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Revised stone walls and added rusty and wooden gate terrains
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doofus-01 authored and Vultraz committed Oct 24, 2016
1 parent 5253455 commit bc46b9c
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38 changes: 32 additions & 6 deletions data/core/terrain-graphics.cfg
Expand Up @@ -428,6 +428,23 @@
{TRASH_C *^Edt trash_big trash_medium 30 "1;2;3;4" misc/detritus/trashC}
{TRASH_C *^Edb detritus_big detritus_medium 50 "1;2;3;4;5;6;7" misc/detritus/detritusC}

# Gates and doors - 'P' is for portal, next letter is descriptor, third letter is 'g' for gate or 'd' for door - so we can have a rusty door or a wooden gate
# Append an 'o' for the open version
# 'Prg' is therefore 'Portal rusty gate'

#closed (impassable)
{GATES_VERTICAL_L (*^Prg) (Xo*) 0 () portals/gate-rusty}
{GATES_VERTICAL_L (*^Pwd) (Xo*) 0 () portals/door-wooden}
{GATES_DIAGONAL_L (*^Prg) (*^Prgo,*^Pwd*) (X*) 0 () portals/gate-rusty}
{GATES_DIAGONAL_L (*^Pwd) (*^Pwdo,*^Prg*) (X*) 0 () portals/door-wooden}
#open/embellishment
{GATES_VERTICAL_L (*^Prgo) (Xo*) 0 () portals/gate-rusty-open}
{GATES_VERTICAL_L (*^Pwdo) (Xo*) 0 () portals/door-wooden-open}
{GATES_DIAGONAL_L (*^Prgo) (*^Prg,*^Pwd*) (X*) 0 () portals/gate-rusty-open}
{GATES_DIAGONAL_L (*^Pwdo) (*^Pwd,*^Prg*) (X*) 0 () portals/door-wooden-open}



#
# > B A S E T E R R A I N S <
#
Expand Down Expand Up @@ -463,7 +480,7 @@
{NEW:BASE Uh cave/hills-variation}

{TERRAIN_BASE Xu* cave/wall-rough}
{KEEP_BASE Xo* walls/wall-stone-base}
{KEEP_BASE Xo* cave/stone_walls/wall-stone-base}

{NEW:BASE Qxua chasm/abyss}
{TERRAIN_BASE Qx* chasm/depths}
Expand Down Expand Up @@ -716,14 +733,23 @@
{NEW:WALL Xue (Qx*,Ql*) cave/earthy-wall-rough-chasm}
{NEW:WALL Xue (!,Xu*) cave/earthy-wall-rough}
{NEW:WALL Xuc,Xuce (Qx*,Ql*) walls/wall-mine-chasm}
{NEW:WALL Xuc,Xuce (!,Xu*) walls/wall-mine}
{NEW:WALL Xuc,Xuce (!,Xu*,Xo*) walls/wall-mine}
{NEW:WALL Xu* (Qx*,Ql*) cave/wall-rough-chasm}
{NEW:WALL Xu* (!,Xu*) cave/wall-rough}
#{NEW:WALL Xu* (!,Xu*) cave/wall-rough}
# testing
{NEW:WALL2_CORNER (Xo*) Xu* (!,Xu*,Xo*) cave/stone_walls/wall-mixed}
{NEW:WALL2 (Xo*) Xu* (!,Xu*,Xo*) cave/stone_walls/wall-mixed}
{NEW:WALL Xu* (!,Xu*,Xo*) cave/wall-rough}
# testing
{NEW:WALL_A10 Xol (!,Xu*,Xo*) cave/stone_walls/lit/wall-stone-lit}
{NEW:WALL_CORNER Xo* (!,Xo*,Xu*) cave/stone_walls/wall-stone}
{NEW:WALL Xo* (!,Xu*,Xo*) cave/stone_walls/wall-stone}

# New Generic Castle-to Chasm transition
{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -89 transition2 chasm/regular-snow-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
# Xo* included for now, because castle chasm looks better than regular chasm, but eventually need dedicated images
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*,Xo*) Qx* -89 transition2 chasm/regular-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Ql* -89 transition2 unwalkable/castle-lava-chasm}

