----------------------------------------------------------------------
Freeciv Graphics, and Tile Specification Files
----------------------------------------------------------------------

Using Graphics:
---------------

To use different graphics with Freeciv, use the '--tiles' argument to
the Freeciv client. Eg, to use the 'engels' graphics, start the
client as:
  
    freeciv-gtk2 --tiles engels

What Freeciv actually does in this case is look for a file called
'engels.tilespec' somewhere in your Freeciv data path. (See the file
INSTALL for some information on the Freeciv data path.) That tilespec
file contains information telling Freeciv which graphics files to use,
and what those graphics files contain.

That is all you need to know to use alternative graphics provided by
Freeciv or by third-party add-ons. The rest of this file describes
(though not fully) the contents of the tilespec file and related
files. This is intended as developer reference, and for people
wanting to create/compile alternative tilesets and modpacks for
Freeciv.

----------------------------------------------------------------------
Overview:
---------

The purpose of the 'tilespec' file and related 'spec' files is to
allow the detailed layout of the graphics within the files to be
flexible and not hard-coded into Freeciv, and to allow add-ons to
conveniently provide additional graphics.

There are two layers to the tilespec files:

The top-level file is named, eg: 'trident.tilespec'.  The basename of
this file (here, 'trident') corresponds to the parameter of the
'--tiles' command-line argument for the Freeciv client, as described
above.

The top-level tilespec file contains general information on the full
tileset, and a list of files which specify information about the
individual graphics files. These filenames must be located somewhere
in the data path, though not necessarily the same place as the
top-level tilespec file. Note that with this system the number and
contents of the referenced files are completely flexible at this
level.

An exception is that the intro graphics must be in individual files,
as listed in the tilespec file, because Freeciv treats these
specially: these graphics are freed after the game starts, and
reloaded later as necessary.

----------------------------------------------------------------------
Graphics formats:
-----------------

All clients currently use 24/32 bit PNGs.

----------------------------------------------------------------------
Tileset options:
----------------

In the top-level tilespec file you can set options for the tileset.
Each of these should go within the [tilespec] section. Currently
options include:

  Strings (enclosed in "")
  ------------------------
  options               : A capability string, currently "+Freeciv-2.5-tilespec"
  name                  : the name of the tileset
  type                  : general type of tileset, different types have
                          quite different format. Supported types are
                          "overview" and "isometric"
  city_names_font       : an X font string
  city_productions_font : an X font string
  main_intro_file       : GFX file for the intro graphics
  minimap_intro_file    : GFX file for the radar screen intro graphics

  String vectors
  --------------
  preferred_themes      : List of preferred client themes to use with this
                          tileset

  Integers
  --------
  priority              : when user does not specify tileset, client
                          automatically loads available compatible tileset
                          with highest priority.
  normal_tile_width     : the width of terrain tiles
  normal_tile_height    : the height of terrain tiles
  unit_width            : unit sprite width. Default is always ok, setting is
                          provided just for symmetry with unit_height
  unit_height           : unit sprite height if more than 1.5x terrain tile
                          height in isometric tileset
  small_tile_width      : the width of icon sprites
  small_tile_height     : the height of icon sprites
  fogstyle              : Specifies how fog is drawn.
                          0 : Code automatically adds fog.
                          1 : A single fog sprite is drawn on top of all
                              other sprites for fogged tiles. The
                              tx.fog sprite is used for this.
                          2 : No fog, or fog from darkness_style = 4.
  darkness_style        : Specifies how "encroaching darkness" is drawn.
                          0 : No darkness.
                          1 : A single sprite can be split into 4 parts, each
                              containing the darkness for that particular
                              cardinal direction. (Iso-view only.)
                          2 : Four different sprites exist, each holding the
                              darkness for a particular direction. Any or all
                              of the sprites may be drawn.
                          3 : The sprite is chosen based on the vector sum of
                              the darkness in all 4 cardinal directions. 15
                              different sprites are needed.
                          4 : Corner darkness & fog, 81 sprites needed.
  unit_flag_offset_x   : Gives an offset from the tile origin at which to
  unit_flag_offset_y     draw flags behind units or cities. With isometric
  city_flag_offset_x     tilesets this should be non-zero so that the flag
  city_flag_offset_y     is placed correctly behind the unit/city.
  unit_offset_x        : Gives an offset from the tile origin at which to
  unit_offset_y          draw units.
  citybar_offset_y     : Gives an offset from city tile origin at which to
                         draw city bar text.
  hex_side             : When is_hex is specified (see is_hex, below), this
                         value gives the length of the "extra" side of the
                         hexagon. This extra side will be on the top/bottom
                         of the tile if is_isometric (below) is given, or
                         on the left/right of the tile otherwise. The actual
                         dimensions of the hex tile are determined from the
                         normal_tile_width/normal_tile_height of the tileset
                         as well as the hex side. The "normal" dimensions
                         give the X and Y offsets between adjacent tiles in
                         the tileset - this is not the same as the dimensions
                         of the tile itself. The dimension of the bounding
                         box of the hexagonal tile will be equal to the
                         "normal" dimension minus the hex_side. For instance
                         "normal" dimensions of 64x32 with a hex_side of 16
                         for an iso-hex tileset will give hexagons of size
                         48x32.
  city_names_font_size : Font size used in drawing city name
  city_production_font_size : Font size used in drawing city production

