More tweaks for macro type checking. No behavior changes.

This commit is contained in:
Eric S. Raymond 2010-02-08 01:43:49 +00:00
parent f3989149ec
commit e45d72d31c
14 changed files with 62 additions and 59 deletions

View file

@ -11,10 +11,10 @@
#enddef
# Shorthand for messages, useful for lots of short messages
#define SPEAK SPEAKER MESSAGE
#define SPEAK SPEAKER_STRING MESSAGE_TEXT
[message]
speaker={SPEAKER}
message={MESSAGE}
speaker={SPEAKER_STRING}
message={MESSAGE_TEXT}
[/message]
#enddef

View file

@ -468,22 +468,22 @@ _f, _f, _f, _f, _f, _f, Re, _f, _f, _f, _f, _f,
[/event]
#enddef
#define PASSAGE_NORMAL DESTINATION WIDTH WINDINESS JAGGED
#define PASSAGE_NORMAL DESTINATION_NAME WIDTH_NUMBER WINDINESS_NUMBER JAGGED_NUMBER
[passage]
destination={DESTINATION}
width={WIDTH}
windiness={WINDINESS}
jagged={JAGGED}
destination={DESTINATION_NAME}
width={WIDTH_NUMBER}
windiness={WINDINESS_NUMBER}
jagged={JAGGED_NUMBER}
[/passage]
#enddef
#define PASSAGE_CHANCE CHANCE DESTINATION WIDTH WINDINESS JAGGED
#define PASSAGE_CHANCE CHANCE_NUMBER DESTINATION_NAME WIDTH_NUMBER WINDINESS_NUMBER JAGGED_NUMBER
[passage]
chance={CHANCE}
destination={DESTINATION}
width={WIDTH}
windiness={WINDINESS}
jagged={JAGGED}
chance={CHANCE_NUMBER}
destination={DESTINATION_NAME}
width={WIDTH_NUMBER}
windiness={WINDINESS_NUMBER}
jagged={JAGGED_NUMBER}
[/passage]
#enddef

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@ -497,9 +497,9 @@
[/objectives]
[/event]
#define ENDSPEECH SPEAKER
#define ENDSPEECH SPEAKER_NAME
[message]
speaker={SPEAKER}
speaker={SPEAKER_NAME}
message= _ "We made it. Onwards to Wesmere!"
[/message]

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@ -1,11 +1,11 @@
#textdomain wesnoth-low
#define INVISIBILITY_POTION USER_ID DESCRIPTION
#define INVISIBILITY_POTION AFFIX DESCRIPTION
[object]
id=invisibility_potion_{USER_ID}
id=invisibility_potion_{AFFIX}
description={DESCRIPTION}
duration=level
[filter]
id={USER_ID}
id={AFFIX}
[/filter]
[effect]
apply_to=new_ability

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@ -1,10 +1,10 @@
#textdomain wesnoth-low
#define TEAM_COLOR COLOR
#define TEAM_COLOR COLOR_NAME
[object]
[effect]
apply_to=image_mod
add=RC(magenta>{COLOR})
add=RC(magenta>{COLOR_NAME})
[/effect]
[/object]
#enddef
@ -252,7 +252,7 @@
[/gold]
#enddef
#define SET_GOLD SIDE FACTOR_EASY FACTOR_NORMAL FACTOR_HARD
#define SET_GOLD SIDE EASY_FACTOR NORMAL_FACTOR HARD_FACTOR
[event]
name=prestart
@ -261,15 +261,15 @@
[/store_gold]
#ifdef EASY
{VARIABLE_OP gold multiply {FACTOR_EASY}}
{VARIABLE_OP gold multiply {EASY_FACTOR}}
#endif
#ifdef NORMAL
{VARIABLE_OP gold multiply {FACTOR_NORMAL}}
{VARIABLE_OP gold multiply {NORMAL_FACTOR}}
#endif
#ifdef HARD
{VARIABLE_OP gold multiply {FACTOR_HARD}}
{VARIABLE_OP gold multiply {HARD_FACTOR}}
#endif
[modify_side]

View file

@ -1,13 +1,13 @@
#textdomain wesnoth-sof
#define RECRUIT E N H
#define RECRUIT EASY_VALUE NORMAL_VALUE HARD_VALUE
#ifdef EASY
recruit={E}
recruit={EASY_VALUE}
#endif
#ifdef NORMAL
recruit={N}
recruit={NORMAL_VALUE}
#endif
#ifdef HARD
recruit={H}
recruit={HARD_VALUE}
#endif
#enddef

View file

@ -1226,7 +1226,7 @@
#battling over the castle
#1 dwarvish fighter, 1 dwarvish thunderer, 1 dwarvish guardsman
#define DEFENDER SIDE TYPE X Y ROLE NAME_STRING
#define DEFENDER SIDE TYPE X Y ROLE_STRING NAME_STRING
[unit]
side={SIDE}
type={TYPE}
@ -1235,7 +1235,7 @@
y={Y}
random_traits=yes
upkeep=full
role={ROLE}
role={ROLE_STRING}
[/unit]
#enddef

