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 (u_race(af->unit) == get_race(RC_DAEMON)) {
if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) { if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) {
df->person[dt.index].flags |= 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_type **dwtype, int *defskill) {
const weapon *weapon; const weapon *weapon;
weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */ 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; ++at.fighter->hits;
calculate_attack_type(at, dt, type, missile, &awtype, &attskill, &magic); 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) if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
&& !fval(awtype, WTF_MISSILE)))) { && !fval(awtype, WTF_MISSILE)))) {
@ -1946,7 +1946,7 @@ int skilldiff(troop at, troop dt, int dist)
rc_goblin = get_race(RC_GOBLIN); rc_goblin = get_race(RC_GOBLIN);
} }
skdiff += af->person[at.index].attack; 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) if (df->person[dt.index].flags & FL_SLEEPING)
skdiff += 2; 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].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) 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; td.fighter->person[td.index].attack -= 1;
} }
else { else {
td.fighter->person[td.index].defence -= 1; td.fighter->person[td.index].defense -= 1;
} }
c--; c--;
} }
@ -3184,7 +3184,7 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
strongmen = trollbelts(u); strongmen = trollbelts(u);
if (strongmen > fig->unit->number) strongmen = fig->unit->number; 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++) { for (i = 0; i < fig->alive; i++) {
assert(i < fig->unit->number); assert(i < fig->unit->number);
fig->person[i].hp = h; fig->person[i].hp = h;

View File

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

View File

@ -303,7 +303,7 @@ static void test_building_bonus_respects_size(CuTest * tc)
test_teardown(); test_teardown();
} }
static void test_building_defence_bonus(CuTest * tc) static void test_building_defense_bonus(CuTest * tc)
{ {
building_type * btype; building_type * btype;
@ -570,7 +570,7 @@ static void test_battle_skilldiff(CuTest *tc)
CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0)); CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0));
ta.fighter->person[0].attack = 2; 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)); CuAssertIntEquals(tc, 1, skilldiff(ta, td, 0));
td.fighter->person[0].flags |= FL_SLEEPING; 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_defenders_get_building_bonus);
SUITE_ADD_TEST(suite, test_attackers_get_no_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_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_calculate_armor);
SUITE_ADD_TEST(suite, test_natural_armor); SUITE_ADD_TEST(suite, test_natural_armor);
SUITE_ADD_TEST(suite, test_magic_resistance); SUITE_ADD_TEST(suite, test_magic_resistance);

View File

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