Make it possible to type-check more macro calls.

No logic changes, this just renames some formals.
This commit is contained in:
Eric S. Raymond 2010-02-06 18:35:10 +00:00
parent d75b0f8cff
commit 23a425a9e4
12 changed files with 95 additions and 95 deletions

View file

@ -463,7 +463,7 @@
# The sighted event currently only triggers if
#define SIGHTED_EVENT SIDE_NUMBER EVENT
#define SIGHTED_EVENT SIDE_NUMBER EVENT_NAME
[event]
name=sighted
@ -479,7 +479,7 @@
x=$second_unit.x
y=$second_unit.y
[/primary_unit]
name={EVENT}
name={EVENT_NAME}
[/fire_event]
[/event]
[event]
@ -519,7 +519,7 @@
x=$speaker.x
y=$speaker.y
[/primary_unit]
name={EVENT}
name={EVENT_NAME}
[/fire_event]
{CLEAR_VARIABLE speaker}
[/then]

View file

@ -1,6 +1,6 @@
#textdomain wesnoth-dm
#define MEMOIRS_GENERATOR_SKELETON X Y Z
#define MEMOIRS_GENERATOR_SKELETON X Y TURN
# set the generator's terrain
[event]
name=prestart
@ -11,7 +11,7 @@
[/terrain]
[/event]
[event]
name=turn {Z}
name=turn {TURN}
[terrain]
x={X}
y={Y}

View file

@ -1,5 +1,5 @@
#textdomain wesnoth-dm
#define MEMOIRS_VICTORY_POSITION X Y BONUS
#define MEMOIRS_VICTORY_POSITION X Y BONUS_VALUE
[item]
x={X}
y={Y}
@ -14,7 +14,7 @@
[/filter]
[endlevel]
result=victory
bonus={BONUS}
bonus={BONUS_VALUE}
[/endlevel]
[/event]
#enddef

View file

@ -96,13 +96,13 @@
# next to it. FACING should be one of two values: "sw" OR "se", depending on
# which direction the door should face. This last selects which graphic to use.
# This macro must be used inside an [event]
#define PLACE_DOOR DOOR_X DOOR_Y FACING
#define PLACE_DOOR DOOR_X DOOR_Y FACING_STRING
[terrain]
x={DOOR_X}
y={DOOR_Y}
terrain=xx # wmllint: ignore
[/terrain]
{PLACE_IMAGE (scenery/gate-rusty-{FACING}.png) {DOOR_X} {DOOR_Y}}
{PLACE_IMAGE (scenery/gate-rusty-{FACING_STRING}.png) {DOOR_X} {DOOR_Y}}
#enddef
# This allows the doors to be opened by moving next to them.

View file

@ -618,7 +618,7 @@
[/if]
#enddef
#define FROM_TRAINING_THE_OGRES AFTER
#define FROM_TRAINING_THE_OGRES AFTER_WML
background="eastern-invasion-map.png"
{JOURNEY1_COMPLETE}
[if]
@ -646,7 +646,7 @@
{JOURNEY6_COMPLETE}
[/else]
[/if]
{AFTER}
{AFTER_WML}
#enddef
#define TO_XENOPHOBIA

