The Clash
of Civilizations

Macro Language Model


Model Description

Don't be shocked by the geek-speak. The final version will be both powerful and easy-to-use! 

      Macro Language Model Team


C - - language description (version 2)

Please read it (and criticize it)

Rules:
1. Basic types: Number (no distinction between real and integers)
String
Boolean (true and false)

(I steal the idea from BASIC)
Numbervariable
Stringvariable$
Booleanvariable%
Users neednt declare the variables. Enough just define them.

2. Non case sensitive.
3. Two different kind of code module: Library
Trigger
4. Library: only functions and local variables in functions, but no constants and global variables.
Trigger: functions, variables, constants and the main function which has the same name like the trigger source code and will start when the system call that trigger.
5. Functions can contain variable declaration, but no constant declaration. Those variables are local in the function.
6. Comments with // (double slash).

Syntax:

Library source file:

// here start the library source code
Library;

Function1([Name1, Name2, ...]) {
[Var
Name1 := Value;
Name2 := Value;
Array Name1[Index1, Index2, ...];
Array Name2[Index1, Index2, ...];
EndVar]
Statements;
Return [NameX];
}

Function2([Name1, Name2, ...]) {
[Var
Name1 = Value;
Name2 = Value;
EndVar]
Statements;
Return [NameX];
}

// Here is the end of the library source code. The file name must have a .cli extension.

// Here starts the trigger source code.

Trigger;

[Library Library1Name;
Library Library2Name;]

[Const
Name1 = Value;
Name2 = Value;
EndConst

Var
Name1 = Value;
Name2 = Value;
Array Name1[Index1, Index2, ...];
Array Name2[Index1, Index2, ...];
EndVar;]


Function1([Name1, Name2, ...]) {
[Variable
Name1 = Value;
Name2 = Value;
EndVariable]
Statements;
Return [NameX];
}

Function2([Name1, Name2, ...]) {
[Variable
Name1 = Value;
Name2 = Value;
EndVariable]
Statements;
Return [NameX];
}

Trigger([Name1, Name2, ...]) {
[Var
Name1 = Value;
Name2 = Value;
EndVar]
Statements;
Return;
}
// Here is the end of the trigger source code. The file name must have a .ctr extension.

Everything between [ and ] is optional, except the array declaration. I.E.: Array Name$[ Index1, Index2, ... ], this is the part of the syntax.
The Trigger function ALWAYS Void. The Trigger Function name the same like the trigger source code name and the same like the built in trigger name:
Let say we have a trigger in the game: EndOfTurn
In this case the trigger source code name is: EndOfTurn.ctr
The trigger main function:
Void EndOfTurn() {
[Var
Name1 = Value;
Name2 = Value;
Endvar]
Statements;
Return;
}


Instructions:

Statements:

Simple Statements:

Assignment:
variable = expression;
expression: must be type compatible with the variable

Function calls:
i.e.:
MyFunction();

Structured statements:

1. Compound statement:
All the simple statements between the { and } brackets.
i.e.:
{
a = 158;
b = MyFunc(125,25);
}

2. If statement:

If (Boolean expression)
Simple or compound statement1
//optional
else
Simple or compound statement2

If the Boolean expression is true then statement1 is executed, otherwise the statement2 is executed.

3. While statement:

While (Boolean expression)
Simple or compound statement

The while statement executes as long as the Boolean expression returns true.

4. Do While statement:

Do
Simple or compound statement
While (Boolean expression)

The while statement executes as long as the Boolean expression returns true.

5. For statement:

For(Initial value, final value, counter)
Simple or compound statement

The for statement executes as long as the final value is true.


Expression:
The order of the execution can be determined by brackets ( and )
1. Numeric:

Constant (i.e. 16)
Variable (i.e. N)
Function Sum(A, B, C);
Addition + Op1 + Op2 (i.e. 16+12)
Subtraction - Op1 - Op2 (i.e. 16-N)
Multiplication * Op1 * Op2 (i.e. 12*N)
Division / Op1 / Op2 (i.e. 12/2)
Negation - -Op (i.e. -N)
Increment ++ Op++ (i.e. ++N) Op must be a number variable!
Decrement -- Op-- (i.e. N--) Op must be a number variable!


2. String

Constant (i.e. 'AbcD')
Variable (i.e. S)
Function Uppercase('abc');
Concatenation + Op1 + Op2 (i.e. S+'cd')

3. Boolean

Constant (i.e. true)
Variable (i.e. T)
Function Good();
And & Op1 & Op2
Or | Op1 | Op2
Not ! ! Op

Relational operators (Result ALWAYS Boolean)
Numeric: (Op1 and Op2 are numeric expressions)
Equality == Op1 == Op2
Inequality != Op1 != Op2
Less-than < Op1 < Op2
Greater-than > Op1 > Op2
Less-than or equal to <= Op1 <= Op2
Greater-than or equal to >= Op1 >= Op2

String: (Op1 and Op2 are string expressions)
Equality == Op1 == Op2
Inequality <> Op1 <> Op2

Calling Order:
Let say we wold like to play with the "myscenario" scenario. The system first start to load all the triggers and libraries from the default directory After looking for triggers and libraries in the "myscenario" scenario directory:
i.e.:
first ...\default\mod\*.ctr (triggers)
...\default\mod\*.clb (libraries)
after
...\myscenario\mod\*.ctr (triggers)
...\myscenario\mod\*.clb (libraries)
If the system find triggers in the "myscenario" library with the same names like the defaults, then the system will use those "myscenario" triggers to control the game.

I will wait this weekend (Sunday evening). If nobody wants any changes, I start to write the interpreter from next Monday.

// 1. 09-07-1999 I chnage from := to = and = to ==.
// 2. 09-08-1999 Users neednt declare the variables. It is only an option. Enough just define them.

Mca's examples with the new syntax.


//This event will create the Angry Mothers civ in 20,30 and give the
//Nasty Evil Buggers 1000 monetary units and the Evil Empire tech
//if the Nasty Evil Buggers conquer the Really Important Province
//before 1230 OR if the Annoyingly Good Guys are destroyed before that same year

Trigger;

var
REP$ = "Realy Important Province";
NEB$ = "Nasty Evil Buggers";
AGG$ = "Annoyingly Good Gays";
AM$ = "Angry Mothers";
Tech$ = "Evile Empire";
endvar

Turnbeginnig(BeginYear)
{
If (BeginYear < 1230)
{
If (Owner(REP$)) == Civ(NEB$) | Destroyed(AGG$))
{
CreateCiv(20,30,AM$);
NewTech(NEB$) = Tech$;
Treasure(NEB$) = Treasure(NEB$) + 1000;
}
}
}

// The name of this trigger file will be Turnbeginnig.ctr.

The another example:

//This procedure will show a "You are really poor" message to all players of
//civilizations that have less than 100 monetary units or less than 2 cities and
//the turn is year 1900.

Trigger;

Var
Message$ = "You are really poor";
I;
Treasury;
Cities;
Name$ = "";
Dummy1;
Dummy2;
Dummy3;
EndVar

Turnbeginning(BeginYear)
{
If (BeginYear == 1900)
{
For(0,MaxCivs-1,I++)
{ GetCiv(I,Name$,Treasury,Cities,Dummy1,Dummy2,Dummy3);
If(Treasury < 100 | Cities <= 2)
MessageBox(Message$);
}
}

// The name of this trigger file will be Turnbeginnig.ctr too.

Looks better than the XML.
  

 
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