stratagus-cvs
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Stratagus-CVS] stratagus/doc/ccl magic.html ui.html


From: address@hidden
Subject: [Stratagus-CVS] stratagus/doc/ccl magic.html ui.html
Date: 14 Dec 2003 03:12:39 +1100

CVSROOT:        /home/strat
Module name:    stratagus
Changes by:      <address@hidden>       03/12/14 03:12:39

Modified files:
        doc/ccl        : magic.html ui.html 

Log message:
        Added doc for transparent missiles and menus

Patches:
Index: stratagus/doc/ccl/magic.html
diff -u stratagus/doc/ccl/magic.html:1.9 stratagus/doc/ccl/magic.html:1.10
--- stratagus/doc/ccl/magic.html:1.9    Thu Dec 11 17:37:55 2003
+++ stratagus/doc/ccl/magic.html        Sun Dec 14 03:12:38 2003
@@ -25,32 +25,32 @@
 </head>
 <body>
     <h1>Stratagus Configuration Language Description: Magic</h1>
-<hr><pre width=80>
-         _________ __                 __                               
-        /   _____//  |_____________ _/  |______     ____  __ __  ______
-        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
-        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \ 
-       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
+<hr><pre width=80>         _________ __ 
+         __ /                 _____//                               
+        |_____________   _/  |______ ____  __     __  ______ \_____  \\
+        __\_  __   \__  \\ __\__  \   /  ___\|   | \/  ___/  /  \|
+        |        |  |  \//  __ \| | /  __  \_/ /_/ &gt; |    /\___  \ /_______ 
+       /|__|  |__|  (____  /__|  (____ /\___  /|____//____  &gt;  
                \/                  \/          \//_____/            \/ 
     ______________________                           ______________________
                          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 1998-2003 by The Stratagus Project. Distributed under the
-<a href="../gpl.html">"GNU General Public License"</a></b>
+<A href="../gpl.html">"GNU General Public License"</a></b>
 <hr>
-<a href="../stratagus.html">Stratagus</a> 
-<a href="../readme.html">Readme</a> 
-<a href="../faq.html">FAQ</a> 
-<a href="ccl.html">CCL</a> 
-<a href="icon.html">PREV</a> 
-<a href="pud.html">NEXT</a> 
-<a href="ccl-index.html">Index</a> 
+<A href="../stratagus.html">Stratagus</a> 
+<A href="../readme.html">Readme</a> 
+<A href="../faq.html">FAQ</a> 
+<A href="ccl.html">CCL</a> 
+<A href="icon.html">PREV</a> 
+<A href="pud.html">NEXT</a> 
+<A href="ccl-index.html">Index</a> 
 <hr>
-<a href="#define-missile-type">define-missile-type</a>
-<a href="#define-spell">define-spell</a>
-<a href="pud.html#define-missiletype-wc-names">define-missiletype-wc-names</a>
-<a href="#missile">missile</a>
+<A href="#define-missile-type">define-missile-type</a>
+<A href="#define-spell">define-spell</a>
+<A href="pud.html#define-missiletype-wc-names">define-missiletype-wc-names</a>
+<A href="#missile">missile</a>
 <hr>
 <h2>Intro - Introduction to spells and missiles.</h2>
 This containts everything around spells and missiles. Though it might not be
@@ -64,137 +64,153 @@
 
 This is the function to define a missile type.
 <dl>
-<dt>missile-name</dt>
+<dt>missile-name 
+  
 <dd>This is the unique identifier of the missile.
 </dd>
 </dl>
 Possible tags:
 <dl>
-<dt>file</dt>
-<dd>This is followed by the path of the file with the missile graphics.
-</dd>
-<dt>size</dt>
-<dd>This if followed by a list of X and Y sizes of the missile sprite.
-F.E. 'size '(32 32)
-</dd>
+<dt>file 
+  
+<dd>This is followed by the path of the file with the 
+  missile graphics. 
+  
+<dt>size 
+  
+<dd>This if followed by a list of X and Y sizes of the 
+  missile sprite. F.E. 'size '(32 32) 
 <a name="frames-define-missile-type"></a>
-<dt>frames</dt>
-<dd>This is the number of frames in the file. Missiles lack complicated
-animation scripts and just have a bunch of frames with equal duration.
-</dd>
-<dt>num-directions</dt>
-<dd>The number of directions in the file for the missile. Should be 8.
-</dd>
-<dt>draw-level</dt>
-<dd>The draw level of the missile. Missiles and units are sorted by this
-value to determine the draw order.
-</dd>
-<dt>fired-sound</dt>
-<dd>Name of the sound played when the missile is fired.
-</dd>
-<dt>impact-sound</dt>
-<dd>Name of the sound played when the missile hits it's target.
-</dd>
-<dt>class</dt>
+<dt>frames 
+  
+<dd>This is the number of frames in the file. Missiles 
+  lack complicated animation scripts and just have a bunch of frames with 
equal 
+  duration. 
+  
+<dt>num-directions 
+  
+<dd>The number of directions in the file for the missile. 
+  Should be 8. 
+  
+<dt>draw-level 
+  
+<dd>The draw level of the missile. Missiles and units are 
+  sorted by this value to determine the draw order. 
+  
+<dt>fired-sound 
+  
+<dd>Name of the sound played when the missile is fired. 
+  
+<dt>impact-sound 
+  
+<dd>Name of the sound played when the missile hits it's 
+  target. 
+  
+<dt>class 
+  
 <dd>Various missiles can have wierd behaviours. This tag is followed by an 
 identifier that specifies some of that behaviour. Here is a list of currently
 supported missile classes:<p>
 <dl>
-    <dt>missile-class-none</dt>
-    <dd>Missile does nothing. Shouldn't really be used.
-    </dd>
-    <dt>missile-class-point-to-point </dt>
-    <dd>Missile flies straight to destination animating on the way
-    </dd>
-    <dt>missile-class-point-to-point-with-hit </dt>
-    <dd>Missile flies straight to destination keeping the first frame and
-    the finishes the animation when hitting
-    </dd>
-    <dt>missile-class-point-to-point-cycle-once </dt>
-    <dd>Missile flies straight to destination and animates ONCE from first
-    to last and back again. To be used for catapult and the like to make a
-    projectile bigger mid-way to the target
-    </dd>
-    <dt>missile-class-point-to-point-bounce</dt>
+    <dt>missile-class-none 
+    <dd>Missile does nothing. Shouldn't really be used. 
+    <dt>missile-class-point-to-point 
+    <dd>Missile flies straight to destination animating on 
+    the way 
+    <dt>missile-class-point-to-point-with-hit 
+    <dd>Missile flies straight to destination keeping the 
+    first frame and the finishes the animation when hitting 
+    <dt>missile-class-point-to-point-cycle-once 
+    <dd>Missile flies straight to destination and animates 
+    ONCE from first to last and back again. To be used for catapult and the 
like 
+    to make a projectile bigger mid-way to the target 
+    <dt>missile-class-point-to-point-bounce 
     <dl>Missile flies straight to destination, and the "bounces" by hitting
        every other tile on the path onward. This will also add one aditional 
flag:
-       <dt>num-bounces</dt>
+       <dt>num-bounces 
+      
        <dd>This if folowed by an integer, representing the number of 
bounces(hits)</dd>
     </dl>
-    <dt>missile-class-stay</dt>
-    <dd>Missile will just go through it's animation once and vanish. booooring.
-    </dd>
-    <dt>missile-class-cycle-once </dt>
-    <dd>Missile will just go through it's animation from start to and and back
-    again, then vanish.
-    </dd>
-    <dt>missile-class-fire </dt>
-    <dd>Missile is used for fire. More documentation?
-    </dd>
-    <dt>missile-class-parabolic</dt>
-    <dd>Missile flies to destination with a parabolic path. It used the same
-    animation as cycle-once
-    </dd>
-    <dt>missile-class-land-mine</dt>
+    <dt>missile-class-stay 
+    <dd>Missile will just go through it's animation once 
+    and vanish. booooring. 
+    <dt>missile-class-cycle-once 
+    <dd>Missile will just go through it's animation from 
+    start to and and back again, then vanish. 
+    <dt>missile-class-fire 
+    <dd>Missile is used for fire. More documentation? 
+    <dt>missile-class-parabolic 
+    <dd>Missile flies to destination with a parabolic path. 
+    It used the same animation as cycle-once 
+    <dt>missile-class-land-mine 
     <dd>Missile is a landmine, it will sit quietly and wait for someone to step
     on it. You can use time-to-live as a timeout.<b>FIXME more configurable</b>
-    </dd>
-    <dt>missile-class-whirlwind </dt>
+    <dt>missile-class-whirlwind 
     <dd>Missile for the whirlwind effect <b>FIXME more configurable</b>
-    </dd>
-    <dt>missile-class-flame-shield </dt>
+    <dt>missile-class-flame-shield 
     <dd>Missile rotates around target unit and damages everything it touches
     <b>FIXME more configurable</b>
-    </dd>
-    <dt>missile-class-death-coil</dt>
+    <dt>missile-class-death-coil 
     <dd>Missile is death coil, will drain health from target or enemy units
     in the area and feed it to the caster.<b>FIXME more configurable</b>
     </dd>
 </dl>
-</dd>
 <a name="delay-define-missile-type"></a>
-<dt>delay</dt>
-<dd>Delay in game cycles after the missile generation, until the missile
-animation and effects starts. Delay denotes the number of display cycles to
-skip before drawing the first sprite frame and only happens once at start.
-</dd>
-<dt>sleep</dt>
-<dd>This are the number of game cycles to wait for the next animation or the
-sleeping between the animation steps. All animations steps use the same delay.
-0 is the fastest and 255 the slowest animation. Perhaps we should later we
-will use animation scripts for more complex animations.
-</dd>
-<dt>speed</dt>
-<dd>The speed how fast the missile moves. 0 the missile didn't move, 1 is the
-slowest speed and 32 s the fastest supported speed. This is how many pixels
-the missiles moves with each animation step.  The real use of this member
-depends on the missile class. This is currently only used by the point-to-point
-missiles.
-</dd>
-<dt>range</dt>
-<dd>Determines the range in which a projectile will deal its damage. A range of
-0 will mean that the damage will be limited to the targetted unit only.  So if
-you shot a missile at a unit, it would only damage that unit.  A value of 1 
only
-affects the field where the missile hits.  A value of 2  would mean that the
-damage for that particular missile would be dealt for a range of 1 around the
-impact spot. All fields that aren't the center get only 1/SpashFactor of the 
damage.
-Fields 2 away get 1/(SplashFactor*2), and following...
-</dd>
-<dt>splash-factor</dt>
-<dd>The Splash divisor for damage done with range
-</dd>
-<dt>impact-missile</dt>
-<dd>You can use this to spawn another missile on impact. F.E. 'impact-missile 
'missile-explosion
-</dd>
-<dt>smoke-missile</dt>
-<dd>The name of the next (other) missile to generate a trailing smoke.  So it
-can be used to generate a chain of missiles.
-</dd>
-<dt>can-hit-owner</dt>
-<dd>Determines if the missile will affect
-the caster or not.
-</dd>
-<dt>firendly-fire</dt>
+<dt>delay 
+  
+<dd>Delay in game cycles after the missile generation, 
+  until the missile animation and effects starts. Delay denotes the number of 
+  display cycles to skip before drawing the first sprite frame and only 
happens 
+  once at start. 
+  
+<dt>sleep 
+  
+<dd>This are the number of game cycles to wait for the 
+  next animation or the sleeping between the animation steps. All animations 
+  steps use the same delay. 0 is the fastest and 255 the slowest animation. 
+  Perhaps we should later we will use animation scripts for more complex 
+  animations. 
+  
+<dt>speed 
+  
+<dd>The speed how fast the missile moves. 0 the missile 
+  didn't move, 1 is the slowest speed and 32 s the fastest supported speed. 
This 
+  is how many pixels the missiles moves with each animation step. The real use 
+  of this member depends on the missile class. This is currently only used by 
+  the point-to-point missiles. 
+  
+<dt>range 
+  
+<dd>Determines the range in which a projectile will deal 
+  its damage. A range of 0 will mean that the damage will be limited to the 
+  targetted unit only. So if you shot a missile at a unit, it would only 
damage 
+  that unit. A value of 1 only affects the field where the missile hits. A 
value 
+  of 2 would mean that the damage for that particular missile would be dealt 
for 
+  a range of 1 around the impact spot. All fields that aren't the center get 
+  only 1/SpashFactor of the damage. Fields 2 away get 1/(SplashFactor*2), and 
+  following... 
+  
+<dt>splash-factor 
+  
+<dd>The Splash divisor for damage done with range 
+  
+<dt>impact-missile 
+  
+<dd>You can use this to spawn another missile on impact. 
+  F.E. 'impact-missile 'missile-explosion 
+  
+<dt>smoke-missile 
+  
+<dd>The name of the next (other) missile to generate a 
+  trailing smoke. So it can be used to generate a chain of missiles. 
+  
+<dt>can-hit-owner 
+  
+<dd>Determines if the missile will affect the caster or 
+  not. 
+  
+<dt>firendly-fire 
+  
 <dd>Determines if the missile will damage
 units belonging to the same player of the caster or to an ally.
 </dd>
@@ -211,7 +227,7 @@
       'can-hit-owner)
 </pre>
 <h4>Used</h4>
-<a href="../../data/ccl/missiles.ccl"> $LIBARYPATH/ccl/missiles.ccl </a>
+<A href="../../data/ccl/missiles.ccl"> $LIBARYPATH/ccl/missiles.ccl </a>
 
 <a name="define-spell"></a>
 <h3>(define-spell spell-ident tag value ... )</h3>
@@ -219,33 +235,42 @@
 conditions. Be very carefull, defining random flags will probably make the 
game crash.
 
 <dl>
-<dt>showname</dt>
-<dd>A neatly formatted string to be shown by the engine on the screen.
-</dd>
-<dt>manacost</dt>
-<dd>The mana cost of the spell. Maybe this should be set on a per-caster basis?
-</dd>
-<dt>repeat-cast</dt>
-<dd>If specified, the caster will cast it again. To be used with spells like
-area-bombardment to cast it again (area-bombardment is stackable)
-</dd>
-<dt>range</dt>
-<dd>The casting range of the spell, do not confuse this with area effect range.
-It's normally an integer value, but you can specify a special value 'infinite 
to
-let the spell be casted on the entire map.
-</dd>
-<dt>target</dt>
+<dt>showname 
+  
+<dd>A neatly formatted string to be shown by the engine 
+  on the screen. 
+  
+<dt>manacost 
+  
+<dd>The mana cost of the spell. Maybe this should be set 
+  on a per-caster basis? 
+  
+<dt>repeat-cast 
+  
+<dd>If specified, the caster will cast it again. To be 
+  used with spells like area-bombardment to cast it again (area-bombardment is 
+  stackable) 
+  
+<dt>range 
+  
+<dd>The casting range of the spell, do not confuse this 
+  with area effect range. It's normally an integer value, but you can specify 
a 
+  special value 'infinite to let the spell be casted on the entire map. 
+  
+<dt>target 
+  
 <dd>Target type information. The following values are acceptable:
 <ul>
     <li>self: The spell will only affect the caster or the area around him, no 
targetting at all.
     <li>position: The unit will target a position.
-    <li>unit: The unit will target an unit. The spell will be aborted if the 
target dies. 
-</ul>
-You can still use position spells on units, it will target the unit's position.
-If the unit dies however the caster will stop. (Some spells get casted until
-there is no more mana left).
-</dd>
-<dt>conditions</dt>
+    <li>unit: The unit will target an unit. The spell will 
+    be aborted if the target dies.</li>                
+</ul>You can still use position spells on 
+  units, it will target the unit's position. If the unit dies however the 
caster 
+  will stop. (Some spells get casted until there is no more mana left). 
+  
+<dt>conditions 
+  
 <dd>This is the condition for being able to cast the spell. Think of it as a 
 function that takes an unit as a parameter and return either yes or no 
depending
 on the unit properties. Here is how a condition looks like:
@@ -254,72 +279,68 @@
   max-slow-ticks 10)</pre>
 Here are the supported parameters:<p>
 <dl>
-    <dt>building</dt>
+    <dt>building 
     <dd>This is one of the bool parameters (can't think of a better name). It 
is
     followed by true, false or only. Imagine this as a question, is the target 
a
     building? The answer is yes/no. A "true" parameter makes it always pass(and
     it's the default.), "false" parameter passes when the answer is NO, and 
"only"
     passes only when the answer is yes.<br>
-    It doesn't really makes sense to ever say true, since you might just as 
well
-    ommit it. "building false" means the spell won't work on buildings. 
"building 
-    only" will make a spell that works only on buildings (can't think of any 
though).
-    This syntax is used for more that "building"
-    </dd>
-    <dt>coward</dt>
-    <dd>This is a bool parameter too, just like building. I specifies the 
behaviour
-    for cowards, unit's that don't attack by themselves. For example you 
should not
-    cast an offensive buff (like bloodlust) on non-combat units.
-    </dd>
-    <dt>alliance</dt>
-    <dd>This is a bool parameter too, just like building. I specifies the 
behaviour
-    for allied units. Your own units are considered allied too. For instance 
you
-    should only cast healing on your own units. 
-    </dd>
-    <dt>self</dt>
+    It doesn't really makes sense to ever say true, since 
+    you might just as well ommit it. "building false" means the spell won't 
work 
+    on buildings. "building only" will make a spell that works only on 
buildings 
+    (can't think of any though). This syntax is used for more that "building" 
+    <dt>coward 
+    <dd>This is a bool parameter too, just like building. I 
+    specifies the behaviour for cowards, unit's that don't attack by 
themselves. 
+    For example you should not cast an offensive buff (like bloodlust) on 
+    non-combat units. 
+    <dt>alliance 
+    <dd>This is a bool parameter too, just like building. I 
+    specifies the behaviour for allied units. Your own units are considered 
+    allied too. For instance you should only cast healing on your own units. 
+    <dt>self 
     <dd>This is a bool parameter too, just like building. I it a bit more 
special,
-    since it specifies the behaviour for casting on yourself. <b>A LOT</b> of
-    spells specify "self false", to disallow casting on yourself.
-    </dd>
-    <dt>bool-flags</dt>
+    since it specifies the behaviour for casting on yourself. <b>A LOT</b> of 
spells specify "self false", 
+    to disallow casting on yourself. 
+    <dt>bool-flags 
     <dd>There is no parameter called bool-flags. You can however use flags 
defined
-    by <a href="unittype.html#define-bool-flags">define-bool-flags</a> just 
like a
-    bool parameter. For instance "organic only" will make a spell work only on
-    units marked with the organic flag.
-    </dd>
-    <dt>min-hp-percent</dt>
-    <dd>Minimum hp percent of the target. If not specified the minimum is 
around -10
-    You can use this to avoid casting damage spells on enemies that are dying 
anyway.
-    </dd>
-    <dt>max-hp-percent</dt>
-    <dd>Maximum hp percent of the target. If not specified the maximum is 
around 1000.
-    For instance you can use this to avoid healing units that are not injured.
-    </dd>
-    <dt>min-mana-percent</dt>
-    <dd>Minimum mana percent of the target. If not specified the minimum is 
around -10
-    You can use this to avoid spells like mana drain on units that are empty. 
-    </dd>
-    <dt>max-mana-percent</dt>
-    <dd>Maximum mana percent of the target. If not specified the maximum is 
around 1000
-    For instance you can use this to avoid restoring mana to units that are 
full.
-    </dd>
-    <dt>max-slow-ticks</dt>
-    <dd>Followed by a number, to avoid casting slow on an unit that is already 
slowed down.
-    </dd>
-    <dt>max-haste-ticks</dt>
-    <dd>Followed by a number, to avoid casting haste on an unit that is 
already hasted.
-    </dd>
-    <dt>max-bloodlust-ticks</dt>
-    <dd>Followed by a number, to avoid casting bloodlust on an unit that 
already has it.
-    </dd>
-    <dt>max-invisibility-ticks</dt>
-    <dd>Followed by a number, to avoid casting invisibility on an unit that 
already has it.
-    </dd>
-    <dt>max-invincibility-ticks</dt>
+    by <A href="unittype.html#define-bool-flags">define-bool-flags</a> just 
+    like a bool parameter. For instance "organic only" will make a spell work 
+    only on units marked with the organic flag. 
+    <dt>min-hp-percent 
+    <dd>Minimum hp percent of the target. If not specified 
+    the minimum is around -10 You can use this to avoid casting damage spells 
on 
+    enemies that are dying anyway. 
+    <dt>max-hp-percent 
+    <dd>Maximum hp percent of the target. If not specified 
+    the maximum is around 1000. For instance you can use this to avoid healing 
+    units that are not injured. 
+    <dt>min-mana-percent 
+    <dd>Minimum mana percent of the target. If not 
+    specified the minimum is around -10 You can use this to avoid spells like 
+    mana drain on units that are empty. 
+    <dt>max-mana-percent 
+    <dd>Maximum mana percent of the target. If not 
+    specified the maximum is around 1000 For instance you can use this to 
avoid 
+    restoring mana to units that are full. 
+    <dt>max-slow-ticks 
+    <dd>Followed by a number, to avoid casting slow on an 
+    unit that is already slowed down. 
+    <dt>max-haste-ticks 
+    <dd>Followed by a number, to avoid casting haste on an 
+    unit that is already hasted. 
+    <dt>max-bloodlust-ticks 
+    <dd>Followed by a number, to avoid casting bloodlust on 
+    an unit that already has it. 
+    <dt>max-invisibility-ticks 
+    <dd>Followed by a number, to avoid casting invisibility 
+    on an unit that already has it. 
+    <dt>max-invincibility-ticks 
     <dd>Followed by a number, to avoid casting invincibility on an unit that 
already has it.
     </dd>
-</dl>
-</dd><p>
-<dt>autocast</dt>
+</dl><p></p>
+<dt>autocast 
+  
 <dd>Autocast works very closely with conditions. Here is the syntax:
 <pre>'autocast (range x condition(whatever) )</pre>
 It functions by selecting every unit in range and trying to check of they fit 
the
@@ -329,30 +350,30 @@
 buffs on cowards). Autocasting position target spells is not supported, sorry.
 Here is a formal list of parameters:
 <dl>
-    <dt>range</dt>
-    <dd>The range in which autocast runs. I think it's square?
-    </dd>
-    <dt>combat</dt>
-    <dd>This is a bool parameter, like in condition. It's autocast-specific 
and NOT
-    part of conditions due to technical considerations. Combat is not 
unit-specific,
-    it only depends on caster location. combat mode is when there are 
non-coward
-    enemy units in range. most offensive spells obviousely only should be used 
in
-    combat. (can you say offensive buffs?)
-    </dd>
-    <dt>condition</dt>
+    <dt>range 
+    <dd>The range in which autocast runs. I think it's 
+    square? 
+    <dt>combat 
+    <dd>This is a bool parameter, like in condition. It's 
+    autocast-specific and NOT part of conditions due to technical 
+    considerations. Combat is not unit-specific, it only depends on caster 
+    location. combat mode is when there are non-coward enemy units in range. 
+    most offensive spells obviousely only should be used in combat. (can you 
say 
+    offensive buffs?) 
+    <dt>condition 
     <dd>This is followed by a list exactly like in 'condition. As it was said
     before, this is evaluated for each and every unit in range, and if a unit
     passes, the spell gets casted.
     </dd>
 </dl>
-</dd>
-<dt>ai-cast</dt>
-<dd>This is identical to autocast in syntax. It's used by the AI (computer 
controller
-player) rather then by a human players units. In general this should be a 
little better
-than autocast (and make human players think some more). There no reason to 
repeat the
-syntax of autocast here.
-</dd><p>
-<dt>action</dt>
+<dt>ai-cast 
+  
+<dd>This is identical to autocast in syntax. It's used by 
+  the AI (computer controller player) rather then by a human players units. In 
+  general this should be a little better than autocast (and make human players 
+  think some more). There no reason to repeat the syntax of autocast 
here.<p></p>
+<dt>action 
+  
 <dd>The effect of the spells. You can add multiple actions, here is the syntax:
 <pre>'action '((operation-name-1 parameters ... )
           (operation-name-2 parameters ... )
@@ -361,64 +382,76 @@
 </pre>
 Here are the supported operations, their paramenters, and what they do.<p>
 <dl>
-    <dt>area-bombardment</dt>
+    <dt>area-bombardment 
     <dl>This will a number of missiles to be thrown in a square area. Here are
     the available tags:
-       <dt>fields</dt>
-       <dd>The size of the affected square. This will get centered on the 
target
-       It should really be an odd number, or it will look wierd (not centered.)
-       </dd>
-       <dt>shards</dt>
-       <dd>The amount of missiles to throw at random in the square.
-       </dd>
-       <dt>damage</dt>
-       <dd>The damage of each individual missile.
-       </dd>
-       </dt>start-offset-x<dt>
-       </dt>start-offset-y<dt>
+       <dt>fields 
+      
+       <dd>The size of the affected square. This will get 
+      centered on the target It should really be an odd number, or it will 
look 
+      wierd (not centered.) 
+      
+       <dt>shards 
+      
+       <dd>The amount of missiles to throw at random in the 
+      square. 
+      
+       <dt>damage 
+      
+       <dd>The damage of each individual missile. 
+      start-offset-x<dt>start-offset-y<dt>
        <dd>A missile hitting x,y will start at x+start-offset-x, 
y+start-offset-y.
        This value is in pixels, for better precision.
        </dd>
     </dl>
-    <dt>adjust-buffs</dt>
+    <dt>adjust-buffs 
     <dl>This spell with set the time left for every buff. Buffs are temporary
        bonuses or penalties for units, like better damage or reduced speed(on 
enemies)
        when setting buff-1-ticks 567 the unit will have 567 ticks of buff-1 
left. 0 is
        also a value, in fact acting like some sort of dispel magic. 
Unfortunately
        this is quite limited at the moment, here are the buffs provided and 
what they do.
-       <dt>haste-ticks</dt>
-       <dd>The number of haste ticks. Haste gives the unit almost double speed
-       for any activity.
-       </dd>
-       <dt>haste-ticks</dt>
-       <dd>The number of slow ticks. Slow gives the unit double speed for all
-       activities.
-       </dd>
-       <dt>bloodlust-ticks</dt>
-       <dd>The number of bloodlust ticks. Bloodlust gives the unit double 
damage
-       (both piercing and basic)
-       </dd>
-       <dt>invisibility-ticks</dt>
-       <dd>The number of Invisibility ticks. Invisibility makes the unit 
completely
-       dissapear for other players. It can still be affected by area effect 
spells
-       though. The unit will appear when the time is gone or when it will try 
to do
-       anything except move. This has nothing to do with cloaking.
-       </dd>
-       <dt>invincibility-ticks</dt>
+       <dt>haste-ticks 
+      
+       <dd>The number of haste ticks. Haste gives the unit 
+      almost double speed for any activity. 
+ 
+       <dt>haste-ticks 
+      
+       <dd>The number of slow ticks. Slow gives the unit 
+      double speed for all activities. 
+ 
+       <dt>bloodlust-ticks 
+      
+       <dd>The number of bloodlust ticks. Bloodlust gives 
+      the unit double damage (both piercing and basic) 
+ 
+       <dt>invisibility-ticks 
+      
+       <dd>The number of Invisibility ticks. Invisibility 
+      makes the unit completely dissapear for other players. It can still be 
+      affected by area effect spells though. The unit will appear when the 
time 
+      is gone or when it will try to do anything except move. This has nothing 
+      to do with cloaking. 
+      
+       <dt>invincibility-ticks 
+      
        <dd>The number of invincibility ticks. This makes the unit completely 
imune
        to all forms of damage. Try using very low values for this :).
        </dd>
     </dl>
-    <dt>adjust-vitals</dt>
+    <dt>adjust-vitals 
     <dl>This will adjust vitals of the unit. Vitals are health, mana, and on a 
sunny
        day maybe even shield. Possible tags:
-       <dt>hit-points</dt>
-       <dd>Unit hit-point gain, or loss if negative.
-       </dd>
-       <dt>mana</dt>
-       <dd>Unit mana gain, or loss if negative.
-       </dd>
-       <dt>max-multi-cast</dt>
+       <dt>hit-points 
+      
+       <dd>Unit hit-point gain, or loss if negative. 
+      
+       <dt>mana 
+      
+       <dd>Unit mana gain, or loss if negative. 
+      
+       <dt>max-multi-cast 
+      
        <dd>This spell usually has some very small limits (like heal 2 
hit-points
        for 1 caster mana), and will get casted multiple times at once, until 
the
        hp/mana limit for the unit is reached. You can set this to a reasonable
@@ -426,87 +459,106 @@
        2 hit-points for 1 caster mana up to 20 hit-points/10 mana per cast
        </dd>
     </dl>
-    <dt>demolish</dt>
+    <dt>demolish 
     <dl>This will remove any trees/rocks/walls in and inflict a fixed damage
     to a fixed area. Possible tags:
-       <dt>damage</dt>
-       <dd>Each and every unit in range will receive that damage. FIXME: no
-       support for dampening damage.
-       </dd>
-       <dt>range</dt>
+       <dt>damage 
+      
+       <dd>Each and every unit in range will receive that 
+      damage. FIXME: no support for dampening damage. 
+      
+       <dt>range 
+      
        <dd>The range of the terrain and unit damage.
        </dd>
     </dl>
-    <dt>summon</dt>
+    <dt>summon 
     <dl>This will summon a new unit. Possible tags:
-       <dt>unit-type</dt>
-       <dd>Type of the unit to summon. Must be already defined.
-       </dd>
-       <dt>ttl</dt>
-       <dd>Time to live. The unit will only survive for that time, afterward it
-       will receive 1 damage every game cycle, ending it's life. If this is 0
-       or ommited then the summoned unit is permanent
-       </dd>
-       <dt>require-corpse</dt>
-       <dd>This flag does not take a value. When specified, the caster will
-       summon an unit from a corpse, and consume the corpse in the process.
-       You should make sure the summoned unit dies without a corpse.
-       </dd>
+       <dt>unit-type 
+      
+       <dd>Type of the unit to summon. Must be already 
+      defined. 
+      
+       <dt>ttl 
+      
+       <dd>Time to live. The unit will only survive for that 
+      time, afterward it will receive 1 damage every game cycle, ending it's 
+      life. If this is 0 or ommited then the summoned unit is permanent 
+      
+       <dt>require-corpse 
+      
+       <dd>This flag does not take a value. When specified, 
+      the caster will summon an unit from a corpse, and consume the corpse in 
+      the process. You should make sure the summoned unit dies without a 
corpse. 
+      
        How to do a reveal-map spell: define a special unit, give it the 
        'revealer flag, and set the spell's range to 'infinite. Please see
-       <a href="unittype.html#define-unit-type">(define-unit-type)</a>
-       </dd>
-    </dl>
-    <dt>polymorph</dt>
+       <A href="unittype.html#define-unit-type">(define-unit-type)</a>         
  
+                   
+                 
+       </dd></dl>
+    <dt>polymorph 
     <dl>This will tranform the unit, giving it a new unit type. Before you
        ask, temporary polymorphing is not supported, but it would be a nice
        feature to add in the future. There is only one tag:
-       <dt>unit-type</dt>
+       <dt>unit-type 
+      
        <dd>Type of the unit to transform to. Must be already defined. This 
spell
        can be used as an instant-kill spell by polymorphing into a harmless 
unit,
        like a chicken.
        </dd>
     </dl>
-    <dt>spawn-missile</dt>
+    <dt>spawn-missile 
     <dl>This will spawn a missile in the game. It's one of the most versatile
     spell variants. Here are the paramenters:
-       <dt>ttl</dt>
-       <dd>Time to live for the missile. Usually means that the missile is
-       gone after this time, but for some missile classes it means something 
else.
-       </dd>
-       <dt>damage</dt>
-       <dd>This is the damage for this missile, overriding the standard damage
-       defined for the missile.
-       </dd>
-       <dt>delay</dt>
-       <dd>This is the delay for the missile. it means the missile will only
-       appear after this many ticks.
-       </dd>
-       <dt>start-point/end-point</dt>
+       <dt>ttl 
+      
+       <dd>Time to live for the missile. Usually means that 
+      the missile is gone after this time, but for some missile classes it 
means 
+      something else. 
+ 
+       <dt>damage 
+      
+       <dd>This is the damage for this missile, overriding 
+      the standard damage defined for the missile. 
+ 
+       <dt>delay 
+      
+       <dd>This is the delay for the missile. it means the 
+      missile will only appear after this many ticks. 
+      
+       <dt>start-point/end-point 
+      
        <dl>Point to point-ish missiles need a start and an end point for the
            trajectory. it is defined like this:
            <pre>start-point (base caster/target add-x add-y add-rand-x 
add-rand-y)</pre>
            The individual tags should be self-explanatory, but here goes:
-           <dt>base</dt>
-           <dd>The base for the location calculation. Can be either caster or 
target.
-           </dd>
-           <dt>add-x</dt>
-           <dd>How much to add to the x coordinate, in pixels
-           </dd>
-           <dt>add-y</dt>
-           <dd>How much to add to the y coordinate, in pixels
-           </dd>
-           <dt>add-rand-x</dt>
-           <dd>Add a random from 0 to value-1 to the x coordinate, in pixels
-           </dd>
-           <dt>add-rand-y</dt>
+           <dt>base 
+ 
+           <dd>The base for the location calculation. Can be 
+        either caster or target. 
+ 
+           <dt>add-x 
+ 
+           <dd>How much to add to the x coordinate, in pixels 
+ 
+           <dt>add-y 
+ 
+           <dd>How much to add to the y coordinate, in pixels 
+ 
+           <dt>add-rand-x 
+ 
+           <dd>Add a random from 0 to value-1 to the x 
+        coordinate, in pixels 
+ 
+           <dt>add-rand-y 
+ 
            <dd>Add a random from 0 to value-1 to the y coordinate, in pixels
            </dd>
-       </dl>
+       </dl></dt>
+    </dl></dt></dl>
+       </dd>
     </dl>
-</dl>
-</dd>
-</dl>
 
 <h4>Example</h4>
 <pre>
@@ -521,91 +573,105 @@
     )
 </pre>
 <h4>Used</h4>
-<a href="../../data/ccl/spells.ccl"> $LIBARYPATH/ccl/spells.ccl </a>
+<A href="../../data/ccl/spells.ccl"> $LIBARYPATH/ccl/spells.ccl </a>
 
 <a name="missile"></a>
 <h3>(missile tag 'value ... )</h3>
 This function will define a mid-game missile, and it is mostly used in 
savegames.
 <dl>
-<dt>type</dt>
+<dt>type 
+  
 <dd>The type of the missile. Declared with
-<a href=#define-missile-type>(define-missile-type)</a>
-</dd>
-<dt>pos</dt>
-<dd>The current position of the missile. It's list of and y values. 
Coordinates are
-in pixels, not tiles. F.E 'pos (4500 3450)
-</dd>
-<dt>origin-pos</dt>
-<dd>The starting position of the missile. It's list of and y values. 
Coordinates are
-in pixels, not tiles. F.E 'pos (4505 3455)
-</dd>
-<dt>goal</dt>
-<dd>The position of the missile's destination. It's list of and y values. 
Coordinates are
-in pixels, not tiles. F.E 'gold (4510 3460)
-</dd>
-<dt>local</dt>
-<dd>This unit is marked as local, and it's visible only to the player. This
-is used for instance for cursor marks on the map. Either local or global must 
be specified.
-</dd>
-<dt>global</dt>
-<dd>This unit is marked as global, and it's visible to all players. Either
-local or global must be specified.
-</dd>
-<dt>frame</dt>
+<A href="#define-missile-type" >(define-missile-type)</a>
+<dt>pos 
+  
+<dd>The current position of the missile. It's list of and 
+  y values. Coordinates are in pixels, not tiles. F.E 'pos (4500 3450) 
+  
+<dt>origin-pos 
+  
+<dd>The starting position of the missile. It's list of 
+  and y values. Coordinates are in pixels, not tiles. F.E 'pos (4505 3455) 
+  
+<dt>goal 
+  
+<dd>The position of the missile's destination. It's list 
+  of and y values. Coordinates are in pixels, not tiles. F.E 'gold (4510 3460) 
+  
+<dt>local 
+  
+<dd>This unit is marked as local, and it's visible only 
+  to the player. This is used for instance for cursor marks on the map. Either 
+  local or global must be specified. 
+  
+<dt>global 
+  
+<dd>This unit is marked as global, and it's visible to 
+  all players. Either local or global must be specified. 
+  
+<dt>frame 
+  
 <dd>Current sprite frame of the missile.  The range is from 0 to the 
-<a href="#FRAMES-Define-missile-type">type:frames</a>-1
-The topmost bit (128) is used as flag to mirror the sprites in the X direction.
-</dd>
-<dt>state</dt>
-<dd>Current state of the missile.  Used for a simple state machine, dependand 
on
-the missile class.
-</dd>
-<dt>wait</dt>
-<dd>Wait this number of game cycles until the next state or animation of this
-missile is handled. This counts down from type:sleep to 0.
-</dd>
-<dt>delay</dt>
+<A href="#FRAMES-Define-missile-type">type:frames</a>-1 The topmost bit 
+  (128) is used as flag to mirror the sprites in the X direction. 
+  
+<dt>state 
+  
+<dd>Current state of the missile. Used for a simple state 
+  machine, dependand on the missile class. 
+  
+<dt>wait 
+  
+<dd>Wait this number of game cycles until the next state 
+  or animation of this missile is handled. This counts down from type:sleep to 
+  0. 
+  
+<dt>delay 
+  
 <dd>Number of game cycles left until the missile is first shown on the map.
-Please see <a href="#delay-define-missile-type">delay in 
(define-missile-type)</a>
-</dd>
+Please see <A href="#delay-define-missile-type">delay in 
(define-missile-type)</a>
 <dt>source<dt>
-<dd>Number of the owner of the missile. Normally the one who fired the missile.
-Used to check units, to prevent hitting the owner. Also used for kill and
-experience points, and for giving the owning player score.
-</dd>
+<dd>Number of the owner of the missile. Normally the one 
+  who fired the missile. Used to check units, to prevent hitting the owner. 
Also 
+  used for kill and experience points, and for giving the owning player score. 
+  
 <dt>target<dt>
-<dd>Number of the missile's target. Normally the unit which should be
-hit by the missile.
-</dd>
+<dd>Number of the missile's target. Normally the unit 
+  which should be hit by the missile. 
+  
 <dt>damage<dt>
-<dd>Damage done by missile. Units next to it can receive some reduced splash
-damage, this is the full damage.
-</dd>
-<dt>ttl</dt>
-<dd>Time to live in game cycles of the missile, if it reaches zero
-the missile is automatically removed from the map. If -1 the
-missile lives for ever and the lifetime is handled by other means.
-</dd>
-<dt>hidden</dt>
-<dd>This marks the unit as hidden, until the unit is shown again in the
-controlling function. No parameters.
-</dd>
+<dd>Damage done by missile. Units next to it can receive 
+  some reduced splash damage, this is the full damage. 
+  
+<dt>ttl 
+  
+<dd>Time to live in game cycles of the missile, if it 
+  reaches zero the missile is automatically removed from the map. If -1 the 
+  missile lives for ever and the lifetime is handled by other means. 
+  
+<dt>hidden 
+  
+<dd>This marks the unit as hidden, until the unit is 
+  shown again in the controlling function. No parameters. 
+  <DT>transparency&nbsp;
+  <DD>Draws the missile with a XX% transparency. Current supported value is 50 
+  only.</DD>
 </dl>
 
 <h4>Example</h4>
 
-<pre>
-    (missile 'type-fireball 'pos '(10 10) 'goal '(10 50)
-      'global 'state 0 'wait 5 'damage 5000 'source 45 'ttl -1)
+<pre>    (missile 'type-fireball
+    'pos '(10 10) 'goal '(10 50) 'global 'state
+      0 'wait 5 'damage 5000 'source 45 'ttl -1 'transparency 50)
 </pre>
 <h4>Used</h4>
 
-<a href="../../data/ccl/wc2.ccl"> $LIBARYPATH/ccl/wc2.ccl </a>
+<A href="../../data/ccl/wc2.ccl"> $LIBARYPATH/ccl/wc2.ccl </a>
 
 
 
 <hr>
-Last changed: $Id: magic.html,v 1.9 2003/12/11 06:37:55 wizzard Exp $<br>
+Last changed: $Id: magic.html,v 1.10 2003/12/13 16:12:38 mohydine Exp $<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>
Index: stratagus/doc/ccl/ui.html
diff -u stratagus/doc/ccl/ui.html:1.19 stratagus/doc/ccl/ui.html:1.20
--- stratagus/doc/ccl/ui.html:1.19      Wed Oct  8 00:34:32 2003
+++ stratagus/doc/ccl/ui.html   Sun Dec 14 03:12:38 2003
@@ -25,40 +25,40 @@
 </head>
 <body>
     <h1>Stratagus Configuration Language Description: User Interface (UI)</h1>
-<hr><pre width=80>
-         _________ __                 __                               
-        /   _____//  |_____________ _/  |______     ____  __ __  ______
-        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
-        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \ 
-       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
+<hr><pre width=80>         _________ __ 
+         __ /                 _____//                               
+        |_____________   _/  |______ ____  __     __  ______ \_____  \\
+        __\_  __   \__  \\ __\__  \   /  ___\|   | \/  ___/  /  \|
+        |        |  |  \//  __ \| | /  __  \_/ /_/ &gt; |    /\___  \ /_______ 
+       /|__|  |__|  (____  /__|  (____ /\___  /|____//____  &gt;  
                \/                  \/          \//_____/            \/ 
     ______________________                           ______________________
                          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 2002-2003 by The Stratagus Project. Distributed under the
-<a href="../gpl.html">"GNU General Public License"</a></b>
+<A href="../gpl.html">"GNU General Public License"</a></b>
 <hr>
-<a href="../stratagus.html">Stratagus</a> 
-<a href="../readme.html">Readme</a> 
-<a href="../faq.html">FAQ</a> 
-<a href="ccl.html">CCL</a> 
-<a href="triggers.html">PREV</a> 
-<a href="unittype.html">NEXT</a> 
-<a href="ccl-index.html">Index</a> 
+<A href="../stratagus.html">Stratagus</a> 
+<A href="../readme.html">Readme</a> 
+<A href="../faq.html">FAQ</a> 
+<A href="ccl.html">CCL</a> 
+<A href="triggers.html">PREV</a> 
+<A href="unittype.html">NEXT</a> 
+<A href="ccl-index.html">Index</a> 
 <hr>
-<a href="#define-button">define-button</a>
-<a href="#define-cursor">define-cursor</a>
-<a href="#define-font">define-font</a>
-<a href="#define-font-colors">define-font-colors</a>
-<a href="#define-menu">define-menu</a>
-<a href="#define-menu-graphics">define-menu-graphics</a>
-<a href="#define-menu-item">define-menu-item</a>
-<a href="#define-ui">define-ui</a>
-<a href="#define-viewports">define-viewports</a>
-<a href="#display-picture">display-picture</a>
-<a href="#process-menu">process-menu</a>
-<a href="#set-game-cursor!">set-game-cursor!</a>
+<A href="#define-button">define-button</a>
+<A href="#define-cursor">define-cursor</a>
+<A href="#define-font">define-font</a>
+<A href="#define-font-colors">define-font-colors</a>
+<A href="#define-menu">define-menu</a>
+<A href="#define-menu-graphics">define-menu-graphics</a>
+<A href="#define-menu-item">define-menu-item</a>
+<A href="#define-ui">define-ui</a>
+<A href="#define-viewports">define-viewports</a>
+<A href="#display-picture">display-picture</a>
+<A href="#process-menu">process-menu</a>
+<A href="#set-game-cursor!">set-game-cursor!</a>
 <hr>
 <h2>Intro - Introduction to UI functions and variables</h2>
 
@@ -70,45 +70,57 @@
 Define a button in the button panel show during the game. Possible tags:
 
 <dl>
-<dt>forunit</dt>
-<dd>List of units the button applies to, or '(*) for all units.
-</dd>
-<dt>pos</dt>
+<dt>forunit 
+  
+<dd>List of units the button applies to, or '(*) for all 
+  units. 
+  
+<dt>pos 
+  
 <dd>Position number. 
 <pre>
 0 1 2
 3 4 5
 6 7 8
 </pre>
-</dd>
-<dt>level</dt>
-<dd>Visible when in this button level (0 default, 9 cancel-only)
-</dd>
-<dt>icon</dt>
-<dd>Name of the icon to display.
-</dd>
-<dt>action</dt>
-<dd>Action to perform when the button is clicked.  Can be any of the following:
-move, stop, attack, repair, harvest, button, build, train-unit, patrol,
-stand-ground, attack-ground, return-goods, demolish, cast-spell, research,
-upgrade-to, unload, cancel, cancel-upgrade, cancel-train-unit, cancel-build.
-</dd>
-<dt>value</dt>
-<dd>Optional value associated with the action.
-</dd>
-<dt>allowed</dt>
-<dd>Optional check to see if a button is allowed.  Can be any of the following:
-check-true, check-false, check-upgrade, check-units-or, check-units-and,
-check-network, check-no-work, check-no-research, check-attack,
-check-upgrade-to, check-research, check-single-research.
-</dd>
-<dt>allowarg</dt>
-<dd>Optional argument used by the allowed function.
-</dd>
-<dt>key</dt>
-<dd>Shortcut key for the button.
-</dd>
-<dt>hint</dt>
+<dt>level 
+  
+<dd>Visible when in this button level (0 default, 9 
+  cancel-only) 
+  
+<dt>icon 
+  
+<dd>Name of the icon to display. 
+  
+<dt>action 
+  
+<dd>Action to perform when the button is clicked. Can be 
+  any of the following: move, stop, attack, repair, harvest, button, build, 
+  train-unit, patrol, stand-ground, attack-ground, return-goods, demolish, 
+  cast-spell, research, upgrade-to, unload, cancel, cancel-upgrade, 
+  cancel-train-unit, cancel-build. 
+  
+<dt>value 
+  
+<dd>Optional value associated with the action. 
+  
+<dt>allowed 
+  
+<dd>Optional check to see if a button is allowed. Can be 
+  any of the following: check-true, check-false, check-upgrade, 
check-units-or, 
+  check-units-and, check-network, check-no-work, check-no-research, 
+  check-attack, check-upgrade-to, check-research, check-single-research. 
+  
+<dt>allowarg 
+  
+<dd>Optional argument used by the allowed function. 
+  
+<dt>key 
+  
+<dd>Shortcut key for the button. 
+  
+<dt>hint 
+  
 <dd>Hint to be displayed for the button.
 </dd>
 </dl>
@@ -128,28 +140,35 @@
 Define a cursor.
 
 <dl>
-<dt>ident</dt>
-<dd>Unique identifier of the cursor, used to reference it in config files and
-during startup.
-</dd>
-<dt>race</dt>
+<dt>ident 
+  
+<dd>Unique identifier of the cursor, used to reference it 
+  in config files and during startup. 
+  
+<dt>race 
+  
 <dd>Race to use this cursor with or "any" to use with any race.
 </dd>
 </dl>
 Possible tags:
 <dl>
-<dt>image</dt>
-<dd>Path to the image graphic.
-</dd>
-<dt>hot-spot</dt>
-<dd>Hot spot of the cursor in pixels, in the form '(x y). Relative to the 
sprite origin (0,0). The
-hot spot of a cursor is the point to which Stratagus refers in tracking the
-cursor's position.
-</dd>
-<dt>size</dt>
-<dd>Size of the cursor in pixels, in the form '(width height).
-</dd>
-<dt>rate</dt>
+<dt>image 
+  
+<dd>Path to the image graphic. 
+  
+<dt>hot-spot 
+  
+<dd>Hot spot of the cursor in pixels, in the form '(x y). 
+  Relative to the sprite origin (0,0). The hot spot of a cursor is the point 
to 
+  which Stratagus refers in tracking the cursor's position. 
+  
+<dt>size 
+  
+<dd>Size of the cursor in pixels, in the form '(width 
+  height). 
+  
+<dt>rate 
+  
 <dd>Rate of changing the frames if using an animated cursor. The "rate" tells
 the engine how many milliseconds to hold each frame of the animation.
 </dd>
@@ -169,14 +188,18 @@
 Define a font.
 
 <dl>
-<dt>type</dt>
-<dd>Type of font.  Supported types are: 'game, 'small, 'large, 'small-title,
-and 'large-title.
-</dd>
-<dt>file</dt>
-<dd>File name for font file.  Currently only multicolor bitmap fonts supported.
-</dd>
-<dt>size</dt>
+<dt>type 
+  
+<dd>Type of font. Supported types are: 'game, 'small, 
+  'large, 'small-title, and 'large-title. 
+  
+<dt>file 
+  
+<dd>File name for font file. Currently only multicolor 
+  bitmap fonts supported. 
+  
+<dt>size 
+  
 <dd>Font size width and height.
 </dd>
 </dl>
@@ -195,10 +218,12 @@
 What's the relation with the palette?
 
 <dl>
-<dt>color</dt>
-<dd>Name of the color.
-</dd>
-<dt>array</dt>
+<dt>color 
+  
+<dd>Name of the color. 
+  
+<dt>array 
+  
 <dd>Name of the color.
 Array of 7 rgb colors #( r1 g1 b1 r2 g2 b2 ...)<br>
 The colors are:
@@ -212,8 +237,8 @@
 <tr><td>#6   </td><td>is the light shadow color</td></tr>
 <tr><td>#255 </td><td>is transparent</td></tr>
 </table>
+  <UL></UL>
 </dd>
-</ul>
 </dl>
 
 <h4>Example</h4>
@@ -236,19 +261,25 @@
 Possible tags:
 
 <dl>
-<dt>geometry</dt>
-<dd>'(x y width height)
-</dd>
-<dt>name</dt>
-<dd>Name of this menu.
-</dd>
-<dt>panel</dt>
-<dd>Panel name (FIXME: how is it used?), or 'none.
-</dd>
-<dt>default</dt>
-<dd>An integer. FIXME: what for? Default button, or what?
-</dd>
-<dt>netaction</dt>
+<dt>geometry 
+  
+<dd>'(x y width height) 
+  
+<dt>name 
+  
+<dd>Name of this menu. 
+  
+<dt>panel 
+  
+<dd>Panel name (FIXME: how is it used?), or 'none. 
+  
+<dt>default 
+  
+<dd>An integer. FIXME: what for? Default button, or what? 
+
+  
+<dt>netaction 
+  
 <dd>Eg. 'terminate-net-connect.
 </dd>
 </dl>
@@ -265,10 +296,12 @@
 Define the menu graphics for each of the races.
 
 <dl>
-<dt>filename</dt>
-<dd>Path to the file containing the menu graphics.
-</dd>
-<dt>w, h</dt>
+<dt>filename 
+  
+<dd>Path to the file containing the menu graphics. 
+  
+<dt>w, h 
+  
 <dd>Width and height of an image in the menu graphic.
 </dd>
 </dl>
@@ -290,7 +323,7 @@
 <pre>
     (define-menu-item 'pos (list 16 (- 288 40)) 'font 'large
       'button '(size (224 27)
-        caption "Return to Game (~<Esc~>)"
+        caption "Return to Game (~<ESC~>)"
         hotkey "esc"
         func game-menu-return
         style gm-full)
@@ -300,53 +333,64 @@
 Possible tags:
 
 <dl>
-<dt>pos</dt>
-<dd>Position, in the form '(x y).
-</dd>
-<dt>menu</dt>
-<dd>Menu this item belogs to.
-</dd>
-<dt>flags</dt>
-<dd>Most likely '(disabled). 
-Other possibilities: '(active), '(clicked), '(selected).
-FIXME: are the paranthesis really needed?
-</dd>
-<dt>font</dt>
-<dd>Font name (see <a href="#define-font">define-font</a>).
-</dd>
-<dt>init</dt>
-<dd>Init function (there are a couple of
-hardcoded C funtions allowed, like 'save-replay-init or
-'scen-select-init).
-</dd>
-<dt>exit</dt>
-<dd>Exit funtion (again some C functions like 'speed-options-exit or
-'load-game-exit).
-</dd>
-<dt>text</dt>
+  <DT>transparent&nbsp;
+  <DD>Draw the item with a 50% transparency. 
+  <DT>pos </DT>
+<dd>Position, in the form '(x y). 
+  
+<dt>menu 
+  
+<dd>Menu this item belogs to. 
+  
+<dt>flags 
+  
+<dd>Most likely '(disabled). Other possibilities: 
+  '(active), '(clicked), '(selected). FIXME: are the paranthesis really 
needed? 
+  
+<dt>font 
+  
+<dd>Font name (see <A href="#define-font">define-font</a>). 
+  
+<dt>init 
+  
+<dd>Init function (there are a couple of hardcoded C 
+  funtions allowed, like 'save-replay-init or 'scen-select-init). 
+  
+<dt>exit 
+  
+<dd>Exit funtion (again some C functions like 
+  'speed-options-exit or 'load-game-exit). 
+  
+<dt>text 
+  
 <dd>The item is a text label. The value is a list of tags, for example: 
 <pre>
     'text '(caption "Connecting to server" align center)
 </pre>Allowed tags:
   <dl>
-  <dt>align</dt>
-  <dd>Left, right or center.
-  </dd>
-  <dt>caption</dt>
-  <dd>The text.
-  </dd>
-  <dt>func</dt>
-  <dd>C handler. FIXME: when called?
-  </dd>
-  <dt>color-normal</dt>
-  <dd>FIXME.
-  </dd>
-  <dt>color-reverse</dt>
+  <dt>align 
+ 
+  <dd>Left, right or center. 
+ 
+  <dt>caption 
+ 
+  <dd>The text. 
+ 
+  <dt>func 
+ 
+  <dd>C handler. FIXME: when called? 
+ 
+  <dt>color-normal 
+ 
+  <dd>FIXME. 
+ 
+  <dt>color-reverse 
+ 
   <dd>FIXME.
   </dd>
   </dl>
-</dd>
-<dt>button</dt>
+<dt>button 
+  
 <dd>The item is a button. The value is a list of tags like
 <pre>
     'button '(size (224 27)
@@ -358,16 +402,20 @@
 Allowed tags: align, caption, color-normal, color-reverse (see above)
 and:
   <dl>
-  <dt>size</dt>
-  <dd>Dimensions (width height).
-  </dd>
-  <dt>func</dt>
-  <dd>C handler. FIXME: when called?
-  </dd>
-  <dt>hotkey</dt>
-  <dd>A string like &quot;f8&quot;.
-  </dd>
-  <dt>style</dt>
+  <dt>size 
+ 
+  <dd>Dimensions (width height). 
+ 
+  <dt>func 
+ 
+  <dd>C handler. FIXME: when called? 
+ 
+  <dt>hotkey 
+ 
+  <dd>A string like "f8". 
+ 
+  <dt>style 
+ 
   <dd>Complete list of possible styles (not all for buttons):<br>
     main, network, gm-half, 132, gm-full, gem-round, gem-square,
     up-arrow, down-arrow, left-arrow, right-arrow, s-knob, s-vcont,
@@ -379,8 +427,8 @@
   FIXME: describe them
   </dd>
   </dl>
-</dd>
-<dt>gem</dt>
+<dt>gem 
+  
 <dd>The item is a gem.
 Example:
 <pre>
@@ -393,12 +441,13 @@
 Allowed tags: size func style text color-normal color-reverse (see
 above) and:
   <dl>
-  <dt>state</dt>
+  <dt>state 
+ 
   <dd>One of unchecked, passive, invisible or checked.
   </dd>
   </dl>
-</dd>
-<dt>pulldown</dt>
+<dt>pulldown 
+  
 <dd>The item is a pulldown menu.
 Example:
 <pre>
@@ -411,24 +460,30 @@
 </pre>
 Allowed tags: size state default current (see above) and:
   <dl>
-  <dt>options</dt>
-  <dd>A list of strings to select from.
-  </dd>
-  <dt>func</dt>
-  <dd>C handler. FIXME: when called?
-  </dd>
-  <dt>state</dt>
-  <dd>The only possible value: passive
-  </dd>
-  <dt>default</dt>
-  <dd>An integer for the default selection id, starting with 0.
-  </dd>
-  <dt>current</dt>
+  <dt>options 
+ 
+  <dd>A list of strings to select from. 
+ 
+  <dt>func 
+ 
+  <dd>C handler. FIXME: when called? 
+ 
+  <dt>state 
+ 
+  <dd>The only possible value: passive 
+ 
+  <dt>default 
+ 
+  <dd>An integer for the default selection id, starting 
+    with 0. 
+ 
+  <dt>current 
+ 
   <dd>An integer for the current selection id, starting with 0.
   </dd>
   </dl>
-</dd>
-<dt>listbox</dt>
+<dt>listbox 
+  
 <dd>The item is a list box.
 Example:
 <pre>
@@ -442,24 +497,31 @@
 Allowed tags: size style default current color-normal color-reverse
 (see above) and:
   <dl>
-  <dt>func</dt>
-  <dd>C handler. FIXME: when called?
-  </dd>
-  <dt>handler</dt>
-  <dd>C handler. FIXME: when is it called?
-  </dd>
-  <dt>retopt</dt>
-  <dd>C handler to retrieve the list of options, I guess.
-  </dd>
-  <dt>startline</dt>
-  <dd>For scrolling, I guess. Probably only used in savegames.
-  </dd>
-  <dt>nlines</dt>
+  <dt>func 
+ 
+  <dd>C handler. FIXME: when called? 
+ 
+  <dt>handler 
+ 
+  <dd>C handler. FIXME: when is it called? 
+ 
+  <dt>retopt 
+ 
+  <dd>C handler to retrieve the list of options, I guess. 
+
+ 
+  <dt>startline 
+ 
+  <dd>For scrolling, I guess. Probably only used in 
+    savegames. 
+ 
+  <dt>nlines 
+ 
   <dd>Number of lines.
   </dd>
   </dl>
-</dd>
-<dt>vslider</dt>
+<dt>vslider 
+  
 <dd>The item is a vertical slider.
 Example:
 <pre>
@@ -469,24 +531,31 @@
 </pre>
 Allowed tags: size default current style (see above) and:
   <dl>
-  <dt>func</dt>
-  <dd>C handler. FIXME: when is it called?
-  </dd>
-  <dt>handler</dt>
-  <dd>C handler. FIXME: when is it called?
-  </dd>
-  <dt>flags</dt>
-  <dd>FIXME: never seen this used. Possible values: up, down, left, right, 
knob, cont
-  </dd>
-  <dt>startline</dt>
-  <dd>For scrolling, I guess. Probably only used in savegames.
-  </dd>
-  <dt>nlines</dt>
+  <dt>func 
+ 
+  <dd>C handler. FIXME: when is it called? 
+ 
+  <dt>handler 
+ 
+  <dd>C handler. FIXME: when is it called? 
+ 
+  <dt>flags 
+ 
+  <dd>FIXME: never seen this used. Possible values: up, 
+    down, left, right, knob, cont 
+ 
+  <dt>startline 
+ 
+  <dd>For scrolling, I guess. Probably only used in 
+    savegames. 
+ 
+  <dt>nlines 
+ 
   <dd>Number of lines.
   </dd>
   </dl>
-</dd>
-<dt>hslider</dt>
+<dt>hslider 
+  
 <dd>The item is a horizontal slider. See vslider above.
 Example:
 <pre>
@@ -494,8 +563,8 @@
     func master-volume-hs-action
     handler scen-select-ok)
 </pre>
-</dd>
-<dt>drawfunc</dt>
+<dt>drawfunc 
+  
 <dd>The item is drawn from a C function. The value is the name of the
 function.
 Example:
@@ -504,8 +573,8 @@
       'drawfunc 'game-draw-func
       'menu 'menu-custom-game)
 </pre>
-</dd>
-<dt>input</dt>
+<dt>input 
+  
 <dd>The item is a text input field.
 Example:
 <pre>
@@ -516,10 +585,13 @@
 Allowed tags: size func style color-normal color-reverse (see above)
 and:
   <dl>
-  <dt>maxch</dt>
-  <dd>Maximal number of characters. FIXME: never seen this used.
-  </dd>
-  <dt>func</dt>
+  <dt>maxch 
+ 
+  <dd>Maximal number of characters. FIXME: never seen 
+    this used. 
+ 
+  <dt>func 
+ 
   <dd>C handler, seems to be called when a key is pressed and
   just checks whether it is RETURN.
   </dd>
@@ -577,39 +649,40 @@
 All of those tags should be given:
 
 <dl>
-<dt>normal-font-color</dt>
+<dt>normal-font-color 
+  
 <dd>
 <pre>
     'normal-font-color (if (= race 'alliance) 'white 'yellow)
 </pre>
-</dd>
-<dt>reverse-font-color</dt>
+<dt>reverse-font-color 
+  
 <dd>
 <pre>
     'reverse-font-color (if (= race 'alliance) 'yellow 'white)
 </pre>
-</dd>
-<dt>filler</dt>
+<dt>filler 
+  
 <dd>
 <pre>
-    'filler (list
-      'file (string-append "graphics/ui/" race "/"
-        (number->string screen_width) "x" (number->string screen_height)
+     
+      'filler (list 'file (string-append "graphics/ui/"
+        race"/" (number-&gt;string screen_width) "x"(number-&gt;string 
screen_height)
         "/filler1.png")
       'pos (list fillerx fillery))
 </pre>
-</dd>
-<dt>resource-line</dt>
+<dt>resource-line 
+  
 <dd>
 <pre>
-    'resource-line (list
-      (string-append "graphics/ui/" race "/"
-        (number->string screen_width) "x" (number->string screen_height)
+     
+      'resource-line (list (string-append "graphics/ui/"
+        race"/" (number-&gt;string screen_width) "x"(number-&gt;string 
screen_height)
         "/resource.png")
       0 0)
 </pre>
-</dd>
-<dt>resources</dt>
+<dt>resources 
+  
 <dd>
 <pre>
     'resources (list
@@ -620,16 +693,16 @@
       'score (list 'file "graphics/ui/score.png" 'row 0
         'pos (list (- screen_width 16 68) 0) 'size '(14 14) 'text-pos (list (+ 
(- screen_width 16 68) 18) 1)))
 </pre>
-</dd>
-<dt>info-panel</dt>
+<dt>info-panel 
+  
 <dd>
 <pre>
     'info-panel (list
       (string-append "graphics/ui/" race "/infopanel.png")
       infox infoy 176 176)
 </pre>
-</dd>
-<dt>completed-bar</dt>
+<dt>completed-bar 
+  
 <dd>
 <pre>
     'completed-bar (list
@@ -640,32 +713,32 @@
       'font 'game
       'text-pos (list (+ infox 14 38) (+ infoy 151)))
 </pre>
-</dd>
-<dt>button-panel</dt>
+<dt>button-panel 
+  
 <dd>
 <pre>
     'button-panel (list
       (string-append "graphics/ui/" race "/buttonpanel.png")
       buttonx buttony)
 </pre>
-</dd>
-<dt>map-area</dt>
+<dt>map-area 
+  
 <dd>
 <pre>
     'map-area (list
       'pos '(0 16)
       'size (list mapw maph))
 </pre>
-</dd>
-<dt>menu-panel</dt>
+<dt>menu-panel 
+  
 <dd>
 <pre>
     'menu-panel (list
       (string-append "graphics/ui/" race "/menubutton.png")
       minimapx (+ minimapy 148))
 </pre>
-</dd>
-<dt>minimap</dt>
+<dt>minimap 
+  
 <dd>
 There is a minimap panel an the minimap on it. The panel graphic has
 certain palette restrictions (FIXME: exactly? probably the same as the
@@ -680,20 +753,20 @@
       'size '(128 128)
       'transparent)
 </pre>
-</dd>
-<dt>status-line</dt>
+<dt>status-line 
+  
 <dd>
 <pre>
-    'status-line (list
-      'file (string-append "graphics/ui/" race "/"
-        (number->string screen_width) "x" (number->string screen_height)
+     
+      'status-line (list 'file (string-append "graphics/ui/"
+        race"/" (number-&gt;string screen_width) "x"(number-&gt;string 
screen_height)
         "/statusline.png")
       'pos (list statusx statusy)
       'text-pos (list (+ statusx 6) (+ statusy 2))
       'font 'game)
 </pre>
-</dd>
-<dt>menu-button</dt>
+<dt>menu-button 
+  
 <dd>
 <pre>
     'menu-button (list
@@ -702,8 +775,8 @@
       'caption "Menu (~<F10~>)"
       'style 'main)
 </pre>
-</dd>
-<dt>network-menu-button</dt>
+<dt>network-menu-button 
+  
 <dd>
 <pre>
     'network-menu-button '(
@@ -712,8 +785,8 @@
       caption "Menu"
       style network)
 </pre>
-</dd>
-<dt>network-diplomacy-button</dt>
+<dt>network-diplomacy-button 
+  
 <dd>
 <pre>
     'network-diplomacy-button '(
@@ -722,8 +795,8 @@
       caption "Diplomacy"
       style network)
 </pre>
-</dd>
-<dt>info-buttons</dt>
+<dt>info-buttons 
+  
 <dd>Position of the unit icons on the info panel. Example:
 <pre>
     'info-buttons (list
@@ -737,18 +810,20 @@
       (list 'pos (list (+ infox  65) (+ infoy 116)) 'size '(46 38))
       (list 'pos (list (+ infox 121) (+ infoy 116)) 'size '(46 38)))
 </pre>
-</dd>
-<dt>training-buttons</dt>
-<dd>Position of the unit icons in the training queue. Should be the
-same positions as info-buttons above but without the last
-three. (FIXME: is this a requirement?)
-</dd>
-<dt>button-buttons</dt>
-<dd>Position of the action buttons (attack, move, etc.). Currently
-there must be nine of them, and they must be on the button panel. Same
-syntax as above.
-</dd>
-<dt>cursors</dt>
+<dt>training-buttons 
+  
+<dd>Position of the unit icons in the training queue. 
+  Should be the same positions as info-buttons above but without the last 
three. 
+  (FIXME: is this a requirement?) 
+  
+<dt>button-buttons 
+  
+<dd>Position of the action buttons (attack, move, etc.). 
+  Currently there must be nine of them, and they must be on the button panel. 
+  Same syntax as above. 
+  
+<dt>cursors 
+  
 <dd>
 <pre>
     'cursors '(
@@ -768,8 +843,8 @@
       arrow-s cursor-arrow-s
       arrow-se cursor-arrow-se)
 </pre>
-</dd>
-<dt>menu-panels</dt>
+<dt>menu-panels 
+  
 <dd>FIXME: this really needs docu or change, if you dig out the
 requirement of the pictures, write them down here. Example:
 <pre>
@@ -780,14 +855,14 @@
       'panel4 (string-append "graphics/ui/" race "/panel_4.png")
       'panel5 (string-append "graphics/ui/" race "/panel_5.png"))
 </pre>
-</dd>
-<dt>victory-background</dt>
+<dt>victory-background 
+  
 <dd>Background image for the victory screen. The image will be scaled. Example:
 <pre>
     'victory-background (string-append "graphics/ui/" race "/victory.png")
 </pre>
-</dd>
-<dt>defeat-background</dt>
+<dt>defeat-background 
+  
 <dd>Background image for the victory screen. The image will be scaled. Example:
 <pre>
     'defeat-background (string-append "graphics/ui/" race "/defeat.png")
@@ -802,13 +877,17 @@
 scenarios.
 
 <dl>
-<dt>mode</dt>
-<dd>Number corresponding to the viewport mode.  See the ViewportMode enum.
-</dd>
-<dt>mapx</dt>
-<dd>X coordinate of the map tile.
-</dd>
-<dt>mapy</dt>
+<dt>mode 
+  
+<dd>Number corresponding to the viewport mode. See the 
+  ViewportMode enum. 
+  
+<dt>mapx 
+  
+<dd>X coordinate of the map tile. 
+  
+<dt>mapy 
+  
 <dd>Y coordinate of the map tile.
 </dd>
 </dl>
@@ -832,7 +911,8 @@
 
 
 <dl>
-<dt>file</dt>
+<dt>file 
+  
 <dd>Path to the image graphic.
 </dd>
 </dl>
@@ -853,7 +933,8 @@
 
 
 <dl>
-<dt>id</dt>
+<dt>id 
+  
 <dd>ID of the menu.
 </dd>
 </dl>
@@ -874,7 +955,8 @@
 
 
 <dl>
-<dt>ident</dt>
+<dt>ident 
+  
 <dd>Unique identifier of the cursor.
 </dd>
 </dl>
@@ -889,7 +971,7 @@
 <h4>Not Used</h4>
 
 <hr>
-Last changed: $Id: ui.html,v 1.19 2003/10/07 14:34:32 martinxyz Exp $<br>
+Last changed: $Id: ui.html,v 1.20 2003/12/13 16:12:38 mohydine Exp $<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>




reply via email to

[Prev in Thread] Current Thread [Next in Thread]