removing compat.cfg instead of moving deprecated macros there

This commit is contained in:
Jérémy Rosen 2010-06-11 16:26:59 +00:00
parent 46f3384858
commit aba3de0ccd
2 changed files with 1 additions and 493 deletions

View file

@ -81,6 +81,7 @@ Version 1.9.0-svn:
* Terrain WML
* rename TRANSITION_RESTRICTED and TRANSITION_RESTRICTED2 to
OVERLAY_ROTATION_RESTRICTED and OVERLAY_ROTATION_RESTRICTED2
* All unused macros are slowly removed to try to get a logical and complete subset of macros
* User interface:
* Added the era AI in the list of AI shown when opening a game
* Added dialog for installation of add-on dependencies

View file

@ -1,493 +0,0 @@
#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
#define BUILDING TERRAIN IMAGE_WML
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
{IMAGE_WML}
[/tile]
set_flag=building-{TERRAIN}
no_flag=building-{TERRAIN}
[/terrain_graphics]
#enddef
#define BUILDING_PROBABILITY TERRAIN IMAGE_WML PROB
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
{IMAGE_WML}
[/tile]
probability={PROB}
set_flag=building-{TERRAIN}
no_flag=building-{TERRAIN}
[/terrain_graphics]
#enddef
#define SIMPLE_FOREST_TERRAIN TERRAINLIST ADJACENT IMAGESTEM
{OVERLAY_RESTRICTED_RANDOM {TERRAINLIST} {ADJACENT} {IMAGESTEM}-small}
{OVERLAY_RANDOM {TERRAINLIST} {IMAGESTEM}}
#enddef
#define SIMPLE_OVERLAY_TERRAIN TERRAINLIST RESTRICTING IMAGESTEM
{OVERLAY_RESTRICTED3_P ({TERRAINLIST}) ({RESTRICTING}) 25 {IMAGESTEM}-small-4}
{OVERLAY_RESTRICTED3_P ({TERRAINLIST}) ({RESTRICTING}) 33 {IMAGESTEM}-small-3}
{OVERLAY_RESTRICTED3_P ({TERRAINLIST}) ({RESTRICTING}) 50 {IMAGESTEM}-small-2}
{OVERLAY_RESTRICTED3 ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}-small}
{OVERLAY_ROTATION_RESTRICTED2 ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}}
{OVERLAY_RESTRICTED2_P ({TERRAINLIST}) ({RESTRICTING}) 25 {IMAGESTEM}-small-4}
{OVERLAY_RESTRICTED2_P ({TERRAINLIST}) ({RESTRICTING}) 33 {IMAGESTEM}-small-3}
{OVERLAY_RESTRICTED2_P ({TERRAINLIST}) ({RESTRICTING}) 50 {IMAGESTEM}-small-2}
{OVERLAY_RESTRICTED2 ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}-small}
{OVERLAY_ROTATION_RESTRICTED ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}}
{OVERLAY_RESTRICTED_P ({TERRAINLIST}) ({RESTRICTING}) 25 {IMAGESTEM}-small-4}
{OVERLAY_RESTRICTED_P ({TERRAINLIST}) ({RESTRICTING}) 33 {IMAGESTEM}-small-3}
{OVERLAY_RESTRICTED_P ({TERRAINLIST}) ({RESTRICTING}) 50 {IMAGESTEM}-small-2}
{OVERLAY_RESTRICTED ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}-small}
{OVERLAY_P ({TERRAINLIST}) 16 {IMAGESTEM}-6}
{OVERLAY_P ({TERRAINLIST}) 20 {IMAGESTEM}-5}
{OVERLAY_P ({TERRAINLIST}) 25 {IMAGESTEM}-4}
{OVERLAY_P ({TERRAINLIST}) 33 {IMAGESTEM}-3}
{OVERLAY_P ({TERRAINLIST}) 50 {IMAGESTEM}-2}
{OVERLAY ({TERRAINLIST}) {IMAGESTEM}}
#enddef
#-----------------------------------------------------------------
# Forest<->Castle|Encampment special cases
#-----------------------------------------------------------------
#define FORESTADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
*, 1
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FOREST_ID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLES FOREST_ID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
*, *
, 2
*, 1
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FOREST_ID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLEO FOREST_ID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
*, *
, 2
*, *
, 1"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FOREST_ID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLE FOREST_ID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
*, *
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FOREST_ID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE_IMAGE}-@R0
base=90,144
[/image]
[/terrain_graphics]
#enddef
#-----------------------------------------------------------------
# Use a smaller tile when next to:
# Shallow and deep Water, mountain, desert hill & mountain,
# swamp and villages
#-----------------------------------------------------------------
#define FORESTADJ FOREST_ID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
*, *
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FOREST_ID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define MOUNTAINADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
*, 1
, 2
*, *
, *"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type={FOREST_ID}
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE_IMAGE}-@R0-@R1
