diff --git a/genrules.cpp b/genrules.cpp index 2989592f..7eec1829 100644 --- a/genrules.cpp +++ b/genrules.cpp @@ -461,7 +461,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << enclose("ul", true); f << enclose("li", true) << url("#intro", "Introduction") << '\n' << enclose("li", false); - + f << enclose("li", true); f << url("#playing", "Playing Atlantis") << '\n'; f << enclose("ul", true); @@ -1251,7 +1251,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "as the magical entry into Atlantis."; } else { - f << "inside of the normal world of Atlantis, but " + f << "inside of the normal world of Atlantis, but " << (Globals->MULTI_HEX_NEXUS ? "each contains " : "contains ") << "a starting city with all its benefits" << (Globals->GATES_EXIST ? ", including a gate" : "") << ". " @@ -1285,7 +1285,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr if (Globals->START_CITIES_START_UNLIMITED) { f << (!Globals->SAFE_START_CITIES && Globals->CITY_MONSTERS_EXIST ? "until someone conquers the guardsmen, " - : "") + : "") << "there are unlimited amounts of many materials and men (though the prices are often quite high)."; } else { f << "there are materials as well as a very large supply of men (though the prices are often quite high)."; @@ -1591,7 +1591,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << enclose("td align=\"center\"", true) << ItemDefs[i].weight/50 << '\n' << enclose("td", false); f << enclose("td align=\"center\"", true) << slevel << '\n' << enclose("td", false); f << enclose("tr", false); - } + } for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (!ObjectIsShip(i)) continue; @@ -1835,8 +1835,8 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr rate = study_rate(days, 0); days += rate; months5++; - } - mlevel = GetLevelByDays(days); + } + mlevel = GetLevelByDays(days); f << enclose("p", true); f << "To illustrate this, a unit would have to spend " << num_to_word(months2) @@ -1849,7 +1849,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "skill level 3 by studying without experience. "; } f << "The maximum skill level that is possible through continuous study only (i.e. no experience " - << "involved) is " << num_to_word(mlevel) + ", " + << "involved) is " << num_to_word(mlevel) + ", " << (months5 > 36 ? "although it is hardly feasible without any experience at all, " : "") << "taking " << num_to_word(months5) << " months of studying to achieve. " << "Note that this assumes that the unit type is allowed to achieve this level at all " @@ -1906,7 +1906,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr int level = 0; int plevel = 0; int next = study_rate(days, 0); - f << enclose("td", true) << " " << level << " (" << days << "+" << next + f << enclose("td", true) << " " << level << " (" << days << "+" << next << ")\n" << enclose("td", false); for (int m = 0; m < 9; m++) { days += study_rate(days, 0); @@ -1928,7 +1928,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr level = 0; plevel = 0; next = study_rate(days, 30); - f << enclose("td", true) << " " << level << " (" << days << "+" << next + f << enclose("td", true) << " " << level << " (" << days << "+" << next << ")\n" << enclose("td", false); for (int m = 0; m < 9; m++) { days += study_rate(days, 30); @@ -1984,7 +1984,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr // a table of all skills/costs. f << enclose("p", true) << "Most skills cost $" << SkillDefs[S_COMBAT].cost << " per person per month to study (in addition to normal maintenance costs). The exceptions are "; - if (has_stea || has_obse) { + if (has_stea || has_obse) { f << (has_stea ? "Stealth" : "") << (has_stea && has_obse ? " and " : "") << (has_obse ? "Observation" : "") << " (" << (has_stea && has_obse ? "both of which cost $" : "which costs $") << SkillDefs[S_STEALTH].cost << "), "; @@ -2127,7 +2127,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr if (!evenly_divisible) { f << "Food value for a fractional maintenance cost still consumes the entire unit of food. "; } - + if (Globals->UPKEEP_MINIMUM_FOOD > 0) { f << "A unit must be given at least " << Globals->UPKEEP_MINIMUM_FOOD << " maintenance per man in the form of food. "; @@ -2180,7 +2180,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "were given above in the section on Movement, but many things were left out. Here is a table " << "giving some information about common items in Atlantis:\n" << enclose("p", false); - + f << anchor("tableiteminfo") << '\n'; f << enclose("center", true); f << enclose("table border=\"1\"", true); @@ -2252,7 +2252,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr (wp->flags & WeaponType::RANGED) || (wp->flags & WeaponType::NEEDSKILL)) { if (wp->flags & WeaponType::RANGED) - f << "Ranged weapon"; + f << "Ranged weapon"; else f << "Weapon"; f << " which gives " << (wp->attackBonus > -1 ? "+" : "") @@ -2340,7 +2340,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << " factions can issue " << url("#produce", "PRODUCE") << " orders however, regardless of skill levels.