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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Fix typo: casted->cast

This commit is contained in:
AlexVinS 2015-09-21 12:19:35 +03:00
parent d9cbe487c7
commit a4d4851d80
13 changed files with 28 additions and 28 deletions

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@ -531,7 +531,7 @@ std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) co
{
if(spell->getTargetType() == CSpell::NO_TARGET)
{
//Spell can be casted anywhere, all hexes are potentially considerable.
//Spell can be cast anywhere, all hexes are potentially considerable.
std::vector<BattleHex> ret;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)

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@ -1626,7 +1626,7 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell
if(!spell->combatSpell)
return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCasted(this, player);
const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCast(this, player);
if(specificProblem != ESpellCastProblem::OK)
return specificProblem;

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@ -190,7 +190,7 @@ public:
ui8 playerToSide(PlayerColor player) const;
ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
bool battleHasHero(ui8 side) const;
int battleCastSpells(ui8 side) const; //how many spells has given side casted
int battleCastSpells(ui8 side) const; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
const CArmedInstance * battleGetArmyObject(ui8 side) const;
InfoAboutHero battleGetHeroInfo(ui8 side) const;
@ -325,7 +325,7 @@ class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
public:
bool battleCanFlee() const; //returns true if caller can flee from the battle
TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be casted (and returns problem description)
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be cast (and returns problem description)
ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const; //if hero can cast spell here
ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here
int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible

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@ -207,9 +207,9 @@ public:
BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */\
BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells casted by creature */ \
BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
BONUS_NAME(ADDITIONAL_UNITS) /*val of units with id = subtype will be added to hero's army at the beginning of battle */\

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@ -1502,7 +1502,7 @@ struct BattleSpellCast : public CPackForClient//3009
std::vector<CustomEffect> customEffects;
std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
bool castByHero; //if true - spell has been casted by hero, otherwise by a creature
bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
template <typename Handler> void serialize(Handler &h, const int version)
{
h & dmgToDisplay & side & id & skill & manaGained & tile & customEffects & affectedCres & casterStack & castByHero;

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@ -140,7 +140,7 @@ ESpellCastProblem::ESpellCastProblem CloneMechanics::isImmuneByStack(const CGHer
if(obj->cloneID != -1)
return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
//TODO: how about stacks casting Clone?
//currently Clone casted by stack is assumed Expert level
//currently Clone cast by stack is assumed Expert level
ui8 schoolLevel;
if(caster)
{
@ -327,7 +327,7 @@ void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, B
env->sendAndApply(&ca);
}
ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
if(nullptr == cb->battleGetDefendedTown())
{
@ -353,7 +353,7 @@ ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBat
///HypnotizeMechanics
ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
{
if(nullptr != caster) //do not resist hypnotize casted after attack, for example
if(nullptr != caster) //do not resist hypnotize cast after attack, for example
{
//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
@ -515,7 +515,7 @@ HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectL
}
///SacrificeMechanics
ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
// for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
@ -615,7 +615,7 @@ ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStac
}
///SummonMechanics
ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
const ui8 side = cb->playerToSide(player);

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@ -78,7 +78,7 @@ class DLL_LINKAGE EarthquakeMechanics : public DefaultSpellMechanics
{
public:
EarthquakeMechanics(CSpell * s): DefaultSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
};
@ -127,7 +127,7 @@ class DLL_LINKAGE SacrificeMechanics : public RisingSpellMechanics
public:
SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
@ -146,7 +146,7 @@ class DLL_LINKAGE SummonMechanics : public DefaultSpellMechanics
public:
SummonMechanics(CSpell * s, CreatureID cre): DefaultSpellMechanics(s), creatureToSummon(cre){};
ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
protected:
void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
private:

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@ -736,7 +736,7 @@ std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargeting
return attackedCres;
}
ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
//no problems by default, this method is for spell-specific problems
return ESpellCastProblem::OK;

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@ -42,7 +42,7 @@ public:
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const override;
std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const override;

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@ -141,9 +141,9 @@ ui32 CSpell::calculateDamage(const ISpellCaster * caster, const CStack * affecte
return adjustRawDamage(caster, affectedCreature, calculateRawEffectValue(spellSchoolLevel, usedSpellPower));
}
ESpellCastProblem::ESpellCastProblem CSpell::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
{
return mechanics->canBeCasted(cb, player);
return mechanics->canBeCast(cb, player);
}
std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const

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@ -100,10 +100,10 @@ public:
///displayed on caster.
TAnimationQueue cast;
///displayed on target hex. If spell was casted with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
TAnimationQueue hit;
///displayed "between" caster and (first) target. Ignored if spell was casted with no target selection.
///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
///use selectProjectile to access
std::vector<ProjectileInfo> projectile;
@ -269,7 +269,7 @@ public:
///internal interface (for callbacks)
///Checks general but spell-specific problems for all casting modes. Use only during battle.
ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const;
ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const;
///checks for creature immunity / anything that prevent casting *at given target* - doesn't take into account general problems such as not having spellbook or mana points etc.
ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const;

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@ -90,7 +90,7 @@ public:
virtual std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const = 0;
virtual std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const = 0;
virtual ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const = 0;
virtual ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const = 0;
virtual ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const = 0;

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@ -4209,8 +4209,8 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
int side = gs->curB->whatSide(st->owner);
if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
{
bool casted = false;
while (!bl.empty() && !casted)
bool cast = false;
while (!bl.empty() && !cast)
{
auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
auto spellID = SpellID(bonus->subtype);
@ -4236,7 +4236,7 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
ssp.stackID = st->ID;
sendAndApply(&ssp);
casted = true;
cast = true;
}
};
}
@ -4299,7 +4299,7 @@ void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, c
damage = sp->calculateDamage(hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
}
else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
@ -4919,7 +4919,7 @@ void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType atta
if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
continue;
//check if spell should be casted (probability handling)
//check if spell should be cast (probability handling)
if(gs->getRandomGenerator().nextInt(99) >= chance)
continue;