  Booleans (FALSE or TRUE)
  ------------------------
  is_hex                : set to TRUE for a hexagonal tileset. If is_isometric
                          is also specified then you have an iso-hex tileset.
                          Hex tilesets should be used with topologies 8-11 and
                          iso-hex tilesets with topologies 12-15.

  String lists (a comma-separated list of strings)
  ------------------------------------------------
  files                 : A list of .spec files to scan for sprites.
                          See "individual spec files", below.


----------------------------------------------------------------------
Terrain options:
----------------

The top-level tilespec file also contains information on how to draw each
terrain type.  For each terrain type include a section "tile_<terrain>"
(e.g., "tile_plains"). This section contains information on how to draw
this terrain type. (The terrain types are specified in the server ruleset
file under the graphic and graphic_alt flags.)

  [tile_XXX] options
  ----------------
  blend_layer           : If non-zero, given layer of this terrain will be
                          blended with adjacent terrains. Blending is done
                          civ2-style with a dither mask. Only iso-view
                          currently supports blending. Only the base graphic
                          will be blended.
                          The blending mask has sprite t.dither_tile.
  is_reversed           : Draw layers in reverse order.
  mine_sprite           : Mine sprite for this terrain.
  num_layers            : The number of layers in the terrain. This value
                          must be 1, 2 or 3. Each layer is drawn
                          separately. The layerN options below control the
                          drawing of each layer (N should be 0, 1 or 2)
  layerN_is_tall        : Left right corner of terrain sprites is not based
                          on normal_tile_width and normal_tile_height, but
                          to corner of the full tile.
  layerN_offset_x       : Offset for terrain sprites
  layerN_offset_y       
  layerN_match_type     : If 0 or unset, no terrain matching will be done and
                          the base sprite will be drawn for the terrain. If
                          non-zero, then terrain matching will be done. A
                          matched sprite will be chosen that matches all
                          cardinally adjacent tiles whose terrain has the same
                          match_type.
  layerN_match_with     : List of match_types to match against
  layerN_sprite_type    : With traditional tilesets each tile is drawn using
                          one sprite. This default sprite_type is "whole".
                          Which sprite to use may be specified using a
                          match_type, and there may be multiple layers
                          (each having one sprite). This method corresponds
                          to sprite_type "single".
                          A more sophisticated drawing method breaks the tile
                          up into 4 rectangles. Each rectangular cell is
                          adjacent to 3 different tiles. Each adjacency is
                          matched, giving 8 different sprites for each of the
                          4 cells. This sprite_type is "corner".

Additionally the top-level tilespec file should contain information about
the drawing of each layer. This is needed because the way each layer is
drawn must be consistent between different terrain types. You may not have
more than 3 layers (either in this section or in the [tile_XXX] sections).

  [layerN] options
  ----------------
  match_types            : Gives a string list of all different match types.
                           This list must include every possible match_type
                           used by terrains for this layer.
                           First letter of the match_type must be unique
                           within layer.

  Road options
  ------------

  Tilespec should define style of road graphics for each road type in
  section [roads] like:

  [roads]
  styles =
      { "name", "style"
        "road", "AllSeparate"
        "rail", "AllSeparate"
      }

  AllSeparate    : A single sprite is drawn for every connection the tile has;
                   only 8 sprites are needed.
  ParityCombined : A single sprite is drawn for all cardinal connections and
                   a second sprite is drawn for all diagonal connections;
                   32 sprites are needed.
  AllCombined    : One sprite is drawn to show roads in all directions.
                   There are thus 256 sprites (64 for a hex tileset).

