wesnoth/data/terrain-graphics.cfg
Susanna Björverud d8e3610942 Added four new village terrains, with place-holder graphics,
...for villages in mountains, hills, snow-hills and desert.  Made the
Random Scenarios use these new terrains.
2004-11-18 13:07:35 +00:00

220 lines
9.2 KiB
INI

# The following flags are defined to have a meaning
#
# * base : the corresponding tile has already graphics for the terrain
# base. 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
# Use the following layers:
# -1000 : terrain base graphics
# Loads the macros used in the file
{terrain-graphics}
# Castle-specific transitions. Those are placed before base terrains, as they
# override the normal base terrain.
{CASTLE_TRANSITION CK f forest-ctrans}
#Special cases for encampment (nw, nw-n-ne and ne)
{CASTLE_TRANSITION nK f forest-etrans}
#On the rest fall back on forest-castle
{CASTLE_TRANSITION nK f forest-ctrans}
#
# Attachs graphics to each known terrain types
#
{TERRAIN_BASE_PROB u cave-floor4 10}
{TERRAIN_BASE_PROB u cave-floor3 2}
{TERRAIN_BASE_PROB u cave-floor2 10}
{TERRAIN_BASE u cave-floor1}
{TERRAIN_BASE W cavewall}
{TERRAIN_BASE_PROB_OV f forest2 10}
{TERRAIN_BASE_PROB_OV f forest3 10}
{TERRAIN_BASE_PROB_OV f forest4 10}
{TERRAIN_BASE_PROB_OV f forest5 10}
{TERRAIN_BASE_PROB_OV f forest6 10}
{TERRAIN_BASE_PROB_OV f forest7 10}
{TERRAIN_BASE_PROB_OV f forest8 10}
{TERRAIN_BASE_PROB_OV f forest-stones1 1}
{TERRAIN_BASE_PROB_OV f forest-stones2 2}
{TERRAIN_BASE_PROB_OV f forest-stones3 1}
{TERRAIN_BASE_PROB_OV f forest-stones4 1}
{TERRAIN_BASE_OV f forest}
{TERRAIN_BASE_PROB m mountains-peak1 33}
{TERRAIN_BASE_PROB m mountains-peak2 33}
{TERRAIN_BASE m mountains}
{TERRAIN_BASE_PROB H snow-hills3 30}
{TERRAIN_BASE_PROB H snow-hills2 30}
{TERRAIN_BASE H snow-hills}
{TERRAIN_BASE_PROB h hills-variation1 15}
{TERRAIN_BASE_PROB h hills-variation2 15}
{TERRAIN_BASE_PROB h hills-variation3 30}
{TERRAIN_BASE h hills}
{TERRAIN_BASE_PROB SF snow2 30}
{TERRAIN_BASE_PROB SF snow3 30}
{TERRAIN_BASE SF snow}
{TERRAIN_BASE_PROB_OV F snow-forest2 30}
{TERRAIN_BASE_PROB_OV F snow-forest3 30}
{TERRAIN_BASE_OV F snow-forest}
{TERRAIN_BASE_PROB g grassland-rocks1 2}
{TERRAIN_BASE_PROB g grassland-rocks2 2}
{TERRAIN_BASE_PROB g grassland-flowers1 3}
{TERRAIN_BASE_PROB g grassland-flowers2 3}
{TERRAIN_BASE_PROB gf grassland-r1 20}
{TERRAIN_BASE_PROB gf grassland-r2 20}
{TERRAIN_BASE_PROB gf grassland-r3 20}
{TERRAIN_BASE gf grassland-r4}
{TERRAIN_BASE r dirt}
{TERRAIN_BASE R road}
{TERRAIN_BASE_PROB d desert-plant 10}
{TERRAIN_BASE d desert}
{TERRAIN_BASE i ice}
{TERRAIN_BASE_PROB w swampwater2 30}
{TERRAIN_BASE_PROB w swampwater3 30}
{TERRAIN_BASE w swampwater}
{TERRAIN_BASE p pier}
{TERRAIN_BASE_PROB c\|/ coast3 30}
{TERRAIN_BASE_PROB c\|/ coast2 30}
{TERRAIN_BASE c\|/ coast}
{TERRAIN_BASE_PROB s ocean3 30}
{TERRAIN_BASE_PROB s ocean2 30}
{TERRAIN_BASE s ocean}
{TERRAIN_BASE ~ fog}
{CANYON X canyon}
{BRIDGE \ | / cs CKfF bridge}
#
# Villages
#
{TERRAIN_BASE Y swampwater}
{TERRAIN_BASE V snow}
{TERRAIN_BASE Z coast}
{TERRAIN_BASE v grassland-r1}
{TERRAIN_BASE D cave-floor1}
{TERRAIN_BASE t grassland-r1}
{TERRAIN_BASE a hills}
{TERRAIN_BASE A snow-hills}
{TERRAIN_BASE b mountains}
{TERRAIN_BASE B desert}
{BUILDING Y ({VIMG 36,40 village-swampwater })}
{BUILDING V ({VIMG 36,40 village-snow })}
{BUILDING Z ({VIMG 36,40 village-coast })}
{BUILDING v ({VIMG 36,40 village-human })}
{BUILDING D ({VIMG 36,40 dwarven-village })}
{BUILDING t ({VIMG_NIGHT 36,40 village village-dusk,village-dusk2,village-dusk3,village-dusk4})}
