Updated documentation for the coming new map format.
This commit is contained in:
parent
c052d9602a
commit
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5 changed files with 505 additions and 220 deletions
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@ -50,7 +50,8 @@
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<a href="game.html">Game</a>
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<a href="icon.html">Icon</a>
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<a href="magic.html">Magic</a>
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<a href="pud.html">PUD</a>
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<a href="mappresentation.html">Map Presentation</a>
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<a href="mapsetup.html">Map Setup</a>
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<a href="research.html">Research</a>
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<a href="savegame.html">SaveGame</a>
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<a href="sound.html">Sound</a>
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@ -133,6 +134,8 @@
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<dd></dd>
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<dt><a href="research.html#CheckDependency">CheckDependency</a></dt>
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<dd></dd>
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<dt><a href="mappresentation.html#CreateMap">CreateMap</a></dt>
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<dd></dd>
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<dt><a href="game.html#CreateUnit">CreateUnit</a></dt>
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<dd></dd>
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<dt><a href="game.html#Credits">Credits</a></dt>
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@ -145,8 +148,6 @@
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<dd></dd>
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<dt><a href="ai.html#DefineAiPlayer">DefineAiPlayer</a></dt>
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<dd></dd>
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<dt><a href="pud.html#DefineAiWcNames">DefineAiWcNames</a></dt>
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<dd></dd>
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<dt><a href="research.html#DefineAllow">DefineAllow</a></dt>
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<dd></dd>
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<dt><a href="unittype.html#DefineAnimations">DefineAnimations</a></dt>
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@ -163,8 +164,6 @@
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<dd></dd>
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<dt><a href="game.html#DefineConstruction">DefineConstruction</a></dt>
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<dd></dd>
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<dt><a href="pud.html#DefineConstructionWcNames">DefineConstructionWcNames</a></dt>
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<dd></dd>
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<dt><a href="ui.html#DefineCursor">DefineCursor</a></dt>
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<dd></dd>
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<dt><a href="config.html#DefineDecorations">DefineDecorations</a></dt>
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@ -199,7 +198,9 @@
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<dd></dd>
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<dt><a href="icon.html#DefineIconAlias">DefineIconAlias</a></dt>
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<dd></dd>
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<dt><a href="pud.html#DefineIconWcNames">DefineIconWcNames</a></dt>
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<dt><a href="mappresentation.html#DefineMapOption">DefineMapOption</a></dt>
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<dd></dd>
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<dt><a href="mappresentation.html#DefineMapSetup">DefineMapSetup</a></dt>
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<dd></dd>
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<dt><a href="ui.html#DefineMenu">DefineMenu</a></dt>
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<dd></dd>
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@ -209,8 +210,6 @@
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<dd></dd>
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<dt><a href="magic.html#DefineMissileType">DefineMissileType</a></dt>
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<dd></dd>
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<dt><a href="pud.html#DefineMissileTypeWcNames">DefineMissileTypeWcNames</a></dt>
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<dd></dd>
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<dt><a href="research.html#DefineModifier">DefineModifier</a></dt>
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<dd></dd>
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<dt><a href="game.html#DefineRaceNames">DefineRaceNames</a></dt>
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@ -221,9 +220,9 @@
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<dd></dd>
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<dt><a href="config.html#DefineSprites">DefineSprites</a></dt>
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<dd></dd>
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<dt><a href="tileset.html#DefineTileset">DefineTileset</a></dt>
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<dt><a href="tileset.html#DefineTileModel">DefineTileModel</a></dt>
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<dd></dd>
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<dt><a href="pud.html#DefineTilesetWcNames">DefineTilesetWcNames</a></dt>
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<dt><a href="tileset.html#DefineTileset">DefineTileset</a></dt>
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<dd></dd>
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<dt><a href="ui.html#DefineUI">DefineUI</a></dt>
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<dd></dd>
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@ -233,12 +232,8 @@
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<dd></dd>
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<dt><a href="unittype.html#DefineUnitType">DefineUnitType</a></dt>
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<dd></dd>
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<dt><a href="pud.html#DefineUnitTypeWcNames">DefineUnitTypeWcNames</a></dt>
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<dd></dd>
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<dt><a href="research.html#DefineUpgrade">DefineUpgrade</a></dt>
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<dd></dd>
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<dt><a href="pud.html#DefineUpgradeWcNames">DefineUpgradeWcNames</a></dt>
