Scheduled removal of depercated macros.

This commit is contained in:
Eric S. Raymond 2011-06-15 05:44:10 +00:00
parent c37b6872b9
commit 5e39fa1ae2

View file

@ -14,492 +14,3 @@
#enddef
#wmllint: markcheck on
#define SET_LABEL_PERSISTENT X Y STRING
{DEPRECATE SET_LABEL_PERSISTENT 1.9.3}
[label]
x={X}
y={Y}
text={STRING}
[/label]
#enddef
#define SET_IMAGE_AND_LABEL_PERSISTENT X Y IMAGE STRING
{DEPRECATE SET_IMAGE_AND_LABEL_PERSISTENT 1.9.3}
[label]
x={X}
y={Y}
text={STRING}
[/label]
[item]
x={X}
y={Y}
image={IMAGE}
[/item]
#enddef
#define TIME_ACTIONS CONTENT_WML
# Messing with the variable is annoying, so I'll deprecate this in favour of
# TIMED_ACTIONS
{DEPRECATE TIME_ACTIONS 1.9.4}
# Measure (in milliseconds) the time arbitrary event WML takes to
# execute. Afterwards, the time the enclosed WML took to execute
# is found in the variable $timed_actions_ms.
#
# Example:
#! [event]
#! name=start
#!
#! {TIME_ACTIONS (
#! {MODIFY_UNIT race=orc name ( _ "Azir")}
#! )}
#!
#! {DEBUG_MSG "Renaming all orcs to Azir took $timed_actions_ms|ms."}
#! [/event]
[set_variable]
name=TIME_ACTIONS_time_begin
time=stamp
[/set_variable]
{CONTENT_WML}
[set_variable]
name=TIME_ACTIONS_time_end
time=stamp
[/set_variable]
[set_variable]
name=timed_actions_ms
value=$TIME_ACTIONS_time_end
[/set_variable]
[set_variable]
name=timed_actions_ms
sub=$TIME_ACTIONS_time_begin
[/set_variable]
[clear_variable]
name=TIME_ACTIONS_time_begin
[/clear_variable]
[clear_variable]
name=TIME_ACTIONS_time_end
[/clear_variable]
#enddef
#define FLOATING_TEXT FILTER COLOR_VALUE TEXT
{DEPRECATE FLOATING_TEXT 1.9.4}
# Floats the given text above the given unit in the same manner as
# damage numbers are displayed in combat. For example when a unit
# steps on a hidden trap and is dealt 8 damage, let's show this to
# the player like all other damage is:
#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
[store_unit]
[filter]
{FILTER}
[/filter]
kill=no
variable=FLOATING_TEXT_temp
[/store_unit]
[unstore_unit]
variable=FLOATING_TEXT_temp
find_vacant=no
red,green,blue={COLOR_VALUE}
text={TEXT}
[/unstore_unit]
[clear_variable]
name=FLOATING_TEXT_temp
[/clear_variable]
#enddef
#define CAPTURE_FILTERED_VILLAGES SIDE FILTER
{DEPRECATE CAPTURE_FILTERED_VILLAGES 1.9.4}
# Change ownership of villages matching the specified location filter.
[capture_village]
side={SIDE}
{FILTER}
[/capture_village]
#enddef
#define SET_OBJECTIVES SIDE SUMMARY_TEXT NOTE_TEXT CONDITION_WML
{DEPRECATE SET_OBJECTIVES 1.9.4}
# Sets the objectives for a given player
# Side 0 means every player. Does not affect gameplay,
# except that it tells the player what the objectives of a scenario are.
#
# For example, we could set the objective for all players to: "survive for
# 3 turns" with this:
#! {SET_OBJECTIVES 0 "Survive for 3 turns" () ()}
#
[objectives]
side = {SIDE}
summary = {SUMMARY_TEXT}
note = {NOTE_TEXT}
{CONDITION_WML}
[/objectives]