#temporary until graphics emerge
{BUILDING a ({VIMG 36,40 village-human })}
{BUILDING A ({VIMG 36,40 village-snow })}
{BUILDING b ({VIMG 36,40 village-human })}
{BUILDING B ({VIMG 36,40 village-human })}
#
# 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.
# Flags the keep, they must be flagged to be recognized by the
# {CASTLE_AND_foo_KEEP} macros
{FLAG_IF_ADJACENT K C keep-of-C keep-flag}
{FLAG_IF_ADJACENT K n keep-of-n keep-flag}
{FLAG_IF_ADJACENT K o keep-of-o keep-flag}
{FLAG_REMAINING K keep-of-C keep-flag}
#
# Castles base terrains
#
{DISABLE_TRANSITIONS K}
{TERRAIN_BASE C castle}
{TERRAIN_BASE o dwarven-castle-floor}
{TERRAIN_BASE n dirt}
#{TERRAIN_BASE O orccastle}
{TERRAIN_BASE_FLAG K keep-of-C castle}
{TERRAIN_BASE_FLAG K keep-of-o dwarven-keep-floor}
{TERRAIN_BASE_FLAG K keep-of-n dirt}
# Loyalist castle
{DISABLE_TRANSITIONS C}
{TERRAIN_ADJACENT_CORNER C !CK !CK 52,76 castle-convex}
{TERRAIN_ADJACENT_CORNER !CK C C 56,68 castle-concave}
{TERRAIN_ADJACENT_CORNER K C C 54,72 keep-inside}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !CK !CK 52,76 keep-of-C keep-wall}
{TERRAIN_ADJACENT_CORNER K !CK C 52,72 keep-wall-0}
{TERRAIN_ADJACENT_CORNER K C !CK 56,76 keep-wall-1}
# Encampments
{DISABLE_TRANSITIONS n}
{TERRAIN_ADJACENT_CORNER n !nK !nK 52,76 encampment-convex}
{TERRAIN_ADJACENT_CORNER !nK n n 56,68 encampment-concave}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !nK !nK 52,76 keep-of-n encampment-convex}
{TERRAIN_ADJACENT_CORNER !nK K n 52,76 encampment-concave}
{TERRAIN_ADJACENT_CORNER !nK n K 52,76 encampment-concave}
# Cave and dwarven castles
{DISABLE_TRANSITIONS W}
{DISABLE_TRANSITIONS o}
{TERRAIN_ADJACENT_CORNER W !WoK !WoK 54,72 cavewall-convex}
{TERRAIN_ADJACENT_CORNER !WoK W W 54,72 cavewall-concave}
{TERRAIN_ADJACENT_CORNER o !WoK !WoK 54,72 dwarven-castle-convex}
{TERRAIN_ADJACENT_CORNER !WoK o o 54,72 dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !WoK !WoK 54,72 keep-of-o dwarven-castle-convex}
{TERRAIN_ADJACENT_CORNER !WoK K o 54,72 dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER !WoK o K 54,72 dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER oK W W 54,72 dwarven-castle-wall-convex}
{TERRAIN_ADJACENT_CORNER W oK oK 54,72 dwarven-castle-wall-concave}
{TERRAIN_ADJACENT_CORNER oK W !WoK 54,72 dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER oK !WoK W 54,72 dwarven-castle-wall-ccw}
# Orcish castle
{DISABLE_TRANSITIONS O}
{TERRAIN_ADJACENT_CORNER O !O !O 54,72 orccastle-convex}
{TERRAIN_ADJACENT_CORNER !O O O 54,72 orccastle-concave}
#{TERRAIN_ADJACENT_CORNER -50 K O O <name>}
#{TERRAIN_ADJACENT_CORNER_FLAG1 -50 K !OK !OK keep-of-O <name>}
#{TERRAIN_ADJACENT_CORNER -50 K O !OK <name>}
#{TERRAIN_ADJACENT_CORNER -50 K !OK O <name>}
# Castle decorations and castle floors. Those must always be after the castles
# are defined.
{BUILDING_FLAG K ({VIMG 36,40 tent}) keep-of-n}
{BUILDING_FLAG K ({VIMG 36,40 dwarven-keep}) keep-of-o}
# {TERRAIN_ADJACENT_OV -78 F !F snow-forest}
{TERRAIN_ADJACENT_VERTICAL F !F snow-forest}
{TERRAIN_ADJACENT_VERTICAL f !f forest}
{TERRAIN_ADJACENT -187 m !m mountains}
{TERRAIN_ADJACENT -188 H !H snow-hills}
{TERRAIN_ADJACENT -189 h !h hills}
{TERRAIN_ADJACENT -190 uD !uD cave-floor}
{TERRAIN_ADJACENT -191 SVF !SVF snow}
{TERRAIN_ADJACENT -192 i !i ice}
{TERRAIN_ADJACENT -193 ftgvX cZp\|/ grassland-to-water}
{TERRAIN_ADJACENT -193 ftgvX s grassland-to-water}
#{TERRAIN_ADJACENT -193 ftgvX cZp\|/s cliff}
{TERRAIN_ADJACENT -194 ftgvX !ftgvX grassland}
{TERRAIN_ADJACENT -195 d !d desert}
{TERRAIN_ADJACENT -196 r !r dirt}
{TERRAIN_ADJACENT -197 R !R road}
{TERRAIN_ADJACENT -198 Yw !Yw swampwater}
{TERRAIN_ADJACENT -199 cZp\|/ !cZp\|/ coast}
{TERRAIN_ADJACENT -200 s !s ocean}
{TERRAIN_BASE_DEFAULT void}