Difference between revisions of "TerrainCodesWML"

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{{WML Tags}}
 
{{WML Tags}}
== Values of terrain letters ==
 
  
What each letter represents in Wesnoth maps,
+
Note: the old (1.2) terrain system is no longer documented here. If you have 1.2 maps you will need to convert them using [[Maintenance_tools|wmllint]].
and the possible values of the ''letter'' key.
 
  
See [[TerrainWML]] for information on how to define a terrain.
+
== Terrain strings ==
  
* '''A''' human (snow) hill village
+
The following rules hold for terrain strings. Note most of these rules are not validated since it would slow down Wesnoth; not following these rules might break Wesnoth.
* '''a''' human hill village
 
* '''B''' desert village (adobe)
 
* '''b''' human mountain village
 
* '''C''' castle
 
* '''c''' shallow water, "coast"
 
* '''D''' underground village (cave, village), "dungeon village"
 
* '''d''' sand, (old desert)
 
* '''E''' desert road
 
* '''e''' elven (snow) village
 
* '''F''' forest (snow)
 
* '''f''' forest
 
* '''G''' savanna (grass)
 
* '''g''' grass
 
* '''H''' hills (snow)
 
* '''h''' hills
 
* '''I''' desert
 
* '''i''' ice (tundra)
 
* '''J''' desert hills
 
* '''j''' -nothing- (will be snowy mountains)
 
* '''K''' keep (castle)
 
* '''k''' river ford (grass, shallow water)
 
* '''L''' tropical forest village (savanna, village)
 
* '''l''' lava (canyon)
 
* '''M''' desert mountains
 
* '''m''' mountain
 
* '''N''' ruined castle
 
* '''n''' encampment (castle)
 
* '''O''' -nothing- (will probably be an Orc Castle one day)
 
* '''o''' dwarven castle (castle)
 
* '''P''' desert oasis
 
* '''p''' dwarven village
 
* '''Q''' sunken ruin
 
* '''q''' ruin (swamp)
 
* '''R''' road (grass)
 
* '''r''' dirt (grass)
 
* '''S''' tundra
 
* '''s''' deep water
 
* '''T''' forest (tropical)
 
* '''t''' village
 
* '''U''' desert village (tent)
 
* '''u''' cave
 
* '''V''' snow village (tundra, village)
 
* '''v''' human village (village)
 
* '''W''' cavewall
 
* '''w''' swamp
 
* '''X''' canyon (replaced by chasm in trunk)
 
* '''x''' reserved for UMCs
 
* '''Y''' swamp village (swamp, village)
 
* '''y''' reserved for UMCs
 
* '''Z''' mermen village (shallow water)
 
* '''z''' reserved for UMCs
 
* '''/''','''|''','''\''' bridge (grass, shallow water)
 
* '''~''' fog
 
* ' ' void/shroud (it uses the "space" character)
 
* '''*''' reserved for UMCs
 
* '''^''' reserved for UMCs
 
* '''%''' reserved for UMCs
 
* '''@''' reserved for UMCs
 
* '''[''' rockbound cave
 
* ''']''' mushroom grove
 
* ''' ' ''' illuminated cave
 
* ''' ? ''' great Elven tree
 
* ''' & ''' impassable mountains
 
* ''' " ''' ???
 
* ''' $ ''' ???
 
* ''' . ''' ???
 
* ''' ; ''' ???
 
* ''' : ''' ???
 
* ''' < ''' ???
 
* ''' > ''' ???
 
* ''' _ ''' ???
 
* ''' ` ''' ???
 
  
==Reserved letters and non-letter Characters==
+
* terrain strings are composed from one or two terrain codes of 2 to 4 characters (bytes) each, separated by ^.
Reserved letters are for custom terrains in user-made campaigns. In addition to these it is currently also possible to use other characters not on the above list to represent custom terrain, such as ½ § @ % etc., but new "official" terrain may be assigned for these characters in the future. So when creating custom terrain, the letters marked as reserved on the above list should be used first.
+
* terrain codes start with a capital letter and the following letters are lower case
Use campaign definitions (see [[CampaignWML]]) to prevent your custom terrains from interfering with other campaigns.
+
* terrain strings can only contain letters, the symbols /|\ which are meant for directional items like bridges and the symbol ^
 +
* the underscore is used as a leader for internal terrain codes
 +
* the star '*' can be used for wildcards in some places where a terrain code is required for matching
 +
* the symbol ^ indicates that a terrain is created with layers, for example Gs^Fp means Semi-dry Grass(<b>Gs</b>) with a Forest(<b>Fp</b>) overlay.
  