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define TERRAIN_BASE_OV TERRAIN_PATTERN IMAGESTEM
{OVERLAY_L ({TERRAIN_PATTERN}) -80 {IMAGESTEM}}
#enddef
# Defines a terrain that has a transition image of the form: "void-n-ne-se-s.png"
# example: {TERRAIN_ADJACENT_4 gt !gt grassland}
# This will add 4-tile transitions from terrains of type g or t to terrains of
# any other type, using the filename grassland-x-x-x-x.png
#define TRANSITION1_OVERLAY_PLBF TERRAIN ADJACENT PROB LAYER BASE FLAG IMAGE
[terrain_graphics]
map="
, 2
*, *
, 1
*, *
, *"
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={IMAGE}-@R0
layer={LAYER}
base={BASE}
[/image]
[/terrain_graphics]
#enddef
#meta-macro TRANSITION1_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
#define TRANSITION2_OVERLAY_PLBF TERRAIN ADJACENT PROB LAYER BASE FLAG IMAGE
[terrain_graphics]
map="
, 2
*, 2
, 1
*, *
, *"
[tile]
pos=1
type={TERRAIN}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
layer={LAYER}
base={BASE}
name={IMAGE}-@R0-@R1
[/image]
[/terrain_graphics]
#enddef
#meta-macro TRANSITION2_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
#The following code is autogenerated by expand-terrain-macros.py
#generated from: #meta-macro TRANSITION1_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
#Please do not modify
#define TRANSITION1_OVERLAY_LBF TERRAIN ADJACENT LAYER BASE FLAG IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_PBF TERRAIN ADJACENT PROB BASE FLAG IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_BF TERRAIN ADJACENT BASE FLAG IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_LF TERRAIN ADJACENT LAYER FLAG IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_PF TERRAIN ADJACENT PROB FLAG IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_F TERRAIN ADJACENT FLAG IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_PLB TERRAIN ADJACENT PROB LAYER BASE IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_LB TERRAIN ADJACENT LAYER BASE IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_PB TERRAIN ADJACENT PROB BASE IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_B TERRAIN ADJACENT BASE IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_PL TERRAIN ADJACENT PROB LAYER IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) overlay ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_L TERRAIN ADJACENT LAYER IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) overlay ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY_P TERRAIN ADJACENT PROB IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) overlay ({IMAGE})}
#enddef
#define TRANSITION1_OVERLAY TERRAIN ADJACENT IMAGE
{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) overlay ({IMAGE})}
#enddef
#end of generated code
#The following code is autogenerated by expand-terrain-macros.py
#generated from: #meta-macro TRANSITION2_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
#Please do not modify
#define TRANSITION2_OVERLAY_LBF TERRAIN ADJACENT LAYER BASE FLAG IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_PBF TERRAIN ADJACENT PROB BASE FLAG IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_BF TERRAIN ADJACENT BASE FLAG IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_LF TERRAIN ADJACENT LAYER FLAG IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_PF TERRAIN ADJACENT PROB FLAG IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_F TERRAIN ADJACENT FLAG IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) ({FLAG}) ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_PLB TERRAIN ADJACENT PROB LAYER BASE IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_LB TERRAIN ADJACENT LAYER BASE IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_PB TERRAIN ADJACENT PROB BASE IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_B TERRAIN ADJACENT BASE IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) overlay ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_PL TERRAIN ADJACENT PROB LAYER IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) overlay ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_L TERRAIN ADJACENT LAYER IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) overlay ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY_P TERRAIN ADJACENT PROB IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) overlay ({IMAGE})}
#enddef
#define TRANSITION2_OVERLAY TERRAIN ADJACENT IMAGE
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) overlay ({IMAGE})}
#enddef
#end of generated code