481 lines
12 KiB
INI
481 lines
12 KiB
INI
#textdomain wesnoth
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# This file contains general utility macros for WML authors.
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#
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# Later macros in this file are built using earlier ones, which
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# is why they live hear rather than being broken out into topic-specific files.
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# ! in comments is used in generating HTML documentation, ignore it otherwise.
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#define QUANTITY NAME EASY_VALUE NORMAL_VALUE HARD_VALUE
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# Macro to define a 'quantity' differently based on difficulty levels.
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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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#enddef
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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 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 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 ATTACK_DEPTH EASY_VALUE NORMAL_VALUE HARD_VALUE
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# Macro to define AI attack depth for different difficulty levels
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# (set it to 1-6)
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{QUANTITY attack_depth {EASY_VALUE} {NORMAL_VALUE} {HARD_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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#enddef
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#define RANDOM THING
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# Macro to quickly pick a random value (in the $random variable, to avoid
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# cluttering up savegames with such temporary variables).
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[set_variable]
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name=random
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rand={THING}
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[/set_variable]
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#enddef
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#define VARIABLE VAR VALUE
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# Macro to initialize a variable. Strictly a syntatic shortcut.
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[set_variable]
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name={VAR}
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value={VALUE}
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[/set_variable]
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#enddef
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#define VARIABLE_OP VAR OP_NAME VALUE
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# Macro to do mathematical operations on variables.
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[set_variable]
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name={VAR}
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{OP_NAME}={VALUE}
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[/set_variable]
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#enddef
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#define CLEAR_VARIABLE VAR
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# Macro to clear a variable previously set.
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[clear_variable]
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name={VAR}
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[/clear_variable]
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#enddef
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# wmlindent: start ignoring
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#define FOREACH ARRAY VAR
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# Macro to begin a WML clause that iterates over an array.
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{VARIABLE {VAR} 0}
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[while]
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[variable]
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name={VAR}
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less_than=${ARRAY}.length
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[/variable]
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[do]
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#enddef
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#define NEXT VAR
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# Macro to end a WML clause that iterates over an array.
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[set_variable]
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name={VAR}
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add=1
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[/set_variable]
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[/do]
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[/while]
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{CLEAR_VARIABLE {VAR}}
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#enddef
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# wmlindent: stop ignoring
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#define REPEAT NUMBER BODY_WML
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{VARIABLE REPEAT_i 0}
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[while]
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[variable]
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name=REPEAT_i
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less_than={NUMBER}
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[/variable]
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[do]
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{BODY_WML}
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{VARIABLE_OP REPEAT_i add 1}
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[/do]
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[/while]
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{CLEAR_VARIABLE REPEAT_i}
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#enddef
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#define DEBUG_MSG MESSAGE
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# Emit a debug message. Meant to be overridden with no-op definition
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# of the same name for production use.
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[message]
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speaker=narrator
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message={MESSAGE}
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image=wesnoth-icon.png
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[/message]
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#enddef
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#define MODIFY_UNIT FILTER VAR VALUE
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# Alters a unit variable (such as unit.x, unit.type,
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# unit.side), handling all the storing and unstoring.
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#
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# Example that flips all spearmen to side 2:
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#! {MODIFY_UNIT type=Spearman side 2}
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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variable=MODIFY_UNIT_store
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kill=yes
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[/store_unit]
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{FOREACH MODIFY_UNIT_store MODIFY_UNIT_i}
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[set_variable]
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name=MODIFY_UNIT_store[$MODIFY_UNIT_i].{VAR}
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value={VALUE}
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[/set_variable]
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[unstore_unit]
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variable=MODIFY_UNIT_store[$MODIFY_UNIT_i]
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find_vacant=no
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[/unstore_unit]
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{NEXT MODIFY_UNIT_i}
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{CLEAR_VARIABLE MODIFY_UNIT_store}
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#enddef
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#define MOVE_UNIT FILTER TO_X TO_Y
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# Moves a unit from its current location to the given location along a
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# relatively straight line displaying the movement just like
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# [move_unit_fake] does.
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#
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# Note that setting the destination on an existing unit does not kill either
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# one, but causes the unit to move to the nearest vacant hex instead.