== Terrain strings '''''[[User:SkeletonCrew#Branch_terrain|(SVN terrain only)]]''''' ==
+
Starting positions are defined by a number followed by 1 space and then the terrain string.
The terrains will be changed from a single letter to a multi letter system. There will be a compability layer for a short while. This layer doesn't work for campaigns with custom terrains, these campaigns have to be changed to use the new system.
 
  
The following rules are stated for the new terrain letters, note most of these rules are not validated since it would slow down Wesnoth; not following these rules might break Wesnoth.
+
The letters Y,y,Z,z are reserved for UMC and mainline campaigns, so any string containing any of these letters is a custom terrain. Other undefined terrain strings are reserved for future expansion within Wesnoth.
* terrain strings are between 2 and 4 characters
 
* terrain strings start with a capital letter and the following letters are lower case
 
* terrain strings can only contain letters
 
* the underscore is used for internal terrains
 
* the star '*' can be used for wildcards in some parts
 
  
Starting positions are defined by a number followed by 1 space and then the terrain string; this means that a starting position is no longer automatically a keep.
+
=== Terrain Table ===
  
The letters Y,y,Z,z are reserved for UMC so any string containing any of these letters is a custom terrain. Other undefined terrain strings are reserved for future expansion within Wesnoth.
+
The list of terrains can be found at [[TerrainCodeTableWML]]. Since most overlays can be combined with most bases the list is not complete.
  
=== Conversion form old to new ===
+
== Adding terrains ==
There's a conversion perl script for map named map_convert.pl. This script will convert a map with the old letters to the new strings. Some parts still have to be done manually, here a lookup table with the letters.
+
When adding terrains make sure the following files are also checked:
  
char= a    b    c    d    e    f    g    h    i    j    k    l    m     
+
data/multiplayer/factions/* contains favorite positions for the different factions, this is only used for the random map generator at the moment so it is not very important.
str=  Vhh  Vhm  Ww  Ds  Vea  Ff  Gg  Hh  Ai        Wwf  Ql  Mm 
 
  
char= n    o    p    q    r    s    t    u    v    w    x    y    z
+
data/core/macros/abilities.cfg contains the definition of ''submerge'' and ''ambush'' so depending on the change these need to be updated.
str=  Ce  Cud  Vud  Chs  Re  Wo  Veg  Uu  Vhg  Ss
 
  
char= A   B   C   D   E   F   G   H   I   J   K   L   M    
+
== Decoding the Terrain Codes ==
str= Vhha Vda  Ch  Vu  Rd  Fa  Gs  Ha  Dd  Hd  _K  Vht  Md
+
The initial letters of each terrain code have a standard meaning, though some are not obvious.
 +
* A = “Arctic”  i.e. frozen
 +
* B = “Bridge”
 +
* C = “Castle”
 +
* D = “Desert”
 +
* E = "Embellishment"
 +
* F = “Forest”
 +
* G = “Grass” i.e. flat
 +
* H = “Hills”
 +
* I = "Interior" (possible future use)
 +
* J = ''testing''
 +
* K = “Keep”
 +
* L
 +
* M = “Mountains”
 +
* N
 +
* O
 +
* P = “Portal” i.e. doors, gates
 +
* Q = "Un-walkable", {{DevFeature1.17|7}} also used for elevation overlays
 +
* R = “Road”, also used for “Rails”
 +
* S = “Swamp”
 +
* T = {{DevFeature1.15|2}} “Toadstool” i.e. fungus
 +
* U = “Underground”
 +
* V = “Village”
 +
* W = “Water”
 +
* X = "Impassable"
 +
* Y = ''Reserved for UMC''
 +
* Z = ''Reserved for UMC''
 +
* _ = "special system stuff"
  
char= N    O    P    Q    R    S    T    U    V    W    X    Y    Z
+
Additional letters do not always follow the same meaning, but are as consistent as possible.
str=  Chr      Do  Chw  Rr  Aa  Ft  Vdt  Vha  Xu  Qxu  Vs  Vwm
 
  
char= /    |    \    &    _    ~    ?    ]
+
* \, |, / = for indicating the direction of bridges
str= Bww/ Bww| Bww\ Xu  _s  _f  Fet  Uh
+
* a =
 +
* b =
 +
* c = "city"
 +
* d = "dry or desert, deciduous"
 +
* e = "encampment"
 +
* f = "flowers, fall"
 +
* g
 +
* h = "human"
 +
* i = "ice"
 +
* j
 +
* k
 +
* l = "lava"
 +
* m = "mixed"
 +
* n
 +
* o = "orc"
 +
* p = "pine"
 +
* q
 +
* r
 +
* s = "simple"
 +
* t = "archetype", a hidden terrain used only as a base for other terrains
 +
* u = "underground"
 +
* v = "elvish"
 +
* w
 +
* x = "chasm"
 +
* y = ''Reserved for UMC''
 +
* z = ''Reserved for UMC''
  
