wesnoth/data/terrain-graphics.cfg
2004-06-25 21:06:57 +00:00

204 lines
5.4 KiB
INI

# The following flags are defined to have a meaning
#
# * terrain-$name : the corresponding tile has already graphics for the terrain
# named $name. No other one should be added.
# * transition-$direction : the corresponding tile already has the transition
# in the given direction (or should not have one). No other one should be
# added.
# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
# keep correspoding to the given castle tile
# The following precendeces are defined to have a meaning:
# 0: normal terrain, normal transitions
# 16: castles
# 32: decorations over castles
# Loads the macros used in the file
{terrain-graphics}
#
# Attachs graphics to each known terrain types
#
{CASTLE_TRANSITION CK f dirt forest-ctrans}
#{CASTLE_TRANSITION nK f dirt forest-ctrans}
#Special cases for encampment (nw, nw-n-ne and ne)
{CASTLE_TRANSITION nK f dark_grass forest-etrans}
#On the rest fall back on forest-castle
{CASTLE_TRANSITION nK f dark_grass forest-ctrans}
#{TERRAIN_BASE K keep}
#{TERRAIN_BASE C castle}
#{TERRAIN_BASE n dirt}
{TERRAIN_BASE u cave}
{TERRAIN_BASE W cavewall}
{TERRAIN_BASE F snow-forest}
{TERRAIN_BASE_PROBABILITY f forest2 10}
{TERRAIN_BASE_PROBABILITY f forest3 10}
{TERRAIN_BASE_PROBABILITY f forest4 10}
{TERRAIN_BASE_PROBABILITY f forest5 10}
{TERRAIN_BASE_PROBABILITY f forest6 10}
{TERRAIN_BASE_PROBABILITY f forest7 10}
{TERRAIN_BASE_PROBABILITY f forest8 10}
{TERRAIN_BASE_PROBABILITY f forest-stones1 1}
{TERRAIN_BASE_PROBABILITY f forest-stones2 2}
{TERRAIN_BASE_PROBABILITY f forest-stones3 1}
{TERRAIN_BASE_PROBABILITY f forest-stones4 1}
{TERRAIN_BASE f forest}
{TERRAIN_BASE m mountains}
{TERRAIN_BASE H snow-hills}
{TERRAIN_BASE_PROBABILITY h hills-variation1 15}
{TERRAIN_BASE_PROBABILITY h hills-variation2 15}
{TERRAIN_BASE_PROBABILITY h hills-variation3 30}
{TERRAIN_BASE h hills}
{TERRAIN_BASE_PROBABILITY S snow2 30}
{TERRAIN_BASE_PROBABILITY S snow3 30}
{TERRAIN_BASE S snow}
{TERRAIN_BASE_PROBABILITY g grassland-rocks 4}
{TERRAIN_BASE_PROBABILITY g grassland-flowers 8}
{TERRAIN_BASE g grassland}
{TERRAIN_BASE r dirt}
{TERRAIN_BASE R road}
{TERRAIN_BASE_PROBABILITY d desert-plant 10}
{TERRAIN_BASE d desert}
{TERRAIN_BASE \ bridge-se-nw}
{TERRAIN_BASE / bridge-ne-sw}
{TERRAIN_BASE | bridge-n-s}
{TERRAIN_BASE_PROBABILITY w swampwater2 30}
{TERRAIN_BASE_PROBABILITY w swampwater3 30}
{TERRAIN_BASE w swampwater}
{TERRAIN_BASE i ice}
{TERRAIN_BASE p pier}
{TERRAIN_BASE c coast}
{TERRAIN_BASE s ocean}
{TERRAIN_BASE ~ fog}
{TERRAIN_BASE ( ) void}
#
# Villages
#
{TERRAIN_BASE Y swampwater}
{BUILDING Y village-swampwater}
{TERRAIN_BASE V snow}
{BUILDING V village-snow}
{TERRAIN_BASE Z coast}
{BUILDING Z village-coast}
{TERRAIN_BASE v grassland}
{BUILDING v village-human}
{TERRAIN_BASE D cave}
{BUILDING D village-cave}
{TERRAIN_BASE t grassland}
{BUILDING t village}
#
# Transition between terrains
#
# Special transitions go first
# Castle and keeps. Always use the same letter for keeps: the CASTLE_AND_KEEP
# macro will determine the correct graphics to use, according to the adjacent
# castle letter.
#define KEEP_TILE
K
#enddef
# Castle floor tiles.
{CASTLE_FLOOR C {KEEP_TILE} castle}
{CASTLE_FLOOR n {KEEP_TILE} dirt}
{BUILDING_FLAG {KEEP_TILE} tent keep-of-n} # Keeps flagged "keep-of-n" should have a tent
{CASTLE_AND_COMPOSED_KEEP C {KEEP_TILE} castle keep}
{CASTLE_AND_SIMPLE_KEEP n {KEEP_TILE} encampment}
#{BUILDING_PROBABILITY n tent1 30}
# Forest, hills and mountains should always overlay on northern sides
{TERRAIN_ADJACENT_NORTH m mountains}
{TERRAIN_ADJACENT_NORTH H snow-hills}
{TERRAIN_ADJACENT_NORTH h hills}
{TERRAIN_ADJACENT_NORTH F snow-forest}
# TERRAIN_ADJACENT_NORTH currently only works with 1-tile transitions.
# The forest will be given high enough priority to have correct north adj anyway.
#{TERRAIN_ADJACENT_NORTH f forest}
# Then, standard transitions
{TERRAIN_ADJACENT_1234 uD !uD cave}
# forest-to-water transitions. Place before forest-to-any.
{TERRAIN_ADJACENT_123 f cZp\|/ forest-to-water}
{TERRAIN_ADJACENT_123 f s forest-to-water}
# use forest-to-water for forest-to-dirt and forest-to-desert too
{TERRAIN_ADJACENT_123 f r forest-to-water}
{TERRAIN_ADJACENT_123 f d forest-to-water}
{TERRAIN_ADJACENT_123 f !f forest}
{TERRAIN_ADJACENT_1 F !F snow-forest}
{TERRAIN_ADJACENT_1 m !m mountains}
{TERRAIN_ADJACENT_12 H !H snow-hills}
{TERRAIN_ADJACENT_12 h !h hills}
{TERRAIN_ADJACENT_1234 SV !SV snow}
{TERRAIN_ADJACENT_1234 tgv !tgv grassland}
{TERRAIN_ADJACENT_1 r !r dirt}
{TERRAIN_ADJACENT_1 R !R road} # Graphics do not seem to be here
{TERRAIN_ADJACENT_1 d !d desert}
{TERRAIN_ADJACENT_1 Yw !Yw swampwater}
{TERRAIN_ADJACENT_1 i !i ice}
{TERRAIN_ADJACENT_1 cZp\|/ !cZp\|/ coast}
{TERRAIN_ADJACENT_1 s !s ocean}
# Some test cases
#[terrain_graphics]
# map="
#. 1
# .
#. 1
# .
#. 1
# 1
#1"
# [tile]
# pos=1
# type=m
# [/tile]
#
# probability=30
# no_flag="built-m"
# set_flag="built-m"
#
# [image]
# z_index=-99
# name="mountains-test"
# [/image]
#[/terrain_graphics]
#[terrain_graphics]
# [tile]
# x=0
# y=0
# type=m
# [image]
# z_index=-99
# name="mountains-test-2"
# [/image]
# [/tile]
# # probability=20
# no_flag="built-m"
# set_flag="built-m"
#
# precedence=2
#[/terrain_graphics]