Define a NO_MAP_DATA to hide the dummy data we have to feed the game...

...for all-text epilogs.  Use it where appropriate.
This commit is contained in:
Eric S. Raymond 2007-07-30 04:56:25 +00:00
parent f421d331aa
commit d5454f4f4c
4 changed files with 14 additions and 8 deletions

View file

@ -3,9 +3,7 @@
id=epilog
name= _ "Liberty: Epilogue"
map_data="
1 Kh, 2 Kh
"
{NO_MAP_DATA}
turns=10
next_scenario=null
[story]

View file

@ -6,7 +6,7 @@
next_scenario=null
turns=10
map_data="1 Kh, 2 Kh"
{NO_MAP_DATA}
{SG_ELF_EPILOGUE}

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@ -6,7 +6,7 @@
next_scenario=null
turns=10
map_data="1 Kh, 2 Kh"
{NO_MAP_DATA}
{SG_BANDIT_EPILOGUE}

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@ -70,10 +70,11 @@
#enddef
#define SIDE_COMPUTER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_PARMS AI_PARMS
# Defines a multiplayer side in a scenario that is controllad by the computer.
# Defines a multiplayer side in a scenario that is controllad by
# the computer.
#
# For example, we can set side 4 to be a computer belonging to team "Evil Guys"
# starting with 666g and no 99 income.
# For example, we can set side 4 to be a computer belonging to
# team "Evil Guys" starting with 666g and no 99 income.
# We also make it more aggressive:
#! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 99 (
#! aggression=0.95
@ -94,3 +95,10 @@
[/ai]
[/side] # wmllint: validate-on
#enddef
#define NO_MAP_DATA
# The display code in the game becomes confused if you give it a
# scenario with no map data (like, a text epilog). Use this
# macro to feed it dummy map data that won't actually be used.
map_data="1 Kh, 2 Kh"
#enddef