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<dd></dd>
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<dt><a href="unittype.html#DefineVariables">DefineVariables</a></dt>
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<dd></dd>
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<dt><a href="ui.html#DefineViewports">DefineViewports</a></dt>
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@ -253,6 +248,8 @@
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<dd></dd>
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<dt><a href="research.html#GetDependency">GetDependency</a></dt>
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<dd></dd>
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<dt><a href="mappresentation.html#GetMapOption">GetMapOption</a></dt>
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<dd></dd>
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<dt><a href="game.html#GetPlayerData">GetPlayerData</a></dt>
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<dd></dd>
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<dt><a href="game.html#GetThisPlayer">GetThisPlayer</a></dt>
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@ -341,8 +338,12 @@
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<dd></dd>
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<dt><a href="savegame.html#SaveGame">SaveGame</a></dt>
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<dd></dd>
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<dt><a href="mapsetup.html#SelectTileset">SelectTileset</a></dt>
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<dd></dd>
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<dt><a href="game.html#Selection">Selection</a></dt>
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<dd></dd>
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<dt><a href="mapsetup.html#SetAiType">SetAiType</a></dt>
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<dd></dd>
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<dt><a href="config.html#SetAllPlayersBuildingLimit">SetAllPlayersBuildingLimit</a></dt>
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<dd></dd>
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<dt><a href="config.html#SetAllPlayersTotalUnitLimit">SetAllPlayersTotalUnitLimit</a></dt>
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@ -411,6 +412,8 @@
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<dd></dd>
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<dt><a href="config.html#SetGroupKeys">SetGroupKeys</a></dt>
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<dd></dd>
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<dt><a href="mapsetup.html#SetHeightMap">SetHeightMap</a></dt>
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<dd></dd>
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<dt><a href="config.html#SetHoldClickDelay">SetHoldClickDelay</a></dt>
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<dd></dd>
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<dt><a href="config.html#SetKeyScroll">SetKeyScroll</a></dt>
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@ -421,6 +424,8 @@
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<dd></dd>
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<dt><a href="game.html#SetLocalPlayerName">SetLocalPlayerName</a></dt>
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<dd></dd>
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<dt><a href="mappresentation.html#SetMapMiniImage">SetMapMiniImage</a></dt>
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<dd></dd>
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<dt><a href="config.html#SetMaxSelectable">SetMaxSelectable</a></dt>
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<dd></dd>
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<dt><a href="sound.html#SetMenuMusic">SetMenuMusic</a></dt>
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@ -477,8 +482,14 @@
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<dd></dd>
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<dt><a href="config.html#SetSpeeds">SetSpeeds</a></dt>
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<dd></dd>
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<dt><a href="mapsetup.html#SetStartView">SetStartView</a></dt>
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<dd></dd>
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<dt><a href="game.html#SetThisPlayer">SetThisPlayer</a></dt>
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<dd></dd>
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<dt><a href="mapsetup.html#SetTile">SetTile</a></dt>
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<dd></dd>
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<dt><a href="mapsetup.html#SetTileMap">SetTileMap</a></dt>
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<dd></dd>
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<dt><a href="config.html#SetTitleScreens">SetTitleScreens</a></dt>
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<dd></dd>
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<dt><a href="config.html#SetTrainingQueue">SetTrainingQueue</a></dt>
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177
doc/scripts/mappresentation.html
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177
doc/scripts/mappresentation.html
Normal file
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<html><head>
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<!--
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---- (c) Copyright 2002-2004 by Lutz Sammer, Russell Smith
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---- This program is free software; you can redistribute it and/or modify
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---- it under the terms of the GNU General Public License as published by
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---- the Free Software Foundation; only version 2 of the License.
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||||
----
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---- This program is distributed in the hope that it will be useful,
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---- but WITHOUT ANY WARRANTY; without even the implied warranty of
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---- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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---- GNU General Public License for more details.
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----
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---- You should have received a copy of the GNU General Public License
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---- along with this program; if not, write to the Free Software
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---- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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---- 02111-1307, USA.
