From a83c512dd5fc7acefb40b46526d1153f0e03a4dd Mon Sep 17 00:00:00 2001 From: Markus Armbruster Date: Sat, 5 Aug 2017 18:52:17 +0200 Subject: [PATCH] Use all-caps for a few acronyms and for "OK" Signed-off-by: Markus Armbruster --- include/land.h | 2 +- include/plane.h | 2 +- info/Basics.t | 6 +++--- info/Hitchance.t | 2 +- info/Land-units.t | 2 +- info/Novice.t | 2 +- info/Plane-types.t | 16 ++++++++-------- info/Unit-types.t | 2 +- info/launch.t | 2 +- info/relations.t | 2 +- src/lib/commands/assa.c | 2 +- src/lib/commands/bomb.c | 2 +- src/lib/global/news.c | 4 ++-- src/lib/subs/aircombat.c | 2 +- src/lib/subs/control.c | 2 +- src/lib/update/deliver.c | 2 +- tests/retreat/journal.log | 2 +- tests/version/journal.log | 8 ++++---- 18 files changed, 31 insertions(+), 31 deletions(-) diff --git a/include/land.h b/include/land.h index 2f378647..1bcaae9d 100644 --- a/include/land.h +++ b/include/land.h @@ -97,7 +97,7 @@ struct lchrstr { int l_acc; /* firing accuracy */ int l_dam; /* # of guns firing */ int l_ammo; /* firing ammu used per shot */ - int l_aaf; /* aa fire */ + int l_aaf; /* AA fire */ int l_flags; /* what special things can this unit do */ unsigned char l_nxlight; /* maximum number of xlight planes */ unsigned char l_nland; /* maximum number of units */ diff --git a/include/plane.h b/include/plane.h index fe2e670e..b745d1b7 100644 --- a/include/plane.h +++ b/include/plane.h @@ -107,7 +107,7 @@ struct plchrstr { #define P_I bit(8) /* Imaging ability (advanced spying) */ #define P_O bit(9) /* Orbital ability (a satellite) */ /* unused bit(10) */ -#define P_N bit(11) /* Nuclear RV interceptor (abm) */ +#define P_N bit(11) /* Nuclear RV interceptor (ABM) */ /* unused bit(12) */ #define P_E bit(13) /* extra light */ #define P_K bit(14) /* chopper */ diff --git a/info/Basics.t b/info/Basics.t index 4b76a39c..c7d30465 100644 --- a/info/Basics.t +++ b/info/Basics.t @@ -8,15 +8,15 @@ deities may be more forgiving than others. .s1 One player, one country. You may NEVER use any country other than your own. -It is ok for two people to play one country -but it is NEVER ok for one person to play two countries. +It is OK for two people to play one country +but it is NEVER OK for one person to play two countries. If you are caught doing this, your countries will be removed from the game. In addition, your registrations for future games may be declined. DON'T DO IT. .s1 -Ok, but what do I do when I'm away? +OK, but what do I do when I'm away? .s1 .in +.5i 1) you may turn over your country to someone who has never diff --git a/info/Hitchance.t b/info/Hitchance.t index d299eb63..91b8bbda 100644 --- a/info/Hitchance.t +++ b/info/Hitchance.t @@ -86,7 +86,7 @@ The hardtarget of an army is the hardtarget of the "easiest" target in the army. Plane: -If the plane is in the air (satellite, icbm), then +If the plane is in the air (satellite, ICBM), then hardtarget = the "def" value of the plane. otherwise if the plane is on the ground: hardtarget = 0 diff --git a/info/Land-units.t b/info/Land-units.t index 00252351..dacf22d1 100644 --- a/info/Land-units.t +++ b/info/Land-units.t @@ -129,7 +129,7 @@ infantry 1.0 1.5 60 23 15 2 1 0 0 0 0 0 0 The infantry unit has an attack multiplier of 1.0, and defensive multiplier of 1.5. It has a vulnerability rating of 60, a speed of 23, a visibility of 15, spy value of 2, reaction radius maximum of 1, no firing range, no accuracy, -no firing damage, uses no ammo, has no aa fire, +no firing damage, uses no ammo, has no AA fire, and can't carry extra-light planes. .s1 When attacking, a unit's value is expressed in 'mil-equivalents', i.e. 1 diff --git a/info/Novice.t b/info/Novice.t index 370f399c..0ad73c65 100644 --- a/info/Novice.t +++ b/info/Novice.t @@ -28,7 +28,7 @@ the new server: (7) Build fighter planes. (8) Always guard your ships with destroyers (or other kinds of ASW ships). (9) Build some ASW planes and put them on interdiction mission. -(10) Build lots of sam's and abm's. +(10) Build lots of SAMs and ABMs. .FI .s1 \*(iFA Treatise of Advice on War and Peace diff --git a/info/Plane-types.t b/info/Plane-types.t index 608f6c09..f4b7e21d 100644 --- a/info/Plane-types.t +++ b/info/Plane-types.t @@ -122,21 +122,21 @@ satellites able to fly higher, as with the U-2 & SR-71. These planes are largely superseded by satellites now (for good or ill). -ssm's -& icbm's +SSMs +& ICBMs - The first ssm's were used as strategic harassing weapons, and + The first SSMs were used as strategic harassing weapons, and were almost useless. (German V-1 & V-2) There were also combat rockets, such as the Russian Katayusha's and the German Nebelwerfers, but these were essentially similar to artillery. - The first true SSM's were the Russian missiles in the 1950's, + The first true SSMs were the Russian missiles in the 1950's, such as the Frog. They were intended to deliver nuclear or chemical warheads at medium ranges, and to be un-interceptable. Later missiles increase payload & range. However, since we've artificially restricted the blast effects of nuclear weapons, I am merging these in with tactical - missiles. (no need for an icbm unless you've got big nukes) + missiles. (no need for an ICBM unless you've got big nukes) marine missiles @@ -144,15 +144,15 @@ missiles as the Harpoon, Penguin, Exocet. They are accurate missiles which may be launched at ships. -sam's +SAMs The first sams were nuclear-tipped, and intended to break up large attacking bomber forces. Later, they were made smaller and more accurate, and were intended to hit single targets at any speed or altitude. -abm's These are to shoot down missiles, and are mostly fantasy. +ABMs These are to shoot down missiles, and are mostly fantasy. -asw +ASW planes These are either long-range bomber type aircraft, with some sort of equipment for locating & killing submarines, or also helicopters, able to fly from most naval vessels. diff --git a/info/Unit-types.t b/info/Unit-types.t index 7b0bcb77..dea93477 100644 --- a/info/Unit-types.t +++ b/info/Unit-types.t @@ -152,7 +152,7 @@ the number of guns that fire when the unit fires .L amm ammo: the number of shells the unit uses when fighting or firing .L aaf -the aa fire rating of the unit +the AA fire rating of the unit .L xpl The number of extra-light planes the land unit can carry. (If the XLIGHT option is enabled) diff --git a/info/launch.t b/info/launch.t index 3d21b7e8..0acb4aa9 100644 --- a/info/launch.t +++ b/info/launch.t @@ -40,7 +40,7 @@ The formula for the chance that a missile hits its target is in \*Qinfo Hitchance\*U. .s1 In the case of non-marine tactical missiles, if there are any HOSTILE -abm's within range of the target sector, then two of them will fire in +ABMs within range of the target sector, then two of them will fire in an attempt to intercept the incoming missile. .s1 Similarly, two AT_WAR a-sat's will attempt to intercept any satellites diff --git a/info/relations.t b/info/relations.t index 0e47e013..1bd7417a 100644 --- a/info/relations.t +++ b/info/relations.t @@ -66,7 +66,7 @@ but you are not committed to an all out war against them, then you should declare hostile relations towards them. This will ensure that your planes will intercept theirs if they try to over-fly you, and your forts will fire on their ships when they -sail within range. Also, your a-sat's and abm's will attempt +sail within range. Also, your a-sat's and ABMs will attempt to intercept their satellites and missiles independent of the target sector they have launched them at, and your ships with anti-missile capability will attempt to intercept any incoming marine missiles diff --git a/src/lib/commands/assa.c b/src/lib/commands/assa.c index 1e5c358e..eb27cb13 100644 --- a/src/lib/commands/assa.c +++ b/src/lib/commands/assa.c @@ -218,7 +218,7 @@ sneak_ashore(struct combat off[], struct emp_qelem *olist, wu(0, def->own, "%s spy spotted in %s.