# Special Mountain to Chasm Blend transition
Expand Down Expand Up @@ -751,8 +777,8 @@

# Stone wall transitions
# the doubled comma is to improve transitions with the map edge
{WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit}
{WALL_ADJACENT_TRANSITION Xo* (!,,Xo*,Xu*) IMAGE_SINGLE walls/wall-stone}
# {WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit}
# {WALL_ADJACENT_TRANSITION Xo* (!,,Xo*,Xu*) IMAGE_SINGLE walls/wall-stone}

#
# > B A S E T R A N S I T I O N S. <
Expand Down
232 changes: 232 additions & 0 deletions data/core/terrain-graphics/gates.cfg
@@ -0,0 +1,232 @@
# a simple set of macros for gates, maybe it is better to be put somewhere else.


#define GATES_PLACE_IMAGE_LF FLAG ROTATION LAYER IPF IMAGESTEM

[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
.,*,."

[tile]
pos=1
has_flag={FLAG}-{ROTATION}
set_no_flag=gate_drawn
[/tile]
# not using rotations because I gave up trying to get the [image] offset to not get screwed up.
# It still may be possible and better to use them though
# rotations=se,n,sw,foo,foo,foo
probability=100
[image]
name={IMAGESTEM}@V-{ROTATION}.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]

[terrain_graphics]
map="
.,*,.
,*,*,
*,1,*
,*,*,
.,*,."

[tile]
pos=1
has_flag={FLAG}-{ROTATION}-long
set_no_flag=gate_drawn
[/tile]
# rotations=se,n,sw,foo,foo,foo
probability=100
[image]
name={IMAGESTEM}@V-long-{ROTATION}.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]

#enddef




#define GATES_DIAGONAL_L GATE GATE2 BARRIER LAYER IPF IMAGESTEM

[terrain_graphics]
map="
, *
2 , *
, 1
3 , 4
, *"

[tile]
pos=1
type={GATE}
set_no_flag=gate-sw
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=4
type={BARRIER}
[/tile]
probability=100
[/terrain_graphics]

[terrain_graphics]
map="
, *
* , 2
, 1
4 , 3
, *"

[tile]
pos=1
type={GATE}
set_no_flag=gate-se
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=4
type={BARRIER}
[/tile]
probability=100
[/terrain_graphics]

[terrain_graphics]
map="
, *
2 , *
, 1
3 , 4
, *"

[tile]
pos=1
type={GATE}
set_no_flag=gate-sw-long
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE},{GATE2}
[/tile]
[tile]
pos=4
type={GATE},{GATE2}
[/tile]
probability=100
[/terrain_graphics]

[terrain_graphics]
map="
, *
* , 2
, 1
4 , 3
, *"

[tile]
pos=1
type={GATE}
set_no_flag=gate-se-long
set_flag=gate
[/tile]
[tile]
pos=2
type={BARRIER},{GATE}
[/tile]
[tile]
pos=3
type=!,{BARRIER},{GATE}
[/tile]
[tile]
pos=4
type={GATE},{GATE2}
[/tile]
probability=100
[/terrain_graphics]

# default
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"

[tile]
pos=1
type={GATE}
no_flag=gate
set_no_flag=gate-se-long
[/tile]
probability=100
[/terrain_graphics]

{GATES_PLACE_IMAGE_LF gate sw {LAYER} {IPF} {IMAGESTEM}}
{GATES_PLACE_IMAGE_LF gate se {LAYER} {IPF} {IMAGESTEM}}

#enddef

#define GATES_VERTICAL_L GATE BARRIER LAYER IPF IMAGESTEM

[terrain_graphics]
map="
.,*,.
,2,2,
*,1,*
,2,2,
.,*,."

[tile]
pos=1
type={GATE}
set_flag=gate
set_no_flag=gate-n
[/tile]
[tile]
pos=2
type={BARRIER}
[/tile]
probability=100
[image]
name={IMAGESTEM}@V-n.png{IPF}
variations=;2;3;4;5;6;7;8
base=90,126
center=144,108
layer={LAYER}
[/image]
[/terrain_graphics]

#enddef

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