 +
== Terrain codes in map data ==
  
* added reminder to add fog/shroud to the editor
+
This is not the Matrix. You normally don't need to look at encoded maps. However, it can be beneficial and useful for more advanced users to understand the usage of terrain strings in raw map file.
* added idea to maybe add support to add tiles at the top and left
 
proposal 2.0<br>
 
* removed editor changes from proposal and moved to own topic
 
* removed the discussion points and wrote the conclusion
 
* rewrote [[User:SkeletonCrew#terrain_strings]]
 
* rewrote the letter proposal, with the input given so far
 
proposal 2.1<br>
 
* Eleazar changed some terrain definitions and fixed some errors I made in them
 
* added section about starting positions and the new definition
 
* added extra keeps and changed the way they're going to work
 
proposal 2.2<br>
 
* added AnimationWML section
 
proposal 2.3<br>
 
* changed encountered terrain section
 
  
=== terrain ===
+
The encoding for maps has a specific format in Wesnoth:
Every terrain type gets a new field named ''string'' this
 
will be the new string to use to refer to the terrain.
 
The old char field will stay for the existing terrains,
 
this is needed to convert older maps to be used with the
 
new engine.
 
  
This string will exist of 2 to 4 characters, the allowed
+
* A map starts with a header with the following keys
characters are all letters (the engine is case sensitive),
+
** '''usage''', this should be 'map' for a map and 'mask' for an overlay mask
all numbers and the symbols / | \. Note leading numbers
+
** '''border_size''', the size of the border, should be 1 for map and 0 for mask. When the border_size is 1 the map border is part of the map data, this means the user can define the border instead of the game taking a guess.
are not allowed in the string, they might give confusion
+
** {{DevFeature1.13|12}} These keys are now deprecated and will be ignored if present. The blank line mentioned below is not required if these keys are absent.
with starting locations. Other characters are reserved for
+
* Between the header and the data should be 1 empty line
special uses in the engine.  
+
* A map data file consists of any number of lines, each with the same number of terrain codes.
 +
* Each string may be padded with spaces or tabs and must be separated with a comma, except for the last string on a line this one may not have a comma.
 +
* When the file is interpreted, each terrain code will be replaced by the terrain it refers to.
 +
* Empty lines are allowed before, after and between lines of characters, between lines is not advised.
 +
* Terrains may be prefixed with a number followed by one space, these indicate the starting position for side ''n''.
 +
** For Wesnoth 1.12.6, ''n'' = 1, 2, 3, ... 9, and the multiplayer server will refuse maps with more than 9 sides.
 +
** For Wesnoth 1.14, more than 9 sides can work, discussion https://r.wesnoth.org/t48129 and https://r.wesnoth.org/t48082
 +
* {{DevFeature1.13|12}} In addition to side numbers, terrains may be prefixed by any number of strings (which should consist of alphanumeric characters only, including underscores). All names and side numbers must be delimited by spaces and are separated from the actual terrain code by an additional space.
 +
** This is broken according to https://r.wesnoth.org/p627595
  
The limit of 4 characters is not the upper limit of the
+
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted.
engine, but the upper level for easy parsing. The internal
+
Tiles in even-numbered columns are shifted down 1/2 of a tile.
format uses 4 bytes and every character is 1 byte. This way
+
For example, to have a road of connected dirt ('Re') tiles, the map data would look like this:
it's very easy to convert the characters to the internal
 
format. If more letters are required it will require some
 
modifications to the engine.
 
  
I'm considering to allow 1 character terrains as well
+
usage=map
since I've some trouble to find a second letter everywhere.
+
  border_size=1
 
+
   
Every terrain will also get a new field named ''theme''
+
  Re, Re, Gg, Gg, Gg, Gg, Gg, Gg
this is explained in the editor section.
+
  Gg, Gg, Re, Re, Gg, Gg, Gg, Gg
 
+
  Gg, Gg, Gg, Gg, Re, Re, Gg, Gg
=== scenario map ===
+
Gg, Gg, Gg, Gg, Gg, Gg, Re, Re
The map will use the new strings instead of the old letters.
 
