webperimental: killstack decides stack protects.
[freeciv.git] / data / amplio2.tilespec
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2 [tilespec]
4 ; Format and options of this tilespec file:
5 options = "+Freeciv-tilespec-Devel-2016-Jun-07"
7 ; A simple name for the tileset specified by this file:
8 name = "Amplio2"
9 priority = 30
11 ; There`s no separate versioning in tilesets part of main freeciv distribution
12 ;version = ""
14 ; Summary and full description of the tileset.
15 summary = _("Default tileset, for isometric view.")
16 ;description = ""
18 ; TODO: add more overall information fields on tiles, 
19 ; eg, authors, colors, etc.
21 ; What is the primary ruleset this tileset is meant for.
22 ;for_ruleset = ""
24 ; Basic tile sizes:
25 normal_tile_width  = 96
26 normal_tile_height = 48
27 small_tile_width   = 15
28 small_tile_height  = 20
30 ; Basic tile style.
31 type = "isometric"
32 is_hex = FALSE
34 ; Blended fog
35 fog_style      = "Darkness"
36 darkness_style = "Corner"
38 ; offset the flags by this amount when drawing units
39 unit_flag_offset_x = 25
40 unit_flag_offset_y = 16
41 city_flag_offset_x = 2
42 city_flag_offset_y = 9
44 ; offset the city occupied sprite by this amount
45 occupied_offset_x = 0
46 occupied_offset_y = 0
48 ; offset the units by this amount
49 unit_offset_x = 19
50 unit_offset_y = 18
52 ; offset of the normal activity icons
53 activity_offset_x = 49
54 activity_offset_y = 0
56 ; offset of the selected unit sprites
57 select_offset_x = 0
58 select_offset_y = 0
60 ; offset the cities by this amount
61 city_offset_x = 0
62 city_offset_y = 0
64 ; offset the city size number by this amount
65 ; This is relative to full sprite origin.
66 city_size_offset_x = 0
67 city_size_offset_y = 0
69 ; offset the city bar text by this amount (from the city tile origin)
70 citybar_offset_y = 30
72 ; offset the tile label text by this amount
73 tilelabel_offset_y = 15
75 ; offset the upkeep icons by this amount from the top of the unit itself.
76 ; The default is the normal tile height, which means that the upkeep icons
77 ; appear below the unit icon if the unit icons are equal to tile height
78 ; (typical in overhead tileset), or overlay lower part of the unit icon,
79 ; if unit icon is higher than tiles (typical in iso tilesets)
80 ;unit_upkeep_offset_y = 0
82 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
83 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
84 ; not having alternative layout.
85 ;unit_upkeep_small_offset_y = 0
87 ; Font size (points) to use to draw city names and productions:
88 city_names_font_size = 10
89 city_productions_font_size = 8
91 ; For tilesets with oriented units, the directional sprite to use to
92 ; represent a unit type rather than a specific unit from the map
93 ; (e.g., in worklists, editor, and online help). Does not have to be a
94 ; valid direction for the tileset.
95 ;unit_default_orientation = "s"
97 ; The map is rendered in "layers", just like any decent image editor
98 ; supports. The setting below allows to change the layer drawing order. The
99 ; first layer in the list will be drawn below the others; the second on top
100 ; of it, and so on. No layer can be omitted from the list, nor can new ones
101 ; be added.
102 ;layer_order =
103 ;  "Background", ; Background color (if enabled, the player color where there
104 ;                ; are units or cities). You probably want to leave this
105 ;                ; first.
106 ;  "Terrain1",   ; The three terrain layers. See sections [layerN] below.
107 ;  "Darkness",   ; Darkness (unseen tiles)
108 ;  "Terrain2",
109 ;  "Terrain3",
110 ;  "Water",      ; All extras with "River" style.
111 ;  "Roads",      ; All extras with style "RoadAllSeparate",
112 ;                ; "RoadParityCombined" or "RoadAllCombined".
113 ;  "Special1",   ; 1st layer for extras with style "3Layers", "Single2" or
114 ;                ; "Single1".
