mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-16 10:20:30 +00:00
204 lines
5.4 KiB
INI
204 lines
5.4 KiB
INI
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# The following flags are defined to have a meaning
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#
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# * terrain-$name : the corresponding tile has already graphics for the terrain
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# named $name. No other one should be added.
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# * transition-$direction : the corresponding tile already has the transition
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# in the given direction (or should not have one). No other one should be
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# added.
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# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
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# keep correspoding to the given castle tile
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# The following precendeces are defined to have a meaning:
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# 0: normal terrain, normal transitions
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# 16: castles
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# 32: decorations over castles
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# Loads the macros used in the file
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{terrain-graphics}
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#
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# Attachs graphics to each known terrain types
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#
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{CASTLE_TRANSITION CK f dirt forest-ctrans}
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#{CASTLE_TRANSITION nK f dirt forest-ctrans}
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#Special cases for encampment (nw, nw-n-ne and ne)
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{CASTLE_TRANSITION nK f dark_grass forest-etrans}
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#On the rest fall back on forest-castle
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{CASTLE_TRANSITION nK f dark_grass forest-ctrans}
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#{TERRAIN_BASE K keep}
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#{TERRAIN_BASE C castle}
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#{TERRAIN_BASE n dirt}
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{TERRAIN_BASE u cave}
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{TERRAIN_BASE W cavewall}
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{TERRAIN_BASE F snow-forest}
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{TERRAIN_BASE_PROBABILITY f forest2 10}
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{TERRAIN_BASE_PROBABILITY f forest3 10}
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{TERRAIN_BASE_PROBABILITY f forest4 10}
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{TERRAIN_BASE_PROBABILITY f forest5 10}
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{TERRAIN_BASE_PROBABILITY f forest6 10}
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{TERRAIN_BASE_PROBABILITY f forest7 10}
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{TERRAIN_BASE_PROBABILITY f forest8 10}
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{TERRAIN_BASE_PROBABILITY f forest-stones1 1}
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{TERRAIN_BASE_PROBABILITY f forest-stones2 2}
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{TERRAIN_BASE_PROBABILITY f forest-stones3 1}
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{TERRAIN_BASE_PROBABILITY f forest-stones4 1}
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{TERRAIN_BASE f forest}
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{TERRAIN_BASE m mountains}
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{TERRAIN_BASE H snow-hills}
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{TERRAIN_BASE_PROBABILITY h hills-variation1 15}
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{TERRAIN_BASE_PROBABILITY h hills-variation2 15}
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{TERRAIN_BASE_PROBABILITY h hills-variation3 30}
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{TERRAIN_BASE h hills}
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{TERRAIN_BASE_PROBABILITY S snow2 30}
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{TERRAIN_BASE_PROBABILITY S snow3 30}
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{TERRAIN_BASE S snow}
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{TERRAIN_BASE_PROBABILITY g grassland-rocks 4}
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{TERRAIN_BASE_PROBABILITY g grassland-flowers 8}
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{TERRAIN_BASE g grassland}
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{TERRAIN_BASE r dirt}
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{TERRAIN_BASE R road}
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{TERRAIN_BASE_PROBABILITY d desert-plant 10}
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{TERRAIN_BASE d desert}
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{TERRAIN_BASE \ bridge-se-nw}
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{TERRAIN_BASE / bridge-ne-sw}
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{TERRAIN_BASE | bridge-n-s}
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{TERRAIN_BASE_PROBABILITY w swampwater2 30}
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{TERRAIN_BASE_PROBABILITY w swampwater3 30}
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{TERRAIN_BASE w swampwater}
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{TERRAIN_BASE i ice}
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{TERRAIN_BASE p pier}
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{TERRAIN_BASE c coast}
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{TERRAIN_BASE s ocean}
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{TERRAIN_BASE ~ fog}
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{TERRAIN_BASE ( ) void}
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#
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# Villages
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#
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{TERRAIN_BASE Y swampwater}
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{BUILDING Y village-swampwater}
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{TERRAIN_BASE V snow}
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{BUILDING V village-snow}
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{TERRAIN_BASE Z coast}
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{BUILDING Z village-coast}
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{TERRAIN_BASE v grassland}
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{BUILDING v village-human}
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{TERRAIN_BASE D cave}
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{BUILDING D village-cave}
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{TERRAIN_BASE t grassland}
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{BUILDING t village}
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#
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# Transition between terrains
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#
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# Special transitions go first
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# Castle and keeps. Always use the same letter for keeps: the CASTLE_AND_KEEP
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# macro will determine the correct graphics to use, according to the adjacent
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# castle letter.