\n", cname(player->cnum), xyas(def->x, def->y, def->own)); - pr(" but made it ok.\n"); + pr(" but made it OK.\n"); } } } diff --git a/src/lib/commands/bomb.c b/src/lib/commands/bomb.c index 026ba237..9fb12166 100644 --- a/src/lib/commands/bomb.c +++ b/src/lib/commands/bomb.c @@ -606,7 +606,7 @@ land_bomb(struct emp_qelem *list, struct sctstr *target) flak = roundavg(techfact(land.lnd_tech, aaf * 3.0 * land.lnd_effic / 100.0)); mpr(land.lnd_own, - "Flak! Firing flak guns from unit %s (aa rating %d)\n", + "Flak! Firing flak guns from unit %s (AA rating %d)\n", prland(&land), aaf); if (pinflak_planedamage(&plp->plane, plp->pcp, land.lnd_own, flak)) continue; diff --git a/src/lib/global/news.c b/src/lib/global/news.c index d415135b..5f92f4cd 100644 --- a/src/lib/global/news.c +++ b/src/lib/global/news.c @@ -130,7 +130,7 @@ struct rptstr rpt[] = { "frowns upon %s" } }, { N_TAKE, 0, N_ECON, { "sacrifices to %s", "makes divine payment to %s" } }, - { N_NUKE_STOP, -10,N_MISS, { "abms intercept a %s missile", + { N_NUKE_STOP, -10,N_MISS, { "ABMs intercept a %s missile", "strategic defense systems destroy a %s missile" } }, { N_SCT_MISS, -2, N_MISS, { "missile fired at one of %s's sectors", "missile wreaks havoc on %s" } }, @@ -177,7 +177,7 @@ struct rptstr rpt[] = { "ship damaged by marine missile" } }, { N_START_COL, 0, N_COLONY,{ "pilgrims settle on a new island", "discovers new land and starts a colony" } }, - { N_NUKE_SSTOP, 0, N_MISS, { "abms intercept an incoming sub-launched missile", + { N_NUKE_SSTOP, 0, N_MISS, { "ABMs intercept an incoming sub-launched missile", "strategic defense systems destroy an incoming sub-launched warhead"}}, { N_LND_MISS, 2, N_MISS, { "missile fired at %s ground troops", "missile hits %s troops" } }, diff --git a/src/lib/subs/aircombat.c b/src/lib/subs/aircombat.c index 38d11c76..16742cc9 100644 --- a/src/lib/subs/aircombat.c +++ b/src/lib/subs/aircombat.c @@ -663,7 +663,7 @@ ac_landflak(struct emp_qelem *list, coord x, coord y) ngun += flak; total += techfact(land.lnd_tech, flak * 2.0); - mpr(land.lnd_own, "firing flak guns from unit %s (aa rating %d)\n", + mpr(land.lnd_own, "firing flak guns from unit %s (AA rating %d)\n", prland(&land), aaf); from = land.lnd_own; } diff --git a/src/lib/subs/control.c b/src/lib/subs/control.c index f1449812..a2019816 100644 --- a/src/lib/subs/control.c +++ b/src/lib/subs/control.c @@ -106,7 +106,7 @@ abandon_askyn(struct sctstr *sp, i_type vtype, int amnt, /* * First, would we be abandoning it? If not, just return that - * it's ok to move out. + * it's OK to move out. */ if (!would_abandon(sp, vtype, amnt, land_list)) return 1; diff --git a/src/lib/update/deliver.c b/src/lib/update/deliver.c index b2ad584a..c21ba0db 100644 --- a/src/lib/update/deliver.c +++ b/src/lib/update/deliver.c @@ -61,7 +61,7 @@ deliver(struct sctstr *from, struct ichrstr *ip, int dir, if ((amt_moved = amt_src - thresh) <= 0) return 0; /* - * make sure delivery looks ok. Check where its going, + * make sure delivery looks OK. Check where its going, * where its coming from, and see if there is more than * the threshold amount */ diff --git a/tests/retreat/journal.log b/tests/retreat/journal.log index 04415e34..96438e58 100644 --- a/tests/retreat/journal.log +++ b/tests/retreat/journal.log @@ -1459,7 +1459,7 @@ Play#0 output Play#0 1 tra train #37 takes 1 Play#0 output Play#0 1 1 planes spotted over -1,1 Play#0 output Play#0 1 1 planes spotted over 1,1 - Play#0 output Play#0 1 Flak! Firing flak guns from unit eng engineer #44 (aa rating 1) + Play#0 output Play#0 1 Flak! Firing flak guns from unit eng engineer #44 (AA rating 1) Play#0 