For every tile a string will be used instead of one letter,
 
these strings are separated with a comma. Between the string
 
and the comma one or more spaces are allowed.
 
 
 
Instead of spaces tabs are allowed, but keep in mind what
 
looks good in your text editor, might look horrible in the
 
editor of somebody else. The official files should use spaces.
 
 
 
The WML for map will use the same format.
 
The letter for map WML will use a single terrain string without
 
comma's.
 
 
 
=== Terraingraphics ===
 
The need two modifications the map format and the type
 
format.
 
 
 
==== map ====
 
This format will change a bit more than the other items.
 
The old format is described here [[TerrainGraphicsWML]].
 
According to mog the letters in the map are never used,
 
only the anchors are used. The new format will only accept
 
anchors. The special characters . and * will stay the same.
 
 
 
This map file will no longer be space separated but comma
 
separatedand. Odd lines will start with a leading comma
 
instead of 2 spaces. Spaces are allowed for padding
 
 
 
Also here tabs are allowed instead of spaces, see previous
 
section.
 
 
 
For example this
 
  map="
 
  1
 
  1  1
 
  2
 
1  1
 
  1"
 
 
 
will become
 
map="
 
  ,1
 
1,1
 
,2
 
1,1
 
,1"
 
or
 
map="
 
, 1
 
1 , 1
 
  , 2
 
1 , 1
 
, 1"
 
 
 
==== type ====
 
The type will be a list of terrains, comma separated.
 
Spaces are allowed but then the items need to be between
 
brackets. (A WML rule.) Also after special modifiers
 
a comma is required (at the moment only the ! is a special
 
modifier, but that might change in the future.)
 
 
 
Mog had an idea which will also be implanted, the * can be
 
used in a terrain string, V* would match all terrain
 
strings starting with the letter 'V'. Vh* would match
 
all terrain strings starting with 'Vh' eg Vh, Vha, Vhaa
 
but not VH or vH.
 
 
 
=== terrain files ===
 
Eleazar would like to move the terrains in subfolders,
 
this seems to be possible with the current system.
 
The required modifications can be found in the following
 
changelog
 
http://svn.gna.org/viewcvs/wesnoth?rev=14069&view=rev
 
 
 
I've no idea what the best possible directory layout
 
will be. I'll ask Eleazar to do this change when I'm
 
ready for it. At the moment I've some patches in my
 
queue which will conflict with these changes.
 
 
 
=== terrain strings ===
 
The terrain strings will consist of 2 till 4 letters which
 
indicate the terrain. Numbers are not allowed except for
 
starting positions. See next section. The following special
 
characters can be used /|\ these should be used for directional
 
terrains, which are only bridges at the moment.
 
 
 
The terrain letter _ is reserved for interal special terrains
 
this will alway be used as leading character and not used
 
inside strings.
 
 
 
For readability terrains should start with a capital letter
 
followed by one or more lowercase letters (with a maximum of 3
 
lower case letters). The official
 
terrains must follow these rules, the custom terrains
 
should follow these rules.
 
 
 
There will be some letters reserved for user made content
 
these letters are Y, y, Z, z. This means every terrain
 
with one or more of these letters inside are custom terrains.
 
This way it's easier to integrate a new terrain without
 
having to change the terrain-graphics.cfg.
 
 
 
Since UTBS is mainline the custom terrain used there will
 
be moved to the new system.
 
 
 
=== starting positions ===
 
The new system will allow to define a starting position
 
and terrain in the map file.
 
 
 
The new format is "nnwtttt"
 
* n is a number and must be at least 1 position, this number defines the starting position, for alignment the engine assumes a maximum of 2 positions
 
* w is one space, needed for readability and easy parsing
 
* t is the terrain string
 
 
 
For backwards compability the "wtttt" part can be ommitted
 
and the terrain will automatically become _K but support
 
won't last forever (see [[User:SkeletonCrew#Specials]]).
 
 
 
At the moment Wesnoth supports 9 starting positions,
 
this proposal allows for more positions but the engine
 
can't use the extra positions. This limit will be removed
 
in the near future.
 
 
 
=== aliases ===
 
The aliases will also be a comma separated list, where the
 
same discussion about the + and - can be started as in
 
the types.
 
 
 
=== terrains sorted per group ===
 
This list shows the string for the terrains, the italic strings are reservations for terrains.
 
The old letter is extra shown for as an extra reference.
 
