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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.
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7708810148
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05a34fb417
@ -1576,7 +1576,7 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
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}
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}
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if(t.hasFavourableWinds())
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if(t.hasFavorableWinds())
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out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
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else if(terName)
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{
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@ -719,7 +719,7 @@ BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldTy
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{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},
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{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},
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{BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG},
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{BFieldType::FAVOURABLE_WINDS, BattlefieldBI::NONE},
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{BFieldType::FAVORABLE_WINDS, BattlefieldBI::NONE},
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{BFieldType::FIERY_FIELDS, BattlefieldBI::FIERY_FIELDS},
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{BFieldType::HOLY_GROUND, BattlefieldBI::HOLY_GROUND},
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{BFieldType::LUCID_POOLS, BattlefieldBI::LUCID_POOLS},
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@ -1939,7 +1939,7 @@ BFieldType CGameState::battleGetBattlefieldType(int3 tile)
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case Obj::EVIL_FOG:
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return BFieldType::EVIL_FOG;
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case Obj::FAVORABLE_WINDS:
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return BFieldType::FAVOURABLE_WINDS;
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return BFieldType::FAVORABLE_WINDS;
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case Obj::FIERY_FIELDS:
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return BFieldType::FIERY_FIELDS;
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case Obj::HOLY_GROUNDS:
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@ -987,7 +987,7 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
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}
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else if(dt->terType == ETerrainType::WATER)
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{
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if(h->boat && ct->hasFavourableWinds() && dt->hasFavourableWinds()) //Favourable Winds
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if(h->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
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ret *= 0.666;
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else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
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{
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@ -837,10 +837,10 @@ public:
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// 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines
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//8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields
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//15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog
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//21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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//21. "favorable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
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enum EBFieldType {NONE = -1, NONE2, SAND_SHORE, SAND_MESAS, DIRT_BIRCHES, DIRT_HILLS, DIRT_PINES, GRASS_HILLS,
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GRASS_PINES, LAVA, MAGIC_PLAINS, SNOW_MOUNTAINS, SNOW_TREES, SUBTERRANEAN, SWAMP_TREES, FIERY_FIELDS,
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ROCKLANDS, MAGIC_CLOUDS, LUCID_POOLS, HOLY_GROUND, CLOVER_FIELD, EVIL_FOG, FAVOURABLE_WINDS, CURSED_GROUND,
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ROCKLANDS, MAGIC_CLOUDS, LUCID_POOLS, HOLY_GROUND, CLOVER_FIELD, EVIL_FOG, FAVORABLE_WINDS, CURSED_GROUND,
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ROUGH, SHIP_TO_SHIP, SHIP
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};
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@ -158,7 +158,7 @@ EDiggingStatus TerrainTile::getDiggingStatus(const bool excludeTop) const
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return EDiggingStatus::CAN_DIG;
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}
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bool TerrainTile::hasFavourableWinds() const
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bool TerrainTile::hasFavorableWinds() const
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{
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return extTileFlags & 128;
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}
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@ -72,7 +72,7 @@ struct DLL_LINKAGE TerrainTile
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bool isWater() const;
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bool isCoastal() const;
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EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
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bool hasFavourableWinds() const;
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bool hasFavorableWinds() const;
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ETerrainType terType;
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ui8 terView;
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@ -81,7 +81,7 @@ struct DLL_LINKAGE TerrainTile
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ERoadType::ERoadType roadType;
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ui8 roadDir;
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/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
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/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
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/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favorable Winds effect
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ui8 extTileFlags;
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bool visitable;
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bool blocked;
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