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-->
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<title>Stratagus Configuration Language Description: PUD conversion</title>
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<meta http-equiv="Content-Type" content="text/html; CHARSET=iso-8859-1">
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</head>
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<body>
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<h1>Stratagus Configuration Language Description: Map Presentation</h1>
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<hr><pre width=80>
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_________ __ __
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/ _____// |_____________ _/ |______ ____ __ __ ______
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\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
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/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
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/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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\/ \/ \//_____/ \/
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______________________ ______________________
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T H E W A R B E G I N S
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Stratagus - A free fantasy real time strategy game engine
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</pre>
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<p><b>(C) Copyright 1998-2004 by The Stratagus Project. Distributed under the
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<a href="../gpl.html">"GNU General Public License"</a></b>
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<hr>
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<a href="../index.html">Stratagus</a>
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<a href="../faq.html">FAQ</a>
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<a href="magic.html">PREV</a>
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<a href="research.html">NEXT</a>
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<a href="index.html">CCL Index</a>
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<hr>
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<a href="#PresentMap">PresentMap</a>
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<a href="#SetMapMiniImage">SetMapMiniImage</a>
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<a href="#DefineMapSetup">DefineMapSetup</a>
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<a href="#GetMapOption">GetMapOption</a>
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<a href="#DefineMapOption">DefineMapOption</a>
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<hr>
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<h2>Intro - Introduction to functions to present maps</h2>
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A map is defined in 2 steps: <br>
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<ul>
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<li>First the presentation step which tells what the map will be
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alike. The presentation step is used before starting a game and allows
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the player to select the map he wants. </li>
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</ul>
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<ul>
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<li>The setup step builds the map when starting a game. At that stage
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the needed tilesets and the whole map are loaded into the engine.</li>
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</ul>
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<p>
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This page documents map presentation functions.
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<p>
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Note: This is for the new map format. Not implented yet.
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<h2>Functions</h2>
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<a name="CreateMap"></a>
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<h3>PresentMap(name, description, numplayers, mapwidth, mapheight)</h3>
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<dl>
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<dt>Name</dt>
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<dd>Name of the map as displayed to the user.</dd>
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<dt>Description</dt>
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<dd>A textual description of the map that can be displayed to the user.</dd>
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<dt>numplayers</dt>
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<dd>The maximum number of players for this map.</dd>
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<dt>mapwidth and mapheight</dt>
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<dd>The sizes of the map.</dd>
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</dl>
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<p>
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Note: This is for the new map format. Not implented yet.
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<h4>Example</h4>
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<pre>
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PresentMap("Doom World",
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"As you enter hell, you encounter the home of Doom monster. " +
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"Be careful for the worst of them all: John Carmack.",
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4, 64, 64)
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</pre>
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<a name="SetMapMiniImage"></a>
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<h3>SetMapMiniImage(mapimage)</h3>
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Set a small image of the map to display when the user previews the map.
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<p>
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<dl>
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<dt>mapimage</dt>
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<dd>
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Path to the file with the graphic.
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</dd></dl>
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<p>
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Note: This is for the new map format. Not implented yet.
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<h4>Example</h4>
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<pre>
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SetMiniImage("doomworld/doomworld.png")
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</pre>
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<a name="DefineMapSetup"></a>
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<h3>DefineMapSetup(luafile)</h3>
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Define the map setup file that will be loaded if the player starts a game with this map.
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<p>
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Note: This is for the new map format. Not implented yet.
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<h4>Example</h4>
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<pre>
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DefineMapSetup("doomworld/doomworld.map")
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</pre>
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<a name="GetMapOption"></a>
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<h3>GetMapOption(name)</h3>
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Returns the value of the option.
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<p>
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A map can define configuration options. A player can modify those
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options just before starting a game. For example: the tileset to use, your race, game type,
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number of opponents or the amount of resources on the map.
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<p>
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Note: This is for the new map format. Not implented yet.
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<h4>Example</h4>
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<pre>
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tileset = GetMapOption("tileset")
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</pre>
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<a name="DefineMapOption"></a>
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<h3>DefineMapOption(name, {possible-values})</h3>
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<dl>
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<dt>name</dt>
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<dd>Name of the option.</dd>
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<dt>possible-values</dt>
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<dd>List of values the player can select. The first value is the default value.</dd>
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</dl>
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<p>
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Note: This is for the new map format. Not implented yet.
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<h4>Example</h4>
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<pre>
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DefineMapOption("Resources", {"Map default", "Low", "Medium", "High"})
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DefineMapOption("Difficulty", {"finger in the nose", "easy", "mission impossible"})
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DefineMapOption("TileSet", {"desert", "winter", "forest"})
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</pre>
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<p>
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<hr>
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Last changed: $Id$<br>
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All trademarks and copyrights on this page are owned by their respective owners.
