git » fp-git.git » master » tree

[master] / FP / src / conf / room.conf

# vim: set ts=10

#TODO: use AllLeft instead of cond in AllLeft defines
#      replace && and || for AND and OR
#      add space support in aaa == kkkk
#      replace wallGetblablabla(WALL_blablabla for WALL_blablabla
#      order the elements by tile and not by layer

XX AllLeft
	# Gate/left
	cond left==TILES_DOOR
		drawAll	0	2	15
		drawGate	0	-TILE_H+3	gateGetFrame(left)

	# normal/left
	cond left==TILES_FLOOR
		drawAll	0	2	10
	# loose moving/left
	cond left==TILES_LOOSEMOVING
		drawLoose	0	2	looseGetFrame(left),layTritop
	# exit_left/left
	cond left==TILE_EXIT_RIGHT
		drawAll	0	2	7
	# pillar/left
	cond left==TILES_PILLAR
		drawAll	0	2	44
	# pillar_big_up/left
	cond left==TILE_BP_BOTTOM
		drawAll	0	2	83
	cond left==TILE_BP_TOP
		drawAll	0	3	85
	# pressable/left
	cond left==TILES_RAISE_PRESSED
		drawAll	0	2	10
	cond left==TILES_RAISE_UNPRESSED
		drawAll	0	1	10
	cond left==TILES_DROP_PRESSED
		drawAll	0	3	10
	cond left==TILES_DROP_UNPRESSED
		drawAll	0	2	10
	# debris/left
	cond left==TILES_BROKENTILE
		drawAll	0	2	49
	# spikes/left
	cond left==TILES_SPIKES
		drawAll	0	2	107
		drawSpike	-TILE_W	0	spikeGetFrame(left),layRight

	# skeleton/left
	cond left==TILES_SKELETON
		drawAll	0	2	81
	# sword/left
	cond left==TILES_SWORD
		drawSword	-15	-4
	# potion base/left
	cond left==TILES_SMALLPOTION
		drawPotionSmallBase	-15	-4
	cond (left==TILES_BIGPOTION)
		drawPotionBigBase	-15	-4
	# potion animation/left
	cond left==TILES_REDPOTION
		drawPotionRedBubbles	3-15	-15	left==TILES_BIGPOTION
	cond left==TILES_GREENPOTION
		drawPotionGreenBubbles	3-15	-15	left==TILES_BIGPOTION
	cond left==TILES_BLUEPOTION
		drawPotionBlueBubbles	3-15	-15	left==TILES_BIGPOTION

XX AllTile
	# Wall/left
	cond (tile!=TILES_WALL)&&(left==TILES_WALL)
		drawAll	0	2	63
	# torch/this
	cond tile==TILES_TORCH
		# animation
		drawTorchFire	11+TILE_W	-39
		# base
		drawAll	3+TILE_W	-24	56

	# chopper/this
	cond tile==TILE_CHOPPER
		drawChopper	0	0	chopperGetFrame(tile),layCBack
	# empty_bricks/this
	cond tile==TILES_BRICKE1
		drawAll	TILE_W+0	-18	52
	cond tile==TILES_BRICKE2
		drawAll	TILE_W+0	-18	53
	cond tile==TILES_WINDOW
		drawAll	TILE_W+0	-18	54
	# floor_bricks/this
	cond tile==TILES_BRICKF1
		drawAll	TILE_W+0	-18	12
	cond tile==TILES_BRICKF2
		drawAll	TILE_W+0	-18	13
	# gate/this
	cond tile==TILES_DOOR
		drawAll	0	0	14
	# gate_frame/this
	cond tile==TILES_GATEFRAME
		drawAll	24	0	17
	# normal/this
	cond tile==TILES_FLOOR
		drawAll	0	0	9
	# loose moving/this
	cond tile==TILES_LOOSEMOVING
		drawLoose	0	0	looseGetFrame(tile),layTribot
	# exit_left/this
	cond tile==TILE_EXIT_RIGHT
		drawAll	0	0	5
	cond tile==TILE_EXIT_LEFT
		drawAll	0	0	9
		drawExit	TILE_W+8	-TILE_H-1	gateGetFrame(tile)

	# pillar/this
	cond tile==TILES_PILLAR
		drawAll	0	0	43
	# big_pillar/this
	cond tile==TILE_BP_BOTTOM
		drawAll	0	0	82
	cond tile==TILE_BP_TOP
		drawAll	8	3	87
	# pressable/this
	# TODO: use boolean algebra to simplify this
	cond tile==TILES_RAISE_UNPRESSED&&left==TILES_WALKABLE&&(left!=TILES_RAISE)
		drawAll	0	0	57
	cond (tile==TILES_RAISE&&((tile!=TILES_UNPRESSED)||(left!=TILES_WALKABLE)||left==TILES_RAISE))&&(tile==TILES_UNPRESSED)
		drawAll	0	0	58
	cond ((tile==TILES_RAISE&&((tile!=TILES_UNPRESSED)||(left!=TILES_WALKABLE)||left==TILES_RAISE))&&(tile!=TILES_UNPRESSED))||tile==TILES_DROP_UNPRESSED
		drawAll	0	1	58
	cond tile==TILES_DROP_PRESSED
		drawAll	0	2	58
	# debris/this
	cond tile==TILES_BROKENTILE
		drawAll	0	0	48
	# spikes/this
	cond tile==TILES_SPIKES
		drawAll	0	0	101
		drawSpike	0	0	spikeGetFrame(tile),layBack