 
 
==== Snow terrains ====
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Ai</td>
 
<td>i</td>
 
<td>ice</td>
 
<td>snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Aa</td>
 
<td>S</td>
 
<td>tundra "Arctic"</td>
 
<td>snow</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Bridges ====
 
Since bridges are directional all strings here
 
will be appended with either /|\ to show their
 
direction. In this list these signs are replaced
 
with a *.
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Brx*</i></td>
 
<td></td>
 
<td>Bridge of stones over chasm for aboveground</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Bxu*</i></td>
 
<td></td>
 
<td>Bridge over chasm underground</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Bsw*</i></td>
 
<td></td>
 
<td>wooden bridge over swamp NOTE bws Brigde wood swamp</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Bwr*</i></td>
 
<td></td>
 
<td>Stone Bridge over shallow water NOTE bss Bridge stone swamp not better?</td>
 
<td>bridge</td>
 
</tr>
 
 
 
<tr>
 
<td>Bww*</td>
 
<td>/|\</td>
 
<td>wooden bridge bridge, over wadeable, wooden NOTE Brigde wood or Bridge wood water not better?</td>
 
<td>bridge, common</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Castles ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Ce</td>
 
<td>n</td>
 
<td>encampment (castle)</td>
 
<td>castle, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Ch</td>
 
<td>C</td>
 
<td>human castle</td>
 
<td>castle, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Chr</td>
 
<td>N</td>
 
<td>ruined castle</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td>Chs</td>
 
<td>q</td>
 
<td>human ruin (swamp)</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td>Chw</td>
 
<td>Q</td>
 
<td>human sunken ruin</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Co</i></td>
 
<td>O</td>
 
<td>will be an Orc Castle one day</td>
 
<td>castle</td>
 
</tr>
 
 
 
<tr>
 
<td>Cud</td>
 
<td>o</td>
 
<td>dwarven castle "castle underground, dwarf"</td>
 
<td>castle, underground</td>
 
</tr>
 
 
 
</table>
 
 
 
==== desert ====
 
NOTE still need to add the UTBS terrains
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Dd</td>
 
<td>I</td>
 
<td>desert</td>
 
<td>desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Do</td>
 
<td>P</td>
 
<td>desert oasis</td>
 
<td>desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Ds</td>
 
<td>d</td>
 
<td>sand, (old desert)</td>
 
<td>desert</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Forest ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Fa</td>
 
<td>F</td>
 
<td>forest (snow) "forest arctic"</td>
 
<td>forrest, snow</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Fb</i></td>
 
<td></td>
 
<td>Sinister Forest "Forest, Bad"</td>
 
<td>forrest</td>
 
</tr>
 
 
 
<tr>
 
<td>Fet</td>
 
<td>?</td>
 
<td>great Elven tree</td>
 
<td>forrest</td>
 
</tr>
 
 
 
<tr>
 
<td>Ff</td>
 
<td>f</td>
 
<td>forrest</td>
 
<td>forrest, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Ft</td>
 
<td>T</td>
 
<td>forrest tropical</td>
 
<td>forrest</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Grass ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Gb</i></td>
 
<td></td>
 
<td>dying "Grass brown/bad"</td>
 
<td>grass</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Gf</i></td>
 
<td></td>
 
<td>Farmer's Fields</td>
 
<td>grass</td>
 
</tr>
 
 
 
<tr>
 
<td>Gg</td>
 
<td>g</td>
 
<td>grass</td>
 
<td>grass, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Gs</td>
 
<td>G</td>
 
<td>savanna (grass)</td>
 
<td>grass</td>
 
</tr>
 
 
 
</table>
 
 
 
==== hill ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Ha</td>
 
<td>H</td>
 
<td>hills (snow) "hills arctic"</td>
 
<td>hill, snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Hd</td>
 
<td>J</td>
 
<td>desert hills (dunes)</td>
 
<td>hill, desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Hh</td>
 
<td>h</td>
 
<td>hills</td>
 
<td>hill, common</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Keep ====
 
The keep definition is now done with terrain transition WML,
 
since we're no longer out of letters, this will be done
 
manually. the _K is for backwards compability but this
 
will remove at some point see specials. The _K uses the
 
castle transition WML the new ones don't. This would
 
also allow to mix items, eg een Kh keep in a Ce castle.
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>_K</td>
 
<td>K</td>
 
<td>keep (castle)</td>
 
<td>keep, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Ke</td>
 
<td></td>
 
<td>encampment (keep)</td>
 
<td>keep, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Kh</td>
 
<td></td>
 
<td>keep castle</td>
 
<td>keep, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Khr</td>
 
<td></td>
 
<td>ruined keep</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td>Khs</td>
 
