More macro argument type checking. No mismatches in mainline.

This commit is contained in:
Eric S. Raymond 2010-02-12 03:39:42 +00:00
parent b543bb5115
commit 10d109876f
5 changed files with 38 additions and 38 deletions

View file

@ -1292,7 +1292,7 @@
[/else]
#enddef
#define MAGIC_MISSILE X_OFFSET OFFSET_Y
#define MAGIC_MISSILE OFFSET_X OFFSET_Y
magic_missile_start_time=-750
magic_missile_trail_1_start_time=-350
@ -1302,7 +1302,7 @@
[magic_missile_frame]
duration=400
halo=halo/mage-halo1.png,halo/mage-halo2.png,halo/mage-halo3.png,halo/mage-halo4.png,halo/mage-halo5.png
halo_x={X_OFFSET}~0
halo_x={OFFSET_X}~0
halo_y={OFFSET_Y}~-54
offset=0.001~-0.083,-0.083~-0.25,-0.25~-0.5
[/magic_missile_frame]

View file

@ -1,6 +1,6 @@
#textdomain wesnoth
#define CORNER_OVERLAY_PLBF TERRAIN ADJACENT1 ADJACENT2 PROB LAYER BASE FLAG IMAGE
#define CORNER_OVERLAY_PLBF TERRAIN ADJACENT1 ADJACENT2 PROB LAYER BASE_POSITION FLAG IMAGE
[terrain_graphics]
map="
2
@ -31,7 +31,7 @@
[image]
layer={LAYER}
base={BASE}
base={BASE_POSITION}
name={IMAGE}-@R0
[/image]
[/terrain_graphics]

View file

@ -2,7 +2,7 @@
#-----------------------------------------------------------------
# Forest<->Castle|Encampment special cases
#-----------------------------------------------------------------
#define FORESTADJCASTLEA FID ID PROB TILE
#define FORESTADJCASTLEA FID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
@ -27,13 +27,13 @@
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLES FID ID PROB TILE
#define FORESTADJCASTLES FID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
@ -58,13 +58,13 @@
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLEO FID ID PROB TILE
#define FORESTADJCASTLEO FID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
@ -89,13 +89,13 @@
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define FORESTADJCASTLE FID ID PROB TILE
#define FORESTADJCASTLE FID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
@ -120,7 +120,7 @@
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}-@R0
name={TILE_IMAGE}-@R0
base=90,144
[/image]
[/terrain_graphics]
@ -131,7 +131,7 @@
# Shallow and deep Water, mountain, desert hill & mountain,
# swamp and villages
#-----------------------------------------------------------------
#define FORESTADJ FID ID PROB TILE
#define FORESTADJ FID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
@ -156,13 +156,13 @@
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
name={TILE_IMAGE}
base=90,144
[/image]
[/terrain_graphics]
#enddef
#define MOUNTAINADJCASTLEA FID ID PROB TILE
#define MOUNTAINADJCASTLEA FID ID PROB TILE_IMAGE
[terrain_graphics]
map="
, 1
@ -187,7 +187,7 @@
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}-@R0-@R1
name={TILE_IMAGE}-@R0-@R1
base=90,144
[/image]
[/terrain_graphics]

