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Typo: cast is an irregular verb.
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@ -159,9 +159,9 @@ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
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/**
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*
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*/
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void CGeniusAI::battleSpellCasted(SpellCasted *sc)
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void CGeniusAI::battleSpellCast(SpellCast *sc)
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{
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MsgBox("\t\t\tCGeniusAI::battleSpellCasted");
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MsgBox("\t\t\tCGeniusAI::battleSpellCast");
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}
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/**
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* called when battlefield is prepared, prior the battle beginning
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@ -37,7 +37,7 @@ public:
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virtual void battleEnd(BattleResult *br);
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virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleStackMoved(int ID, int dest, int distance, bool end);
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virtual void battleSpellCasted(SpellCasted *sc);
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virtual void battleSpellCast(SpellCast *sc);
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virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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//
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@ -49,4 +49,4 @@ public:
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}
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#endif // __CGENIUSAI_H__
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#endif // __CGENIUSAI_H__
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@ -1790,7 +1790,7 @@ void CBattleInterface::battleFinished(const BattleResult& br)
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LOCPLINT->pushInt(resWindow);
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}
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void CBattleInterface::spellCasted(SpellCasted * sc)
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void CBattleInterface::spellCast(SpellCast * sc)
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{
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if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
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bSpell->block(true);
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@ -1806,7 +1806,7 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
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}
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case 16: //ice bolt
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{
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if(anims.size() == 0) //initialiaztion of anims
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if(anims.size() == 0) //initialization of anims
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{
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anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
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}
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@ -24,7 +24,7 @@ class AdventureMapButton;
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class CHighlightableButton;
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class CHighlightableButtonsGroup;
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struct BattleResult;
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struct SpellCasted;
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struct SpellCast;
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template <typename T> struct CondSh;
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class CBattleInterface;
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@ -177,7 +177,7 @@ private:
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bool spellDestSelectMode; //if true, player is choosing destination for his spell
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int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
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BattleAction * spellToCast; //spell for which player is choosing destination
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void endCastingSpell(); //ends casting spell (eg. when spell has been casted or cancelled)
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void endCastingSpell(); //ends casting spell (eg. when spell has been cast or cancelled)
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class CAttHelper
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{
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@ -288,7 +288,7 @@ public:
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void hexLclicked(int whichOne); //hex only call-in
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void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
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void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
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void spellCasted(SpellCasted * sc); //called when a hero casts a spell
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void spellCast(SpellCast * sc); //called when a hero casts a spell
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
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void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender
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@ -549,9 +549,9 @@ bool CCallback::battleCanCastSpell()
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return false;
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if(gs->curB->side1 == player)
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return gs->curB->castedSpells[0] == 0 && gs->getHero(gs->curB->hero1)->getArt(17);
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return gs->curB->castSpells[0] == 0 && gs->getHero(gs->curB->hero1)->getArt(17);
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else
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return gs->curB->castedSpells[1] == 0 && gs->getHero(gs->curB->hero2)->getArt(17);
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return gs->curB->castSpells[1] == 0 && gs->getHero(gs->curB->hero2)->getArt(17);
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}
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void CCallback::swapGarrisonHero( const CGTownInstance *town )
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@ -704,4 +704,4 @@ void CCallback::sendMessage(const std::string &mess)
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{
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PlayerMessage pm(player, mess);
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*cl->serv << ±
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}
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}
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@ -33,7 +33,7 @@ class CArmedInstance;
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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct SpellCasted;
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struct SpellCast;
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struct SetStackEffect;
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struct HeroBonus;
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struct PackageApplied;
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@ -103,7 +103,7 @@ public:
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virtual void battleEnd(BattleResult *br){};
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virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
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virtual void battleSpellCasted(SpellCasted *sc){};
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virtual void battleSpellCast(SpellCast *sc){};
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virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
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virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
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@ -117,12 +117,12 @@ struct DLL_EXPORT BattleInfo
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CCreatureSet army1, army2;
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std::vector<CStack*> stacks;
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std::vector<CObstacleInstance> obstacles;
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ui8 castedSpells[2]; //[0] - attacker, [1] - defender
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ui8 castSpells[2]; //[0] - attacker, [1] - defender
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
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& castedSpells;
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& castSpells;
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}
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CStack * getNextStack(); //which stack will have turn after current one
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std::vector<CStack> getStackQueue(); //returns stack in order of their movement action
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@ -2346,10 +2346,10 @@ void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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battleInt->stackMoved(ID, dest, end, distance);
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}
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void CPlayerInterface::battleSpellCasted(SpellCasted *sc)
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void CPlayerInterface::battleSpellCast(SpellCast *sc)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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battleInt->spellCasted(sc);
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battleInt->spellCast(sc);
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}
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void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
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{
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@ -617,7 +617,7 @@ public:
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//void battleResultQuited();
