More macro argument type checking. No mismarches in mainline.

This commit is contained in:
Eric S. Raymond 2010-02-15 21:46:31 +00:00
parent d63e545b95
commit c4374f87e3
7 changed files with 39 additions and 39 deletions

View file

@ -655,7 +655,7 @@
[/else]
#enddef
#define MISSILE_FRAME_FIRE_BREATH N_OFFSET S_OFFSET N_DIAGONAL_OFFSET S_DIAGONAL_OFFSET
#define MISSILE_FRAME_FIRE_BREATH N_OFFSET_POSITION S_OFFSET_POSITION N_DIAGONAL_OFFSET_POSITION S_DIAGONAL_OFFSET_POSITION
# Animate a projectile for a fire-breath attack.
[if]
direction=n
@ -664,7 +664,7 @@
begin=-400
end=100
halo=projectiles/fire-breath-n-1.png:80,projectiles/fire-breath-n-2.png:80,projectiles/fire-breath-n-3.png:80,projectiles/fire-breath-n-4.png:80,projectiles/fire-breath-n-5.png:80
halo_x,halo_y={N_OFFSET}
halo_x,halo_y={N_OFFSET_POSITION}
[/missile_frame]
[/if]
[else]
@ -674,7 +674,7 @@
begin=-400
end=100
halo=projectiles/fire-breath-s-1.png:80,projectiles/fire-breath-s-2.png:80,projectiles/fire-breath-s-3.png:80,projectiles/fire-breath-s-4.png:80,projectiles/fire-breath-s-5.png:80
halo_x,halo_y={S_OFFSET}
halo_x,halo_y={S_OFFSET_POSITION}
[/missile_frame]
[/else]
[else]
@ -684,7 +684,7 @@
begin=-400
end=100
halo=projectiles/fire-breath-ne-1.png:80,projectiles/fire-breath-ne-2.png:80,projectiles/fire-breath-ne-3.png:80,projectiles/fire-breath-ne-4.png:80,projectiles/fire-breath-ne-5.png:80
halo_x,halo_y={N_DIAGONAL_OFFSET}
halo_x,halo_y={N_DIAGONAL_OFFSET_POSITION}
[/missile_frame]
[/else]
[else]
@ -694,7 +694,7 @@
begin=-400
end=100
halo=projectiles/fire-breath-se-1.png:80,projectiles/fire-breath-se-2.png:80,projectiles/fire-breath-se-3.png:80,projectiles/fire-breath-se-4.png:80,projectiles/fire-breath-se-5.png:80
halo_x,halo_y={S_DIAGONAL_OFFSET}
halo_x,halo_y={S_DIAGONAL_OFFSET_POSITION}
[/missile_frame]
[/else]
#enddef

View file

@ -1,9 +1,9 @@
#textdomain wesnoth
#define STORY_PART_SPEECH BACKGROUND SPEAKER SPEECH
#define STORY_PART_SPEECH BACKGROUND_IMAGE SPEAKER_VALUE SPEECH_VALUE
[part]
background={BACKGROUND}
background={BACKGROUND_IMAGE}
scale_background=no
story={CAPTION {SPEAKER}} + {SPEECH}
story={CAPTION {SPEAKER_VALUE}} + {SPEECH_VALUE}
[/part]
#enddef

View file

@ -243,8 +243,8 @@
[/clear_variable]
#enddef
#define ADVANCE_UNIT FILTER ADVANCETO
# Advances all units matching the filter to ADVANCETO or if missing, their normal advancement
#define ADVANCE_UNIT FILTER ID_STRING
# Advances all units matching the filter to ID_STRING or if missing, their normal advancement
#
# Example to advance all spearmen to a cavalrymen:
#! {ADVANCE_UNIT type=Spearman Cavalryman}
@ -259,7 +259,7 @@
[/store_unit]
[set_variable]
name=advanceto_len
string_length={ADVANCETO}
string_length={ID_STRING}
[/set_variable]
{FOREACH ADVANCE_UNIT_store i}
@ -271,7 +271,7 @@
[then]
[set_variable]
name=ADVANCE_UNIT_store[$i].advances_to
value={ADVANCETO}
value={ID_STRING}
[/set_variable]
[/then]
[/if]

