diff --git a/src/battle.c b/src/battle.c index b7e4b92a3..6ab969c93 100644 --- a/src/battle.c +++ b/src/battle.c @@ -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; diff --git a/src/battle.h b/src/battle.h index bad2dd508..eb6335bce 100644 --- a/src/battle.h +++ b/src/battle.h @@ -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; diff --git a/src/battle.test.c b/src/battle.test.c index 20b167c1f..53c47f0e5 100644 --- a/src/battle.test.c +++ b/src/battle.test.c @@ -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); diff --git a/src/spells/combatspells.c b/src/spells/combatspells.c index 6d6b846c3..c088dde07 100644 --- a/src/spells/combatspells.c +++ b/src/spells/combatspells.c @@ -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; } }