Author: anonymissimus
Date: Sun Feb 27 18:56:05 2011
New Revision: 48676
URL: http://svn.gna.org/viewcvs/wesnoth?rev=48676&view=rev
Log:
Renamed ignore_passability= in [teleport], [move_unit] and [unstore_unit] to
check_passability= to get rid of the confusing negation as long as they're not
used yet. Adjusted default values accordingly. Breaks backwards compatibility
in case of [teleport], there are however no usages of the key in mainline wml.
Modified:
trunk/changelog
trunk/data/lua/wml-tags.lua
trunk/src/game_events.cpp
Modified: trunk/changelog
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/changelog?rev=48676&r1=48675&r2=48676&view=diff
==============================================================================
--- trunk/changelog (original)
+++ trunk/changelog Sun Feb 27 18:56:05 2011
@@ -42,11 +42,13 @@
opposed to mixing the leader's attributes with the side attributes.
* New wml action tag [transform_unit], like the {TRANSFORM_UNIT..} macro.
* [unstore_unit] now accepts a fire_event= key to control firing of
- (post) advance events and an ignore_passability= (default no, previously
it was
- always yes/non-existant) key controlling whether to check for suitable
terrain
+ (post) advance events and a check_passability= (default yes, previously
it was
+ always no/non-existant) key controlling whether to check for suitable
terrain
when placing units
- * Introduced [move_unit]ignore_passability= (default no, previously it was
- always no/non-existant) key to allow disabling the check for suitable
terrain.
+ * Renamed [teleport]ignore_passability= to check_passability= to get rid of
+ a confusing negation.
+ * Introduced [move_unit]check_passability= (default yes, previously it was
+ always yes/non-existant) key to allow disabling the check for suitable
terrain.
* Miscellaneous and bugfixes:
* Fixed: g++ compiler warnings.
* Added: cmake target to build the gui design pdf.
Modified: trunk/data/lua/wml-tags.lua
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/lua/wml-tags.lua?rev=48676&r1=48675&r2=48676&view=diff
==============================================================================
--- trunk/data/lua/wml-tags.lua (original)
+++ trunk/data/lua/wml-tags.lua Sun Feb 27 18:56:05 2011
@@ -546,6 +546,7 @@
local to_x = tostring(cfg.to_x) or helper.wml_error(coordinate_error)
local to_y = tostring(cfg.to_y) or helper.wml_error(coordinate_error)
local fire_event = cfg.fire_event
+ local check_passability = cfg.check_passability; if check_passability
== nil then check_passability = true end
cfg = helper.literal(cfg)
cfg.to_x, cfg.to_y, cfg.fire_event = nil, nil, nil
local units = wesnoth.get_units(cfg)
@@ -556,8 +557,8 @@
local xs, ys = string.gmatch(to_x, pattern),
string.gmatch(to_y, pattern)
local move_string_x = current_unit.x
local move_string_y = current_unit.y
- local pass_check = current_unit
- if cfg.ignore_passability then pass_check = nil end
+ local pass_check = nil
+ if check_passability then pass_check = current_unit end
local x, y = xs(), ys()
while true do
Modified: trunk/src/game_events.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/game_events.cpp?rev=48676&r1=48675&r2=48676&view=diff
==============================================================================
--- trunk/src/game_events.cpp (original)
+++ trunk/src/game_events.cpp Sun Feb 27 18:56:05 2011
@@ -623,9 +623,9 @@
const map_location dst = cfg_to_loc(cfg);
if (dst == u->get_location() || !resources::game_map->on_board(dst))
return;
- const unit *pass_check = &*u;
- if (cfg["ignore_passability"].to_bool())
- pass_check = NULL;
+ const unit* pass_check = NULL;
+ if (cfg["check_passability"].to_bool(true))
+ pass_check = &*u;
const map_location vacant_dst = find_vacant_tile(*resources::game_map,
*resources::units, dst, pathfind::VACANT_ANY, pass_check);
if (!resources::game_map->on_board(vacant_dst)) return;
@@ -2026,8 +2026,8 @@
(cfg.has_attribute("x") && cfg.has_attribute("y")) ?
cfg : vconfig(var));
if(loc.valid()) {
if (cfg["find_vacant"].to_bool()) {
- const unit* pass_check = &u;
- if (cfg["ignore_passability"].to_bool(false))
pass_check = 0;
+ const unit* pass_check = NULL;
+ if (cfg["check_passability"].to_bool(true))
pass_check = &u;
loc = pathfind::find_vacant_tile(
*resources::game_map,
*resources::units,
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