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Fix typo: casted->cast
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@ -531,7 +531,7 @@ std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) co
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{
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if(spell->getTargetType() == CSpell::NO_TARGET)
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{
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//Spell can be casted anywhere, all hexes are potentially considerable.
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//Spell can be cast anywhere, all hexes are potentially considerable.
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std::vector<BattleHex> ret;
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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@ -1626,7 +1626,7 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell
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if(!spell->combatSpell)
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return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
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const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCasted(this, player);
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const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCast(this, player);
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if(specificProblem != ESpellCastProblem::OK)
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return specificProblem;
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@ -190,7 +190,7 @@ public:
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ui8 playerToSide(PlayerColor player) const;
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ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
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bool battleHasHero(ui8 side) const;
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int battleCastSpells(ui8 side) const; //how many spells has given side casted
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int battleCastSpells(ui8 side) const; //how many spells has given side cast
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const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
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const CArmedInstance * battleGetArmyObject(ui8 side) const;
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InfoAboutHero battleGetHeroInfo(ui8 side) const;
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@ -325,7 +325,7 @@ class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
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public:
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bool battleCanFlee() const; //returns true if caller can flee from the battle
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TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be casted (and returns problem description)
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell) const; //determines if given spell can be cast (and returns problem description)
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ESpellCastProblem::ESpellCastProblem battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const; //if hero can cast spell here
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ESpellCastProblem::ESpellCastProblem battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const; //determines if creature can cast a spell here
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int battleGetSurrenderCost() const; //returns cost of surrendering battle, -1 if surrendering is not possible
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@ -207,9 +207,9 @@ public:
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BONUS_NAME(RECEPTIVE) /*accepts friendly spells even with immunity*/\
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BONUS_NAME(DIRECT_DAMAGE_IMMUNITY) /*direct damage spells, that is*/\
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BONUS_NAME(CASTS) /*how many times creature can cast activated spell*/ \
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BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection casted by units, subtype - spell id */\
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BONUS_NAME(SPECIFIC_SPELL_POWER) /* value used for Thunderbolt and Resurrection cast by units, subtype - spell id */\
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BONUS_NAME(CREATURE_SPELL_POWER) /* value per unit, divided by 100 (so faerie Dragons have 800)*/ \
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BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells casted by creature */ \
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BONUS_NAME(CREATURE_ENCHANT_POWER) /* total duration of spells cast by creature */ \
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BONUS_NAME(ENCHANTED) /* permanently enchanted with spell subID of level = val, if val > 3 then spell is mass and has level of val-3*/ \
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BONUS_NAME(REBIRTH) /* val - percent of life restored, subtype = 0 - regular, 1 - at least one unit (sacred Phoenix) */\
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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
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std::vector<CustomEffect> customEffects;
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std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
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si32 casterStack;// -1 if not cated by creature, >=0 caster stack ID
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bool castByHero; //if true - spell has been casted by hero, otherwise by a creature
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bool castByHero; //if true - spell has been cast by hero, otherwise by a creature
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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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
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if(obj->cloneID != -1)
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return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
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//TODO: how about stacks casting Clone?
