// ************************************************************************************************************************
// Saloon (Joined HFs) - Creates Saloon_Object
// ************************************************************************************************************************
#macro Make_Saloon ()
   #declare Wall_Thick = 0.02 ;
   union {
      // Front Wall
      height_field {jpeg "_Sal_04a.jpg" smooth water_level 16/255
         scale <1,-Wall_Thick,1> rotate x*-90
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_04b.jpg" interpolate 2.0 map_type 0} }
         #else
            pigment {color (Green+White)/2}
         #end
         finish {ambient 0.30}
         normal {granite 1.0 scale 0.1 accuracy 1e-9}
         // #if (Normals_On=1) normal {bump_map {jpeg "_Sal_04.jpg" bump_size 1} rotate x*90 transform Saloon_Scaling scale <1,1,10> accuracy 1e-9} #end // Self-Normal 
         }
      // Sign Over Front Door
      height_field {jpeg "_Sal_08.jpg" smooth water_level 16/255
         scale <1,-Wall_Thick/2,1> rotate x*-90 translate z*-0.002
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_08.jpg" interpolate 2.0 map_type 0} }
         #else
            pigment {color (Green+White)/2}
         #end
         finish {ambient 0.30}
         normal {granite 0.2 scale 0.01 accuracy 1e-9}
         // #if (Normals_On=1) normal {bump_map {jpeg "_Sal_04.jpg" bump_size 1} rotate x*90 transform Saloon_Scaling scale <1,1,10> accuracy 1e-9} #end // Self-Normal 
         }
      // Left Wall
      height_field {jpeg "_Sal_01a.jpg" smooth water_level 16/255
         scale <1,-Wall_Thick,1> rotate x*-90 rotate y*90 translate z*1
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_01b.jpg" interpolate 2.0 map_type 0} rotate y*90}
         #else
            pigment {color (Green+White)/2}
         #end
         finish {ambient 0.30}
         normal {granite 1.0 scale 0.1 accuracy 1e-9}
         // #if (Normals_On=1) normal {bump_map {jpeg "_Sal_01.jpg" bump_size 1} rotate x*90 transform Saloon_Scaling scale <1,1,10> accuracy 1e-9} #end // Self-Normal 
         }
      // Back Wall
      height_field {jpeg "_Sal_02.jpg" smooth water_level 16/255
         scale <1,Wall_Thick,1> rotate x*-90 translate z*1.0
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_02.jpg" interpolate 2.0 map_type 0} rotate x*90}
         #else
            pigment {color (Green+White)/2}
         #end
         finish {ambient 0.30}
         normal {granite 1.0 scale 0.1 accuracy 1e-9}
         // #if (Normals_On=1) normal {bump_map {jpeg "_Sal_02.jpg" bump_size 1} rotate x*90 transform Saloon_Scaling scale <1,1,10> accuracy 1e-9} #end // Self-Normal 
         }
      // Right Wall
      height_field {jpeg "_Sal_03a.jpg" smooth water_level 16/255 
         scale <1,-Wall_Thick,1> rotate x*-90 rotate y*-90 translate x*1.0
         // pigment {Orange*0.6} finish {ambient 0.3}
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_03b.jpg" interpolate 2.0 map_type 0} rotate y*-90}
         #else
            pigment {color (Green+White)/2}
         #end
         finish {ambient 0.30}
         normal {granite 1.0 scale 0.1 accuracy 1e-9}
         // #if (Normals_On=1) normal {bump_map {jpeg "_Sal_03.jpg" bump_size 1} rotate x*90 transform Saloon_Scaling scale <1,1,10> accuracy 1e-9} #end // Self-Normal 
         }
      // *********************************************************************************************************************
      // First Floor Debris (Layer 1)
      height_field {jpeg "_Sal_07.jpg" smooth water_level 64/255 
         scale <1,Wall_Thick,1> 
         // pigment {Brown*0.9} finish {ambient 0.3}
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_06.jpg" interpolate 2.0 map_type 0} rotate x*90 scale 0.2 turbulence 0.5}
         #else
            pigment {color Yellow*0.25}
         #end
         finish {ambient 0.10}
         translate y*0.02
         normal {granite 1.0 scale 0.1 accuracy 1e-9}
         }
      // *********************************************************************************************************************
      // First Floor Debris (Layer 2)
      height_field {jpeg "_Sal_07.jpg" smooth water_level 127/255 
         scale <1,Wall_Thick,1> translate -0.5 rotate y*90 translate +0.5
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_06.jpg" interpolate 2.0 map_type 0} rotate x*90 scale 0.5 turbulence 0.9}
         #else
            pigment {color Yellow*0.25}
         #end
         finish {ambient 0.20}
         translate y*0.1
         translate y*0.02
         }
      // *********************************************************************************************************************
      // Ruined Second Floor
      height_field {jpeg "_Sal_05.jpg" smooth water_level 32/255 
         scale <0.95,Wall_Thick,0.95> translate y*.4
         #if (Images_On)
            pigment {image_map {jpeg "_Sal_06.jpg" interpolate 2.0 map_type 0} rotate x*90 scale 0.3}
         #else
            pigment {Brown*0.8} finish {ambient 0.3} // pigment {color Yellow*0.9}
         #end
         finish {ambient 0.10}
         // translate y*0.02
         }
      // *********************************************************************************************************************
   translate <-0.5,0,-0.5>
   }
#end

// ************************************************************************************************************************