View file

@ -1,15 +1,15 @@
#textdomain wesnoth-httt
#define HTTT_COMMANDER SCEPTER
#define HTTT_COMMANDER AFFIX
id=Commander
name= _ "Commander"
race=human
image="units/konrad-commander{SCEPTER}.png"
image="units/konrad-commander{AFFIX}.png"
[leading_anim]
[frame]
begin=-150
end=150
image="units/konrad-commander{SCEPTER}-leading.png"
image="units/konrad-commander{AFFIX}-leading.png"
[/frame]
[/leading_anim]
profile=portraits/konrad.png
@ -25,7 +25,7 @@
advances_to=Lord
usage=mixed fighter
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/konrad-commander{SCEPTER}-defend.png" "units/konrad-commander{SCEPTER}.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/konrad-commander{AFFIX}-defend.png" "units/konrad-commander{AFFIX}.png" {SOUND_LIST:HUMAN_HIT} melee}
[attack]
name=sword
description= _"sword"
@ -50,19 +50,19 @@
[frame]
begin=-200
end=-175
image="units/konrad-commander{SCEPTER}.png"
image="units/konrad-commander{AFFIX}.png"
[/frame]
[frame]
begin=-175
end=-100
image="units/konrad-commander{SCEPTER}-attack-1.png"
image="units/konrad-commander{AFFIX}-attack-1.png"
[/frame]
[if]
hits=no
[frame]
begin=-100
end=50
image="units/konrad-commander{SCEPTER}-attack-2.png"
image="units/konrad-commander{AFFIX}-attack-2.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
@ -71,19 +71,19 @@
[frame]
begin=-100
end=50
image="units/konrad-commander{SCEPTER}-attack-2.png"
image="units/konrad-commander{AFFIX}-attack-2.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/else]
[frame]
begin=50
end=125
image="units/konrad-commander{SCEPTER}-attack-3.png"
image="units/konrad-commander{AFFIX}-attack-3.png"
[/frame]
[frame]
begin=125
end=200
image="units/konrad-commander{SCEPTER}-attack-4.png"
image="units/konrad-commander{AFFIX}-attack-4.png"
[/frame]
[/attack_anim]
[attack_anim]

View file

@ -1,15 +1,15 @@
#textdomain wesnoth-httt
#define HTTT_LORD SCEPTER
#define HTTT_LORD AFFIX
id=Lord
name= _ "Lord"
race=human
image="units/konrad-lord{SCEPTER}.png"
image="units/konrad-lord{AFFIX}.png"
[leading_anim]
[frame]
begin=-150
end=150
image="units/konrad-lord{SCEPTER}-leading.png"
image="units/konrad-lord{AFFIX}-leading.png"
[/frame]
[/leading_anim]
profile=portraits/konrad.png
@ -26,7 +26,7 @@
{AMLA_DEFAULT}
usage=mixed fighter
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/konrad-lord{SCEPTER}-defend.png" "units/konrad-lord{SCEPTER}-attack-w1.png" {SOUND_LIST:HUMAN_HIT} melee}
{DEFENSE_ANIM_RANGE "units/konrad-lord{AFFIX}-defend.png" "units/konrad-lord{AFFIX}-attack-w1.png" {SOUND_LIST:HUMAN_HIT} melee}
[attack]
name=sword
description= _"sword"
@ -53,14 +53,14 @@
[frame]
begin=-200
end=-100
image="units/konrad-lord{SCEPTER}-attack-w1.png"
image="units/konrad-lord{AFFIX}-attack-w1.png"
[/frame]
[if]
hits=no
[frame]
begin=-100
end=100
image="units/konrad-lord{SCEPTER}-attack-w3.png"
image="units/konrad-lord{AFFIX}-attack-w3.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
@ -69,14 +69,14 @@
[frame]
begin=-100
end=100
image="units/konrad-lord{SCEPTER}-attack-w3.png"
image="units/konrad-lord{AFFIX}-attack-w3.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/else]
[frame]
begin=100
end=175
image="units/konrad-lord{SCEPTER}-attack-w1.png"
image="units/konrad-lord{AFFIX}-attack-w1.png"
[/frame]
[/attack_anim]
[attack_anim]
@ -87,14 +87,14 @@
[frame]
begin=-200
end=-100
image="units/konrad-lord{SCEPTER}-attack-w1.png"
image="units/konrad-lord{AFFIX}-attack-w1.png"
[/frame]
[if]
hits=no
[frame]
begin=-100
end=100
image="units/konrad-lord{SCEPTER}-attack-w2.png"
image="units/konrad-lord{AFFIX}-attack-w2.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
@ -103,14 +103,14 @@
[frame]
begin=-100
end=100
image="units/konrad-lord{SCEPTER}-attack-w2.png"
image="units/konrad-lord{AFFIX}-attack-w2.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/else]
[frame]
begin=100
end=175
image="units/konrad-lord{SCEPTER}-attack-w1.png"
image="units/konrad-lord{AFFIX}-attack-w1.png"
[/frame]
[/attack_anim]
[attack_anim]

