same for all available images, even if the last ones are missing
#define GENERIC_SINGLE_RANDOM_LFB TERRAIN LAYER FLAG BUILDER IMAGESTEM
{GENERIC_SINGLE_PLFB ({TERRAIN}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define GENERIC_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM ROTATION
{GENERIC_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V {ROTATION}}
#enddef
#define GENERIC_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM ROTATION
{GENERIC_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V {ROTATION}}
#enddef
#define GENERIC_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM ROTATION
{GENERIC_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V {ROTATION}}
#enddef
#define GENERIC_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1-@R2)}
{GENERIC_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small ()}
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1)}
{GENERIC_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small ()}
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0)}
{GENERIC_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small ()}
{GENERIC_SINGLE_RANDOM_LFB ({TERRAIN}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
#enddef
##########################################
############ BORDER ######################
##########################################
# take one of the images IMAGESTEM#
# the chances are the same for all available images, even if the last ones are missing
#define BORDER_RESTRICTED_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{BORDER_RESTRICTED_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED2_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{BORDER_RESTRICTED2_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED3_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{BORDER_RESTRICTED3_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED4_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{BORDER_RESTRICTED4_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED5_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{BORDER_RESTRICTED5_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_RESTRICTED6_RANDOM_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{BORDER_RESTRICTED6_PLFB ({TERRAIN}) ({ADJACENT}) 100 {LAYER} {FLAG} {BUILDER} {IMAGESTEM}@V}
#enddef
#define BORDER_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
{BORDER_RESTRICTED6_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED5_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED4_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED3_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED2_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
{BORDER_RESTRICTED_RANDOM_LFB ({TERRAIN}) ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
#enddef