#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] [tile] x=0 y=0 type={VALUE} set_no_flag={FLAG} [image] name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()} variations=";2;3;4;5;6;7;8;9;10;11" layer={LAYER} [/image] [/tile] probability={PROB} [/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] [tile] x=0 y=0 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}-A[01~15].png{IPF}:{TIME} layer=-1000 [/image] [/tile] [/terrain_graphics] #enddef # Simplified macro for defining ImagePathFunction-using water transitions. #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 # wmlscope: start ignoring [image] name={IMAGESTEM}-A[01~15]-@R0.png{IPF}:{TIME} layer={LAYER} [/image] # wmlscope: stop ignoring [/tile] [tile] pos=2 type={TERRAINLIST} [/tile] rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef