Water terrain code has undocumented WML-Code

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pipapopinguin
Posts: 35
Joined: November 3rd, 2019, 10:36 am

Water terrain code has undocumented WML-Code

Post by pipapopinguin »

I am working on terrain-related add-ons and I've found code in a water-macro from the dev-team:

Code: Select all

#define NEW:WAVES TERRAINLIST ADJACENT LAYER IMAGESTEM
    [terrain_graphics]
        map="
,  2
*,   2
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={TERRAINLIST}
            set_no_flag=waves_convex-@R0-@R5,waves_convex-@R0-@R1
        [/tile]
        [tile]
            pos=2
            type={ADJACENT}
        [/tile]

        rotations=tr,r,br,bl,l,tl

        [image]
            name={IMAGESTEM}-convex-A[01~13].png~MASK(terrain/masks/7hex-@R0.png):200
            random_start=no
            layer={LAYER}
            center=90,144
            base=90,144
            is_water=yes
        [/image]
    [/terrain_graphics]

    [terrain_graphics]
        map="
,  2
*,   2
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={ADJACENT}
            set_no_flag=waves_concave-@R0-@R5,waves_concave-@R0-@R1
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]

        rotations=tr,r,br,bl,l,tl

        [image]
            name={IMAGESTEM}-concave-A[01~13].png~MASK(terrain/masks/7hex-@R0.png):200
            random_start=no
            layer={LAYER}
            center=90,144
            base=90,144
            is_water=yes
        [/image]
    [/terrain_graphics]

    # These 4 rules draw very special convex-concave combination rules in 3-way
    # sand-water-other corners
    [terrain_graphics]
        map="
,  2
*,   3
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={TERRAINLIST}
            no_draw=yes
        [/tile]
        [tile]
            pos=2
            type={ADJACENT}
        [/tile]
        [tile]
            pos=3
            type=!,{TERRAINLIST},{ADJACENT}
            no_draw=yes
        [/tile]

        rotations=tr,r,br,bl,l,tl

        [image]
            name={IMAGESTEM}-convex-A[01~13].png~MASK(terrain/masks/7hex-@R0.png):200
            random_start=no
            layer={LAYER}
            center=90,144
            base=90,144
            is_water=yes
        [/image]
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
*,   3
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={ADJACENT}
            no_draw=yes
        [/tile]
        [tile]
            pos=2
            type=!,{TERRAINLIST},{ADJACENT}
            no_draw=yes
        [/tile]
        [tile]
            pos=3
            type={TERRAINLIST}
        [/tile]

        rotations=tr,r,br,bl,l,tl

        [image]
            name={IMAGESTEM}-concave-A[01~13].png~MASK(terrain/masks/7hex-@R0-@R1.png):200
            random_start=no
            layer={LAYER}
            center=90,144
            base=90,144
            is_water=yes
        [/image]
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
*,   3
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={TERRAINLIST}
            no_draw=yes
        [/tile]
        [tile]
            pos=2
            type=!,{TERRAINLIST},{ADJACENT}
            no_draw=yes
        [/tile]
        [tile]
            pos=3
            type={ADJACENT}
        [/tile]

        rotations=tr,r,br,bl,l,tl

        [image]
            name={IMAGESTEM}-convex-A[01~13].png~MASK(terrain/masks/7hex-@R0.png):200
            random_start=no
            layer={LAYER}
            center=90,144
            base=90,144
            is_water=yes
        [/image]
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
*,   3
,  1
*,   *
,  *"
        [tile]
            pos=1
            type={ADJACENT}
            no_draw=yes
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]
        [tile]
            pos=3
            type=!,{TERRAINLIST},{ADJACENT}
            no_draw=yes
        [/tile]

        rotations=tr,r,br,bl,l,tl

        [image]
            name={IMAGESTEM}-concave-A[01~13].png~MASK(terrain/masks/7hex-@R0-@R5.png):200
            random_start=no
            layer={LAYER}
            center=90,144
            base=90,144
            is_water=yes
        [/image]
    [/terrain_graphics]
#enddef
And the interesting part is:

Code: Select all

        [image]
            name={IMAGESTEM}-concave-A[01~13].png~MASK(terrain/masks/7hex-@R0-@R5.png):200
            random_start=no
            layer={LAYER}
            center=90,144
            base=90,144
            is_water=yes
        [/image]
is_water isn't documented on the TerrainGraphicsWML, so my question is, what exactly does it do and how does it function? Are there any other key words I can put in into [terrain_graphics] or [image]?

My game version is 1.16 and the macro is in new-macros.cfg inside the terrain-graphics folder.
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User avatar
Celtic_Minstrel
Developer
Posts: 2214
Joined: August 3rd, 2012, 11:26 pm
Location: Canada
Contact:

Re: Water terrain code has undocumented WML-Code

Post by Celtic_Minstrel »

That relates to the preference to disable animated water. An image with that key will cease to animate if you turn off animated water.
Author of The Black Cross of Aleron campaign and Default++ era.
Former maintainer of Steelhive.
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