wesnoth/data/core/macros/utils.cfg
Eric S. Raymond 9433ae3fee Implement a facility to make wmlindent ignore designated stretches of lines.
Allow generation of XHTML docs from macro comments indented in the new format.
2007-06-29 11:50:33 +00:00

461 lines
11 KiB
INI

# This file contains general utility macros for WML authors.
#
# Later macros in this file are built using earlier ones, which
# is why they live hear rather than being broken out into topic-specific files.
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#### TABLE OF CONTENTS ####
# variable operations
# RANDOM
# VARIABLE
# VARIABLE_OP
# CLEAR_VARIABLE
# FOREACH
# NEXT
# IF_TERRAIN
# DEBUG_MSG
# scenario/campaign setup
# STARTING_VILLAGES
# MENU_IMG_TXT
# MENU_IMG_TXT2
# side setup
# TURNS
# GOLD
# INCOME
# ATTACK_DEPTH
# NO_SCOUTS
# in-scenario actions
# UNIT
# UNDEAD_UNIT
# CREATE_UNIT
# MOVE_UNIT
# MODIFY_UNIT
# STORE_UNIT_VAR
# PUT_TO_RECALL_LIST
# utilities not intended for general use
# QUANTITY
#### END OF TABLE OF CONTENTS ####
#define QUANTITY ATTRIBUTE ON_EASY ON_NORMAL ON_HARD
# Macro to define a 'quantity' differently based on difficulty levels.
#ifdef EASY
{ATTRIBUTE}={ON_EASY}
#endif
#ifdef NORMAL
{ATTRIBUTE}={ON_NORMAL}
#endif
#ifdef HARD
{ATTRIBUTE}={ON_HARD}
#endif
#enddef
#define TURNS ON_EASY ON_NORMAL ON_HARD
# Macro to define number of turns for different difficulty levels.
{QUANTITY turns {ON_EASY} {ON_NORMAL} {ON_HARD}}
#enddef
#define GOLD ON_EASY ON_NORMAL ON_HARD
# Macro which will let you say {GOLD x y z} to set
# starting gold depending on easy/medium/hard - x/y/z
{QUANTITY gold {ON_EASY} {ON_NORMAL} {ON_HARD}}
#enddef
#define INCOME ON_EASY ON_NORMAL ON_HARD
# Macro which will let you say {GOLD x y z} to set
# per-turn income depending on easy/medium/hard - x/y/z
{QUANTITY income {ON_EASY} {ON_NORMAL} {ON_HARD}}
#enddef
#define ATTACK_DEPTH ON_EASY ON_NORMAL ON_HARD
# Macro to define AI attack depth for different difficulty levels
# (set it to 1-6)
{QUANTITY attack_depth {ON_EASY} {ON_NORMAL} {ON_HARD}}
#enddef
#define NO_SCOUTS
# Macro to make an AI team not recruit scouts.
villages_per_scout=0
#enddef
#define RANDOM RANGE
# Macro to quickly pick a random value (in the $random variable, to avoid
# cluttering up savegames with such temporary variables).
[set_variable]
name=random
random={RANGE}
[/set_variable]
#enddef
#define VARIABLE VAR VALUE
# Macro to initialize a variable. Strictly a syntatic shortcut.
[set_variable]
name={VAR}
value={VALUE}
[/set_variable]
#enddef
#define VARIABLE_OP VAR OP ARG
# Macro to do mathematical operations on variables.
[set_variable]
name={VAR}
{OP}={ARG}
[/set_variable]
#enddef
#define CLEAR_VARIABLE VAR
# Macro to clear a variable previously set.
[clear_variable]
name={VAR}
[/clear_variable]
#enddef
# wmlindent: start ignoring
#define FOREACH ARRAY VAR
# Macro to begin a WML clause that iterates over an array.
{VARIABLE {VAR} 0}
[while]
[variable]
name={VAR}
less_than=${ARRAY}.length
[/variable]
[do]
#enddef
#define NEXT VAR
# Macro to end a WML clause that iterates over an array.
[set_variable]
name={VAR}
add=1
[/set_variable]
[/do]
[/while]
{CLEAR_VARIABLE {VAR}}
#enddef
# wmlindent: stop ignoring
#define DEBUG_MSG MSG
# Emit a debug message. Meant to be overridden with no-op definition
# of the same name for proction use.
[message]
speaker=narrator
message={MSG}
[/message]