View file

@ -136,40 +136,40 @@
{CLEAR_VARIABLE REPEAT_i}
#enddef
#define LOOKUP_INDEX FROM_ARRAY WHERE_KEY WHERE_VALUE SAVE_AS
#define LOOKUP_INDEX FROM_ARRAY_NAME WHERE_KEY_NAME WHERE_VALUE SAVE_AS_NAME
# Call this to lookup an array element that has a particular key-value pair
# then it saves the index of that element, or
# if the key-value pair is not found it saves the array's length
{VARIABLE {SAVE_AS} 0}
{VARIABLE {SAVE_AS_NAME} 0}
[while]
[variable]
name={SAVE_AS}
less_than=${FROM_ARRAY}.length
name={SAVE_AS_NAME}
less_than=${FROM_ARRAY_NAME}.length
[/variable]
[variable]
name={FROM_ARRAY}[${SAVE_AS}].{WHERE_KEY}
name={FROM_ARRAY_NAME}[${SAVE_AS_NAME}].{WHERE_KEY_NAME}
not_equals={WHERE_VALUE}
[/variable]
[do]
{VARIABLE_OP {SAVE_AS} add 1}
{VARIABLE_OP {SAVE_AS_NAME} add 1}
[/do]
[/while]
#enddef
#define LOOKUP_VALUE FROM_ARRAY WHERE_KEY WHERE_VALUE SAVE_KEY DEFAULT SAVE_AS
#define LOOKUP_VALUE FROM_ARRAY_NAME WHERE_KEY_NAME WHERE_VALUE SAVE_KEY_NAME DEFAULT_VALUE SAVE_AS_NAME
# Call this to look up an array element that has a particular key-value pair
# then it saves another key from that same element.
{LOOKUP_INDEX {FROM_ARRAY} {WHERE_KEY} {WHERE_VALUE} {SAVE_AS}}
{LOOKUP_INDEX {FROM_ARRAY_NAME} {WHERE_KEY_NAME} {WHERE_VALUE} {SAVE_AS_NAME}}
[if]
[variable]
name={SAVE_AS}
numerical_equals=${FROM_ARRAY}.length
name={SAVE_AS_NAME}
numerical_equals=${FROM_ARRAY_NAME}.length
[/variable]
[then]
{VARIABLE {SAVE_AS} {DEFAULT}}
{VARIABLE {SAVE_AS_NAME} {DEFAULT_VALUE}}
[/then]
[else]
{VARIABLE {SAVE_AS} ${FROM_ARRAY}[${SAVE_AS}].{SAVE_KEY}}
{VARIABLE {SAVE_AS_NAME} ${FROM_ARRAY_NAME}[${SAVE_AS_NAME}].{SAVE_KEY_NAME}}
[/else]
[/if]
#enddef
@ -677,7 +677,7 @@
{CLEAR_VARIABLE unit_type_table,unit_type_table_i,possible_unit_locations,random_subscript,units_to_place}
#enddef
#define FORCE_CHANCE_TO_HIT FILTER FILTER_SECOND CTH EXTRA_CONDITIONS
#define FORCE_CHANCE_TO_HIT FILTER SECOND_FILTER CTH_NUMBER EXTRA_CONDITIONS_WML
# Invisibly forces certain units to always have a specific chance to hit
# when fighting against certain other units.
#
@ -707,12 +707,12 @@
[/filter]
[filter_second]
{FILTER_SECOND}
{SECOND_FILTER}
[/filter_second]
[if]
[and]
{EXTRA_CONDITIONS}
{EXTRA_CONDITIONS_WML}
[/and]
[then]
@ -738,7 +738,7 @@
[value]
id=forced_cth
value={CTH}
value={CTH_NUMBER}
cumulative=no
[/value]
[/set_variables]
@ -781,7 +781,7 @@
first_time_only=no
[filter]
{FILTER_SECOND}
{SECOND_FILTER}
[/filter]
[filter_second]
@ -790,7 +790,7 @@
[if]
[and]
{EXTRA_CONDITIONS}
{EXTRA_CONDITIONS_WML}
[/and]
[then]
@ -816,7 +816,7 @@
[value]
id=forced_cth
value={CTH}
value={CTH_NUMBER}
cumulative=no
[/value]
[/set_variables]

