[Fix] Guess who found out the correct spelling of armour!

-- find . -iname \*.c -exec sed -i -e "s/armor/armour/g" {} \;
This commit is contained in:
Allanis 2013-02-15 02:18:09 +00:00
parent de91004814
commit 2b3852c25b
6 changed files with 45 additions and 45 deletions

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@ -90,9 +90,9 @@ static int ai_taskname(lua_State* L); // Number taskname.
// Consult values. // Consult values.
static int ai_gettarget(lua_State* L); // Pointer gettarget() static int ai_gettarget(lua_State* L); // Pointer gettarget()
static int ai_gettargetid(lua_State* L); // Number gettargetis() 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_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_pshield(lua_State* L); // pshield()
static int ai_getdistance(lua_State* L); // Number getdist(Vec2) static int ai_getdistance(lua_State* L); // Number getdist(Vec2)
static int ai_getpos(lua_State* L); // getpos(number) static int ai_getpos(lua_State* L); // getpos(number)
@ -196,9 +196,9 @@ static int ai_loadProfile(char* filename) {
// Consult. // Consult.
lua_register(L, "gettarget", ai_gettarget); lua_register(L, "gettarget", ai_gettarget);
lua_register(L, "gettargetid", ai_gettargetid); 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, "shield", ai_shield);
lua_register(L, "parmor", ai_parmor); lua_register(L, "parmour", ai_parmour);
lua_register(L, "pshield", ai_pshield); lua_register(L, "pshield", ai_pshield);
lua_register(L, "getdist", ai_getdistance); lua_register(L, "getdist", ai_getdistance);
lua_register(L, "getpos", ai_getpos); lua_register(L, "getpos", ai_getpos);
@ -403,12 +403,12 @@ static int ai_gettargetid(lua_State* L) {
return 0; return 0;
} }
// Get the pilots armor. // Get the pilots armour.
static int ai_armor(lua_State* L) { static int ai_armour(lua_State* L) {
double d; double d;
if(lua_isnumber(L,1)) d = pilot_get((unsigned int)lua_tonumber(L,1))->armor; if(lua_isnumber(L,1)) d = pilot_get((unsigned int)lua_tonumber(L,1))->armour;
else d = cur_pilot->armor; else d = cur_pilot->armour;
lua_pushnumber(L, d); lua_pushnumber(L, d);
return 1; return 1;
@ -425,16 +425,16 @@ static int ai_shield(lua_State* L) {
return 1; return 1;
} }
// Get the pilot's armor in percentage. // Get the pilot's armour in percentage.
static int ai_parmor(lua_State* L) { static int ai_parmour(lua_State* L) {
double d; double d;
Pilot* p; Pilot* p;
if(lua_isnumber(L,1)) { if(lua_isnumber(L,1)) {
p = pilot_get((unsigned int)lua_tonumber(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); lua_pushnumber(L, d);
return 1; return 1;

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@ -92,7 +92,7 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) {
else if(xml_isNode(node, "damage")) { else if(xml_isNode(node, "damage")) {
cur = node->children; cur = node->children;
do { 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); else if(xml_isNode(cur, "shield")) tmp->damage_shield = xml_getFloat(cur);
} while((cur = cur->next)); } while((cur = cur->next));
} }
@ -103,7 +103,7 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) {
MELEMENT(tmp->speed, "speed"); MELEMENT(tmp->speed, "speed");
MELEMENT(tmp->range, "range"); MELEMENT(tmp->range, "range");
MELEMENT(tmp->accuracy, "accuracy"); 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"); MELEMENT(tmp->damage_shield, "shield' from element 'damage");
#undef MELEMENT #undef MELEMENT
} }

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@ -131,18 +131,18 @@ void pilot_shoot(Pilot* p, const int secondary) {
} }
// Damage the pilot. // 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.) if(p->shield - damage_shield > 0.)
p->shield -= damage_shield; p->shield -= damage_shield;
else if(p->shield > 0.) { else if(p->shield > 0.) {
// Shields can take part of the blow. // 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.; p->shield = 0.;
} }
else if(p->armor-damage_armor > 0.) else if(p->armour-damage_armour > 0.)
p->armor -= damage_armor; p->armour -= damage_armour;
else else
p->armor = 0.; p->armour = 0.;
} }
// Render the pilot. // Render the pilot.
@ -157,7 +157,7 @@ void pilot_render(Pilot* p) {
// Update the pilot. // Update the pilot.
static void pilot_update(Pilot* pilot, const double dt) { 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. // We are disabled.
pilot_setFlag(pilot, PILOT_DISABLED); pilot_setFlag(pilot, PILOT_DISABLED);
// Come to a halt slowly. // Come to a halt slowly.
@ -170,12 +170,12 @@ static void pilot_update(Pilot* pilot, const double dt) {
return; return;
} }
// We are still alive. // We are still alive.
else if(pilot->armor < pilot->armor_max) else if(pilot->armour < pilot->armour_max)
pilot->armor += pilot->ship->armor_regen*dt; pilot->armour += pilot->ship->armour_regen*dt;
else else
pilot->shield += pilot->ship->shield_regen*dt; 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; if(pilot->shield > pilot->shield_max) pilot->shield = pilot->shield_max;
// Update the solid. // Update the solid.
@ -217,11 +217,11 @@ void pilot_init(Pilot* pilot, Ship* ship, char* name, Faction* faction, AI_Profi
// Solid. // Solid.
pilot->solid = solid_create(ship->mass, dir, pos, vel); pilot->solid = solid_create(ship->mass, dir, pos, vel);
// Max shields armor. // Max shields armour.
pilot->armor_max = ship->armor; pilot->armour_max = ship->armour;
pilot->shield_max = ship->shield; pilot->shield_max = ship->shield;
pilot->energy_max = ship->energy; pilot->energy_max = ship->energy;
pilot->armor = pilot->armor_max; pilot->armour = pilot->armour_max;
pilot->shield = pilot->shield_max; pilot->shield = pilot->shield_max;
pilot->energy = pilot->energy_max; pilot->energy = pilot->energy_max;