View file

@ -67,22 +67,22 @@
{QUANTITY4 income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
#enddef
#define STORY_PART_HAMEL SPEECH
{STORY_PART_SPEECH portraits/Hamel.png (_ "Hamel") {SPEECH} }
#define STORY_PART_HAMEL SPEECH_STRING
{STORY_PART_SPEECH portraits/Hamel.png (_ "Hamel") {SPEECH_STRING} }
#enddef
#define STORY_PART_TALLIN SPEECH
{STORY_PART_SPEECH portraits/Tallin.png (_ "Tallin") {SPEECH} }
#define STORY_PART_TALLIN SPEECH_STRING
{STORY_PART_SPEECH portraits/Tallin.png (_ "Tallin") {SPEECH_STRING} }
#enddef
#define STORY_PART_ARTHIAN SPEECH
{STORY_PART_SPEECH portraits/Arthian.png (_ "Arthian") {SPEECH} }
#define STORY_PART_ARTHIAN SPEECH_STRING
{STORY_PART_SPEECH portraits/Arthian.png (_ "Arthian") {SPEECH_STRING} }
#enddef
#define STORY_PART_FATHER_MORVIN SPEECH
{STORY_PART_SPEECH portraits/Father_Morvin.png (_ "Father Morvin") {SPEECH} }
#define STORY_PART_FATHER_MORVIN SPEECH_STRING
{STORY_PART_SPEECH portraits/Father_Morvin.png (_ "Father Morvin") {SPEECH_STRING} }
#enddef
#define STORY_PART_STALRAG SPEECH
{STORY_PART_SPEECH portraits/Stalrag.png (_ "Stalrag") {SPEECH} }
#define STORY_PART_STALRAG SPEECH_STRING
{STORY_PART_SPEECH portraits/Stalrag.png (_ "Stalrag") {SPEECH_STRING} }
#enddef