output Play#0 1 1 bombs did 40% damage to eng engineer #44 at 1,1 Play#0 output Play#0 1 eng engineer #44 takes 10 Play#0 output Play#0 1 eng engineer #44 retreats along path yu diff --git a/tests/version/journal.log b/tests/version/journal.log index fbbe0544..980624f8 100644 --- a/tests/version/journal.log +++ b/tests/version/journal.log @@ -1795,7 +1795,7 @@ Play#0 output Play#0 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9 Play#0 output Play#0 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9 Play#0 output Play#0 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7 - Play#0 output Play#0 1 46 "abms\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5 + Play#0 output Play#0 1 46 "ABMs\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5 Play#0 output Play#0 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5 Play#0 output Play#0 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5 Play#0 output Play#0 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7 @@ -1818,7 +1818,7 @@ Play#0 output Play#0 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5 Play#0 output Play#0 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5 Play#0 output Play#0 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8 - Play#0 output Play#0 1 70 "abms\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5 + Play#0 output Play#0 1 70 "ABMs\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5 Play#0 output Play#0 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5 Play#0 output Play#0 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5 Play#0 output Play#0 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2 @@ -2446,7 +2446,7 @@ Play#1 output Play#1 1 43 "aids\\040%s\\040with\\040divine\\040intervention" "smiles\\040upon\\040%s" 0 9 Play#1 output Play#1 1 44 "hurts\\040%s\\040with\\040divine\\040intervention" "frowns\\040upon\\040%s" 0 9 Play#1 output Play#1 1 45 "sacrifices\\040to\\040%s" "makes\\040divine\\040payment\\040to\\040%s" 0 7 - Play#1 output Play#1 1 46 "abms\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5 + Play#1 output Play#1 1 46 "ABMs\\040intercept\\040a\\040%s\\040missile" "strategic\\040defense\\040systems\\040destroy\\040a\\040%s\\040missile" -10 5 Play#1 output Play#1 1 47 "missile\\040fired\\040at\\040one\\040of\\040%s's\\040sectors" "missile\\040wreaks\\040havoc\\040on\\040%s" -2 5 Play#1 output Play#1 1 48 "missile\\040fired\\040at\\040a\\040ship\\040flying\\040the\\040flag\\040of\\040%s" "missiles\\040hit\\040%s\\040ships" -2 5 Play#1 output Play#1 1 49 "engages\\040in\\040friendly\\040trade\\040with\\040%s" "profits\\040from\\040a\\040merchant\\040venture\\040with\\040%s" 2 7 @@ -2469,7 +2469,7 @@ Play#1 output Play#1 1 67 "sector\\040is\\040struck\\040by\\040a\\040sub-launched\\040missile" "sector\\040devastated\\040by\\040missile" 0 5 Play#1 output Play#1 1 68 "ship\\040is\\040hit\\040by\\040a\\040sub-launched\\040missile" "ship\\040damaged\\040by\\040marine\\040missile" 0 5 Play#1 output Play#1 1 69 "pilgrims\\040settle\\040on\\040a\\040new\\040island" "discovers\\040new\\040land\\040and\\040starts\\040a\\040colony" 0 8 - Play#1 output Play#1 1 70 "abms\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5 + Play#1 output Play#1 1 70 "ABMs\\040intercept\\040an\\040incoming\\040sub-launched\\040missile" "strategic\\040defense\\040systems\\040destroy\\040an\\040incoming\\040sub-launched\\040warhead" 0 5 Play#1 output Play#1 1 71 "missile\\040fired\\040at\\040%s\\040ground\\040troops" "missile\\040hits\\040%s\\040troops" 2 5 Play#1 output Play#1 1 72 "regiment\\040struck\\040by\\040sub-launched\\040missile" "ground\\040troops\\040hit\\040by\\040missile" 0 5 Play#1 output Play#1 1 73 "navy\\040secures\\040a\\040beachhead\\040on\\040%s\\040territory" "sailors\\040take\\040a\\040coastal\\040sector\\040from\\040%s" -4 2