\n" << enclose("p", false); } - + f << enclose("p", true) << "Items which increase production may increase production of advanced items in " << "addition to the basic items listed. Some of them also increase production of other tools. Read the skill " << "descriptions for details on which tools aid which production when not noted above.\n" @@ -2431,7 +2431,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr } f << enclose("table", false); f << enclose("center", false); - + f << enclose("p", true) << "Size is the number of people that the building can shelter. Cost is both " << "the number of man-months of labor and the number of units of material required to complete the building. "; if (Globals->LIMITED_MAGES_PER_BUILDING) { @@ -2648,7 +2648,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << enclose("td align=\"center\"", true) << ItemDefs[i].weight/50 << '\n' << enclose("td", false); f << enclose("td align=\"center\"", true) << slevel << '\n' << enclose("td", false); f << enclose("tr", false); - } + } for (int i = 0; i < NOBJECTS; i++) { if (ObjectDefs[i].flags & ObjectType::DISABLED) continue; if (!ObjectIsShip(i)) continue; @@ -2674,7 +2674,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "to complete the ship. The sailors are the number of skill levels of the Sailing skill that must be " << "aboard the ship (and issuing the " << url("#sail", "SAIL") << " order) in order for the ship to sail.\n" << enclose("p", false); - + f << enclose("p", true) << "When a ship is built, if its builder is already the owner of a fleet, then " << "the ship will be added to that fleet; otherwise a new fleet will be created to hold the ship. A fleet " << "has the combined capacity and sailor requirement of its constituent vessels, and moves at the speed of " @@ -2759,7 +2759,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "the faction in question Friendly. Units on guard will also block " << url("#pillage", "PILLAGE") << " orders issued by other factions in the same region, regardless of your attitude towards the faction " << "in question, and they will attempt to prevent Unfriendly units from entering the region. Only units " - << "which are able to tax may be on guard. Units on guard " + << "which are able to tax may be on guard. Units on guard " << (has_stea ? " are always visible regardless of Stealth skill, and " : "") << "will be marked as being \"on guard\" in the region description.\n" << enclose("p", false); @@ -2936,7 +2936,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr ? "these restrictions do " : "this restriction does ") << "not apply for sea combat, as " - << (has_stea ? "units within a fleet are always visible" : ""); + << (has_stea ? "units within a fleet are always visible" : ""); if (!(SkillDefs[S_RIDING].flags & SkillType::DISABLED)) { f << (has_stea ? ", and" : "") << " Riding does not play a part in combat on board fleets"; } @@ -3009,10 +3009,10 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << " The computer selects the best tactician from each side; that unit is regarded as the leader of " << "its side. If two or more units on one side have the same Tactics skill, then the one with the lower " << "unit number is regarded as the leader of that side. If one side's leader has a better Tactics skill " - << "than the other side's," + << "than the other side's, then that side gets a " << (Globals->ADVANCED_TACTICS - ? "then that side gets a tactics difference bonus to their attack and defense." - : "then that side gets a free round of attacks."); + ? "tactics difference bonus to their attack and defense for the first round of combat." + : "free round of attacks."); } f << '\n' << enclose("p", false); f << enclose("p", true) << "In each combat round, the combatants each get to attack once, in " @@ -3112,7 +3112,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "the battle is over, by any living healers on the winning side.\n" << enclose("p", false); } - + f << enclose("p", true) << "Any items owned by dead combatants on the losing side have a 50% chance of being " << "found and collected by the winning side. Each item which is recovered is picked up by one of the " << "survivors able to carry it (see the " << url("#spoils", "SPOILS") << " command) at random, so the " @@ -3705,7 +3705,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << example_start("Change your faction's email address to atlantis@rahul.net.") << "ADDRESS atlantis@rahul.net\n" << example_end(); - + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); f << anchor("advance") << '\n'; f << enclose("h4", true) << "ADVANCE [dir] ...