<td></td>
 
<td>human ruin keep(swamp)</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td>Khw</td>
 
<td></td>
 
<td>human sunken ruin keep</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Ko</i></td>
 
<td></td>
 
<td>will be an Orc keep one day</td>
 
<td>keep</td>
 
</tr>
 
 
 
<tr>
 
<td>Kud</td>
 
<td></td>
 
<td>dwarven keep "keep underground, dwarf"</td>
 
<td>keep, underground</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Mountain ====  
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Ma</i></td>
 
<td>j</td>
 
<td>snowy mountains</td>
 
<td>mountain, snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Md</td>
 
<td>M</td>
 
<td>desert mountains</td>
 
<td>mountain, desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Mm</td>
 
<td>m</td>
 
<td>mountain</td>
 
<td>mountain, common</td>
 
</tr>
 
 
 
</table>
 
 
 
==== (mostly) Impassable ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Qx</i></td>
 
<td></td>
 
<td>chasm for above ground</td>
 
<td>misc</td>
 
</tr>
 
 
 
<tr>
 
<td>Qxu</td>
 
<td>X</td>
 
<td>chasm for underground</td>
 
<td>misc, underground</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Qxw</i></td>
 
<td></td>
 
<td>aboveground chasm with water pouring over the edge</td>
 
<td>misc</td>
 
</tr>
 
 
 
<tr>
 
<td>Ql</td>
 
<td>l</td>
 
<td>lava</td>
 
<td>misc</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Qr</i></td>
 
<td></td>
 
<td>stone wall</td>
 
<td>misc</td>
 
</tr>
 
 
 
</table>
 
 
 
==== road ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Rc</i></td>
 
<td></td>
 
<td>Carpeted Floor</td>
 
<td>road</td>
 
</tr>
 
 
 
<tr>
 
<td>Rd</td>
 
<td>E</td>
 
<td>desert road</td>
 
<td>road, desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Re</td>
 
<td>r</td>
 
<td>dirt road "earth"</td>
 
<td>road, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Rr</td>
 
<td></td>
 
<td>stone road "rock"</td>
 
<td>road</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Rw</i></td>
 
<td></td>
 
<td>Wood floor (interior)</td>
 
<td>road</td>
 
</tr>
 
 
 
</table>
 
 
 
==== swamp ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td><i>Sb</i></td>
 
<td></td>
 
<td>fetid swamp "Swamp Bad"</td>
 
<td>swamp</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Ss</i></td>
 
<td>w</td>
 
<td>swamp</td>
 
<td>swamp</td>
 
</tr>
 
 
 
</table>
 
 
 
==== underground ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Uf</td>
 
<td>]</td>
 
<td>mushroom grove "underground forest"</td>
 
<td>underground</td>
 
</tr>
 
 
 
<tr>
 
<td>Uh</td>
 
<td>[</td>
 
<td>rockbound cave (functionally "underground hill")</td>
 
<td>underground</td>
 
</tr>
 
 
 
<tr>
 
<td>Uu</td>
 
<td>u</td>
 
<td>normal cave</td>
 
<td>underground</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Uuc</i></td>
 
<td></td>
 
<td>normal cave, carved</td>
 
<td>underground</td>
 
</tr>
 
 
 
<tr>
 
<td>Uui</td>
 
<td>'</td>
 
<td>illuminated cave</td>
 
<td>underground</td>
 
</tr>
 
 
 
</table>
 
 
 
==== village ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Vda</td>
 
<td>B</td>
 
<td>desert village (adobe)</td>
 
<td>village, desert</td>
 
</tr>
 
 
 
<tr>
 
<td>Vdt</td>
 
<td>U</td>
 
<td>desert village (test)</td>
 
<td>village, desert</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Veg</i></td>
 
<td>t</td>
 
<td>elven village "village elven grassland"</td>
 
<td>village</td>
 
</tr>
 
 
 
<tr>
 
<td>Ves</td>
 
<td>e</td>
 
<td>elven (snow) village</td>
 
<td>village, snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Vha</td>
 
<td>V</td>
 
<td>village, snow            snow village (tundra, village)</td>
 
<td>village, snow</td>
 
</tr>
 
 
 
<tr>
 
<td>Vhg</td>
 
<td>v</td>
 
<td>human village (village)</td>
 
<td>village, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Vhh</td>
 
<td>a</td>
 
<td>human hill village</td>
 
<td>village, hill, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Vhha</td>
 
<td>A</td>
 
<td>human (snow) hill village</td>
 
<td>village, snow, hill</td>
 
</tr>
 
 
 
