/usr/share/games/freeciv/hex2t/tiles.spec is in freeciv-data 2.5.3-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | [spec]
; Format and options of this spec file:
options = "+Freeciv-2.5-spec"
[info]
artists = "
Tatu Rissanen <tatu.rissanen@hut.fi>
Jeff Mallatt <jjm@codewell.com> (miscellaneous)
Tommy <yobbo3@hotmail.com> (hex mode)
Daniel Markstedt <himasaram@spray.se> (added dithering)
"
[file]
gfx = "hex2t/tiles"
[grid_main]
x_top_left = 1
y_top_left = 1
dx = 40
dy = 72
pixel_border = 1
tiles = { "row", "column","tag"
; Roads
0, 0, "road.road_n"
0, 1, "road.road_ne"
0, 2, "road.road_e"
0, 7, "road.road_se"
0, 3, "road.road_s"
0, 4, "road.road_sw"
0, 5, "road.road_w"
0, 6, "road.road_nw"
0, 8, "road.road_isolated"
; Rails
1, 0, "road.rail_n"
1, 1, "road.rail_ne"
1, 2, "road.rail_e"
1, 7, "road.rail_se"
1, 3, "road.rail_s"
1, 4, "road.rail_sw"
1, 5, "road.rail_w"
1, 6, "road.rail_nw"
1, 8, "road.rail_isolated"
; Maglevs
2, 0, "road.maglev_n"
2, 1, "road.maglev_ne"
2, 2, "road.maglev_e"
2, 7, "road.maglev_se"
2, 3, "road.maglev_s"
2, 4, "road.maglev_sw"
2, 5, "road.maglev_w"
2, 6, "road.maglev_nw"
2, 8, "road.maglev_isolated"
; terrain : if more t.whateverN are given it picks one randomly for each tile.
; for example with t.desert1 and t.desert2.
; ... actually in this tileset it doesn't even use these
; as the second ocean layer is drawn over the top of them
; but it's useful to know ...
3, 0, "t.l0.desert1"
7, 6, "t.l0.desert2"
7, 7, "t.l0.desert3"
3, 1, "t.l0.plains1"
3, 2, "t.l0.grassland1"
3, 3, "t.l0.forest1"
3, 4, "t.l0.hills1"
3, 5, "t.l0.mountains1"
3, 6, "t.l0.tundra1"
3, 7, "t.l0.arctic1"
3, 8, "t.l0.swamp1"
7, 9, "t.l0.inaccessible1"
; FIXME: The same sprite is drawn twice on top of each other here.
3, 3, "t.l0.jungle1"
3, 9, "t.l1.jungle1"
; more ocean in overlays
; 3, 10, "t.l0.coast1"
; 7, 8, "t.l0.coast2"
; 3, 11, "t.l0.floor1"
; Terrain special resources:
4, 0, "ts.oasis"
5, 0, "ts.oil"
4, 1, "ts.buffalo"
5, 1, "ts.wheat"
5, 2, "ts.grassland_resources", "ts.river_resources"
4, 3, "ts.pheasant"
5, 3, "ts.silk"
4, 4, "ts.coal"
5, 4, "ts.wine"
4, 5, "ts.gold"
5, 5, "ts.iron"
4, 6, "ts.tundra_game"
5, 6, "ts.furs"
4, 7, "ts.arctic_ivory"
5, 7, "ts.arctic_oil"
4, 8, "ts.peat"
5, 8, "ts.spice"
4, 9, "ts.gems"
5, 9, "ts.fruit"
4, 10, "ts.fish"
5, 10, "ts.whales"
6, 7, "ts.seals"
6, 8, "ts.forest_game"
6, 9, "ts.horses"
; extras
6, 0, "tx.oil_mine"
6, 1, "tx.mine"
6, 2, "tx.irrigation"
6, 3, "tx.farmland"
6, 4, "tx.pollution"
6, 5, "tx.fallout"
6, 6, "tx.village"
; random stuff
7, 0, "t.dither_tile"
7, 0, "tx.darkness"
7, 2, "mask.tile"
7, 3, "t.coast_color"
7, 4, "user.attention"
7, 5, "tx.fog"
; darkness
8, 0, "tx.darkness_n"
8, 1, "tx.darkness_ne"
8, 2, "tx.darkness_e"
8, 3, "tx.darkness_s"
8, 4, "tx.darkness_sw"
8, 5, "tx.darkness_w"
}
[grid_upkeep]
x_top_left = 452
y_top_left = 455
dx = 40
dy = 28
pixel_border = 1
tiles = { "row", "column","tag"
; Unit upkeep in city dialog:
; These should probably be handled differently and have
; a different size...
0, 0, "upkeep.shield"
1, 0, "upkeep.gold"
2, 0, "upkeep.gold2"
3, 0, "upkeep.food"
4, 0, "upkeep.food2"
5, 0, "upkeep.unhappy"
6, 0, "upkeep.unhappy2"
}
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