forked from github/server
rename defence->defense (prefer US spelling).
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parent
d8468dc83f
commit
7b682c6a74
14
src/battle.c
14
src/battle.c
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@ -1138,7 +1138,7 @@ static void demon_dazzle(fighter *af, troop dt) {
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if (u_race(af->unit) == get_race(RC_DAEMON)) {
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if (!(df->person[dt.index].flags & (FL_COURAGE | FL_DAZZLED))) {
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df->person[dt.index].flags |= FL_DAZZLED;
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df->person[dt.index].defence--;
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df->person[dt.index].defense--;
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}
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}
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}
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@ -1191,7 +1191,7 @@ static void destroy_items(troop dt) {
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}
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static void calculate_defence_type(troop dt, troop at, int type, bool missile,
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static void calculate_defense_type(troop dt, troop at, int type, bool missile,
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const weapon_type **dwtype, int *defskill) {
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const weapon *weapon;
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weapon = select_weapon(dt, false, true); /* missile=true to get the unmodified best weapon she has */
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@ -1320,7 +1320,7 @@ terminate(troop dt, troop at, int type, const char *damage_formula, bool missile
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++at.fighter->hits;
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calculate_attack_type(at, dt, type, missile, &awtype, &attskill, &magic);
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calculate_defence_type(at, dt, type, missile, &awtype, &attskill);
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calculate_defense_type(at, dt, type, missile, &awtype, &attskill);
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if (is_riding(at) && (awtype == NULL || (fval(awtype, WTF_HORSEBONUS)
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&& !fval(awtype, WTF_MISSILE)))) {
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@ -1946,7 +1946,7 @@ int skilldiff(troop at, troop dt, int dist)
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rc_goblin = get_race(RC_GOBLIN);
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}
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skdiff += af->person[at.index].attack;
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skdiff -= df->person[dt.index].defence;
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skdiff -= df->person[dt.index].defense;
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if (df->person[dt.index].flags & FL_SLEEPING)
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skdiff += 2;
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@ -2075,7 +2075,7 @@ void dazzle(battle * b, troop * td)
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}
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td->fighter->person[td->index].flags |= FL_DAZZLED;
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td->fighter->person[td->index].defence--;
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td->fighter->person[td->index].defense--;
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}
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void damage_building(battle * b, building * bldg, int damage_abs)
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@ -2241,7 +2241,7 @@ static void attack(battle * b, troop ta, const att * a, int numattack)
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td.fighter->person[td.index].attack -= 1;
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}
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else {
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td.fighter->person[td.index].defence -= 1;
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td.fighter->person[td.index].defense -= 1;
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}
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c--;
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}
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@ -3184,7 +3184,7 @@ fighter *make_fighter(battle * b, unit * u, side * s1, bool attack)
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strongmen = trollbelts(u);
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if (strongmen > fig->unit->number) strongmen = fig->unit->number;
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/* Hitpoints, Attack- und Defence-Boni f<>r alle Personen */
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/* Hitpoints, Attack- und Defense-Boni fuer alle Personen */
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for (i = 0; i < fig->alive; i++) {
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assert(i < fig->unit->number);
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fig->person[i].hp = h;
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@ -173,7 +173,7 @@ extern "C" {
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struct person {
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int hp; /* Trefferpunkte der Personen */
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int attack;
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int defence;
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int defense;
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int damage;
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int flags;
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int speed;
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@ -303,7 +303,7 @@ static void test_building_bonus_respects_size(CuTest * tc)
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test_teardown();
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}
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static void test_building_defence_bonus(CuTest * tc)
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static void test_building_defense_bonus(CuTest * tc)
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{
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building_type * btype;
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@ -570,7 +570,7 @@ static void test_battle_skilldiff(CuTest *tc)
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CuAssertIntEquals(tc, 0, skilldiff(ta, td, 0));
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ta.fighter->person[0].attack = 2;
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td.fighter->person[0].defence = 1;
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td.fighter->person[0].defense = 1;
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CuAssertIntEquals(tc, 1, skilldiff(ta, td, 0));
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td.fighter->person[0].flags |= FL_SLEEPING;
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@ -888,7 +888,7 @@ CuSuite *get_battle_suite(void)
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SUITE_ADD_TEST(suite, test_defenders_get_building_bonus);
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SUITE_ADD_TEST(suite, test_attackers_get_no_building_bonus);
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SUITE_ADD_TEST(suite, test_building_bonus_respects_size);
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SUITE_ADD_TEST(suite, test_building_defence_bonus);
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SUITE_ADD_TEST(suite, test_building_defense_bonus);
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SUITE_ADD_TEST(suite, test_calculate_armor);
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SUITE_ADD_TEST(suite, test_natural_armor);
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SUITE_ADD_TEST(suite, test_magic_resistance);
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@ -956,7 +956,7 @@ int sp_hero(struct castorder * co)
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if (df) {
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if (!(df->person[dt.index].flags & FL_COURAGE)) {
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df->person[dt.index].defence += df_bonus;
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df->person[dt.index].defense += df_bonus;
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df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
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targets++;
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--force;
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@ -1005,7 +1005,7 @@ int sp_berserk(struct castorder * co)
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if (df) {
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if (!(df->person[dt.index].flags & FL_COURAGE)) {
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df->person[dt.index].attack += at_bonus;
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df->person[dt.index].defence -= df_malus;
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df->person[dt.index].defense -= df_malus;
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df->person[dt.index].flags = df->person[dt.index].flags | FL_COURAGE;
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targets++;
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--force;
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@ -1064,7 +1064,7 @@ int sp_frighten(struct castorder * co)
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}
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if (!is_magic_resistant(mage, df->unit, 0)) {
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df->person[dt.index].attack -= at_malus;
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df->person[dt.index].defence -= df_malus;
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df->person[dt.index].defense -= df_malus;
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targets++;
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}
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--force;
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@ -1109,7 +1109,7 @@ int sp_tiredsoldiers(struct castorder * co)
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if (!(df->person[t.index].flags & FL_TIRED)) {
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if (!is_magic_resistant(mage, df->unit, 0)) {
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df->person[t.index].flags = df->person[t.index].flags | FL_TIRED;
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df->person[t.index].defence -= 2;
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df->person[t.index].defense -= 2;
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++n;
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}
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}
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