<tr>
 
<td>Vhm</td>
 
<td>b</td>
 
<td>human mountain village</td>
 
<td>village, mountain</td>
 
</tr>
 
 
 
<tr>
 
<td>Vht</td>
 
<td>L</td>
 
<td>tropical village (savanna, village) --nothing foresty about this village</td>
 
<td>village</td>
 
</tr>
 
 
 
<tr>
 
<td>Vu</td>
 
<td>D</td>
 
<td>underground village (cave, village)</td>
 
<td>village, underground</td>
 
</tr>
 
 
 
<tr>
 
<td>Vud</td>
 
<td>p</td>
 
<td>dwarven village</td>
 
<td>village, underground</td>
 
</tr>
 
 
 
<tr>
 
<td>Vwm</td>
 
<td>Z</td>
 
<td>mermen village (shallow water)</td>
 
<td>village, water</td>
 
</tr>
 
 
 
<tr>
 
<td>Vs</td>
 
<td>Y</td>
 
<td>swamp village (swamp, village)</td>
 
<td>village, swamp</td>
 
</tr>
 
 
 
</table>
 
 
 
==== water ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Wo</td>
 
<td>s</td>
 
<td>deep water "water, ocean"</td>
 
<td>water, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Ww</td>
 
<td>c</td>
 
<td>shallow water, "water, wade-able"</td>
 
<td>water, common</td>
 
</tr>
 
 
 
<tr>
 
<td>Wwf</td>
 
<td>k</td>
 
<td>river ford "water wadeable, ford"</td>
 
<td>water</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Wwu</i></td>
 
<td></td>
 
<td>shallow underground water</td>
 
<td>water, underground</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Impassable ====
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>Xm</td>
 
<td>&</td>
 
<td>impassable moutains</td>
 
<td>impassable, mountain</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Xrw</i></td>
 
<td></td>
 
<td>Impassable stone "rock" wall (interior)</td>
 
<td>impassable</td>
 
</tr>
 
 
 
<tr>
 
<td>Xu</td>
 
<td>W</td>
 
<td>cavewall</td>
 
<td>impassable, underground</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Xuc</i></td>
 
<td></td>
 
<td>cavewall, carved</td>
 
<td>impassable, underground</td>
 
</tr>
 
 
 
<tr>
 
<td><i>Xww</i></td>
 
<td></td>
 
<td>Impassable wooden wall (interior)</td>
 
<td>impassable</td>
 
</tr>
 
 
 
</table>
 
 
 
==== Specials ====
 
These terrains are hardcoded in the game and translated
 
automatically. The old UMC terrains are here for backwards
 
compability this compability will only be guaranteed till
 
the next major release after 1.2.(That would be 1.4 or 2.0.)
 
As stated before the * will no longer be supported.
 
 
 
<table border="1"><tr>
 
<th>String</th>
 
<th>Old letter</th>
 
<th>Description</th>
 
<th>Theme</th>
 
</tr>
 
 
 
<tr>
 
<td>_f</td>
 
<td>~</td>
 
<td>fog</td>
 
<td>misc</td>
 
</tr>
 
 
 
<tr>
 
<td>_s</td>
 
<td> (space character)</td>
 
<td>void/shroud</td>
 
<td>misc</td>
 
</tr>
 
 
 
</table>
 
  
 
== See Also ==
 
== See Also ==
 
* [[TerrainWML]]
 
* [[TerrainWML]]
 +
* [[TerrainCodeTableWML]]
 
* [[ReferenceWML]]
 
* [[ReferenceWML]]
* [http://www.idi.ntnu.no/~haskjold/wesnoth/map_letters.html Freim's List of Terrain Letters]
 
  
 
[[Category: WML Reference]]
 
[[Category: WML Reference]]

Latest revision as of 05:30, 29 April 2024

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, core, credits_group, criteria;

D:

damage, damage_type, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, fonts, for, foreach, found_item, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit (action, scenario), unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

Note: the old (1.2) terrain system is no longer documented here. If you have 1.2 maps you will need to convert them using wmllint.

Terrain strings

The following rules hold for terrain strings. Note most of these rules are not validated since it would slow down Wesnoth; not following these rules might break Wesnoth.

  • terrain strings are composed from one or two terrain codes of 2 to 4 characters (bytes) each, separated by ^.
  • terrain codes start with a capital letter and the following letters are lower case
  • terrain strings can only contain letters, the symbols /|\ which are meant for directional items like bridges and the symbol ^
  • the underscore is used as a leader for internal terrain codes
  • the star '*' can be used for wildcards in some places where a terrain code is required for matching
  • the symbol ^ indicates that a terrain is created with layers, for example Gs^Fp means Semi-dry Grass(Gs) with a Forest(Fp) overlay.