#enddef
#define VICTORY_CONDITION DESCRIPTION
{DEPRECATE VICTORY_CONDITION 1.9.4}
# Used in conjunction with SET_OBJECTIVES this sets a victory condition
# (marked green).
#
# For example we could tell player 2 to win by killing all other players
#! {SET_OBJECTIVES 0 "Kill eachother." (
#! {VICTORY_CONDITION "Kill all other players."}
#! )}
#
[objective]
condition = "win"
description = {DESCRIPTION}
[/objective]
#enddef
#define DEFEAT_CONDITION DESCRIPTION
{DEPRECATE DEFEAT_CONDITION 1.9.4}
# Used in conjunction with SET_OBJECTIVES this sets a defeat condition
# (marked red).
#
# For example we could tell all players that they lose if they die.
#! {SET_OBJECTIVES 0 "Survive." (
#! {DEFEAT_CONDITION "Death of your leader."}
#! )}
#
[objective]
condition = "lose"
description = {DESCRIPTION}
[/objective]
#enddef
#define ON_EVENT NAME ACTION_WML
{DEPRECATE ON_EVENT 1.9.4}
# Creates a generic event. Strictly a syntactic shortcut
[event]
name={NAME}
{ACTION_WML}
[/event]
#enddef
#define ON_PRESTART ACTION_WML
{DEPRECATE ON_PRESTART 1.9.4}
# Creates an event that triggers when the scenario starts but before the user
# gets any visible output. Strictly a syntactic shortcut.
#
# For example, you can make side 2 start the scenario with ownership of the
# village at 13,15:
#
#! {ON_PRESTART (
#! [capture_village]
#! side=2
#! x,y=13,15
#! [/capture_village]
#! )}
[event]
name=prestart
{ACTION_WML}
[/event]
#enddef
#define ON_START ACTION_WML
{DEPRECATE ON_START 1.9.4}
# Creates an event that triggers when the scenario starts, after the map is
# displayed but before the player can act. Strictly a syntactic shortcut.
#
# For example you could display some dialogue when the scenario starts:
#
#! {ON_START (
#! [message]
#! speaker=Konrad
#! message= _ "Hey, I can see some enemies up ahead!"
#! [/message]
#!
#! [message]
#! speaker=Delfador
#! message= _ "Yes, so it would seem. Charge!"
#! [/message]
#! )}
[event]
name=start
{ACTION_WML}
[/event]
#enddef
#define ON_SIDETURN ACTION_WML
{DEPRECATE ON_SIDETURN 1.9.4}
# Creates an event that triggers at the start of every players turn
# For example, you could set each players gold to a fixed amount every turn.
#! {ON_SIDETURN (
#! [modify_side]
#! side=3
#! gold=0
#! [/modify_side]
#! )}
[event]
name=side turn
first_time_only=no
{ACTION_WML}
[/event]
#enddef
#define ON_TURN TURN ACTION_WML
{DEPRECATE ON_TURN 1.9.4}
# Creates an event that triggers at the start of turn TURN
# For example you can create a Wose belonging to player 1 at turn 3:
# Strictly a syntactic shortcut.
#! {ON_TURN 3 (
#! [unit]
#! side=1
#! type=wose
#! x,y=12,4
#! [/unit]
#! )}
[event]
name=turn {TURN}
{ACTION_WML}
[/event]
#enddef
#define ON_VICTORY ACTION_WML
{DEPRECATE ON_VICTORY 1.9.4}
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could congratulate the player:
#! {ON_VICTORY (
#! [message]
#! speaker=narrator
#! message="Congratulations!"
#! [/message]
#! )}
[event]
name=victory
{ACTION_WML}
[/event]
#enddef
#define ON_DEFEAT ACTION_WML
{DEPRECATE ON_DEFEAT 1.9.4}
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could suggest an easier difficulty
# the player:
#! {ON_DEFEAT (
#! [message]
#! speaker=narrator
#! message="Aww.. you lost. Try again with 800g and +40g income?"