View file

@ -72,7 +72,8 @@
number=3
[/attack]
#define CENTRAL_BODY_ATTACK_ANIMATION IMAGE_FUNCTION
#define CENTRAL_BODY_ATTACK_ANIMATION AFFIX
# The affix should name an image function.
start_time=-100
missile_start_time=-50
[missile_frame]
@ -84,7 +85,7 @@
hits=no
[frame]
duration=200
image="units/alien/core-compact.png~{IMAGE_FUNCTION}"
image="units/alien/core-compact.png~{AFFIX}"
sound=magic-dark-miss.ogg
[/frame]
[/if]
@ -92,7 +93,7 @@
hits=yes
[frame]
duration=200
image="units/alien/core-compact.png~{IMAGE_FUNCTION}"
image="units/alien/core-compact.png~{AFFIX}"
sound=magic-dark.ogg
[/frame]
[/else]

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@ -76,7 +76,8 @@
number=3
[/attack]
#define CENTRAL_BODY_ATTACK_ANIMATION IMAGE_FUNCTION
#define CENTRAL_BODY_ATTACK_ANIMATION AFFIX
# AFFIX must name an image function
start_time=-100
missile_start_time=-50
[missile_frame]
@ -88,7 +89,7 @@
hits=no
[frame]
duration=200
image="units/alien/core-compact.png~{IMAGE_FUNCTION}"
image="units/alien/core-compact.png~{AFFIX}"
sound=magic-dark-miss.ogg
[/frame]
[/if]
@ -96,7 +97,7 @@
hits=yes
[frame]
duration=200
image="units/alien/core-compact.png~{IMAGE_FUNCTION}"
image="units/alien/core-compact.png~{AFFIX}"
sound=magic-dark.ogg
[/frame]
[/else]

View file

@ -55,7 +55,8 @@
number=1
[/attack]
#define PULSING_SPIRE_ATTACK_ANIMATION IMAGE_FUNCTION
#define PULSING_SPIRE_ATTACK_ANIMATION AFFIX
# The affix names an image function.
start_time=-100
missile_start_time=-50
[missile_frame]
@ -67,7 +68,7 @@
hits=no
[frame]
duration=200
image="units/alien/spire.png~{IMAGE_FUNCTION}"
image="units/alien/spire.png~{AFFIX}"
sound=magic-dark-miss.ogg
[/frame]
[/if]
@ -75,7 +76,7 @@
hits=yes
[frame]
duration=200
image="units/alien/spire.png~{IMAGE_FUNCTION}"
image="units/alien/spire.png~{AFFIX}"
sound=magic-dark.ogg
[/frame]
[/else]

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@ -715,20 +715,20 @@ While undead lords arrived on the Great Continent in considerable numbers only i
frozen=1
unwalkable=1
#enddef
#define FLY_DEFENSE DEF
deep_water={DEF}
shallow_water={DEF}
reef={DEF}
swamp_water={DEF}
flat={DEF}
sand={DEF}
forest={DEF}
hills={DEF}
mountains={DEF}
village={DEF}
castle={DEF}
frozen={DEF}
unwalkable={DEF}
#define FLY_DEFENSE DEFENSE_NUMBER
deep_water={DEFENSE_NUMBER}
shallow_water={DEFENSE_NUMBER}
reef={DEFENSE_NUMBER}
swamp_water={DEFENSE_NUMBER}
flat={DEFENSE_NUMBER}
sand={DEFENSE_NUMBER}
forest={DEFENSE_NUMBER}
hills={DEFENSE_NUMBER}
mountains={DEFENSE_NUMBER}
village={DEFENSE_NUMBER}
castle={DEFENSE_NUMBER}
frozen={DEFENSE_NUMBER}
unwalkable={DEFENSE_NUMBER}
#enddef
#define FLY_RESISTANCE
[resistance]

View file

@ -3,13 +3,13 @@
# wmllint: local spelling Sulla
[multiplayer]
#define SULLA_STATUE TYPE X Y FACING NAME_STRING
#define SULLA_STATUE TYPE X Y FACING_STRING NAME_STRING
[unit]
type={TYPE}
name= "`~`" + {NAME_STRING}
x={X}
y={Y}
facing={FACING}
facing={FACING_STRING}
unrenamable=yes
random_traits=no

View file

@ -1,6 +1,6 @@
#textdomain wesnoth-anl
#define COMPLETE_ACTION GOLD
#define COMPLETE_ACTION GOLD_NUMBER
{VARIABLE finished yes}
{VARIABLE unit.status.worked_this_turn yes}
{VARIABLE unit.moves 0}
@ -8,7 +8,7 @@
variable=unit
[/unstore_unit]
[gold]
amount={GOLD}
amount={GOLD_NUMBER}
side=$side_number
[/gold]
#enddef

View file

@ -145,7 +145,7 @@ def formaltype(f):
# Deduce the expected type of the formal
if f.startswith("_"):
f = f[1:]
if f in ("SIDE", "X", "Y", "RED", "GREEN", "BLUE", "TURN", "RADIUS") or f.endswith("NUMBER") or f.endswith("AMOUNT") or f.endswith("COST") or f.endswith("_X") or f.endswith("_Y") or f.endswith("_INCREMENT"):
if f in ("SIDE", "X", "Y", "RED", "GREEN", "BLUE", "TURN", "RADIUS") or f.endswith("NUMBER") or f.endswith("AMOUNT") or f.endswith("COST") or f.endswith("_X") or f.endswith("_Y") or f.endswith("_INCREMENT") or f.endswith("_FACTOR"):
ftype = "numeric"
elif f in ("POSITION",):
ftype = "position"