Moved the four-difficulty macros to core; wrote some new ones.
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4 changed files with 61 additions and 67 deletions
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@ -11,6 +11,8 @@ Version 1.9.9+svn:
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* Removed waypoints UI feature
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* WML engine:
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* Readded the liminal alignment
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* Added four-difficulty versions of certain macros: QUANTITY4,
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ON_DIFFICULTY4, TURNS4, GOLD4, INCOME4, and ATTACK_DEPTH4.
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* Miscellaneous and bug fixes:
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* Fixed compilation on all Debian architectures (Debian bug #636193)
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@ -65,36 +65,6 @@
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[/clear_variable]
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#enddef
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#define QUANTITY4 NAME EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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#ifdef EASY
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{NAME}={EASY_VALUE}
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#endif
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#ifdef NORMAL
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{NAME}={NORMAL_VALUE}
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#endif
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#ifdef HARD
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{NAME}={HARD_VALUE}
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#endif
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#ifdef NIGHTMARE
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{NAME}={NIGHTMARE_VALUE}
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#endif
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#enddef
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#define TURNS4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 turns {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define GOLD4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 gold {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define INCOME4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define SIDE_1
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side=1
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controller=human
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@ -30,43 +30,6 @@
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[/if]
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#enddef
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## These macros support a fourth difficulty level, NIGHTMARE.
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#macro to define a 'quantity' differently based on difficulty levels
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#define QUANTITY4 NAME EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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#ifdef EASY
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{NAME}={EASY_VALUE}
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#endif
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#ifdef NORMAL
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{NAME}={NORMAL_VALUE}
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#endif
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#ifdef HARD
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{NAME}={HARD_VALUE}
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#endif
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#ifdef NIGHTMARE
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{NAME}={NIGHTMARE_VALUE}
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#endif
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#enddef
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#macro to define number of turns for different difficulty levels
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#define TURNS4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 turns {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#macro which will let you go {GOLD w/x y z} to set
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#the gold depending on newbie/easy/medium/hard - w/x/y/z
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#define GOLD4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 gold {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define INCOME4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define STORY_PART_HAMEL SPEECH_STRING
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{STORY_PART_SPEECH portraits/Hamel.png (_ "Hamel") {SPEECH_STRING} }
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#enddef
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@ -18,6 +18,24 @@
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#endif
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#enddef
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#define QUANTITY4 NAME EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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#ifdef EASY
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{NAME}={EASY_VALUE}
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#endif
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#ifdef NORMAL
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{NAME}={NORMAL_VALUE}
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#endif
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#ifdef HARD
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{NAME}={HARD_VALUE}
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#endif
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#ifdef NIGHTMARE
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{NAME}={NIGHTMARE_VALUE}
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#endif
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#enddef
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# No tab or space-based indentation for these macros to avoid trouble when these macros are used
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# in the middle of a quoted string literal
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#
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@ -39,23 +57,60 @@
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# wmlindent: stop ignoring
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# wmlscope: prune ON_DIFFICULTY
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# No tab or space-based indentation for these macros to avoid trouble when these macros are used
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# in the middle of a quoted string literal
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#
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# wmlindent: start ignoring
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# wmlscope: start conditionals
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#ifdef EASY
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#define ON_DIFFICULTY4 EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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{EASY_VALUE}#enddef
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#endif
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#ifdef NORMAL
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#define ON_DIFFICULTY4 EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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{NORMAL_VALUE}#enddef
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#endif
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#ifdef HARD
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#define ON_DIFFICULTY4 EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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{HARD_VALUE}#enddef
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#endif
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#ifdef NIGHTMARE
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#define ON_DIFFICULTY4 EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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{NIGHTMARE_VALUE}#enddef
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#endif
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# wmlscope: stop conditionals
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# wmlindent: stop ignoring
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# wmlscope: prune ON_DIFFICULTY4
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#define TURNS EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT
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# Macro to define number of turns for different difficulty levels.
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{QUANTITY turns {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT}}
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#enddef
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#define TURNS4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 turns {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define GOLD EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT
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# Macro which will let you say {GOLD x y z} to set
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# starting gold depending on easy/medium/hard - x/y/z
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{QUANTITY gold {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT}}
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#enddef
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#define GOLD4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 gold {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define INCOME EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT
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# Macro which will let you say {GOLD x y z} to set
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# per-turn income depending on easy/medium/hard - x/y/z
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{QUANTITY income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT}}
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#enddef
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#define INCOME4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
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{QUANTITY4 income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
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#enddef
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#define NO_INCOME
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# Used to specify when a side should not have any income
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# every turn.
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{QUANTITY attack_depth {EASY_VALUE} {NORMAL_VALUE} {HARD_VALUE}}
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#enddef
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#define ATTACK_DEPTH4 EASY_VALUE NORMAL_VALUE HARD_VALUE NIGHTMARE_VALUE
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{QUANTITY attack_depth {EASY_VALUE} {NORMAL_VALUE} {HARD_VALUE} {NIGHTMARE_VALUE}}
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#enddef
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#define NO_SCOUTS
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# Macro to make an AI team not recruit scouts.
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villages_per_scout=0
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