115 ;  "Grid1",      ; Grid layer for isometric tilesets.
116 ;  "City1",      ; City and walls.
117 ;  "Special2",   ; 2nd layer for extras with "3Layers" and "Single2" styles.
118 ;  "Fog",        ; Fog of war (on tiles one knows but doesn`t see).
119 ;  "Unit",       ; Units except the selected one(s).
120 ;  "Special3",   ; 3rd layer for extras with "3Layers" style, and base flags.
121 ;  "City2",      ; City size when the city bar is disabled.
122 ;  "Grid2",      ; Second grid layer (overhead tilesets only).
123 ;  "Overlays",   ; Tile output sprites.
124 ;  "TileLabel",  ; Tile labels ("Scorched spot").
125 ;  "CityBar",    ; The city bar with name, production, food, ...
126 ;  "FocusUnit",  ; The focused unit(s).
127 ;  "Goto",       ; Goto turn count and intermediate points, *not* goto lines.
128 ;  "WorkerTask", ; The unit task indicators ("G", "S", ...).
129 ;  "Editor"      ; Editor stuff (selected tile and start points).
131 ; This is special because it gets freed and reloaded as required:
132 main_intro_file    = "misc/intro"
134 ; Below, the graphics spec files; must be somewhere (anywhere) in 
135 ; the data path. Order may be important for color allocation on 
136 ; low-color systems, and if there are any duplicate tags (lattermost
137 ; tag is used).
138 files =
139   "amplio2/terrain1.spec",
140   "amplio2/maglev.spec",
141   "amplio2/terrain2.spec",
142   "amplio2/hills.spec",
143   "amplio2/mountains.spec",
144   "amplio2/ocean.spec",
145   "amplio2/water.spec",
146   "amplio2/tiles.spec",
147   "amplio2/upkeep.spec",
148   "amplio2/activities.spec",
149   "amplio2/fog.spec",
150   "misc/small.spec",
151   "misc/events.spec",
152   "misc/governments.spec",
153   "misc/specialists.spec",
154   "amplio2/units.spec",
155   "amplio2/veterancy.spec",
156   "misc/flags-large.spec",
157   "misc/buildings-large.spec",
158   "misc/wonders-large.spec",
159   "misc/space.spec",
160   "misc/techs.spec",
161   "misc/treaty.spec",
162   "amplio2/nuke.spec",
163   "amplio2/explosions.spec",
164   "amplio2/cities.spec",
165   "amplio2/bases.spec",
166   "amplio2/select.spec",
167   "amplio2/grid.spec",
168   "misc/cursors.spec",
169   "misc/overlays.spec",
170   "misc/citybar.spec",
171   "misc/shields-large.spec",
172   "misc/editor.spec",
173   "misc/icons.spec"
176 ; Include color definitions
177 *include "misc/colors.tilespec"
179 ; Terrain info - see README.graphics
181 [layer0]
182 match_types = "shallow", "deep", "land"
184 [layer1]
185 match_types = "forest", "hills", "mountains", "water", "ice"
187 [layer2]
188 match_types = "water", "ice"
190 ; Water graphics referenced by terrain.ruleset
192 [tile_lake]
193 tag = "lake"
194 blend_layer = 1
195 num_layers = 1
196 layer0_match_type = "shallow"
197 layer0_match_with = "land"
198 layer0_sprite_type = "corner"
200 [tile_coast]
201 tag = "coast"
202 blend_layer = 1
203 num_layers = 2
204 layer0_match_type = "shallow"
205 layer0_match_with = "deep", "land"
206 layer0_sprite_type = "corner"
207 layer1_match_type = "water"
208 layer1_match_with = "ice"
209 layer1_sprite_type = "corner"
211 [tile_floor]
212 tag = "floor"
213 blend_layer = 0
214 num_layers = 2
215 layer0_match_type = "deep"
216 layer0_match_with = "shallow", "land"
217 layer0_sprite_type = "corner"
218 layer1_match_type = "water"
219 layer1_match_with = "ice"
220 layer1_sprite_type = "corner"
222 ; Land graphics referenced by terrain.ruleset
224 [tile_arctic]
225 tag = "arctic"
226 ; treated as water for ice cliffs
227 blend_layer = 0
228 num_layers = 3
229 layer0_match_type = "shallow"
230 layer1_match_type = "ice"
231 layer2_match_type = "ice"
233 [tile_desert]
234 tag = "desert"
235 blend_layer = 1
236 num_layers = 1
237 layer0_match_type = "land"
239 [tile_forest]
240 tag = "forest"
241 blend_layer = 1
242 num_layers = 2
243 layer0_match_type = "land"
244 layer1_match_type = "forest"
245 layer1_match_with = "forest"
247 [tile_grassland]
248 tag = "grassland"
249 blend_layer = 1
250 num_layers = 1
251 layer0_match_type = "land"
253 [tile_hills]
254 tag = "hills"
255 blend_layer = 1
256 num_layers = 2
257 layer0_match_type = "land"
258 layer1_match_type = "hills"
259 layer1_match_with = "hills"
261 [tile_jungle]
262 tag = "jungle"
263 blend_layer = 1
264 num_layers = 2
265 layer0_match_type = "land"
266 layer1_match_type = "forest"
267 layer1_match_with = "forest"
269 [tile_mountains]
270 tag = "mountains"
271 blend_layer = 1
272 num_layers = 2
273 layer0_match_type = "land"
274 layer1_match_type = "hills"
275 layer1_match_with = "hills"
276 layer1_is_tall = TRUE
277 layer1_offset_y = 6
279 [tile_plains]
280 tag = "plains"
281 blend_layer = 1
282 num_layers = 1
283 layer0_match_type = "land"
285 [tile_swamp]
286 tag = "swamp"
287 blend_layer = 1
288 num_layers = 1
289 layer0_match_type = "land"
291 [tile_tundra]
292 tag = "tundra"
293 blend_layer = 1
294 num_layers = 1
295 layer0_match_type = "land"
297 [tile_inaccessible]
298 tag = "inaccessible"
299 blend_layer = 0
300 num_layers = 1
301 layer0_match_type = "land"
303 [extras]
304 styles =
305     { "name",          "style"
306       "road.road",     "RoadAllSeparate"
307       "road.rail",     "RoadAllSeparate"
308       "road.maglev",   "RoadAllSeparate"
309       "road.river",    "River"
310       "tx.irrigation", "Cardinals"
311       "tx.farmland",   "Cardinals"
312       "tx.mine",       "Single1"
313       "tx.oil_mine",   "Single1"
314       "tx.pollution",  "Single2"
315       "tx.fallout",    "Single2"
316       "tx.village",    "Single1"
317       "base.outpost",  "3Layer"
318       "base.fortress", "3Layer"
319       "base.airstrip", "3Layer"
320       "base.airbase",  "3Layer"
321       "base.buoy",     "3layer"
322       "extra.ruins",   "3Layer"
323       "ts.gold",       "Single1"
324       "ts.iron",       "Single1"
325       "ts.tundra_game", "Single1"
326       "ts.furs",       "Single1"
327       "ts.coal",       "Single1"
328       "ts.fish",       "Single1"
329       "ts.fruit",      "Single1"
330       "ts.gems",       "Single1"
331       "ts.buffalo",    "Single1"
332       "ts.wheat",      "Single1"
333       "ts.oasis",      "Single1"
334       "ts.peat",       "Single1"
335       "ts.pheasant",   "Single1"
336       "ts.grassland_resources", "Single1"
337       "ts.arctic_ivory", "Single1"
338       "ts.silk",       "Single1"
339       "ts.spice",      "Single1"
340       "ts.whales",     "Single1"
341       "ts.wine",       "Single1"
342       "ts.oil",        "Single1"
343       "ts.horses",     "Single1"
344       "ts.seals",      "Single1"
345     }