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<address>(c) 2002-2003 by <a href="http://stratagus.org">
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The Stratagus Project</a></address></body></html>
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197
doc/scripts/mapsetup.html
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197
doc/scripts/mapsetup.html
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<html><head>
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<!--
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---- (c) Copyright 2002-2004 by François Beerten
|
||||
|
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---- This program is free software; you can redistribute it and/or modify
|
||||
---- it under the terms of the GNU General Public License as published by
|
||||
---- the Free Software Foundation; only version 2 of the License.
|
||||
----
|
||||
---- This program is distributed in the hope that it will be useful,
|
||||
---- but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
---- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
---- GNU General Public License for more details.
|
||||
----
|
||||
---- You should have received a copy of the GNU General Public License
|
||||
---- along with this program; if not, write to the Free Software
|
||||
---- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||
---- 02111-1307, USA.
|
||||
-->
|
||||
<title>Stratagus Configuration Language Description: PUD conversion</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; CHARSET=iso-8859-1">
|
||||
</head>
|
||||
<body>
|
||||
<h1>Stratagus Configuration Language Description: Map Setup</h1>
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<hr><pre width=80>
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_________ __ __
|
||||
/ _____// |_____________ _/ |______ ____ __ __ ______
|
||||
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
|
||||
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
|
||||
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
|
||||
\/ \/ \//_____/ \/
|
||||
______________________ ______________________
|
||||
T H E W A R B E G I N S
|
||||
Stratagus - A free fantasy real time strategy game engine
|
||||
</pre>
|
||||
<p><b>(C) Copyright 1998-2004 by The Stratagus Project. Distributed under the
|
||||
<a href="../gpl.html">"GNU General Public License"</a></b>
|
||||
<hr>
|
||||
<a href="../index.html">Stratagus</a>
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||||
<a href="../faq.html">FAQ</a>
|
||||
<a href="magic.html">PREV</a>
|
||||
<a href="research.html">NEXT</a>
|
||||
<a href="index.html">CCL Index</a>
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||||
<hr>
|
||||
<a href="#SetStartView">SetStartView</a>
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||||
<a href="#SetAiType">SetAiType</a>
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<a href="#SetHeightMap">SetHeightMap</a>
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<a href="#SelectTileset">SelectTileset</a>
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<a href="#SetTile">SetTile</a>
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<a href="#SetTileMap">SetTileMap</a>
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<hr>
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<h2>Intro - Introduction to functions to setup maps</h2>
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A map is defined in 2 steps. This page documents map setup functions
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used in the second step.
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<p>
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The map setup functions load the actual map into the engine. This
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includes functions to load the tileset which
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are defined in the <a href="tileset.html">Tileset page</a>.
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<p>
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Another functions defined elsewhere are usefull in the map setup step:
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<a href="game.html#CreateUnit">CreateUnit</a> and
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SetPlayerData, SetSharedVision, SetDiplomacy.
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<p>
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Note: This is for the new map format. Not implemented yet.
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||||
<h2>Functions</h2>
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||||
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<a name="SetStartView"></a>
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<h3>SetStartView(player, x, y)</h3>
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Set the location of the map where stratagus will show to the given
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player when starting. A little bit like a different CenterMap for each
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player.
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<dl>
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<dt>player</dt>
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<dd>number of the player</dd>
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<dt>x</dt>
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<dd>x position in tiles</dd>
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<dt>y</dt>
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<dd>y position in tiles</dd>
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</dl>
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<p>
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Note: This is for the new map format. Not implemented yet.
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<h4>Example</h4>
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||||
<pre>
|
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SetStartView(0, 20, 10)
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</pre>
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<a name="SetAiType"></a>
|
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<h3>SetAiType(ai-type)</h3>
|
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Set what kind of ai algorithm should be used. For example: an air based
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ai for a map with a lot of obstacles
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||||
|
||||
<p>
|
||||
<dl>
|
||||
<dt>ai-type</dt>
|
||||
<dd>
|
||||
The name of the ai algorithm to use.
|
||||
</dd></dl>
|
||||
|
||||
<p>
|
||||
Note: This is for the new map format. Not implemented yet.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
SetAiType("ai-air")
|
||||
</pre>
|
||||
|
||||
<a name="SetHeightMap"></a>
|
||||
<h3>SetHeightMap(imagepath)</h3>
|
||||
A pixel in the heightmap represents the height of one tile. This
|
||||
function is optional. If the game doesn't need a height map, default
|
||||
values will be used.<p>
|
||||
<dl>
|
||||
<dt>imagepath</dt>
|
||||
<dd>Filename of the grayscale image for the heightmap.
|
||||
Black(0) is lowest level. White(255) is highest level.</dd>
|
||||
|
||||
</dl>
|
||||
<p>
|
||||
Note: This is for the new map format. Not implemented yet.
|
||||
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
SetHeightMap("doomworld/doomworldheights.png")
|
||||
</pre>
|
||||
|
||||
<a name="SelectTileset"></a>
|
||||
<h3>SelectTileset(tileset)</h3>
|
||||
|
||||
Select the Tileset to use for this map.
|
||||
<p>
|
||||
Note: This is for the new map format. Not implemented yet.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
SelectTileset("desert")
|
||||
</pre>
|
||||
|
||||
<a name="SetTile"></a>
|
||||
<h3>SetTile(tilemodel, x, y)</h3>
|
||||
|
||||
Set a tile of the tilemodel given by tilename at the position defined
|
||||
by the x,y coordinates. SetTile can be called ingame for special effects.
|
||||
<p>
|
||||
Note: This is for the new map format. Not implemented yet.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
-- Create a uniform desert of sand.
|
||||
for i=0 to 32 do
|
||||
for j=0 to 32 do
|
||||
SetTile("sand", i, j)
|
||||
end
|
||||
end
|
||||
</pre>
|
||||
|
||||
|
||||
<a name="SetTileMap"></a>
|
||||
<h3>ApplyTileMap(tilemapfile, x, y, width, height)</h3>
|
||||
|
||||
Apply a tilemap from a compact tilemap file to our tilemap.
|
||||
|
||||
<dl>
|
||||
<dt>tilemapfile</dt>
|
||||
<dd>Path to the tilemapfile.</dd>
|
||||
</dl>
|
||||
|
||||
<p>
|
||||
Note: This is for the new map format. Not implemented yet.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
-- Load the full map from a file
|
||||
SetTileMap("doomworld/doomworld.tmf", 0, 0, 64, 64)
|
||||
-- Replace the middle square with a tilemap showing a volcano
|
||||
SetTileMap("doomworld/volcano.tmf", 25, 25, 10, 10)
|
||||
</pre>
|
||||
|
||||
<p>
|
||||
|
||||
<hr>
|
||||
Last changed: $Id$<br>
|
||||
All trademarks and copyrights on this page are owned by their respective owners.
|
||||
<address>(c) 2002-2003 by <a href="http://stratagus.org">
|
||||
The Stratagus Project</a></address></body></html>
|
|
@ -1,179 +0,0 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
|
||||
<html><head>
|
||||
<!--
|
||||
---- (c) Copyright 2002-2004 by Lutz Sammer, Russell Smith
|
||||
|
||||
---- This program is free software; you can redistribute it and/or modify
|
||||
---- it under the terms of the GNU General Public License as published by
|
||||
---- the Free Software Foundation; only version 2 of the License.
|
||||
----
|
||||
---- This program is distributed in the hope that it will be useful,
|
||||
---- but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
---- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
---- GNU General Public License for more details.
|
||||
----
|
||||
---- You should have received a copy of the GNU General Public License
|
||||
---- along with this program; if not, write to the Free Software
|
||||
---- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
||||
---- 02111-1307, USA.
|
||||
-->
|
||||
<title>Stratagus Configuration Language Description: PUD conversion</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; CHARSET=iso-8859-1">
|
||||
<meta name="Author" content="johns98@gmx.net">
|
||||
<meta name="Keyword" content="ccl,pud">
|
||||
<meta name="Description" content="">
|
||||
</head>
|
||||
<body>
|
||||
<h1>Stratagus Configuration Language Description: PUD conversion</h1>
|
||||
<hr><pre width=80>
|
||||
_________ __ __
|
||||
/ _____// |_____________ _/ |______ ____ __ __ ______
|
||||
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
|
||||
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
|
||||
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
|
||||
\/ \/ \//_____/ \/
|
||||
______________________ ______________________
|
||||
T H E W A R B E G I N S
|
||||
Stratagus - A free fantasy real time strategy game engine
|
||||
</pre>
|
||||
<p><b>(C) Copyright 1998-2004 by The Stratagus Project. Distributed under the
|
||||
<a href="../gpl.html">"GNU General Public License"</a></b>
|
||||
<hr>
|
||||
<a href="../index.html">Stratagus</a>
|
||||
<a href="../faq.html">FAQ</a>
|
||||
<a href="magic.html">PREV</a>
|
||||
<a href="research.html">NEXT</a>
|
||||
<a href="index.html">CCL Index</a>
|
||||
<hr>
|
||||
<a href="#DefineAiWcNames">DefineAiWcNames</a>
|
||||
<a href="#DefineConstructionWcNames">DefineConstructionWcNames</a>
|
||||
<a href="#DefineIconWcNames">DefineIconWcNames</a>
|
||||
<a href="#DefineMissileTypeWcNames">DefineMissileTypeWcNames</a>
|
||||
<a href="#DefineTilesetWcNames">DefineTilesetWcNames</a>
|
||||
<a href="#DefineUpgradeWcNames">DefineUpgradeWcNames</a>
|
||||
<a href="#DefineUnittypeWcNames">DefineUnittypeWcNames</a>
|
||||
<hr>
|
||||
<h2>Intro - Introduction to function for pud converting</h2>
|
||||
This contains everything about converting from wc2.