Starting positions are defined by a number followed by 1 space and then the terrain string.

The letters Y,y,Z,z are reserved for UMC and mainline campaigns, so any string containing any of these letters is a custom terrain. Other undefined terrain strings are reserved for future expansion within Wesnoth.

Terrain Table

The list of terrains can be found at TerrainCodeTableWML. Since most overlays can be combined with most bases the list is not complete.

Adding terrains

When adding terrains make sure the following files are also checked:

data/multiplayer/factions/* contains favorite positions for the different factions, this is only used for the random map generator at the moment so it is not very important.

data/core/macros/abilities.cfg contains the definition of submerge and ambush so depending on the change these need to be updated.

Decoding the Terrain Codes

The initial letters of each terrain code have a standard meaning, though some are not obvious.

  • A = “Arctic” i.e. frozen
  • B = “Bridge”
  • C = “Castle”
  • D = “Desert”
  • E = "Embellishment"
  • F = “Forest”
  • G = “Grass” i.e. flat
  • H = “Hills”
  • I = "Interior" (possible future use)
  • J = testing
  • K = “Keep”
  • L
  • M = “Mountains”
  • N
  • O
  • P = “Portal” i.e. doors, gates
  • Q = "Un-walkable", (Version 1.17.7 and later only) also used for elevation overlays
  • R = “Road”, also used for “Rails”
  • S = “Swamp”
  • T = (Version 1.15.2 and later only) “Toadstool” i.e. fungus
  • U = “Underground”
  • V = “Village”
  • W = “Water”
  • X = "Impassable"
  • Y = Reserved for UMC
  • Z = Reserved for UMC
  • _ = "special system stuff"

Additional letters do not always follow the same meaning, but are as consistent as possible.

  • \, |, / = for indicating the direction of bridges
  • a =
  • b =
  • c = "city"
  • d = "dry or desert, deciduous"
  • e = "encampment"
  • f = "flowers, fall"
  • g
  • h = "human"
  • i = "ice"
  • j
  • k
  • l = "lava"
  • m = "mixed"
  • n
  • o = "orc"
  • p = "pine"
  • q
  • r
  • s = "simple"
  • t = "archetype", a hidden terrain used only as a base for other terrains
  • u = "underground"
  • v = "elvish"
  • w
  • x = "chasm"
  • y = Reserved for UMC
  • z = Reserved for UMC

Terrain codes in map data

This is not the Matrix. You normally don't need to look at encoded maps. However, it can be beneficial and useful for more advanced users to understand the usage of terrain strings in raw map file.

The encoding for maps has a specific format in Wesnoth:

  • A map starts with a header with the following keys
    • usage, this should be 'map' for a map and 'mask' for an overlay mask
    • border_size, the size of the border, should be 1 for map and 0 for mask. When the border_size is 1 the map border is part of the map data, this means the user can define the border instead of the game taking a guess.
    • (Version 1.13.12 and later only) These keys are now deprecated and will be ignored if present. The blank line mentioned below is not required if these keys are absent.
  • Between the header and the data should be 1 empty line
  • A map data file consists of any number of lines, each with the same number of terrain codes.
  • Each string may be padded with spaces or tabs and must be separated with a comma, except for the last string on a line this one may not have a comma.
  • When the file is interpreted, each terrain code will be replaced by the terrain it refers to.
  • Empty lines are allowed before, after and between lines of characters, between lines is not advised.
  • Terrains may be prefixed with a number followed by one space, these indicate the starting position for side n.
  • (Version 1.13.12 and later only) In addition to side numbers, terrains may be prefixed by any number of strings (which should consist of alphanumeric characters only, including underscores). All names and side numbers must be delimited by spaces and are separated from the actual terrain code by an additional space.

Since text file tiles are squares while game tiles are hexes, some tiles must be shifted. Tiles in even-numbered columns are shifted down 1/2 of a tile. For example, to have a road of connected dirt ('Re') tiles, the map data would look like this:

usage=map
border_size=1

Re, Re, Gg, Gg, Gg, Gg, Gg, Gg
Gg, Gg, Re, Re, Gg, Gg, Gg, Gg
Gg, Gg, Gg, Gg, Re, Re, Gg, Gg
Gg, Gg, Gg, Gg, Gg, Gg, Re, Re

See Also

This page was last edited on 29 April 2024, at 05:30.