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void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(int ID, int dest, int distance, bool end);
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void battleSpellCasted(SpellCasted *sc);
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void battleSpellCast(SpellCast *sc);
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void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
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void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
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void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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@ -372,17 +372,17 @@ void StartAction::applyFirstCl( CClient *cl )
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cl->playerint[GS(cl)->curB->side2]->actionStarted(&ba);
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}
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void SpellCasted::applyCl( CClient *cl )
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void SpellCast::applyCl( CClient *cl )
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{
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(this);
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cl->playerint[GS(cl)->curB->side1]->battleSpellCast(this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(this);
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cl->playerint[GS(cl)->curB->side2]->battleSpellCast(this);
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}
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void SetStackEffect::applyCl( CClient *cl )
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{
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SpellCasted sc;
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SpellCast sc;
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sc.id = effect.id;
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sc.side = 3; //doesn't matter
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sc.skill = effect.level;
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@ -458,4 +458,4 @@ void ShowInInfobox::applyCl(CClient *cl)
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{
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static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
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}
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}
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}
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@ -264,7 +264,7 @@ public:
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static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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double getHeroStrength() const;
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int getTotalStrength() const;
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ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be casted by this hero
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ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
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bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
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//////////////////////////////////////////////////////////////////////////
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@ -807,13 +807,13 @@ struct EndAction : public CPackForClient//3008
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}
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};
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struct SpellCasted : public CPackForClient//3009
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struct SpellCast : public CPackForClient//3009
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{
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SpellCasted(){type = 3009;};
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SpellCast(){type = 3009;};
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DLL_EXPORT void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
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ui8 side; //which hero casted spell: 0 - attacker, 1 - defender
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ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
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ui32 id;
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ui8 skill;
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ui16 tile; //destination tile (may not be set in some global/mass spells
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@ -1157,4 +1157,4 @@ struct SetSelection : public CPackForClient, public CPackForServer //514
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}
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};
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#endif //__NETPACKS_H__
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#endif //__NETPACKS_H__
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@ -455,7 +455,7 @@ DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
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DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
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{
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gs->curB->castedSpells[0] = gs->curB->castedSpells[1] = 0;
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gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
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gs->curB->round = round;
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BOOST_FOREACH(CStack *s, gs->curB->stacks)
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@ -546,7 +546,7 @@ DLL_EXPORT void StartAction::applyGs( CGameState *gs )
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}
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}
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DLL_EXPORT void SpellCasted::applyGs( CGameState *gs )
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DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
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{
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CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
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if(h)
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@ -556,7 +556,7 @@ DLL_EXPORT void SpellCasted::applyGs( CGameState *gs )
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}
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if(side >= 0 && side < 2)
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{
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gs->curB->castedSpells[side]++;
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gs->curB->castSpells[side]++;
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}
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if(gs->curB && id == 35) //dispel
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{
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@ -597,4 +597,4 @@ DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
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DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
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{
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gs->getPlayer(player)->currentSelection = id;
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}
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}
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@ -89,7 +89,7 @@ void registerTypes2(Serializer &s)
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s.template registerType<BattleAttack>();
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s.template registerType<StartAction>();
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s.template registerType<EndAction>();
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s.template registerType<SpellCasted>();
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s.template registerType<SpellCast>();
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s.template registerType<SetStackEffect>();
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s.template registerType<StacksInjured>();
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s.template registerType<ShowInInfobox>();
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@ -132,4 +132,4 @@ void registerTypes(Serializer &s)
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registerTypes1(s);
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registerTypes2(s);
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registerTypes3(s);
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}
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}
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@ -2392,11 +2392,11 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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if( !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
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|| (h->mana < s->costs[skill]) //not enough mana
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|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
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|| (gs->curB->castedSpells[ba.side]) //spell has been casted
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|| (gs->curB->castSpells[ba.side]) //spell has been cast
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|| (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
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)
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{
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tlog2 << "Spell cannot be casted!\n";
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tlog2 << "Spell cannot be cast!\n";
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return false;
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}
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@ -2404,7 +2404,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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//TODO: check resistances
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SpellCasted sc;
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SpellCast sc;
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sc.side = ba.side;
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sc.id = ba.additionalInfo;
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sc.skill = skill;
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