View file

@ -5,9 +5,9 @@
# Contains some of the macros that were previously in _final.cfg.
#
#define TERRAIN_ADJACENT_CORNER_BOTH INNER OUTER IMAGESTEM
{TERRAIN_ADJACENT_CORNER {INNER} {OUTER} {OUTER} 52,76 {IMAGESTEM}-convex}
{TERRAIN_ADJACENT_CORNER {OUTER} {INNER} {INNER} 56,68 {IMAGESTEM}-concave}
#define TERRAIN_ADJACENT_CORNER_BOTH INNER_TERRAIN_PATTERN OUTER_TERRAIN_PATTERN IMAGESTEM
{TERRAIN_ADJACENT_CORNER {INNER_TERRAIN_PATTERN} {OUTER_TERRAIN_PATTERN} {OUTER_TERRAIN_PATTERN} 52,76 {IMAGESTEM}-convex}
{TERRAIN_ADJACENT_CORNER {OUTER_TERRAIN_PATTERN} {INNER_TERRAIN_PATTERN} {INNER_TERRAIN_PATTERN} 56,68 {IMAGESTEM}-concave}
#enddef
#define TERRAIN_OVERLAY_PROB TERRAIN_PATTERN FLAG PROB IMAGESTEM

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_NUMBER SPAWN_NUMBER BASE_GOLD_AMOUNT GOLD_INCREMENT UNITS GOLD_PER_UNIT
#define REGULAR_RANDOM_SPAWNS SIDE INTERVAL_NUMBER SPAWN_NUMBER BASE_GOLD_AMOUNT GOLD_INCREMENT UNITS_AMOUNT GOLD_PER_UNIT_AMOUNT
{VARIABLE spawn_id 0}
[while]
[variable]
@ -554,7 +554,7 @@ Note: You need to use map settings for the scenario to work right."
[/if]
{CLEAR_VARIABLE gold1}
{VARIABLE_OP units add $random}
{VARIABLE unit_increment {GOLD_PER_UNIT}}
{VARIABLE unit_increment {GOLD_PER_UNIT_AMOUNT}}
{VARIABLE unit_turns $turns}
{VARIABLE_OP unit_turns divide 1.5}
{VARIABLE_OP unit_increment add $unit_turns}
@ -562,7 +562,7 @@ Note: You need to use map settings for the scenario to work right."
### DEBUG
{VARIABLE unit_increment $units}
### END DEBUG
{VARIABLE_OP units add {UNITS}}
{VARIABLE_OP units add {UNITS_AMOUNT}}
{RANDOMIZE 4}
{VARIABLE_OP random add -2}
{VARIABLE_OP units add $random}
@ -581,7 +581,7 @@ Note: You need to use map settings for the scenario to work right."
{VARIABLE_OP turns add $random}
[/then]
[else]
{VARIABLE units {UNITS}}
{VARIABLE units {UNITS_AMOUNT}}
{VARIABLE_OP units add 1}
### DEBUG
{VARIABLE unit_increment 0}

View file

@ -173,7 +173,7 @@ def formaltype(f):
ftype = "image"
elif f.endswith("MUSIC",) or f.endswith("SOUND"):
ftype = "sound"
elif f in ("FILTER",):
elif f.endswith("FILTER",):
ftype = "filter"
elif f == "WML" or f.endswith("_WML"):
ftype = "wml"