rename defence->defense (prefer US spelling).

This commit is contained in:
Enno Rehling 2018-10-13 20:30:28 +02:00
parent d8468dc83f
commit 7b682c6a74
4 changed files with 15 additions and 15 deletions

View File

@ -1138,7 +1138,7 @@ static void demon_dazzle(fighter *af, troop dt) {
if (u_race(af->unit) == get_race(RC_DAEMON)) {
if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) {
df->person[dt.index].flags |= FL_DAZZLED;
df->person[dt.index].defence--;
df->person[dt.index].defense--;
}
}
}
@ -1191,7 +1191,7 @@ static void destroy_items(troop dt) {
}
static void calculate_defence_type(troop dt, troop at, int type, bool missile,
static void calculate_defense_type(troop dt, troop at, int type, bool missile,
const weapon_type **dwtype, int *defskill) {
const weapon *weapon;
weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
@ -1320,7 +1320,7 @@ terminate(troop dt, troop at, int type, const char *damage_formula, bool missile
++at.fighter->hits;
calculate_attack_type(at, dt, type, missile, &awtype, &attskill, &magic);
calculate_defence_type(at, dt, type, missile, &awtype, &attskill);
calculate_defense_type(at, dt, type, missile, &awtype, &attskill);
if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
&& !fval(awtype, WTF_MISSILE)))) {
@ -1946,7 +1946,7 @@ int skilldiff(troop at, troop dt, int dist)
rc_goblin = get_race(RC_GOBLIN);
}
skdiff += af->person[at.index].attack;
skdiff -= df->person[dt.index].defence;
skdiff -= df->person[dt.index].defense;
if (df->person[dt.index].flags & FL_SLEEPING)
skdiff += 2;
@ -2075,7 +2075,7 @@ void dazzle(battle * b, troop * td)
}
td->fighter->person[td->index].flags |= FL_DAZZLED;
td->fighter->person[td->index].defence--;
td->fighter->person[td->index].defense--;
}
void damage_building(battle * b, building * bldg, int damage_abs)
@ -2241,7 +2241,7 @@ static void attack(battle * b, troop ta, const att * a, int numattack)
td.fighter->person[td.index].attack -= 1;
}
else {
td.fighter->person[td.index].defence -= 1;
td.fighter->person[td.index].defense -= 1;
}
c--;
}
@ -3184,7 +3184,7 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
strongmen = trollbelts(u);
if (strongmen > fig->unit->number) strongmen = fig->unit->number;
/* Hitpoints, Attack- und Defence-Boni f<>r alle Personen */
/* Hitpoints, Attack- und Defense-Boni fuer alle Personen */
for (i = 0; i < fig->alive; i++) {
assert(i < fig->unit->number);
fig->person[i].hp = h;

View File

@ -173,7 +173,7 @@ extern "C" {
struct person {
int hp; /* Trefferpunkte der Personen */
int attack;
int defence;
int defense;
int damage;
int flags;
int speed;

View File

@ -303,7 +303,7 @@ static void test_building_bonus_respects_size(CuTest * tc)
test_teardown();
}
static void test_building_defence_bonus(CuTest * tc)
static void test_building_defense_bonus(CuTest * tc)
{
building_type * btype;
@ -570,7 +570,7 @@ static void test_battle_skilldiff(CuTest *tc)
CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0));
ta.fighter->person[0].attack = 2;
td.fighter->person[0].defence = 1;
td.fighter->person[0].defense = 1;
CuAssertIntEquals(tc, 1, skilldiff(ta, td, 0));
td.fighter->person[0].flags |= FL_SLEEPING;
@ -888,7 +888,7 @@ CuSuite *get_battle_suite(void)
SUITE_ADD_TEST(suite, test_defenders_get_building_bonus);
SUITE_ADD_TEST(suite, test_attackers_get_no_building_bonus);
SUITE_ADD_TEST(suite, test_building_bonus_respects_size);
SUITE_ADD_TEST(suite, test_building_defence_bonus);
SUITE_ADD_TEST(suite, test_building_defense_bonus);
SUITE_ADD_TEST(suite, test_calculate_armor);
SUITE_ADD_TEST(suite, test_natural_armor);
SUITE_ADD_TEST(suite, test_magic_resistance);

View File

@ -956,7 +956,7 @@ int sp_hero(struct castorder * co)
if (df) {
if (!(df->person[dt.index].flags & FL_COURAGE)) {
df->person[dt.index].defence += df_bonus;
df->person[dt.index].defense += df_bonus;
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
targets++;
--force;
@ -1005,7 +1005,7 @@ int sp_berserk(struct castorder * co)
if (df) {
if (!(df->person[dt.index].flags & FL_COURAGE)) {
df->person[dt.index].attack += at_bonus;
df->person[dt.index].defence -= df_malus;
df->person[dt.index].defense -= df_malus;
df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
targets++;
--force;
@ -1064,7 +1064,7 @@ int sp_frighten(struct castorder * co)
}
if (!is_magic_resistant(mage, df->unit, 0)) {
df->person[dt.index].attack -= at_malus;
df->person[dt.index].defence -= df_malus;
df->person[dt.index].defense -= df_malus;
targets++;
}
--force;
@ -1109,7 +1109,7 @@ int sp_tiredsoldiers(struct castorder * co)
if (!(df->person[t.index].flags & FL_TIRED)) {
if (!is_magic_resistant(mage, df->unit, 0)) {
df->person[t.index].flags = df->person[t.index].flags | FL_TIRED;
df->person[t.index].defence -= 2;
df->person[t.index].defense -= 2;
++n;
}
}