View file

@ -508,7 +508,7 @@ Note: You need to use map settings for the scenario to work right."
[/if]
#enddef
#define REGULAR_RANDOM_SPAWNS SIDE INTERVAL SPAWN_NUM BASE_GOLD GOLD_INCREMENT UNITS GOLD_PER_UNIT
#define REGULAR_RANDOM_SPAWNS SIDE INTERVAL_NUMBER SPAWN_NUMBER BASE_GOLD_AMOUNT GOLD_INCREMENT UNITS GOLD_PER_UNIT
{VARIABLE spawn_id 0}
[while]
[variable]
@ -517,10 +517,10 @@ Note: You need to use map settings for the scenario to work right."
[/variable]
[do]
{VARIABLE turns $spawn_id}
{VARIABLE_OP turns multiply {INTERVAL}}
{VARIABLE_OP turns multiply {INTERVAL_NUMBER}}
{VARIABLE_OP turns add 3}
{VARIABLE_OP spawn_id add 1}
{VARIABLE gold {BASE_GOLD}}
{VARIABLE gold {BASE_GOLD_AMOUNT}}
{VARIABLE gold_turns $turns}
{VARIABLE_OP gold_turns add -3}
{VARIABLE_OP gold_turns multiply {GOLD_INCREMENT}}
@ -528,7 +528,7 @@ Note: You need to use map settings for the scenario to work right."
[if]
[variable]
name=spawn_id
less_than={SPAWN_NUM}
less_than={SPAWN_NUMBER}
[/variable]
[then]
# regular spawns
@ -540,9 +540,9 @@ Note: You need to use map settings for the scenario to work right."
[then]
{VARIABLE units $gold_turns}
# add a random amount of the basic gold
{RANDOMIZE {BASE_GOLD}}
{RANDOMIZE {BASE_GOLD_AMOUNT}}
{VARIABLE gold1 $random}
{RANDOMIZE {BASE_GOLD}}
{RANDOMIZE {BASE_GOLD_AMOUNT}}
[if]
[variable]
name=gold1
@ -599,7 +599,7 @@ Note: You need to use map settings for the scenario to work right."
[/do]
[/while]
{CLEAR_VARIABLE num}
{VARIABLE triggered_spawns {SPAWN_NUM}}
{VARIABLE triggered_spawns {SPAWN_NUMBER}}
{VARIABLE_OP triggered_spawns add -1}
{VARIABLE final_turns $timed_spawn[$triggered_spawns].turn}
{CLEAR_VARIABLE triggered_spawns}
@ -834,24 +834,24 @@ Note: You need to use map settings for the scenario to work right."
[/event]
#enddef
# XX is either an X coordinate (for fixed spawn position)
# X_VALUE is either an X coordinate (for fixed spawn position)
# or "random" for a random location
# chosen from the spawn_place array
# set in DEFINE_SPAWN_LOCATION
# (in the latter case YY is ignored)
#define DEFINE_MAIN_GROUP XX YY
# (in the latter case Y_VALUE is ignored)
#define DEFINE_MAIN_GROUP X_VALUE Y_VALUE
{VARIABLE spawn_id 0}
{VARIABLE_OP main_group add 1}
{VARIABLE main_spawns[$main_group].x {XX}}
{VARIABLE main_spawns[$main_group].y {YY}}
{VARIABLE main_spawns[$main_group].x {X_VALUE}}
{VARIABLE main_spawns[$main_group].y {Y_VALUE}}
#enddef
#define ADD_MAIN_SPAWN TYPE UP1 UP2 UP3
#define ADD_MAIN_SPAWN TYPE UP1_VALUE UP2_VALUE UP3_VALUE
{VARIABLE_OP spawn_id add 1}
{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].type {TYPE}}
{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up1 {UP1}}
{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up2 {UP2}}
{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up3 {UP3}}
{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up1 {UP1_VALUE}}
{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up2 {UP2_VALUE}}
{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up3 {UP3_VALUE}}
{VARIABLE main_spawns[$main_group].spawn_number $spawn_id}
#enddef
@ -874,9 +874,9 @@ Note: You need to use map settings for the scenario to work right."
{VARIABLE fixed_spawns[$fixed_group].spawn_number $spawn_id}
#enddef
#define SET_TIMID_AI_AND_BOLD_AI TIMID BOLD
{VARIABLE timid_ai_side {TIMID}}
{VARIABLE bold_ai_side {BOLD}}
#define SET_TIMID_AI_AND_BOLD_AI TIMID_SIDE BOLD_SIDE
{VARIABLE timid_ai_side {TIMID_SIDE}}
{VARIABLE bold_ai_side {BOLD_SIDE}}
[event]
name=side turn
first_time_only=no

View file

@ -78,7 +78,7 @@
{ADD_GOLD $side_number {TREASURE_VALUE}}
#enddef
#define MOVEMENT_RESTRICTION TERRAIN_1 TERRAIN_2
#define MOVEMENT_RESTRICTION TERR1_NAME TERR2_NAME
[object]
silent=yes
duration=forever
@ -86,8 +86,8 @@
apply_to=movement_costs
replace=true
[movement_costs]
{TERRAIN_1}={UNREACHABLE}
{TERRAIN_2}={UNREACHABLE}
{TERR1_NAME}={UNREACHABLE}
{TERR2_NAME}={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]