#enddef
#define MODIFY_UNIT FILTER VAR VALUE
# Alters a unit variable (such as unit.x, unit.type,
# unit.side), handling all the storing and unstoring.
#
# Example that flips all spearmen to side 2:
#! {MODIFY_UNIT type=Spearman side 2}
[store_unit]
[filter]
{FILTER}
[/filter]
variable=MODIFY_UNIT_store
kill=yes
[/store_unit]
{FOREACH MODIFY_UNIT_store MODIFY_UNIT_i}
[set_variable]
name=MODIFY_UNIT_store[$MODIFY_UNIT_i].{VAR}
value={VALUE}
[/set_variable]
[unstore_unit]
variable=MODIFY_UNIT_store[$MODIFY_UNIT_i]
find_vacant=no
[/unstore_unit]
{NEXT MODIFY_UNIT_i}
{CLEAR_VARIABLE MODIFY_UNIT_store}
#enddef
#define STORE_UNIT_VAR FILTER VAR TO_VAR
# Stores an attribute of a unit to the given variable.
#
# Example where this is used to flip all orcs to whatever side James is on:
#! {STORE_UNIT_VAR description=James side side_of_James}
#! {MODIFY_UNIT race=orc side $side_of_James}
[store_unit]
[filter]
{FILTER}
[/filter]
kill=no
variable=STORE_UNIT_VAR_store
[/store_unit]
{VARIABLE_OP {TO_VAR} format $STORE_UNIT_VAR_store.{VAR}}
{CLEAR_VARIABLE STORE_UNIT_VAR_store}
#enddef
#define IF_TERRAIN X Y TYPES CONTENTS
# This is a way to check whether or not the terrain in the given coordinates
# is of the given type or types. Might be useful, since filtering by terrain
# isn't possible directly.
#
# You can use it, for example, like this:
#! [event]
#! name=moveto
#! first_time_only=no
#!
#! {IF_TERRAIN $x1 $y1 gfm (
#! [then]
#! {DEBUG_MSG "Stepped on grassland, forest or mountains!"}
#! [/then]
#! )}
#! [/event]
[store_locations]
x={X}
y={Y}
terrain={TYPES}
variable=IF_TERRAIN_temp
[/store_locations]
[if]
[variable]
name=IF_TERRAIN_temp.length
not_equals=0
[/variable]
{CONTENTS}
[/if]
{CLEAR_VARIABLE IF_TERRAIN_temp}
#enddef
#define CREATE_UNIT SIDE TYPE X Y UNIT_ID OTHER
# Creates a unit of TYPE belonging to SIDE at X,Y. UNIT_ID can be used
# when filtering on it. For example, let's create a wose for player 1
# at 4,7
#
#! {CREATE_UNIT 1 "Wose" 4 7 () ()}
#
# As a second example, let's make it a female wose which can recruit and
# is name "Woselina":
#
#! {CREATE_UNIT 1 "Wose" 4 7 "Woselina" (
# canrecruit=1
# )}
[unit]
side={SIDE}
type={TYPE}
x={X}
y={Y}
description={UNIT_ID}
user_description=" "
upkeep=full
animate=yes
{OTHER}
[/unit]
#enddef
#define MOVE_UNIT FILTER TO_X TO_Y
# Moves a unit from its current location to the given location along a
# relatively straight line displaying the movement just like [move_unit_fake]
# does.
#
# Note that setting the destination on an existing unit does not kill either
# one, but causes the unit to move to the nearest vacant hex instead.
[store_unit]
[filter]
{FILTER}
[/filter]
variable=MOVE_UNIT_temp
kill=no
[/store_unit]
[scroll_to]
x=$MOVE_UNIT_temp.x
y=$MOVE_UNIT_temp.y
[/scroll_to]
{VARIABLE_OP MOVE_UNIT_path_coords_x format ("$MOVE_UNIT_temp.x|,{TO_X}")}
{VARIABLE_OP MOVE_UNIT_path_coords_y format ("$MOVE_UNIT_temp.y|,{TO_Y}")}
{VARIABLE MOVE_UNIT_temp.x {TO_X}}
{VARIABLE MOVE_UNIT_temp.y {TO_Y}}
[kill]
{FILTER}
animate=no
fire_event=no
[/kill]
[move_unit_fake]
type=$MOVE_UNIT_temp.type
side=$MOVE_UNIT_temp.side
x=$MOVE_UNIT_path_coords_x
y=$MOVE_UNIT_path_coords_y
[/move_unit_fake]
[unstore_unit]
variable=MOVE_UNIT_temp
find_vacant=yes
[/unstore_unit]
[redraw][/redraw]
{CLEAR_VARIABLE MOVE_UNIT_temp}
{CLEAR_VARIABLE MOVE_UNIT_path_coords_x}
{CLEAR_VARIABLE MOVE_UNIT_path_coords_y}
#enddef
#define PUT_TO_RECALL_LIST FILTER
# This places a given unit back to the recall list of the side it is on.
# Note however, that the unit is not healed to full health, so when
# recalled (even if not until the next scenario) the unit may have less
# than his maximum hp left.
#
# An example that returns all units stepping on (20,38) back to the recall
# list:
#
#! [event]
#! name=moveto
#!
