wesnoth/data/core/terrain-graphics/internal-generic.cfg
2010-11-25 10:06:26 +00:00

397 lines
10 KiB
INI

#textdomain wesnoth
# internal macros (do not use in terrain-graphics.cfg)
#these macros are generic macros used to build more complicated macros
#they have no default parameters, these should be provided by the implementers
#define GENERIC_SINGLE_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
# experimental 1-hex rule
#define GENERIC_SINGLEHEX_PLFB VALUE PROB LAYER FLAG BUILDER IMAGESTEM
[terrain_graphics]
map="
, .
. , .
, 1
. , .
, ."
[tile]
pos=1
type={VALUE}
set_no_flag={FLAG}
[/tile]
probability={PROB}
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, *
, 1
*, *
, *"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED2_N_NE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, 2
, 1
*, *
, *"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED2_N_SE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, *
, 1
*, 2
, *"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED2_N_S_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, *
, 1
*, *
, 2"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#
# TERRAIN is next to at least two ADJACENT-hexes
#
#define GENERIC_RESTRICTED2_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
{GENERIC_RESTRICTED2_N_NE_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
{GENERIC_RESTRICTED2_N_SE_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
{GENERIC_RESTRICTED2_N_S_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
#enddef
#define GENERIC_RESTRICTED3_N_NE_SE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, 2
, 1
*, 2
, *"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED3_N_NE_S_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, 2
, 1
*, *
, 2"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED3_N_NE_SW_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, 2
, 1
2, *
, *"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED3_N_SE_SW_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]
map="
, 2
*, *
, 1
2, 2
, *"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} {ROTATION}}
variations=";2;3;4;5;6;7;8;9;10;11"
base=90,144
center=90,144
layer={LAYER}
[/image]
[/terrain_graphics]
#enddef
#
# TERRAIN ist next to at least three ADJACENT-hexes
#
#define GENERIC_RESTRICTED3_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
{GENERIC_RESTRICTED3_N_NE_SE_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
{GENERIC_RESTRICTED3_N_NE_S_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
{GENERIC_RESTRICTED3_N_NE_SW_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
{GENERIC_RESTRICTED3_N_SE_SW_PLFB ({TERRAIN}) ({ADJACENT}) {PROB} {LAYER} {FLAG} {BUILDER} {IMAGESTEM} {ROTATION}}
#enddef
# Simplified macro for defining ImagePathFunction-using variations of water
# terrains. Assumes 15 frames, sets flag to "base" and layer to "-1000".
#define ANIMATED_WATER_15 TERRAINLIST IPF TIME IMAGESTEM
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAINLIST}
set_no_flag=base
# we put [image] in [tile] for performance reason
# this assumes that the image fit into the hex
[image]
name={IMAGESTEM}-A01.png{IPF}:{TIME},{IMAGESTEM}-A02.png{IPF}:{TIME},{IMAGESTEM}-A03.png{IPF}:{TIME},{IMAGESTEM}-A04.png{IPF}:{TIME},{IMAGESTEM}-A05.png{IPF}:{TIME},{IMAGESTEM}-A06.png{IPF}:{TIME},{IMAGESTEM}-A07.png{IPF}:{TIME},{IMAGESTEM}-A08.png{IPF}:{TIME},{IMAGESTEM}-A09.png{IPF}:{TIME},{IMAGESTEM}-A10.png{IPF}:{TIME},{IMAGESTEM}-A11.png{IPF}:{TIME},{IMAGESTEM}-A12.png{IPF}:{TIME},{IMAGESTEM}-A13.png{IPF}:{TIME},{IMAGESTEM}-A14.png{IPF}:{TIME},{IMAGESTEM}-A15.png{IPF}:{TIME}
layer=-1000
base=90,144
center=90,144
[/image]
[/tile]
[/terrain_graphics]
#enddef
# Simplified macro for defining ImagePathFunction-using water transitions.
# Note: the animations are disabled for now.
#define ANIMATED_WATER_15_TRANSITION TERRAINLIST ADJACENT LAYER IPF TIME IMAGESTEM
[terrain_graphics]
map="
, 2
* , *
, 1
* , *
, *"
[tile]
pos=1
type={ADJACENT}
set_no_flag=transition-@R0
# we put [image] in [tile] for performance reason
# this assumes that the image fit into the hex
[image]
name={IMAGESTEM}-A01-@R0.png{IPF}
#name={IMAGESTEM}-A01-@R0.png{IPF}:{TIME}#,{IMAGESTEM}-A02-@R0.png{IPF}:{TIME},{IMAGESTEM}-A03-@R0.png{IPF}:{TIME},{IMAGESTEM}-A04-@R0.png{IPF}:{TIME},{IMAGESTEM}-A05-@R0.png{IPF}:{TIME},{IMAGESTEM}-A06-@R0.png{IPF}:{TIME},{IMAGESTEM}-A07-@R0.png{IPF}:{TIME},{IMAGESTEM}-A08-@R0.png{IPF}:{TIME},{IMAGESTEM}-A09-@R0.png{IPF}:{TIME},{IMAGESTEM}-A10-@R0.png{IPF}:{TIME},{IMAGESTEM}-A11-@R0.png{IPF}:{TIME},{IMAGESTEM}-A12-@R0.png{IPF}:{TIME},{IMAGESTEM}-A13-@R0.png{IPF}:{TIME},{IMAGESTEM}-A14-@R0.png{IPF}:{TIME},{IMAGESTEM}-A15-@R0.png{IPF}:{TIME}
layer={LAYER}
center=90,144
[/image]
[/tile]
[tile]
pos=2
type={TERRAINLIST}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef