Wartbed:Files/Formats
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[[category:WARTBED]] | [[category:WARTBED]] | ||
Description of WARTBED file formats. | Description of WARTBED file formats. | ||
+ | |||
+ | =Types of File Formats= | ||
+ | |||
+ | ==WARTBED Script== | ||
+ | Human-readable text-based mark-up language for data definitions. Script v2 is a flexible language parser that can use arbitrarily defined symbols for scoping and operators, but the WARTBED Script syntax is loosely based on C/C++ syntax. The WARTBED Script can be said to fulfil the same function as XML, but is infinitely more readable and easy to maintain. | ||
+ | |||
+ | ===Syntax=== | ||
+ | WARTBED Script | ||
+ | * represents data as couples of names and values separated by an operator | ||
+ | * uses curly brackets ("{" and "}") for scopes | ||
+ | * uses C's assignment operators (=, +=, -=, *= and /=) to separate name and value of data | ||
+ | * supports white space in names and data without citation marks. If leading or trailing white space is required, to be retained or operators must be included in name or value, citation marks must be used | ||
+ | * reads EOL as end of the current declaration. Multiple declaration on the same line must be separated with semi-colon. | ||
+ | * Uses // and /* ... */ for single-line and block comments. | ||
+ | |||
+ | ===Example=== | ||
+ | <div style="font-family: lucida console, monospace; white-space: pre; border: 1px black dashed; margin: 1em; padding: 1em;"><nowiki>first = Hello, file! | ||
+ | second = " Hello, whitespace! " | ||
+ | |||
+ | outer block | ||
+ | { | ||
+ | 1st value = 10 | ||
+ | 2nd value = 3.1415 | ||
+ | |||
+ | inner block { name 1 = "WARTBED"; name 2 = "Script" } | ||
+ | }</nowiki></div> | ||
+ | |||
+ | =File Formats= | ||
==Geometry== | ==Geometry== |
Revision as of 17:10, 14 November 2009
Description of WARTBED file formats.
Contents |
Types of File Formats
WARTBED Script
Human-readable text-based mark-up language for data definitions. Script v2 is a flexible language parser that can use arbitrarily defined symbols for scoping and operators, but the WARTBED Script syntax is loosely based on C/C++ syntax. The WARTBED Script can be said to fulfil the same function as XML, but is infinitely more readable and easy to maintain.
Syntax
WARTBED Script
- represents data as couples of names and values separated by an operator
- uses curly brackets ("{" and "}") for scopes
- uses C's assignment operators (=, +=, -=, *= and /=) to separate name and value of data
- supports white space in names and data without citation marks. If leading or trailing white space is required, to be retained or operators must be included in name or value, citation marks must be used
- reads EOL as end of the current declaration. Multiple declaration on the same line must be separated with semi-colon.
- Uses // and /* ... */ for single-line and block comments.
Example
File Formats
Geometry
.ZIP archive with .model extension. Archive containing the following file types and extensions (can conatin any number of all file types except meshes.desc).
(.zip archive)
model.desc | text | (1) |
filename.vertices | text | (2) |
filename.indices | text | (3) |
filename.bmp/jpg/png | bitmap | |
filename.skeleton | ??? | |
filename.animation | ??? |
Model description
(text file)
{
vertices : filename.vertices;
indices : filename.vertices;
offset : [x,y,z];
}
Mesh_2_name
{
...
Vertices
Space, tab, '[', ']' and ',' are all valid separators and can be exchanged for reabability. Separators should be able to follow each other (cross your fingers).
The first block is identified by the keyword "definition" (of rather, any character sequence starting with "def") and details the components are their order in a vertex. Valid tokens are "xy" for a two-float dataype, "xyz" for a three-float , "xyzw" for a four-float; and "argb", "bgra" and "rgba" for four-byte colours.
Valid field names are "position", "normal", "diffuse", "specular", "emissive" and "texture coordinate". There can be multiple fields of the same type in a vertex, however, it is not yet defined how WARTBED handles this.
The second block is identified as "vertices" (or "vtx"). Every vertex is numbered (though item identifiers are actually ignored when parsing). Multiple vertex blocks are appended into one consecutive vertex buffer (regardless of vertex numbering).
(text file)
{
xyz : position;
xyz : normal;
argb : diffuse;
argb : specular;
argb : emissive;
xy : texture coordinates;
}
vertices
{
0 : [1,2,3] [0,1,0] 0xFFFFFFFF, 0xF0F0F0F0, 0x10101010 [0,0];
1 : [4,5,6] [1,0,0] 0xFFFFFFFF, 0xF0F0F0F0, 0x10101010 [1,1];
Indices
As for vertices. space, tab, '[', ']' and ',' are all valid separators and can be exchanged for readability, and separators should be able to follow each other.
Each faces block is created in a new index buffer, depending on parsing parameters.
(text file)
textures
{
0 : texture1.png;
1 : texture2.jpg;
}
definition
{
123 : indices;
xyz : normal;
id : texture;
}
faces
{
0 : 1,2,3 [0,1,0] 0;
1 : 2,3,5 [0,0,1] 1;
}
faces //requesting creation in new index buffer
{
...