|
||||
<h2>Functions</h2>
|
||||
|
||||
<a name="DefineAiWcNames"></a>
|
||||
<h3>DefineAiWcNames( "ai-0", "ai-1", ... )</h3>
|
||||
|
||||
Define AI mapping from original number to internal symbol.
|
||||
The parameters are simply a list of ai names. The first name coresponds to pud ai number
|
||||
0, the second name coresponds to pud ai number 1, and so on.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
DefineAiWcNames(
|
||||
"land-attack", "passive", "orc-03", "hum-04", "orc-04", "hum-05", "orc-05",
|
||||
"hum-06", "orc-06", "hum-07", "orc-07", "hum-08", "orc-08", "hum-09", "orc-09",
|
||||
"hum-10", "orc-10", "hum-11", "orc-11", "hum-12", "orc-12", "hum-13", "orc-13",
|
||||
"hum-14-orange", "orc-14-blue", "sea-attack", "air-attack", "hum-14-red",
|
||||
"hum-14-white", "hum-14-black", "orc-14-green", "orc-14-white", "orc-exp-04",
|
||||
"orc-exp-05", "orc-exp-07a", "orc-exp-09", "orc-exp-10", "orc-exp-12", "orc-exp-06a",
|
||||
"orc-exp-06b", "orc-exp-11a", "orc-exp-11b", "hum-exp-02a-red", "hum-exp-02b-black")
|
||||
</pre>
|
||||
|
||||
<a name="DefineConstructionWcNames"></a>
|
||||
<h3>DefineConstructionWcNames( "construction-0", "construction-1", ... )</h3>
|
||||
|
||||
Define construction mapping from original number to internal symbol.
|
||||
The parameters are simply a list of construction names. The first name coresponds
|
||||
to wc2 construction 0, the second name coresponds to construction 1, and so on.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
DefineConstructionWcNames("human-shipyard", "orc-shipyard")
|
||||
</pre>
|
||||
|
||||
<a name="DefineIconWcNames"></a>
|
||||
<h3>DefineIconWcNames("icon-0", "icon-1", ... )</h3>
|
||||
|
||||
Define icon mapping from original number to internal symbol.
|
||||
The parameters are simply a list of icon names. The first name coresponds
|
||||
to wc2 icon 0, the second name coresponds to icon 1, and so on.<p>
|
||||
<b>NOTE:</b>In the original there are only 195 icons
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
;; This is the default icon mapping.
|
||||
DefineIconWcNames("icon-peasant", "icon-peon", "icon-footman")
|
||||
</pre>
|
||||
|
||||
<a name="DefineMissileTypeWcNames"></a>
|
||||
<h3>DefineMissileTypeWcNames("missile1", "missile2", ... )</h3>
|
||||
|
||||
Define missiletype mapping from original number to internal symbol.
|
||||
The parameters are simply a list of missile names. The first name coresponds
|
||||
to wc2 missile 0, the second name coresponds to missile 1, and so on.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
DefineMissileTypeWcNames("missile-lightning", "missile-griffon-hammer")
|
||||
</pre>
|
||||
|
||||
<a name="DefineTilesetWcNames"></a>
|
||||
<h3>DefineTilesetWcNames("tileset-0", "tileset-1", ... )</h3>
|
||||
|
||||
Define tileset mapping from original number to internal symbol.
|
||||
This is FIXED to 4 tileset, bad.
|
||||
|
||||
<dl>
|
||||
<dt>tileset-0</dt>
|
||||
<dd>Name of the tileset assigned to index 0 (summer).
|
||||
</dd>
|
||||
<dt>tileset-1</dt>
|
||||
<dd>Name of the tileset assigned to index 1 (winter).
|
||||
</dd>
|
||||
<dt>tileset-2</dt>
|
||||
<dd>Name of the tileset assigned to index 2 (wasteland).
|
||||
</dd>
|
||||
<dt>tileset-3</dt>
|
||||
<dd>Name of the tileset assigned to index 3 (orc swamp).