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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variable=MOVE_UNIT_temp
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kill=no
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[/store_unit]
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[scroll_to]
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x=$MOVE_UNIT_temp.x
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y=$MOVE_UNIT_temp.y
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[/scroll_to]
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{VARIABLE_OP MOVE_UNIT_path_coords_x format ("$MOVE_UNIT_temp.x|,{TO_X}")}
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{VARIABLE_OP MOVE_UNIT_path_coords_y format ("$MOVE_UNIT_temp.y|,{TO_Y}")}
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[if]
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[variable]
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name=MOVE_UNIT_temp.x
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less_than={TO_X}
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[/variable]
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[then]
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{VARIABLE MOVE_UNIT_temp.facing se}
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[/then]
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[else]
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[if]
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[variable]
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name=MOVE_UNIT_temp.x
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greater_than={TO_X}
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[/variable]
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[then]
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{VARIABLE MOVE_UNIT_temp.facing sw}
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[/then]
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[/if]
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[/else]
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[/if]
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{VARIABLE MOVE_UNIT_temp.x {TO_X}}
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{VARIABLE MOVE_UNIT_temp.y {TO_Y}}
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[kill]
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{FILTER}
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animate=no
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fire_event=no
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[/kill]
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[move_unit_fake]
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type=$MOVE_UNIT_temp.type
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gender=$MOVE_UNIT_temp.gender
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variation=$MOVE_UNIT_temp.variation
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side=$MOVE_UNIT_temp.side
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x=$MOVE_UNIT_path_coords_x
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y=$MOVE_UNIT_path_coords_y
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[/move_unit_fake]
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[unstore_unit]
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variable=MOVE_UNIT_temp
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find_vacant=yes
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[/unstore_unit]
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[redraw][/redraw]
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{CLEAR_VARIABLE MOVE_UNIT_temp}
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{CLEAR_VARIABLE MOVE_UNIT_path_coords_x}
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{CLEAR_VARIABLE MOVE_UNIT_path_coords_y}
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#enddef
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#define NO_SCROLL_TO_AI_LEADER SIDE
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# Prevents the view from scrolling to the leader of a specific AI
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# side at the beginning of its turn. Useful if that side doesn't
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# really do anything and the scrolling distance would be long
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# enough to be annoying every turn (for example on a big
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# map). Does not work on human-controlled sides.
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#
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# Warning: in networked MP this will cause the game to think the
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# leader of this side has been defeated when changing turns and
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# thus might lead to victory/defeat being declared prematurely.
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[event]
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name=side turn
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first_time_only=no
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[if]
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[variable]
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name=side_number
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numerical_equals={SIDE}
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[/variable]
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[then]
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[store_unit]
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[filter]
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side={SIDE}
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canrecruit=yes
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[/filter]
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kill=no
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variable=stored_side_{SIDE}_leader
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[/store_unit]
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{MODIFY_UNIT (
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side={SIDE}
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canrecruit=yes
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) canrecruit no}
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[/then]
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[/if]
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[/event]
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[event]
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name=ai turn
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first_time_only=no
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[if]
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[variable]
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name=side_number
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numerical_equals={SIDE}
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[/variable]
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[then]
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[unstore_unit]
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variable=stored_side_{SIDE}_leader
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find_vacant=no
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[/unstore_unit]
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{CLEAR_VARIABLE stored_side_{SIDE}_leader}
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[/then]
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[/if]
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[/event]
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#enddef
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#define FULL_HEAL FILTER
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# This heals the specified unit(s) to full health. Does not work on units on
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# a recall list.
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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kill=no
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variable=FULL_HEAL_temp
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[/store_unit]
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{FOREACH FULL_HEAL_temp FULL_HEAL_i}
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[object]
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silent=yes
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[filter]
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x,y=$FULL_HEAL_temp[$FULL_HEAL_i].x,$FULL_HEAL_temp[$FULL_HEAL_i].y
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[/filter]
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[effect]
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apply_to=hitpoints
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heal_full=yes
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[/effect]
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[/object]
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{NEXT FULL_HEAL_i}
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{CLEAR_VARIABLE FULL_HEAL_temp}
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{CLEAR_VARIABLE FULL_HEAL_i}
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#enddef
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#define PUT_TO_RECALL_LIST FILTER
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# This places a given unit back to the recall list of the side it is on.
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# Note however, that the unit is not healed to full health, so when
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# recalled (even if not until the next scenario) the unit may have less
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# than his maximum hp left.
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#
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# An example that returns all units stepping on (20,38) back to the recall
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# list:
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#
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#! [event]
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#! name=moveto
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#!
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#! [filter]
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#! x,y=20,38
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#! [/filter]
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#!