----------------------------------------------------------------------
Individual spec files:
----------------------

Each spec file describes one graphics file (PNG format is standard,
although some clients may accept other formats as well) as specified in
the spec file. The graphics file must be in the Freeciv data path, but
not necessarily in the same location as the spec file. Note you can have
multiple spec files using a single graphics file in different ways.

The main data described in the spec file is in sections named
[grid_*], where * is some arbitrary tag (but unique within each file).
A grid corresponds to a regular rectangular array of tiles. In
general one may have multiple grids in one file, but the default
tilesets usually only have one per file. (Multiple grids would be
useful to have different size tiles in the same file.) Each grid
defines an origin (top left) and spacing, both in terms of pixels, and
then refers to individual tiles of the grid by row and column. The
origin, and rows and columns, are counted as (0,0) = top left.

x_top_left     : x-coordinate of the leftmost pixel of the leftomost cell
y_top_left     : y-coordinate of the topmost pixel of the topmost cell
dx             : cell width
dy             : cell height
pixel_border   : Number of pixels between cells
tiles          : Table of tags, each line having "row", "column", and "tag"

[grid_example]
x_top_left   = 1   ; Border (in x=0) also in left side of the entire grid
y_top_left   = 1   ; Border (in y=0) also in top side of the entire grid
dx           = 96
dy           = 48
pixel_border = 1
tiles = { "row", "column", "tag"
 0, 0, "tag1"
 0, 1, "tag2"
 1, 0, "tag3"
 1, 1, "tag4"
}


Each individual tile is given a "tag", which is a string which is
referenced in the code and/or from ruleset files. A grid may be
sparse, with some elements unused (simply don't mention their row and
column), and a single tile may have multiple tags (eg, to use the same
graphic for multiple purposes in the game): just specify a list of
comma-separated strings.

If a given tag appears multiple times in the spec files, the *last*
such tag is used. (That is, in the order of files listed in the
tilespec file, and order within each file.) This allows selected
graphics to be "overridden" by listing a replacement spec file near
the end of the 'files' list in the top-level tilespec file, without
having to modify earlier files in the list.

----------------------------------------------------------------------
Tag prefixes:
-------------

To help keep the tags organised, there is a rough prefix system used 
for standard tags:

  f.	      national flags
  r.	      road/rail
  s.	      general "small"
  u.	      unit images
  t.	      basic terrain types (with _n0s0e0w0 to _n1s1e1w1)
  ts.	      terrain special resources
  tx.	      extra terrain-related
  gov.	      government types
  unit.	      unit overlays: hp, stack, activities (goto, fortify etc)
  upkeep.     unit upkeep and unhappiness
  city.	      city related (city, size, sq.-prod., disorder, occupied)
  cd.	      city defaults
  citizen.    citizens, including specialists
  explode.    explosion graphics (nuke, units)
  spaceship.  spaceship components
  treaty.     treaty thumbs
  user.	      crosshairs (in general: user interface?)

In general, graphics tags hard-wired into Freeciv _must_ be provided
by the spec files, or the client will refuse to start. Graphics tags
provided by ruleset files (at least for the "standard" rulesets)
should also be provided, but generally the client will continue even
if they are not, though the results may not be satisfactory for the
user. To work properly tags should correspond to appropriately sized
graphics. (The basic size may vary, as specified in the top-level
tilespec file, but the individual tiles should be consistent with
those sizes and/or the usage of those graphics.)

----------------------------------------------------------------------
Sprites
-------

Depending on the information given here the tileset must/may contain certain
sprites.

  Theme Sprites
  -------------

  citizen sprites :

    This provides citizen graphics. Each citizen has one or more sprites
    which are shown in the city dialog. The types of citizen are "happy",
    "content", "unhappy", and "angry". The tag name is "citizen.<type>_<n>".
    <type> is one of the listed types. <n> is the number of the graphic
    (numbered starting with 0, unlike most other graphics) which allows more
    than one sprite to be used. No more than 6 sprites per citizen may be
    used.