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#define KEEP_TILE
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K
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#enddef
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# Castle floor tiles.
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{CASTLE_FLOOR C {KEEP_TILE} castle}
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{CASTLE_FLOOR n {KEEP_TILE} dirt}
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{BUILDING_FLAG {KEEP_TILE} tent keep-of-n} # Keeps flagged "keep-of-n" should have a tent
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{CASTLE_AND_COMPOSED_KEEP C {KEEP_TILE} castle keep}
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{CASTLE_AND_SIMPLE_KEEP n {KEEP_TILE} encampment}
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#{BUILDING_PROBABILITY n tent1 30}
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# Forest, hills and mountains should always overlay on northern sides
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{TERRAIN_ADJACENT_NORTH m mountains}
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{TERRAIN_ADJACENT_NORTH H snow-hills}
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{TERRAIN_ADJACENT_NORTH h hills}
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{TERRAIN_ADJACENT_NORTH F snow-forest}
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# TERRAIN_ADJACENT_NORTH currently only works with 1-tile transitions.
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# The forest will be given high enough priority to have correct north adj anyway.
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#{TERRAIN_ADJACENT_NORTH f forest}
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# Then, standard transitions
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{TERRAIN_ADJACENT_1234 uD !uD cave}
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# forest-to-water transitions. Place before forest-to-any.
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{TERRAIN_ADJACENT_123 f cZp\|/ forest-to-water}
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{TERRAIN_ADJACENT_123 f s forest-to-water}
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# use forest-to-water for forest-to-dirt and forest-to-desert too
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{TERRAIN_ADJACENT_123 f r forest-to-water}
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{TERRAIN_ADJACENT_123 f d forest-to-water}
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{TERRAIN_ADJACENT_123 f !f forest}
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{TERRAIN_ADJACENT_1 F !F snow-forest}
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{TERRAIN_ADJACENT_1 m !m mountains}
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{TERRAIN_ADJACENT_12 H !H snow-hills}
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{TERRAIN_ADJACENT_12 h !h hills}
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{TERRAIN_ADJACENT_1234 SV !SV snow}
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{TERRAIN_ADJACENT_1234 tgv !tgv grassland}
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{TERRAIN_ADJACENT_1 r !r dirt}
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{TERRAIN_ADJACENT_1 R !R road} # Graphics do not seem to be here
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{TERRAIN_ADJACENT_1 d !d desert}
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{TERRAIN_ADJACENT_1 Yw !Yw swampwater}
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{TERRAIN_ADJACENT_1 i !i ice}
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{TERRAIN_ADJACENT_1 cZp\|/ !cZp\|/ coast}
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{TERRAIN_ADJACENT_1 s !s ocean}
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# Some test cases
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#[terrain_graphics]
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# map="
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#. 1
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# .
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#. 1
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# .
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#. 1
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# 1
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#1"
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# [tile]
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# pos=1
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# type=m
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# [/tile]
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#
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# probability=30
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# no_flag="built-m"
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# set_flag="built-m"
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#
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# [image]
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# z_index=-99
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# name="mountains-test"
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# [/image]
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#[/terrain_graphics]
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#[terrain_graphics]
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# [tile]
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# x=0
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# y=0
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# type=m
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# [image]
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# z_index=-99
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# name="mountains-test-2"
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# [/image]
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# [/tile]
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# # probability=20
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# no_flag="built-m"
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# set_flag="built-m"
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#
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# precedence=2
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#[/terrain_graphics]
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