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@ -106,7 +106,7 @@ typedef struct {
gl_texture* gfx_targetPilot, *gfx_targetPlanet; gl_texture* gfx_targetPilot, *gfx_targetPlanet;
Radar radar; Radar radar;
Rect nav; Rect nav;
Rect shield, armor, energy; Rect shield, armour, energy;
Rect weapon; Rect weapon;
Rect misc; Rect misc;
@ -114,7 +114,7 @@ typedef struct {
Vec2 pos_frame; Vec2 pos_frame;
Vec2 pos_radar; Vec2 pos_radar;
Vec2 pos_nav; Vec2 pos_nav;
Vec2 pos_shield, pos_armor, pos_energy; Vec2 pos_shield, pos_armour, pos_energy;
Vec2 pos_weapon; Vec2 pos_weapon;
Vec2 pos_target, pos_target_health, pos_target_name, pos_target_faction; Vec2 pos_target, pos_target_health, pos_target_name, pos_target_faction;
Vec2 pos_misc; Vec2 pos_misc;
@ -336,7 +336,7 @@ void player_render(void) {
// Health // Health
gui_renderBar(&cShield, &gui.pos_shield, &gui.shield, player->shield / player->shield_max); 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); gui_renderBar(&cEnergy, &gui.pos_energy, &gui.energy, player->energy / player->energy_max);
// Weapon. // Weapon.
@ -369,8 +369,8 @@ void player_render(void) {
// On shields. // On shields.
gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.); gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.);
else else
// On armor. // On armour.
gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Armor", p->armor/p->armor_max*100.); gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Armor", p->armour/p->armour_max*100.);
} else { } else {
// No target. // No target.
i = gl_printWidth(NULL, "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); VY(gui.pos_frame) + gui.gfx_frame->h - y);
} }
if(xml_isNode(cur, "armor")) { if(xml_isNode(cur, "armour")) {
rect_parse(cur, &x, &y, &gui.armor.w, &gui.armor.h); rect_parse(cur, &x, &y, &gui.armour.w, &gui.armour.h);
vect_csetmin(&gui.pos_armor, vect_csetmin(&gui.pos_armour,
VX(gui.pos_frame) + x, VX(gui.pos_frame) + x,
VY(gui.pos_frame) + gui.gfx_frame->h - y); VY(gui.pos_frame) + gui.gfx_frame->h - y);
} }

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@ -75,14 +75,14 @@ static Ship* ship_parse(xmlNodePtr parent) {
else if(strcmp((char*)node->name, "health")==0) { else if(strcmp((char*)node->name, "health")==0) {
cur = node->children; cur = node->children;
do { do {
if(strcmp((char*)cur->name, "armor")==0) if(strcmp((char*)cur->name, "armour")==0)
tmp->armor = (double)atoi((char*)cur->children->content); tmp->armour = (double)atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "shield")==0) else if(strcmp((char*)cur->name, "shield")==0)
tmp->shield = (double)atoi((char*)cur->children->content); tmp->shield = (double)atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "energy")==0) else if(strcmp((char*)cur->name, "energy")==0)
tmp->energy = (double)atoi((char*)cur->children->content); tmp->energy = (double)atoi((char*)cur->children->content);
else if(strcmp((char*)cur->name, "armor_regen")==0) else if(strcmp((char*)cur->name, "armour_regen")==0)
tmp->armor_regen = (double)(atoi((char*)cur->children->content))/60.0; tmp->armour_regen = (double)(atoi((char*)cur->children->content))/60.0;
else if(strcmp((char*)cur->name, "shield_regen")==0) else if(strcmp((char*)cur->name, "shield_regen")==0)
tmp->shield_regen = (double)(atoi((char*)cur->children->content))/60.0; tmp->shield_regen = (double)(atoi((char*)cur->children->content))/60.0;
else if(strcmp((char*)cur->name, "energy_regen")==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->speed, "speed");
MELEMENT(tmp->crew, "crew"); MELEMENT(tmp->crew, "crew");
MELEMENT(tmp->mass, "mass"); MELEMENT(tmp->mass, "mass");
MELEMENT(tmp->armor, "armor"); MELEMENT(tmp->armour, "armour");
MELEMENT(tmp->armor_regen, "armor_regen"); MELEMENT(tmp->armour_regen, "armour_regen");
MELEMENT(tmp->shield, "shield"); MELEMENT(tmp->shield, "shield");
MELEMENT(tmp->shield_regen, "shield_regen"); MELEMENT(tmp->shield_regen, "shield_regen");
MELEMENT(tmp->energy, "energy"); MELEMENT(tmp->energy, "energy");

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@ -139,7 +139,7 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
pilot_setFlag(pilot_stack[i], PILOT_HOSTILE); pilot_setFlag(pilot_stack[i], PILOT_HOSTILE);
// Inform the ship that it should take some damage. // 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. // No need for the weapon particle anymore.
weapon_destroy(w, layer); weapon_destroy(w, layer);
return; return;