Sprites
A spritesheet it a texture where every frame of a sprite is laid out. A sprite may have several spritesheets. Notice that if frames are cropped to minimal rectangles their in-game size will vary. Size frames to reflect their in-game size.
sprite.desc | text | (1) |
spritesheet.bmp/jpg/png | bitmap | (2) |
Map
placeholder line
Formats related to unit attributes
All units are defined by and share the same attribute set. Each unit's particular values depends on their stereotypes (race, class and status). The principal function of items is to adjust a unit's attributes.
Transcluded from Wartbed:Unit attributes
Attribute | Full name | Value range | Human std | Description |
---|---|---|---|---|
Physical attributes | ||||
Mov | Movement | 0+ | 1.5 | In game units per game time unit (meters/second?) |
WSk | Weapon Skill | 0--100 | 30 | Melee prowess |
RSk | Ranged Skill | 0--100 | 30 | Missile accuracy |
Pow | Power | 0--100 | 30 | Strength and weight |
Tgh | Toughness | 0--100 | 30 | |
HP | Hit Points (wounds) | 1+ | 1 | |
Ini | Initiative | 0--100 | 30 | |
Att | Attacks | 0+ | 1 | |
Sta | Stamina | 0--100 | 30 | Endurance |
Rec | Recovery rate | 0--100 | 30 | Reduction of fatigue/time unit |
Fat | Fatigue | 0--100 | 0 | Tiredness (not an attribute but a counter) |
Psychological attributes | ||||
Ldr | Leadership | 0--100 | 50 | Bonus to tests |
Tac | Tactics | 0--100 | 50 | What manoeuvres can be performed |
Std | Steadfastness | 0--100 | 50 | Resistance to fear, panic, rout etc |
Fer | Ferociousness | 0--100 | 50 | Berserking etc |
Stu | Stupidity | 0--100 | 50 | Risk of confusion etc |
Mor | Morale | 0--100 | 50 | |
All attributes range from 0 to 100, where a value of 30 for physical and 50 for psychological attributes is considered human standard, the exceptions are hit points and attacks, where one (1) is considered human standard, fatigue, which usually starts at zero (0), and movement where human standard marching speed is 1.5 m/sec (3 m/sec at double quick and 6 m/sec at charge). |
Note: It is not yet fully decided on how this data will be organised. Races, classes, status and items might be kept separate in individual files, kept together, etc. Template (prototype) declarations might be allowed. It is also not certain the exact block/syntax format which will be used: f.i. the script format might be extended to allow for simple inheritance.
Using full or short qualifiers for attributes, a typical block might look like this:
Using normal .script syntax | Using hypothetical inheritance syntax |
---|---|
blockname
{ Mov : +1;
Wsk : +2;
Bsk : -1;
Pow : -2;
Tgh : =4;
Hp : 3;
Ini : 3;
Att : -1;
Sta : +1;
Rec : +1;
Fat : =4;
Ldr : 3;
Tac : 3;
Std : -1;
Fer : +1;
Stu : +1;
Mor : =4;
} | gnome = basic unit
{ Mov += 1;
Wsk += 2;
Bsk -= 1;
Pow -= 2;
Tgh = 4;
Hp = 3;
Ini = 3;
Att -= 1;
Sta += 1;
Rec += 1;
Fat = 4;
Ldr = 3;
Tac = 3;
Std -= 1;
Fer += 1;
Stu += 1;
Mor = 4;
} |
If an attribute or value is omitted it is assumed to be zero. All values can be prefixed by '=', '+' or '-'. If the sign is omitted it is assumed to be ASSIGN ('='). | This is the script model currently used throughout WARTBED. If an attribute or value is omitted it is assumed to be "+0". All values must be assigned as '=', '+=' or '-='. |
Items
Description of item (principally weapons and armour) definition format.
Units
Description of unit (races and classes) definitions format.
unit_name { attributes ... ; representation : unit.sprite; } unit_2_name { attributes ... ; representation : unit.models; }
Army
Description of army definition. Armies are sets of regiments of units of a race, class and with equipment.
regiment_name { default formation : box; standard : shield.png; unit { type : human; type : leader; } unit { type : human; type : champion; } unit { type : human; type : standard bearer; } unit { type : human; type : musician; } unit { type : human; amount : 21; } }
Alternatively, hypothetical inheritance syntax:
unit = human + regular + swordmen { type : human; type : leader; }
Mission
A mission is composed of a map, engagement parameters (zones and rules), armies and victory conditions.
Cutscene
A cutscene can be interactive or non-interactive. It can follow simple scripting.
Campaign
Campaigns are sequences of cutscenes and missions, the order of which are determined by simple scripting.
Module
Top-level file format. Principally considered self-sufficient and contains a complete and specific game (though it may use data of other modules, which voids its self-sufficiency). Must contain at least one campaign or individually playable mission.
background : bitmap name; //background for module main menu music: music name; //bgm for module main menu icon : bitmap name; //"icon" for module in WARTBED main menu etc...