    Currently the citizen and specialist sprites may not have any
    transparency, as this is ignored in much of the drawing. This is
    considered a bug.

  specialist sprites:

    These provide specialist graphics just like the citizen graphics. However
    specialist types come from the ruleset and may be changed in modpacks.
    The sprite name is "specialist.<type>_<n>". Again <type> is the
    type of specialist (currently "elvis", "scientist", "taxman") while <n>
    is the sprite number. See "citizen sprites" above.

  progress indicators:

    There are three types of progress indicator. "science_bulb" indicates
    progress toward the current research target. "warming_sun" indicates 
    progress toward global warming. "cooling_flake" indicates progress
    toward nuclear winter. Each indicator should have 8 states, numbered
    0 (least) through 7 (most). The sprite names are "s.<type>_<n>".

  government icons:

    There should be one icon for each government. Its name is "gov.<gov>",
    where <gov> is the government name. Government types come from
    governments.ruleset (currently "anarchy", "despotism", "monarchy",
    "communism", "fundamentalism", "republic", "democracy").

  tax icons:

    One icon for each tax type. These are used to show the tax rates. The
    sprites are "s.tax_luxury", "s.tax_science", "s.tax_gold". Commonly
    the specialist sprites are reused for this.

  right arrow:

    A sprite "s.right_arrow" is used on the panel when more units are
    present than can be shown.

  Terrain sprites
  ---------------
  base sprite           : If the terrain has no match type or is layered, a
                          base sprite is needed. This sprite has tag
                          "t.<terrain>1" (e.g., "t.grassland1"). More than
                          one such sprite may be given ("t.grassland2", etc.)
                          in which case one will be chosen at random for each
                          tile.
  matched sprites       : If the terrain has a match type or is layered, a
                          set of matched sprites is needed. This consists of
                          16 sprites with tags "t.<terrain>_n<V>e<V>s<V>w<V>"
                          (e.g., "t.hills_n0e0s1w0". Each direcional value
                          <V> is either 0 or 1. Note that the directions are
                          in map coordinates, so n (north) in iso-view is
                          northeast on the mapview. (Note this only applies
                          for cell_type "single".)
  cell sprites          : For matched terrains that have cell_type "rect",
                          32 different sprites are needed. Each sprite is
                          a rectangle corresponding to one cell, and there are
                          8 different sprites per cell. Each sprite has
                          a name like "t.ocean_cell_u110" where "ocean" is the
                          terrain, "u" means up (north on the map) and
                          110 indicates which of the adjacent tiles are
                      	  mismatched. For instance u110 means

				    /\
				   /B \
				  /\ 1/\
				 / A\/C \
				 \1 /\ 0/
				  \/D \/
				   \  /
				    \/

			  a matching terrain exists at C but not at A or B. In
                          this case D is the current tile.

  Examples:

    ; This specifies a civ2-like grassland tile. A single sprite
    ; t.grassland is needed; it will be drawn blended.
    [terrain_grassland]
    blend_layer = 1
    num_layers  = 1
    layer0_match_type = 0

    ; This specifies a civ1-like mountain tile. 16 sprites
    ; t.mountains_n0s0e0w0 ... t.mountains_n1s1e1w1 are needed. One of them
    ; will be drawn to match the adjacent tiles. Assuming only mountains
    ; has this match_type, adjacent mountains will match.
    [terrain_mountains]
    blend_layer = 0
    num_layers  = 1
    layer0_match_type = 7

    ; This specifies a civ2-like hills tile. A base sprite t.hills will be
    ; needed, plus 16 matching sprites. The base sprite will be drawn,
    ; dithered with adjacent base sprites, and the matching sprite will be
    ; drawn on top. (In most civ2 tilesets the base sprite is the grassland
    ; sprite).
    [terrain_hills]
    blend_layer = 1
    num_layers  = 2
    layer0_match_type = 0
    layer1_match_type = 8

    ; This specifies a civ2-like ocean tile. Ocean is drawn via a cell-based
    ; system as explained above.
    [terrain_ocean]
    blend_layer = 1
    num_layers  = 1
    layer0_match_type = 6
    layer0_cell_type = "rect"

  Terrain Special Sprites
  -----------------------

  farmland/irrigation:

    tx.farmland and tx.irrigation provide the basic sprites for farmland
    and irrigation. Additionally, there is support for drawing continuous
    farmland and irrigation (as is used in Civ3). Here there are 16
    irrigation sprites (and the same for farmland), starting with
    tx.s_irrigation_n0s0e0w0 and running through tx.s_irrigation_n1s1e1w1.
    An appropriate sprite will be chosen depending on which adjacent tiles
    also have farmland/irrigation. If any of these sprites are not present,
    the default sprite will be used as a fallback.

