#define HIMG LAYER NAME [image] name={NAME} position=horizontal layer={LAYER} [/image] #enddef #define VIMG BASE NAME [image] name={NAME} position=vertical base={BASE} [/image] #enddef #define HIMG_NIGHT LAYER NAME NAME_NIGHT [image] name={NAME} position=horizontal layer={LAYER} [variant] tod=dusk name={NAME_NIGHT} [/variant] [variant] tod=first_watch name={NAME_NIGHT} [/variant] [variant] tod=second_watch name={NAME_NIGHT} [/variant] [variant] tod=dawn name={NAME_NIGHT} [/variant] [/image] #enddef #define VIMG_NIGHT BASE NAME NAME_NIGHT [image] name={NAME} position=vertical base={BASE} [variant] tod=dusk name={NAME_NIGHT} [/variant] [variant] tod=first_watch name={NAME_NIGHT} [/variant] [variant] tod=second_watch name={NAME_NIGHT} [/variant] [variant] tod=dawn name={NAME_NIGHT} [/variant] [/image] #enddef # This utility macro disables standard transitions on a given terrain type. It # is used for castles and keeps, as those have custom transitions. #define DISABLE_TRANSITIONS LETTER [terrain_graphics] map=" 1 6 2 7 5 3 4 " [tile] pos=1 set_flag=overlay-s,transition-s [/tile] [tile] pos=2 set_flag=overlay-sw,transition-sw [/tile] [tile] pos=3 set_flag=overlay-nw,transition-nw [/tile] [tile] pos=4 set_flag=overlay-n,transition-n [/tile] [tile] pos=5 set_flag=overlay-ne,transition-ne [/tile] [tile] pos=6 set_flag=overlay-se,transition-se [/tile] [tile] pos=7 type={LETTER} [/tile] [/terrain_graphics] #enddef # This utility macro sets a flag on a given terrain, if it is adjacent to an # other terrain. # Example: # {FLAG_IF_ADJACENT K C keep-of-castle} makes flags all K tiles adjacent to C # tiles with the keep-of-castle flag # # Use this to make other rule depend on adjacent terrain #define FLAG_IF_ADJACENT LETTER ADJACENT FLAG CLASS [terrain_graphics] [tile] x=0 y=0 type={LETTER} set_flag={FLAG},{CLASS} no_flag={CLASS} [/tile] [tile] x=0 y=1 type={ADJACENT} [/tile] rotations=x,x,x,x,x,x [/terrain_graphics] #enddef #define FLAG_REMAINING LETTER FLAG CLASS [terrain_graphics] [tile] x=0 y=0 type={LETTER} set_flag={FLAG},{CLASS} no_flag={CLASS} [/tile] [/terrain_graphics] #enddef