move some macros from util.cfg to compat.cfg...

...since we have better way to do that now. They are unused in mainline
This commit is contained in:
Jérémy Rosen 2010-05-25 21:43:14 +00:00
parent 74e5f6360b
commit b631191992
2 changed files with 68 additions and 92 deletions

View File

@ -1 +1,66 @@
#textdomain wesnoth
#Backward compatibility file, these are not used in mainline, and an upgrade path through wmllint should be a good idea
# added in the 1.9 timeframe
#define VIMG BASE_STRING NAME_STRING
[image]
name={NAME_STRING}
base={BASE_STRING}
[/image]
#enddef
#define TERRAIN_BASE_DEFAULT IMAGESTEM
[terrain_graphics]
[tile]
x=0
y=0
type=*
[image]
layer=-1000
name={IMAGESTEM}
[/image]
[/tile]
no_flag="base"
set_flag="base"
precedence=9999
[/terrain_graphics]
#enddef
#define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={TERRAIN}
set_flag={FLAG}
no_flag={FLAG}
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
#define TERRAIN_BASE_FL TERRAIN_PATTERN IMAGESTEM FLAG LAYER
{TERRAIN_BASE_LF ({TERRAIN_PATTERN}) {LAYER} {FLAG} {IMAGESTEM}}
#enddef
#define TERRAIN_BASE_PROB_FL TERRAIN_PATTERN IMAGESTEM PROB FLAG LAYER
{TERRAIN_BASE_PLF ({TERRAIN_PATTERN}) {PROB} {LAYER} {FLAG} {IMAGESTEM}}
#enddef
#define TERRAIN_BASE_PROB TERRAIN_PATTERN IMAGESTEM PROB
{TERRAIN_BASE_PLF ({TERRAIN_PATTERN}) {PROB} -1000 base {IMAGESTEM}}
#enddef
#define TERRAIN_BASE_PROB_OV TERRAIN_PATTERN IMAGESTEM PROB
{OVERLAY_PL ({TERRAIN_PATTERN}) {PROB} -80 {IMAGESTEM}}
#enddef

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@ -1,13 +1,5 @@
#textdomain wesnoth
#define VIMG BASE_STRING NAME_STRING
[image]
name={NAME_STRING}
base={BASE_STRING}
[/image]
#enddef
# This utility macro disables standard transitions on a given terrain type. It
# is used for castles and keeps, as those have custom transitions.
@ -50,90 +42,9 @@
[/terrain_graphics]
#enddef
# This utility macro sets a flag on a given terrain, if it is adjacent to an
# other terrain.
# Example:
# {FLAG_IF_ADJACENT Kud Cud keep-of-castle} flags all Kud tiles
# adjacent to Cud tiles with the keep-of-castle flag
#
# Use this to make other rule depend on adjacent terrain
#define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={TERRAIN}
set_flag={FLAG}
no_flag={FLAG}
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Attaches an image to all terrain types matching
# a specified pattern, with a given probability.
# Example: {TERRAIN_BASE_PROBABILITY Gg grassland-rocks 20}
#define TERRAIN_BASE_PROB_FL TERRAIN_PATTERN IMAGESTEM PROB FLAG LAYER
[terrain_graphics]
[tile]
x=0
y=0
type="{TERRAIN_PATTERN}"
[image]
layer={LAYER}
name={IMAGESTEM}
[/image]
[/tile]
probability={PROB}
no_flag={FLAG}
set_flag={FLAG}
[/terrain_graphics]
#enddef
# Same as above, but with 100% probability
# example: {TERRAIN_BASE g grassland}
# Should be last on the list: when a terrain has been placed, no other one can.
#define TERRAIN_BASE_FL TERRAIN_PATTERN IMAGESTEM FLAG LAYER
{TERRAIN_BASE_PROB_FL ({TERRAIN_PATTERN}) {IMAGESTEM} 100 {FLAG} {LAYER}}
#enddef
#define TERRAIN_BASE_PROB TERRAIN_PATTERN IMAGESTEM PROB
{TERRAIN_BASE_PROB_FL ({TERRAIN_PATTERN}) {IMAGESTEM} {PROB} base -1000}
#enddef
#define TERRAIN_BASE_PROB_OV TERRAIN_PATTERN IMAGESTEM PROB
{TERRAIN_BASE_PROB_FL ({TERRAIN_PATTERN}) {IMAGESTEM} {PROB} overlay -80}
#enddef
# used by bridges and rails, need some rethinking at that level
# in particular, they want to be drawn below walls (whereas great tree and most overlays want to be drawn over walls
#define TERRAIN_BASE_OV TERRAIN_PATTERN IMAGESTEM
{TERRAIN_BASE_FL ({TERRAIN_PATTERN}) {IMAGESTEM} overlay -80}
{OVERLAY_L ({TERRAIN_PATTERN}) -80 {IMAGESTEM}}
#enddef
#define TERRAIN_BASE_DEFAULT IMAGESTEM
[terrain_graphics]
[tile]
x=0
y=0
type=*
[image]
layer=-1000
name={IMAGESTEM}
[/image]
[/tile]
no_flag="base"
set_flag="base"
precedence=9999
[/terrain_graphics]
#enddef