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#! {PUT_TO_RECALL_LIST x,y=20,38}
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#! [/event]
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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variable=PUT_TO_RECALL_LIST_temp
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kill=yes
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[/store_unit]
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{FOREACH PUT_TO_RECALL_LIST_temp i}
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{VARIABLE PUT_TO_RECALL_LIST_temp[$i].x "recall"}
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{VARIABLE PUT_TO_RECALL_LIST_temp[$i].y "recall"}
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[unstore_unit]
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variable=PUT_TO_RECALL_LIST_temp[$i]
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find_vacant=no
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[/unstore_unit]
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{NEXT i}
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#enddef
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#define STARTING_VILLAGES SIDE RADIUS
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# Macro to make a side start a scenario with villages
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[event]
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name=prestart
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[store_starting_location]
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side={SIDE}
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variable=temp_starting_location
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[/store_starting_location]
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[store_locations]
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terrain=*^V*
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[and]
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x,y=$temp_starting_location.x,$temp_starting_location.y
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radius={RADIUS}
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[/and]
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variable=temp_starting_villages
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[/store_locations]
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{FOREACH temp_starting_villages i}
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[capture_village]
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side={SIDE}
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x,y=$temp_starting_villages[$i].x,$temp_starting_villages[$i].y
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[/capture_village]
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{NEXT i}
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{CLEAR_VARIABLE temp_starting_villages}
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[/event]
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#enddef
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#define STARTING_VILLAGES_AREA SIDE X Y RADIUS
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# Make a side start with ownership of villages in a given area.
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[event]
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name=prestart
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[store_locations]
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terrain=*^V*
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[and]
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x,y={X},{Y}
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radius={RADIUS}
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[/and]
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variable=temp_starting_villages_area
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[/store_locations]
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{FOREACH temp_starting_villages_area i}
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[capture_village]
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side={SIDE}
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x,y=$temp_starting_villages_area[$i].x,$temp_starting_villages_area[$i].y
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[/capture_village]
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{NEXT i}
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{CLEAR_VARIABLE temp_starting_villages_area}
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[/event]
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#enddef
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#define TRANSFER_VILLAGE_OWNERSHIP FROM_SIDE TO_SIDE
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# Transfers ownership of all villages of one side to another side. Useful
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# when you're for example moving all units of some side to another, and want
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# to transfer the village ownership as well.
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[store_villages]
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owner_side={FROM_SIDE}
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variable=TRANSFER_VILLAGE_OWNERSHIP_villages
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[/store_villages]
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{FOREACH TRANSFER_VILLAGE_OWNERSHIP_villages TRANSFER_VILLAGE_OWNERSHIP_i}
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[capture_village]
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x,y=$TRANSFER_VILLAGE_OWNERSHIP_villages[$TRANSFER_VILLAGE_OWNERSHIP_i].x,$TRANSFER_VILLAGE_OWNERSHIP_villages[$TRANSFER_VILLAGE_OWNERSHIP_i].y
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side={TO_SIDE}
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[/capture_village]
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{NEXT TRANSFER_VILLAGE_OWNERSHIP_i}
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{CLEAR_VARIABLE TRANSFER_VILLAGE_OWNERSHIP_villages}
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{CLEAR_VARIABLE TRANSFER_VILLAGE_OWNERSHIP_i}
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#enddef
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# FIXME: Documentation for these is needed.
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#define MENU_IMG_TXT IMG TXT
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"&"+{IMG}+"="+{TXT}#enddef
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#define MENU_IMG_TXT2 IMG TXT1 TXT2
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"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
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#define TIME_ACTIONS CONTENT_WML
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# Measure (in milliseconds) the time arbitrary event WML takes to
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# execute. Afterwards, the time the enclosed WML took to execute
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# is found in the variable $timed_actions_ms.
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#
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# Example:
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#! [event]
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#! name=start
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#!
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#! {TIME_ACTIONS (
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#! {MODIFY_UNIT race=orc user_description ( _ "Azir")}
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#! )}
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#!
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#! {DEBUG_MSG "Renaming all orcs to Azir took $timed_actions_ms|ms."}
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#! [/event]
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{VARIABLE_OP TIME_ACTIONS_time_begin time stamp}
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{CONTENT_WML}
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{VARIABLE_OP TIME_ACTIONS_time_end time stamp}
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{VARIABLE timed_actions_ms $TIME_ACTIONS_time_end}
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{VARIABLE_OP timed_actions_ms add "-$TIME_ACTIONS_time_begin"}
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{CLEAR_VARIABLE TIME_ACTIONS_time_begin}
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{CLEAR_VARIABLE TIME_ACTIONS_time_end}
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#enddef
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