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
-- This is the default tileset mapping.
|
||||
DefineTilesetWcNames("tileset-summer", "tileset-winter", "tileset-wasteland", "tileset-swamp")
|
||||
</pre>
|
||||
|
||||
<a name="DefineUpgradeWcNames"></a>
|
||||
<h3>DefineUpgradeWcNames("upgrade-0", "upgrade-1", ... )</h3>
|
||||
|
||||
Define upgrade mapping from original number to internal symbol.
|
||||
The parameters are simply a list of upgrade names. The first name coresponds
|
||||
to wc2 upgrade 0, the second name coresponds to upgrade 1, and so on.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
DefineUpgradeWcNames("upgrade-sword1", "upgrade-sword2")
|
||||
</pre>
|
||||
|
||||
<a name="DefineUnitTypeWcNames"></a>
|
||||
<h3>DefineUnitTypeWcNames("unit-0", "unit-1", ... )</h3>
|
||||
|
||||
Define unit-type mapping from original number to internal symbol.
|
||||
The parameters are simply a list of upgrade names. The first name coresponds
|
||||
to wc2 unit 0, the second name coresponds to wc2 unit 1, and so on.
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
DefineUnitTypeWcNames("unit-footman", "unit-grunt")
|
||||
</pre>
|
||||
|
||||
<hr>
|
||||
Last changed: $Id$<br>
|
||||
All trademarks and copyrights on this page are owned by their respective owners.
|
||||
<address>(c) 2002-2003 by <a href="http://stratagus.org">
|
||||
The Stratagus Project</a></address></body></html>
|
|
@ -1,7 +1,7 @@
|
|||
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
|
||||
<html><head>
|
||||
<!--
|
||||
---- (c) Copyright 2002-2004 by Lutz Sammer, Russell Smith
|
||||
---- (c) Copyright 2002-2004 by Russell Smith, François beerten
|
||||
|
||||
---- This program is free software; you can redistribute it and/or modify
|
||||
---- it under the terms of the GNU General Public License as published by
|
||||
|
@ -46,52 +46,131 @@
|
|||
<a href="index.html">CCL Index</a>
|
||||
<hr>
|
||||
<a href="#DefineTileset">DefineTileset</a>
|
||||
<a href="pud.html#DefineTilesetWcNames">DefineTilesetWcNames</a>
|
||||
<a href="pud.html#DefineTileModel">DefineTileModel</a>
|
||||
<hr>
|
||||
<h2>Intro - Introduction to tileset functions and variables</h2>
|
||||
|
||||
Everything around the C Tileset structure.
|
||||
A Tileset defines a set of tilemodels that can be used in a tiled map.
|
||||
The map is thus devided in tiles.
|
||||
<p>
|
||||
|
||||
Properties of tilemodels:
|
||||
<ul>
|
||||
<li> a graphic (or more if animated)
|
||||
<li> Name
|
||||
<li> Allowed tilemodel neighbours
|
||||
<li> Speed (aka cost) modifiers
|
||||
<li> Category (like 'land', 'water', 'beach', 'lava', 'walkable', ...)
|
||||
<li> Ressources and how it can be harvested
|
||||
<li> Destruction: how the tile can be destroyed. When destroyed the tile transforms into another tilemodel.
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Note: This is the for the new map format. Not implented yet.
|
||||
|
||||
<h2>Functions</h2>
|
||||
<a name="DefineTileset"></a>
|
||||
<h3>DefineTtileset( ident class name image palette slots animations)</h3>
|
||||
<h3>DefineTileSet(name, width, height)</h3>
|
||||
|
||||
Define a tileset for the engine.<p>
|
||||
Define a tileset to which tilemodels can be added.
|
||||
The width and height define the size of each tile.
|
||||
<p>
|
||||
|
||||
This could also be defined in own levels. <p>
|
||||
|
||||
|
||||
FIXME:
|
||||
|
||||
|
||||
Note: This is the for the new map format. Not implented yet.
|
||||
<dl>
|
||||
<dt>ident</dt>
|
||||
<dd>.
|
||||
</dd>
|
||||
<dt>class</dt>
|
||||
<dd>.
|
||||
</dd>
|
||||
<dt>name</dt>
|
||||
<dd>.
|
||||
<dd>Name of the tilemodel as exposed to the user in the editor and used in the scripts.
|
||||
</dd>
|
||||
<dt>image</dt>
|
||||
<dd>.
|
||||
<dt>width</dt>
|
||||
<dd>width of the tiles. Most of the times, people use 32 pixels tiles.
|
||||
</dd>
|
||||
<dt>palette</dt>
|
||||
<dd>.
|
||||
</dd>
|
||||
<dt>slots</dt>
|
||||
<dd>.
|
||||
</dd>
|
||||
<dt>animations</dt>
|
||||
<dd>.
|
||||
<dt>height</dt>
|
||||
<dd>height of the tiles. Most of the times, people use 32 pixels tiles.