#! [filter]
#! x,y=20,38
#! [/filter]
#!
#! {PUT_TO_RECALL_LIST x,y=20,38}
#! [/event]
[store_unit]
[filter]
{FILTER}
[/filter]
variable=PUT_TO_RECALL_LIST_temp
kill=yes
[/store_unit]
{FOREACH PUT_TO_RECALL_LIST_temp i}
{VARIABLE PUT_TO_RECALL_LIST_temp[$i].x "recall"}
{VARIABLE PUT_TO_RECALL_LIST_temp[$i].y "recall"}
[unstore_unit]
variable=PUT_TO_RECALL_LIST_temp[$i]
find_vacant=no
[/unstore_unit]
{NEXT i}
#enddef
#define STARTING_VILLAGES SIDE RADIUS
# Macro to make a side start a scenario with villages
[event]
name=prestart
[store_starting_location]
side={SIDE}
variable=temp_starting_location
[/store_starting_location]
[store_locations]
x,y=$temp_starting_location.x,$temp_starting_location.y
radius={RADIUS}
#all the types of villages
[and]
terrain=Ha^Vhha, Hh^Vhh, Dd^Vda, Mm^Vhh, Uu^Vu, Aa^Vea, Gs^Vht, Uu^Vud, Gg^Ve, Dd^Vdt, Gg^Vh, Aa^Vha, Ww^Vm, Ss^Vhs, Ss^Vm
[/and]
variable=temp_starting_locs
[/store_locations]
{FOREACH temp_starting_locs i}
{VARIABLE_OP temp_x_var to_variable temp_starting_locs[$i].x}
{VARIABLE_OP temp_y_var to_variable temp_starting_locs[$i].y}
[capture_village]
side={SIDE}
x,y=$temp_x_var,$temp_y_var
[/capture_village]
{NEXT i}
{CLEAR_VARIABLE temp_x_var}
{CLEAR_VARIABLE temp_y_var}
{CLEAR_VARIABLE temp_starting_location}
{CLEAR_VARIABLE temp_starting_locs}
{CLEAR_VARIABLE i}
[/event]
#enddef
#define UNIT TYPE DESCRIPTION UDESCRIPTION SIDE X Y
# Create a unit with the Loyal trait.
#
# Example:
#! {UNIT (Elvish Fighter) (Myname) ( _ "Myname") 1 1 1}
#
[unit]
type={TYPE}
description={DESCRIPTION}
user_description={UDESCRIPTION}
side={SIDE}
x={X}
y={Y}
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
#enddef
#define UNDEAD_UNIT TYPE SIDE X Y
# Create a unit with the Undead and Loyal traits.
[unit]
type={TYPE}
side={SIDE}
x={X}
y={Y}
[modifications]
{TRAIT_UNDEAD}
{TRAIT_LOYAL}
[/modifications]
[/unit]
#enddef
# FIXME: Documentation for these is needed.
#define MENU_IMG_TXT IMG TXT
"&"+{IMG}+"="+{TXT}#enddef
#define MENU_IMG_TXT2 IMG TXT1 TXT2
"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
#define TIME_ACTIONS CONTENTS
# 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 user_description ( _ "Azir")}
#! )}
#!
#! {DEBUG_MSG "Renaming all orcs to Azir took $timed_actions_ms|ms."}
#! [/event]
{VARIABLE_OP TIME_ACTIONS_time_begin time stamp}
{CONTENTS}
{VARIABLE_OP TIME_ACTIONS_time_end time stamp}
{VARIABLE timed_actions_ms $TIME_ACTIONS_time_end}
{VARIABLE_OP timed_actions_ms add "-$TIME_ACTIONS_time_begin"}
{CLEAR_VARIABLE TIME_ACTIONS_time_begin}
{CLEAR_VARIABLE TIME_ACTIONS_time_end}
#enddef