diff --git a/src/ai.c b/src/ai.c index f43a299..a5b1d4a 100644 --- a/src/ai.c +++ b/src/ai.c @@ -90,9 +90,9 @@ static int ai_taskname(lua_State* L); // Number taskname. // Consult values. static int ai_gettarget(lua_State* L); // Pointer gettarget() static int ai_gettargetid(lua_State* L); // Number gettargetis() -static int ai_armor(lua_State* L); // armor() +static int ai_armour(lua_State* L); // armour() static int ai_shield(lua_State* L); // shield() -static int ai_parmor(lua_State* L); // parmor() +static int ai_parmour(lua_State* L); // parmour() static int ai_pshield(lua_State* L); // pshield() static int ai_getdistance(lua_State* L); // Number getdist(Vec2) static int ai_getpos(lua_State* L); // getpos(number) @@ -196,9 +196,9 @@ static int ai_loadProfile(char* filename) { // Consult. lua_register(L, "gettarget", ai_gettarget); lua_register(L, "gettargetid", ai_gettargetid); - lua_register(L, "armor", ai_armor); + lua_register(L, "armour", ai_armour); lua_register(L, "shield", ai_shield); - lua_register(L, "parmor", ai_parmor); + lua_register(L, "parmour", ai_parmour); lua_register(L, "pshield", ai_pshield); lua_register(L, "getdist", ai_getdistance); lua_register(L, "getpos", ai_getpos); @@ -403,12 +403,12 @@ static int ai_gettargetid(lua_State* L) { return 0; } -// Get the pilots armor. -static int ai_armor(lua_State* L) { +// Get the pilots armour. +static int ai_armour(lua_State* L) { double d; - if(lua_isnumber(L,1)) d = pilot_get((unsigned int)lua_tonumber(L,1))->armor; - else d = cur_pilot->armor; + if(lua_isnumber(L,1)) d = pilot_get((unsigned int)lua_tonumber(L,1))->armour; + else d = cur_pilot->armour; lua_pushnumber(L, d); return 1; @@ -425,16 +425,16 @@ static int ai_shield(lua_State* L) { return 1; } -// Get the pilot's armor in percentage. -static int ai_parmor(lua_State* L) { +// Get the pilot's armour in percentage. +static int ai_parmour(lua_State* L) { double d; Pilot* p; if(lua_isnumber(L,1)) { p = pilot_get((unsigned int)lua_tonumber(L,1)); - d = p->armor / p->armor_max * 100.; + d = p->armour / p->armour_max * 100.; } - else d = cur_pilot->armor / cur_pilot->armor_max * 100.; + else d = cur_pilot->armour / cur_pilot->armour_max * 100.; lua_pushnumber(L, d); return 1; diff --git a/src/outfit.c b/src/outfit.c index 3f6b2f8..14b8fbd 100644 --- a/src/outfit.c +++ b/src/outfit.c @@ -92,7 +92,7 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) { else if(xml_isNode(node, "damage")) { cur = node->children; do { - if(xml_isNode(cur, "armor")) tmp->damage_armor = xml_getFloat(cur); + if(xml_isNode(cur, "armour")) tmp->damage_armour = xml_getFloat(cur); else if(xml_isNode(cur, "shield")) tmp->damage_shield = xml_getFloat(cur); } while((cur = cur->next)); } @@ -103,7 +103,7 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) { MELEMENT(tmp->speed, "speed"); MELEMENT(tmp->range, "range"); MELEMENT(tmp->accuracy, "accuracy"); - MELEMENT(tmp->damage_armor, "armor' from element 'damage"); + MELEMENT(tmp->damage_armour, "armour' from element 'damage"); MELEMENT(tmp->damage_shield, "shield' from element 'damage"); #undef MELEMENT } diff --git a/src/pilot.c b/src/pilot.c index e7376c9..bee6f44 100644 --- a/src/pilot.c +++ b/src/pilot.c @@ -131,18 +131,18 @@ void pilot_shoot(Pilot* p, const int secondary) { } // Damage the pilot. -void pilot_hit(Pilot* p, const double damage_shield, const double damage_armor) { +void pilot_hit(Pilot* p, const double damage_shield, const double damage_armour) { if(p->shield - damage_shield > 0.) p->shield -= damage_shield; else if(p->shield > 0.) { // Shields can take part of the blow. - p->armor -= p->shield/damage_shield*damage_armor; + p->armour -= p->shield/damage_shield*damage_armour; p->shield = 0.; } - else if(p->armor-damage_armor > 0.) - p->armor -= damage_armor; + else if(p->armour-damage_armour > 0.) + p->armour -= damage_armour; else - p->armor = 0.; + p->armour = 0.; } // Render the pilot. @@ -157,7 +157,7 @@ void pilot_render(Pilot* p) { // Update the pilot. static void pilot_update(Pilot* pilot, const double dt) { - if(pilot != player && pilot->armor < PILOT_DISABLED_ARMOR * pilot->armor_max) { + if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOR * pilot->armour_max) { // We are disabled. pilot_setFlag(pilot, PILOT_DISABLED); // Come to a halt slowly. @@ -170,12 +170,12 @@ static void pilot_update(Pilot* pilot, const double dt) { return; } // We are still alive. - else if(pilot->armor < pilot->armor_max) - pilot->armor += pilot->ship->armor_regen*dt; + else if(pilot->armour < pilot->armour_max) + pilot->armour += pilot->ship->armour_regen*dt; else pilot->shield += pilot->ship->shield_regen*dt; - if(pilot->armor > pilot->armor_max) pilot->armor = pilot->armor_max; + if(pilot->armour > pilot->armour_max) pilot->armour = pilot->armour_max; if(pilot->shield > pilot->shield_max) pilot->shield = pilot->shield_max; // Update the solid. @@ -217,13 +217,13 @@ void pilot_init(Pilot* pilot, Ship* ship, char* name, Faction* faction, AI_Profi // Solid. pilot->solid = solid_create(ship->mass, dir, pos, vel); - // Max shields armor. - pilot->armor_max = ship->armor; - pilot->shield_max = ship->shield; - pilot->energy_max = ship->energy; - pilot->armor = pilot->armor_max; - pilot->shield = pilot->shield_max; - pilot->energy = pilot->energy_max; + // Max shields armour. + pilot->armour_max = ship->armour; + pilot->shield_max = ship->shield; + pilot->energy_max = ship->energy; + pilot->armour = pilot->armour_max; + pilot->shield = pilot->shield_max; + pilot->energy = pilot->energy_max; // Initially idle. diff --git a/src/player.c b/src/player.c index bc830b4..b073641 100644 --- a/src/player.c +++ b/src/player.c @@ -106,7 +106,7 @@ typedef struct { gl_texture* gfx_targetPilot, *gfx_targetPlanet; Radar radar; Rect nav; - Rect shield, armor, energy; + Rect shield, armour, energy; Rect weapon; Rect misc; @@ -114,7 +114,7 @@ typedef struct { Vec2 pos_frame; Vec2 pos_radar; Vec2 pos_nav; - Vec2 pos_shield, pos_armor, pos_energy; + Vec2 pos_shield, pos_armour, pos_energy; Vec2 pos_weapon; Vec2 pos_target, pos_target_health, pos_target_name, pos_target_faction; Vec2 pos_misc; @@ -336,7 +336,7 @@ void player_render(void) { // Health gui_renderBar(&cShield, &gui.pos_shield, &gui.shield, player->shield / player->shield_max); - gui_renderBar(&cArmor, &gui.pos_armor, &gui.armor, player->armor / player->armor_max); + gui_renderBar(&cArmor, &gui.pos_armour, &gui.armour, player->armour / player->armour_max); gui_renderBar(&cEnergy, &gui.pos_energy, &gui.energy, player->energy / player->energy_max); // Weapon. @@ -369,8 +369,8 @@ void player_render(void) { // On shields. gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.); else - // On armor. - gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Armor", p->armor/p->armor_max*100.); + // On armour. + gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Armor", p->armour/p->armour_max*100.); } else { // No target. i = gl_printWidth(NULL, "No Target"); @@ -662,9 +662,9 @@ static int gui_parse(const xmlNodePtr parent, const char* name) { VY(gui.pos_frame) + gui.gfx_frame->h - y); } - if(xml_isNode(cur, "armor")) { - rect_parse(cur, &x, &y, &gui.armor.w, &gui.armor.h); - vect_csetmin(&gui.pos_armor, + if(xml_isNode(cur, "armour")) { + rect_parse(cur, &x, &y, &gui.armour.w, &gui.armour.h); + vect_csetmin(&gui.pos_armour, VX(gui.pos_frame) + x, VY(gui.pos_frame) + gui.gfx_frame->h - y); } diff --git a/src/ship.c b/src/ship.c index b9e654f..0ee4738 100644 --- a/src/ship.c +++ b/src/ship.c @@ -75,14 +75,14 @@ static Ship* ship_parse(xmlNodePtr parent) { else if(strcmp((char*)node->name, "health")==0) { cur = node->children; do { - if(strcmp((char*)cur->name, "armor")==0) - tmp->armor = (double)atoi((char*)cur->children->content); + if(strcmp((char*)cur->name, "armour")==0) + tmp->armour = (double)atoi((char*)cur->children->content); else if(strcmp((char*)cur->name, "shield")==0) tmp->shield = (double)atoi((char*)cur->children->content); else if(strcmp((char*)cur->name, "energy")==0) tmp->energy = (double)atoi((char*)cur->children->content); - else if(strcmp((char*)cur->name, "armor_regen")==0) - tmp->armor_regen = (double)(atoi((char*)cur->children->content))/60.0; + else if(strcmp((char*)cur->name, "armour_regen")==0) + tmp->armour_regen = (double)(atoi((char*)cur->children->content))/60.0; else if(strcmp((char*)cur->name, "shield_regen")==0) tmp->shield_regen = (double)(atoi((char*)cur->children->content))/60.0; else if(strcmp((char*)cur->name, "energy_regen")==0) @@ -135,8 +135,8 @@ static Ship* ship_parse(xmlNodePtr parent) { MELEMENT(tmp->speed, "speed"); MELEMENT(tmp->crew, "crew"); MELEMENT(tmp->mass, "mass"); - MELEMENT(tmp->armor, "armor"); - MELEMENT(tmp->armor_regen, "armor_regen"); + MELEMENT(tmp->armour, "armour"); + MELEMENT(tmp->armour_regen, "armour_regen"); MELEMENT(tmp->shield, "shield"); MELEMENT(tmp->shield_regen, "shield_regen"); MELEMENT(tmp->energy, "energy"); diff --git a/src/weapon.c b/src/weapon.c index 021375a..bea42cf 100644 --- a/src/weapon.c +++ b/src/weapon.c @@ -139,7 +139,7 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) { pilot_setFlag(pilot_stack[i], PILOT_HOSTILE); // Inform the ship that it should take some damage. - pilot_hit(pilot_stack[i], w->outfit->damage_shield, w->outfit->damage_armor); + pilot_hit(pilot_stack[i], w->outfit->damage_shield, w->outfit->damage_armour); // No need for the weapon particle anymore. weapon_destroy(w, layer); return;