View file

@ -9,7 +9,7 @@
[/effect]
#enddef
#define KALEH_ADVANCEMENT HP_RAISE XP EFFECT VARIATION
#define KALEH_ADVANCEMENT HP_RAISE XP EFFECT VARIATION_NAME
[advancement]
max_times=1
always_display=yes
@ -24,14 +24,14 @@
[/effect]
[effect]
apply_to=variation
name={VARIATION}
name={VARIATION_NAME}
[/effect]
{EFFECT}
[/advancement]
#enddef
# ADVANCEMENTS:
#define KALEH_LEADERSHIP VARIATION
#define KALEH_LEADERSHIP VARIANT_NAME
{KALEH_ADVANCEMENT 3 8 (
id=leadership
description= _ "a leader in battle"
@ -55,10 +55,10 @@
{ABILITY_LEADERSHIP_LEVEL_3}
[/abilities]
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_BOLAS VARIATION
#define KALEH_BOLAS VARIANT_NAME
{KALEH_ADVANCEMENT 4 6 (
id=bolas
description= _ "trained by Nym in using the bolas"
@ -121,11 +121,11 @@
{SOUND:SLOW}
[/attack_anim]
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
# Special macro to add the damage bonus per level. Use only once!
#define KALEH_SWORD_FIRST VARIATION
#define KALEH_SWORD_FIRST VARIANT_NAME
{KALEH_ADVANCEMENT 6 4 (
id=sword
description= _ "a better swordsman"
@ -137,10 +137,10 @@
increase_damage=2
[/effect]
{KALEH_LEVEL_BONUS}
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_SWORD VARIATION
#define KALEH_SWORD VARIANT_NAME
{KALEH_ADVANCEMENT 6 4 (
id=sword
description= _ "a better swordsman"
@ -151,10 +151,10 @@
range=melee
increase_damage=2
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_SWORD2 VARIATION
#define KALEH_SWORD2 VARIANT_NAME
{KALEH_ADVANCEMENT 6 6 (
id=sword2
description= _ "a better swordsman"
@ -165,11 +165,11 @@
range=melee
increase_damage=2
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
# Special macro to add the damage bonus per level. Use only once!
#define KALEH_BOW_FIRST VARIATION
#define KALEH_BOW_FIRST VARIANT_NAME
{KALEH_ADVANCEMENT 4 4 (
id=bow
description= _ "a better archer"
@ -182,10 +182,10 @@
increase_attacks=1
[/effect]
{KALEH_LEVEL_BONUS}
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_BOW VARIATION
#define KALEH_BOW VARIANT_NAME
{KALEH_ADVANCEMENT 4 4 (
id=bow
description= _ "a better archer"
@ -197,10 +197,10 @@
increase_damage=1
increase_attacks=1
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_BOW2 VARIATION
#define KALEH_BOW2 VARIANT_NAME
{KALEH_ADVANCEMENT 4 6 (
id=bow2
description= _ "a better archer"
@ -211,10 +211,10 @@
name=bow
increase_damage=2
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_BOW3 VARIATION
#define KALEH_BOW3 VARIANT_NAME
{KALEH_ADVANCEMENT 4 8 (
id=bow3
description= _ "a marksman with the bow"
@ -228,10 +228,10 @@
{WEAPON_SPECIAL_MARKSMAN}
[/set_specials]
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_SUSTENANCE VARIATION
#define KALEH_SUSTENANCE VARIANT_NAME
{KALEH_ADVANCEMENT 5 8 (
id=sustenance
description= _ "gain +20% resistance under the sun"
@ -260,10 +260,10 @@ This unit's resistances are increased by 20% in daylight, on defense and attack.
[/resistance]
[/abilities]
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_ARMOR VARIATION
#define KALEH_ARMOR VARIANT_NAME
{KALEH_ADVANCEMENT 6 10 (
id=armor
description= _ "gain +10% resistance to blade, pierce and impact"
@ -284,10 +284,10 @@ This unit's resistances are increased by 20% in daylight, on defense and attack.
[/resistance]
[/abilities]
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_STUN VARIATION
#define KALEH_STUN VARIANT_NAME
{KALEH_ADVANCEMENT 4 10 (
id=stun
description= _ "gain a stunning attack that disrupts enemy ZOC"
@ -313,10 +313,10 @@ This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is
[/chance_to_hit]
[/set_specials]
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH_CAMOUFLAGE VARIATION
#define KALEH_CAMOUFLAGE VARIANT_NAME
{KALEH_ADVANCEMENT 7 10 (
id=camouflage
description= _ "skilled in surviving the desert"
@ -346,7 +346,7 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
[/hides]
[/abilities]
[/effect]
) {VARIATION}}
) {VARIANT_NAME}}
#enddef
#define KALEH
@ -514,16 +514,16 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
{KALEH_BOW_FIRST Fighter}
[/variation]
# Generic Fighter variation tree.
#define KALEH_FIGHTER VARIATION
{KALEH_BOLAS {VARIATION}}
{KALEH_SWORD {VARIATION}}
{KALEH_BOW {VARIATION}}
{KALEH_BOW2 {VARIATION}}
{KALEH_BOW3 {VARIATION}}
{KALEH_CAMOUFLAGE {VARIATION}}
{KALEH_SUSTENANCE {VARIATION}}
{KALEH_ARMOR {VARIATION}}
{KALEH_STUN {VARIATION}}
#define KALEH_FIGHTER VARIANT_NAME
{KALEH_BOLAS {VARIANT_NAME}}
{KALEH_SWORD {VARIANT_NAME}}
{KALEH_BOW {VARIANT_NAME}}
{KALEH_BOW2 {VARIANT_NAME}}
{KALEH_BOW3 {VARIANT_NAME}}
{KALEH_CAMOUFLAGE {VARIANT_NAME}}
{KALEH_SUSTENANCE {VARIANT_NAME}}
{KALEH_ARMOR {VARIANT_NAME}}
{KALEH_STUN {VARIANT_NAME}}
#enddef
[variation]
{KALEH}
@ -576,9 +576,9 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
# Captain variation tree - reached when leadership is chosen
# disables sword2 and thus armor
# reduces XP requirements by 3 per variation
#define KALEH_CAPTAIN VARIATION
{KALEH_LEADERSHIP {VARIATION}}
{KALEH_FIGHTER {VARIATION}}
#define KALEH_CAPTAIN VARIANT_NAME
{KALEH_LEADERSHIP {VARIANT_NAME}}
{KALEH_FIGHTER {VARIANT_NAME}}
#enddef
[variation]
{KALEH}
@ -613,9 +613,9 @@ Enemy units cannot see this unit while it is in desert dunes, desert mountains,
# Hero variation tree - reached when sword2 is chosen
# disables leadership
# gives +3 HP per variation
#define KALEH_HERO VARIATION
{KALEH_SWORD2 {VARIATION}}
{KALEH_FIGHTER {VARIATION}}
#define KALEH_HERO VARIANT_NAME
{KALEH_SWORD2 {VARIANT_NAME}}
{KALEH_FIGHTER {VARIANT_NAME}}
#enddef
[variation]
{KALEH}