	# skeleton/this
	cond tile==TILES_SKELETON
		drawAll	0	0	80

XX AllBack
	# loose moving
	cond tile==TILES_LOOSEMOVING
		drawLoose	0	3	looseGetFrame(tile),layBase
	# normal
	cond tile==TILES_UNPRESSED
		# TODO: drop has resource 59 for unpressed/raise 47? checkgame
		drawAll	0	3	59
	cond tile==TILES_PRESSED
		drawAll	0	4	59
	cond tile==TILES_WALKABLE && tile!=TILES_LOOSEMOVING && tile!=TILES_PRESSABLE
		drawAll	0	3	11
	# wall
	# there are 4 cases
	cond wallCase(WALL_LOC_WWW)
		drawAll	0	3	65
	cond wallCase(WALL_LOC_SWW)
		drawAll	0	3	71
	cond wallCase(WALL_LOC_WWS)
		drawAll	0	3	67
	cond wallCase(WALL_LOC_SWS)
		drawAll	0	3	69
	# empty/gate_frame/this
	cond tile==TILES_SPACE && tile==TILES_GATEFRAME
		drawAll	0	3	42
	# empty/gate/left
	cond tile==TILES_SPACE && dleft==TILES_DOOR
		drawAll	0	3	16
	# empty/big_pillar/left
	cond tile==TILES_SPACE && dleft==TILE_BP_TOP
		drawAll	0	3	86
	# empty/pillar/left
	cond tile==TILES_SPACE && dleft==TILES_PILLAR
		drawAll	0	3	45
	# empty/wall/left
	cond tile==TILES_SPACE && dleft==TILES_WALL
		drawAll	0	3	64

	# upper objects
	cond tile==TILE_EXIT_LEFT
		drawAll	0+TILE_W	-TILE_H+3	6
	cond tile==TILE_EXIT_RIGHT
		drawAll	0+TILE_W	-TILE_H+3	8


XX AllFore
	# pillar
	cond tile==TILES_PILLAR
		drawAll	8	0	46
	# big pillar
	cond tile==TILE_BP_BOTTOM
		drawAll	8	0	84
	# wall
	# there are 4 cases
	cond wallCase(WALL_LOC_WWW)
		drawAll	0	0	66
	cond wallCase(WALL_LOC_SWW)
		drawAll	0	0	72
	cond wallCase(WALL_LOC_WWS)
		drawAll	0	0	68
	cond wallCase(WALL_LOC_SWS)
		drawAll	0	0	70

	# the seed generation algorithm
	# Upper row
	cond wallGetInfo(WALL_TABLE_LINE1_DARKER)
		drawAll	0	-39	75
	cond wallGetInfo(WALL_TABLE_LINE1_LEFT_DOWN)
		drawAll	0	-39	77
	cond wallGetInfo(WALL_TABLE_LINE1_RIGHT_DOWN)
		drawAll	24	-39	79
	cond wallGetInfo(WALL_TABLE_LINE1_RIGHT_UP)
		drawAll	24	-49	78
	cond wallGetInfo(WALL_TABLE_LINE1_LEFT_UP)
		drawAll	0	-54	76
	# Second row
	cond tile==TILES_WALL
		drawAll	7+wallGetInfo(WALL_TABLE_LINE2_OFFSET)	-18	74-wallGetInfo(WALL_TABLE_LINE2_SEP)
	cond wallGetInfo(WALL_TABLE_LINE2_LEFT_DOWN)
		drawAll	7+wallGetInfo(WALL_TABLE_LINE2_OFFSET)+5	-39+21	77
	cond wallGetInfo(WALL_TABLE_LINE2_RIGHT_DOWN)
		drawAll	24+7+wallGetInfo(WALL_TABLE_LINE2_OFFSET)-32+5	-39+21	79
	cond wallGetInfo(WALL_TABLE_LINE2_RIGHT_UP)
		drawAll	24+7+wallGetInfo(WALL_TABLE_LINE2_OFFSET)-32+5	-49+21	78
	cond wallGetInfo(WALL_TABLE_LINE2_LEFT_UP)
		drawAll	7+wallGetInfo(WALL_TABLE_LINE2_OFFSET)+5	-54+21	76
	# Third row TODO: send to BottomTile
	cond tile==TILES_WALL
		drawAll	3+wallGetInfo(WALL_TABLE_LINE3_OFFSET)	3	74-wallGetInfo(WALL_TABLE_LINE3_SEP)
	cond wallGetInfo(WALL_TABLE_LINE3_LEFT_UP)
		drawAll	5+wallGetInfo(WALL_TABLE_LINE3_OFFSET)+5	-55+21*2	76

	# debris/this foreground layer
	cond tile==TILES_BROKENTILE
		drawAll	0	0	51
	# spikes/this foreground layer
	cond tile==TILES_SPIKES
		drawSpike	0	0	spikeGetFrame(tile),layFore