\n" << enclose("h4", false); @@ -3845,7 +3845,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << example_start("To help unit 5789 build a structure.") << "BUILD HELP 5789\n" << example_end(); - + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); f << anchor("buy") << '\n'; f << enclose("h4", true) << "BUY [quantity] [item]\n" << enclose("h4", false); @@ -3875,7 +3875,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "BUY 5 barbarians\n" << example_end(); } - + f << enclose(class_tag("div", "rule"), true) << '\n' << enclose("div", false); f << anchor("cast") << '\n'; f << enclose("h4", true) << "CAST [skill] [arguments]\n" << enclose("h4", false); @@ -4127,7 +4127,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << enclose("p", true) << "Form a new unit. The newly created unit will be in your faction, in the same " << "region as the unit which formed it, and in the same structure if any. It will start off, however, with " << "no people or items; you should, in the same month, issue orders to transfer people into the new unit, or " - << "have it recruit members. The new unit will inherit its flags from the unit that forms it, such as " + << "have it recruit members. The new unit will inherit its flags from the unit that forms it, such as " << "avoiding, behind, revealing and sharing, with the exception of the guard and autotax flags. If the new " << "unit wants to guard or automatically tax then those flags will have to be explicitly set in its orders.\n" << enclose("p", false); @@ -4394,7 +4394,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << enclose("p", true) << "If multiple units are on one side in a battle, they must all have the NOAID flag on, " << "or they will receive aid from other hexes.\n" << enclose("p", false); - f << enclose("p", true) << "Example:\n" << enclose("p", false); + f << enclose("p", true) << "Example:\n" << enclose("p", false); f << example_start("Set a unit to receive no aid in battle.") << "NOAID 1\n" << example_end(); @@ -4588,7 +4588,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr f << enclose("p", true) << "Note that although this order affects the faction as a whole, it nevertheless needs " << "to be issued by an individual unit, and so the email containing the command to quit needs to include both " << "#atlantis and unit lines.\n" - << enclose("p", false); + << enclose("p", false); f << enclose("p", true) << "Example:\n" << enclose("p", false); f << example_start("Quit the game for faction 27 if your password is foobar.") << "#atlantis 27 \"foobar\"\n" @@ -4622,7 +4622,7 @@ int Game::GenRules(const AString &rules, const AString &css, const AString &intr << "affiliation (REVEAL FACTION), in the turn report, to all other factions in the region. " << (has_stea ? "Used to reveal high stealth scouts, should there be some reason to. " : "") << "REVEAL is used to cancel this.\n" - << enclose("p", false); + << enclose("p", false); f << enclose("p", true) << "Examples:\n" << enclose("p", false); f << example_start("Show the unit to all factions.") << "REVEAL UNIT\n" diff --git a/skillshows.cpp b/skillshows.cpp index fb94393b..7de0be30 100644 --- a/skillshows.cpp +++ b/skillshows.cpp @@ -241,7 +241,7 @@ AString *ShowSkill::Report(Faction *f) const "bonus to their attack and defense during first battle " "round. Bonus equals to the difference in skills but can be " "+3 at most. The army with the highest level tactician " - "in a battle will receive this bonus round; if the highest " + "in a battle will receive this bonus; if the highest " "levels are equal, no bonus is awarded."; } else { *str += "Tactics allows the unit, and all allies, to gain a " @@ -462,7 +462,7 @@ AString *ShowSkill::Report(Faction *f) const if (Globals->APPRENTICES_EXIST) { *str += " or "; *str += Globals->APPRENTICE_NAME; - } + } *str += ", make a temporary Gate between two regions, and " "send units from one region to another. In order to do this, " "both mages (the caster, and the target mage) must have " @@ -708,12 +708,12 @@ AString *ShowSkill::Report(Faction *f) const "12 sailing skill points per skill level " "of Summon Wind. "; } - + /* *str += " If the mage is flying, he will receive 2 extra " "movement points."; */ - *str += "The effects of all such mages in a fleet are cumulative. "; + *str += "The effects of all such mages in a fleet are cumulative. "; } break; case S_SUMMON_STORM: @@ -1584,7 +1584,7 @@ AString *ShowSkill::Report(Faction *f) const temp2 += "] via magic"; count = 0; for (c = 0; c < sizeof(ItemDefs[i].mInput)/sizeof(ItemDefs[i].mInput[0]); c++) { - if (ItemDefs[i].mInput[c].item == -1) continue; + if (ItemDefs[i].mInput[c].item == -1) continue; count++; } if (count > 0) { @@ -1592,7 +1592,7 @@ AString *ShowSkill::Report(Faction *f) const temp4 = ""; count = 0; for (c = 0; c < sizeof(ItemDefs[i].mInput)/sizeof(ItemDefs[i].mInput[0]); c++) { - if (ItemDefs[i].mInput[c].item == -1) continue; + if (ItemDefs[i].mInput[c].item == -1) continue; if (!(temp4 == "")) { if (count > 0) temp2 += ", "; @@ -1659,7 +1659,7 @@ AString *ShowSkill::Report(Faction *f) const temp4 = ""; count = 0; for (c = 0; c < sizeof(ItemDefs[i].pInput)/sizeof(ItemDefs[i].pInput[0]); c++) { - if (ItemDefs[i].pInput[c].item == -1) continue; + if (ItemDefs[i].pInput[c].item == -1) continue; if (!(temp4 == "")) { if (count > 0) temp1 += ", "; @@ -1875,7 +1875,7 @@ AString *ShowSkill::Report(Faction *f) const if (!(*str == "")) *str += " "; *str += "This skill cannot be taught to other units."; } - if ((Globals->SKILL_PRACTICE_AMOUNT > 0) && + if ((Globals->SKILL_PRACTICE_AMOUNT > 0) && (SkillDefs[skill].flags & SkillType::NOEXP)) { if (!(*str == "")) *str += " "; *str += "This skill cannot be increased through experience.";