View file

@ -55,7 +55,7 @@
[/delay]
#enddef
#define OPEN_CHEST X Y TREASURE
#define OPEN_CHEST X Y TREASURE_VALUE
{PLAY_SOUND open-chest.wav}
[removeitem]
x={X}
@ -65,7 +65,7 @@
{PLACE_IMAGE items/chest-plain-open.png {X} {Y}}
[set_variable]
name=oc_treasure
value={TREASURE}
value={TREASURE_VALUE}
[/set_variable]
[message]
speaker=narrator
@ -75,7 +75,7 @@
[clear_variable]
name=oc_treasure
[/clear_variable]
{ADD_GOLD $side_number {TREASURE}}
{ADD_GOLD $side_number {TREASURE_VALUE}}
#enddef
#define MOVEMENT_RESTRICTION TERRAIN_1 TERRAIN_2

View file

@ -114,23 +114,23 @@
[/option]
#enddef
#define ADDING_TO_CURRENT_RESEARCH_FIELD SIDE NUM
#define ADDING_TO_CURRENT_RESEARCH_FIELD SIDE NUMBER
[if]
{CONDITION player_{SIDE}.research.current_target equals _"agriculture"}
[then]
{VARIABLE_OP player_{SIDE}.farming.progress add {NUM}}
{VARIABLE_OP player_{SIDE}.farming.progress add {NUMBER}}
[/then]
[/if]
[if]
{CONDITION player_{SIDE}.research.current_target equals _"mining"}
[then]
{VARIABLE_OP player_{SIDE}.mining.progress add {NUM}}
{VARIABLE_OP player_{SIDE}.mining.progress add {NUMBER}}
[/then]
[/if]
[if]
{CONDITION player_{SIDE}.research.current_target equals _"warfare"}
[then]
{VARIABLE_OP player_{SIDE}.warfare.progress add {NUM}}
{VARIABLE_OP player_{SIDE}.warfare.progress add {NUMBER}}
[/then]
[/if]
#enddef

View file

@ -149,7 +149,7 @@ def formaltype(f):
ftype = "numeric"
elif f in ("POSITION",):
ftype = "position"
elif f.endswith("_SPAN"):
elif f.endswith("_SPAN") or f == "SIDES":
ftype = "span"
elif f in ("RANGE",):
ftype = "range"