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Use "Favorable" instead of "Favourable" everywhere for consistency

Original game of course used american english version so we stick to it.
This commit is contained in:
ArseniyShestakov 2015-12-06 02:23:41 +03:00
parent 7708810148
commit 05a34fb417
7 changed files with 9 additions and 9 deletions

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@ -1576,7 +1576,7 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
}
}
if(t.hasFavourableWinds())
if(t.hasFavorableWinds())
out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
else if(terName)
{

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@ -719,7 +719,7 @@ BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldTy
{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},
{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},
{BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG},
{BFieldType::FAVOURABLE_WINDS, BattlefieldBI::NONE},
{BFieldType::FAVORABLE_WINDS, BattlefieldBI::NONE},
{BFieldType::FIERY_FIELDS, BattlefieldBI::FIERY_FIELDS},
{BFieldType::HOLY_GROUND, BattlefieldBI::HOLY_GROUND},
{BFieldType::LUCID_POOLS, BattlefieldBI::LUCID_POOLS},

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@ -1939,7 +1939,7 @@ BFieldType CGameState::battleGetBattlefieldType(int3 tile)
case Obj::EVIL_FOG:
return BFieldType::EVIL_FOG;
case Obj::FAVORABLE_WINDS:
return BFieldType::FAVOURABLE_WINDS;
return BFieldType::FAVORABLE_WINDS;
case Obj::FIERY_FIELDS:
return BFieldType::FIERY_FIELDS;
case Obj::HOLY_GROUNDS:

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@ -987,7 +987,7 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
}
else if(dt->terType == ETerrainType::WATER)
{
if(h->boat && ct->hasFavourableWinds() && dt->hasFavourableWinds()) //Favourable Winds
if(h->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
ret *= 0.666;
else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
{

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@ -837,10 +837,10 @@ public:
// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines
//8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields
//15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog
//21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
//21. "favorable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
enum EBFieldType {NONE = -1, NONE2, SAND_SHORE, SAND_MESAS, DIRT_BIRCHES, DIRT_HILLS, DIRT_PINES, GRASS_HILLS,
GRASS_PINES, LAVA, MAGIC_PLAINS, SNOW_MOUNTAINS, SNOW_TREES, SUBTERRANEAN, SWAMP_TREES, FIERY_FIELDS,
ROCKLANDS, MAGIC_CLOUDS, LUCID_POOLS, HOLY_GROUND, CLOVER_FIELD, EVIL_FOG, FAVOURABLE_WINDS, CURSED_GROUND,
ROCKLANDS, MAGIC_CLOUDS, LUCID_POOLS, HOLY_GROUND, CLOVER_FIELD, EVIL_FOG, FAVORABLE_WINDS, CURSED_GROUND,
ROUGH, SHIP_TO_SHIP, SHIP
};

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@ -158,7 +158,7 @@ EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
return EDiggingStatus::CAN_DIG;
}
bool TerrainTile::hasFavourableWinds() const
bool TerrainTile::hasFavorableWinds() const
{
return extTileFlags & 128;
}

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@ -72,7 +72,7 @@ struct DLL_LINKAGE TerrainTile
bool isWater() const;
bool isCoastal() const;
EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
bool hasFavourableWinds() const;
bool hasFavorableWinds() const;
ETerrainType terType;
ui8 terView;
@ -81,7 +81,7 @@ struct DLL_LINKAGE TerrainTile
ERoadType::ERoadType roadType;
ui8 roadDir;
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favorable Winds effect
ui8 extTileFlags;
bool visitable;
bool blocked;