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//currently Clone casted by stack is assumed Expert level
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//currently Clone cast by stack is assumed Expert level
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ui8 schoolLevel;
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if(caster)
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{
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@ -327,7 +327,7 @@ void EarthquakeMechanics::applyBattleEffects(const SpellCastEnvironment * env, B
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env->sendAndApply(&ca);
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}
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ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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if(nullptr == cb->battleGetDefendedTown())
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{
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@ -353,7 +353,7 @@ ESpellCastProblem::ESpellCastProblem EarthquakeMechanics::canBeCasted(const CBat
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///HypnotizeMechanics
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ESpellCastProblem::ESpellCastProblem HypnotizeMechanics::isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const
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{
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if(nullptr != caster) //do not resist hypnotize casted after attack, for example
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if(nullptr != caster) //do not resist hypnotize cast after attack, for example
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{
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//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
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ui64 subjectHealth = (obj->count - 1) * obj->MaxHealth() + obj->firstHPleft;
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@ -515,7 +515,7 @@ HealingSpellMechanics::EHealLevel RisingSpellMechanics::getHealLevel(int effectL
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}
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///SacrificeMechanics
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ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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ESpellCastProblem::ESpellCastProblem SacrificeMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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// for sacrifice we have to check for 2 targets (one dead to resurrect and one living to destroy)
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@ -615,7 +615,7 @@ ESpellCastProblem::ESpellCastProblem SpecialRisingSpellMechanics::isImmuneByStac
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}
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///SummonMechanics
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ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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ESpellCastProblem::ESpellCastProblem SummonMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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const ui8 side = cb->playerToSide(player);
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@ -78,7 +78,7 @@ class DLL_LINKAGE EarthquakeMechanics : public DefaultSpellMechanics
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{
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public:
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EarthquakeMechanics(CSpell * s): DefaultSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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};
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@ -127,7 +127,7 @@ class DLL_LINKAGE SacrificeMechanics : public RisingSpellMechanics
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public:
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SacrificeMechanics(CSpell * s): RisingSpellMechanics(s){};
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ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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int calculateHealedHP(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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@ -146,7 +146,7 @@ class DLL_LINKAGE SummonMechanics : public DefaultSpellMechanics
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public:
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SummonMechanics(CSpell * s, CreatureID cre): DefaultSpellMechanics(s), creatureToSummon(cre){};
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ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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protected:
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void applyBattleEffects(const SpellCastEnvironment * env, BattleSpellCastParameters & parameters, SpellCastContext & ctx) const override;
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private:
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@ -736,7 +736,7 @@ std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargeting
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return attackedCres;
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}
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ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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ESpellCastProblem::ESpellCastProblem DefaultSpellMechanics::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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//no problems by default, this method is for spell-specific problems
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return ESpellCastProblem::OK;
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@ -42,7 +42,7 @@ public:
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std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const override;
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std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const override;
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ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const override;
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const override;
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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
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return adjustRawDamage(caster, affectedCreature, calculateRawEffectValue(spellSchoolLevel, usedSpellPower));
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}
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ESpellCastProblem::ESpellCastProblem CSpell::canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const
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ESpellCastProblem::ESpellCastProblem CSpell::canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const
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{
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return mechanics->canBeCasted(cb, player);
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return mechanics->canBeCast(cb, player);
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}
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std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
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@ -100,10 +100,10 @@ public:
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///displayed on caster.
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TAnimationQueue cast;
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///displayed on target hex. If spell was casted with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
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///displayed on target hex. If spell was cast with no target selection displayed on entire battlefield (f.e. ARMAGEDDON)
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TAnimationQueue hit;
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///displayed "between" caster and (first) target. Ignored if spell was casted with no target selection.
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///displayed "between" caster and (first) target. Ignored if spell was cast with no target selection.
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///use selectProjectile to access
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std::vector<ProjectileInfo> projectile;
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@ -269,7 +269,7 @@ public:
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///internal interface (for callbacks)
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///Checks general but spell-specific problems for all casting modes. Use only during battle.
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ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const;
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ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const;
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///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.
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ESpellCastProblem::ESpellCastProblem isImmuneByStack(const CGHeroInstance * caster, const CStack * obj) const;
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@ -90,7 +90,7 @@ public:
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virtual std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool * outDroppedHexes = nullptr) const = 0;
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virtual std::set<const CStack *> getAffectedStacks(SpellTargetingContext & ctx) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem canBeCasted(const CBattleInfoCallback * cb, PlayerColor player) const = 0;
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virtual ESpellCastProblem::ESpellCastProblem canBeCast(const CBattleInfoCallback * cb, PlayerColor player) const = 0;
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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)
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int side = gs->curB->whatSide(st->owner);
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if (st->casts && !gs->curB->sides.at(side).enchanterCounter)
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{
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bool casted = false;
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while (!bl.empty() && !casted)
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bool cast = false;
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while (!bl.empty() && !cast)
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{
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auto bonus = *RandomGeneratorUtil::nextItem(bl, gs->getRandomGenerator());
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auto spellID = SpellID(bonus->subtype);
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@ -4236,7 +4236,7 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
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ssp.stackID = st->ID;
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sendAndApply(&ssp);
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casted = true;
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cast = true;
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}
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};
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}
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@ -4299,7 +4299,7 @@ void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, c
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damage = sp->calculateDamage(hero, curStack,
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spellObstacle->spellLevel, spellObstacle->casterSpellPower);
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//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
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//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if cast by hero,
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//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
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}
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else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
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@ -4919,7 +4919,7 @@ void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType atta
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if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
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continue;
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//check if spell should be casted (probability handling)
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//check if spell should be cast (probability handling)
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if(gs->getRandomGenerator().nextInt(99) >= chance)
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continue;
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