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
DefineTileset( ... )
|
||||
DefineTileset("desert", 32, 32)
|
||||
</pre>
|
||||
|
||||
|
||||
<a name="DefineTileModel"></a>
|
||||
<h3>DefineTileModel(...)</h3>
|
||||
|
||||
Define a tile model which is used in the tilemap.
|
||||
<p>
|
||||
|
||||
<p>
|
||||
Note: This is the for the new map format. Not implented yet.
|
||||
<dl>
|
||||
<dt>name</dt>
|
||||
<dd>Name of the tilemodel as exposed to the user in the editor</dd>
|
||||
<dt>tileset</dt>
|
||||
<dd>Name of the tileset this tilemodel is part of.</dd>
|
||||
<dt>imagepath<br>
|
||||
</dt>
|
||||
<dd>Filename of the image with graphics of tiles.</dd>
|
||||
|
||||
<dt>imageposition</dt>
|
||||
<dd>Position of the tile graphic in the graphic file.<br>
|
||||
</dd>
|
||||
<dt>categories = {category1, category2, ...}<br>
|
||||
</dt>
|
||||
<dd>Bool strings defined by DefineBool that identifies the categories
|
||||
of this tylemodel. Examples: water, space, beach, land, grass. A tilemodel
|
||||
will often be part of generic categories and more specific ones. For
|
||||
example ground and grass. The categories allows to specify generic
|
||||
behaviours and special ones. Building restrictions will use the
|
||||
categories. </dd>
|
||||
|
||||
<dt>neighbours = {{N-neighbour}, {E-neighbour}, ...}</dt>
|
||||
<dd>Names of the categories of tilemodels which can be used next to
|
||||
this tilemodel. Each list is for a seperate direction:
|
||||
north, east, south, west. This is useful only for the editor.<br>
|
||||
<br>
|
||||
Note: the current tilemodel can't be it's neighbour if it's not in one
|
||||
of the categories listed here.</dd>
|
||||
<dt>accessmodifier = {unitboolflag=modifier, unitboolflag2=modifier2, ...}</dt>
|
||||
<dd>Speed modification in percents for units with the given
|
||||
boolflag. Use 0 for unaccessible tiles.</dd>
|
||||
<dt>harvest = {harvested= tilemodel, resource-name = quantity} </dt>
|
||||
<dd><span style="font-style: italic;">harvested</span>: tilemodel
|
||||
the tile transforms into when completely harvested.<br>
|
||||
|
||||
<span style="font-style: italic;">resource-name</span>: Name of
|
||||
the resource available and in what quantity. <br>
|
||||
Of course, harvest list isnt needed when the tile cannot be harvested.</dd>
|
||||
<dt>destruction = {destroyed = tilemodel, damage = damage-value}</dt>
|
||||
<dd><span style="font-style: italic;">destroyed</span>: tilemodel
|
||||
the tile transforms into when destroyed.<br>
|
||||
<span style="font-style: italic;">damage</span>: damage required
|
||||
to destroy this tile.<br>
|
||||
Of course destruction list isn't needed when the tile cant be destroyed.<br>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
|
||||
<h4>Example</h4>
|
||||
|
||||
<pre>
|
||||
DefineTileModel("oily-sand", "desert",
|
||||
"graphics/tilesets/desert.png", 12,
|
||||
categories = {"land", "buildable"},
|
||||
neighbours = {{"sand","beach-N"},{"sand","beach-E"},{"sand","beach-S"},{"sand","beach-W"}}
|
||||
accessmodier = {groundtroups=50, ships=0, camels=200},
|
||||
harvest= {harvested-tile="sand", oil=23},
|
||||
destruction = {destroyed="sand", damage=100}
|
||||
)
|
||||
</pre>
|
||||
|
||||
|
||||
|
||||
|
||||
<hr>
|
||||
Last changed: $Id$<br>
|
||||
All trademarks and copyrights on this page are owned by their respective owners.
|
||||
|
|
Loading…
Reference in a new issue