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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.
ArseniyShestakov 10 anni fa
parent
commit
05a34fb417

+ 1 - 1
client/mapHandler.cpp

@@ -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)
 	{

+ 1 - 1
lib/BattleState.cpp

@@ -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},

+ 1 - 1
lib/CGameState.cpp

@@ -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:

+ 1 - 1
lib/CPathfinder.cpp

@@ -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))
 		{

+ 2 - 2
lib/GameConstants.h

@@ -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
 	};
 

+ 1 - 1
lib/mapping/CMap.cpp

@@ -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;
 }

+ 2 - 2
lib/mapping/CMapDefines.h

@@ -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;