#! [/message]
#! )}
[event]
name=defeat
{ACTION_WML}
[/event]
#enddef
#define ALLOW_UNDO
{DEPRECATE ALLOW_UNDO 1.9.4}
# Allows the player to undo the effects of a moveto event.
# Strictly a syntactic shortcut.
#
# For example, let's allow undoing reading a note:
#! {ON_TILE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! {ALLOW_UNDO}
#! )}
[allow_undo]
[/allow_undo]
#enddef
#define ON_TILE_ONCE X Y FILTER ACTION_WML
{DEPRECATE ON_TILE_ONCE 1.9.4}
# Creates an event that triggers the first time a unit steps on a
# given tile. The filter can be used to only affect special units, or
# units of a given player.
#
# For example we could make a text-message
# that is only readable once:
#! {ON_TILE_ONCE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! )}
[event]
name=moveto
first_time_only=yes
[filter]
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION_WML}
[/event]
#enddef
#define SIDE_PLAYER SIDE TEAM_NAME DESCRIPTION GOLD_AMOUNT INCOME_AMOUNT SIDE_WML
{DEPRECATE SIDE_PLAYER 1.9.4}
# Defines a multiplayer side in a scenario that is controllable by the player.
#
# For example we can set side 1 to be a player belonging to team "Good Guys"
# starting with 200g and no income:
#! {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()}
[side] # wmllint: validate-off
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM_NAME}
canrecruit=yes
controller=human
gold={GOLD_AMOUNT}
income={INCOME_AMOUNT}
{SIDE_WML}
[/side] # wmllint: validate-on
#enddef
#define SIDE_COMPUTER SIDE TEAM_NAME DESCRIPTION GOLD_AMOUNT INCOME_AMOUNT SIDE_WML AI_WML
{DEPRECATE SIDE_COMPUTER 1.9.4}
# 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 999 income.
# We also make it more aggressive:
#! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 999 (
#! aggression=0.95
#! )}
#
[side] # wmllint: validate-off
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM_NAME}
canrecruit=yes
controller=ai
allow_player=no
disallow_observers=yes
gold={GOLD_AMOUNT}
income={INCOME_AMOUNT}
{SIDE_WML}
[ai]
{AI_WML}
[/ai]
[/side] # wmllint: validate-on
#enddef
#define AMLA_TOUGH HP_ADVANCE_NUMBER
{DEPRECATE AMLA_TOUGH 1.9.4}
# Canned definition of an AMLA adding HP, without fullhealing.
[advancement]
strict_amla=yes
max_times=100
id=tough_{HP_ADVANCE_NUMBER}
description= _ "Max HP bonus +" {HP_ADVANCE_NUMBER} _", MAX XP +25%"
image="misc/icon-amla-tough.png"
[effect]
apply_to=hitpoints
increase={HP_ADVANCE_NUMBER}
increase_total={HP_ADVANCE_NUMBER}
[/effect]
[effect]
apply_to=max_experience
increase=25%
[/effect]
[/advancement]
#enddef
#define ITM_BOOK1 X Y
{DEPRECATE ITM_BOOK1 1.9.4}
[item]
x={X}
y={Y}
image=items/book1.png
[/item]
#enddef
#define ITM_TREE1 X Y
{DEPRECATE ITM_TREE1 1.9.4}
[item]
x={X}
y={Y}
image=scenery/pine1.png
[/item]
#enddef
#define RECALL_OR_CREATE_UNIT WML ID_STRING
{DEPRECATE RECALL_OR_CREATE_UNIT 1.9.4}
# A substitute for [recall] that works even when there's no-one to recall
# useful for testing scenarios out of order.
[recall]
id={ID_STRING}
[/recall]
[if]
[have_unit]
id={ID_STRING}
[/have_unit]
[else]
[store_starting_location]
side=1
variable=tmp
[/store_starting_location]
[unit]
{WML}
side=1
x=$tmp.x
y=$tmp.y
[/unit]
[clear_variable]
name=tmp
[/clear_variable]
[/else]
[/if]
#enddef
#define RECALL_OR_CREATE TYPE ID_STRING
{DEPRECATE RECALL_OR_CREATE 1.9.4}
# A substitute for [recall] that works even when there's no-one to recall
# useful for testing scenarios out of order.
{RECALL_OR_CREATE_UNIT (type={TYPE}
id={ID_STRING}) {ID_STRING}}
#enddef
#define ITM_GLOWING_BRAZIER X Y
{DEPRECATE ITM_GLOWING_BRAZIER 1.9.4}
[item]
x={X}
y={Y}
image=items/brazier-lit1.png
halo=halo/fire-aura.png
[/item]
#enddef
#define REDRAW
{DEPRECATE REDRAW 1.9.4}
[redraw]
[/redraw]
#enddef