1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-07-03 00:46:55 +02:00

Added a missing rturn in CGameHandler::isAllowedExchangeForQuery. Fixed several typos.

This commit is contained in:
Frank Zago
2011-09-24 01:15:36 +00:00
parent c481177515
commit c4b8039c1e
24 changed files with 46 additions and 44 deletions

View File

@ -719,7 +719,7 @@ void CGHeroInstance::initHero()
else //remove placeholder
spells -= 0xffffffff;
if(!getArt(Arts::MACH4) && !getArt(Arts::SPELLBOOK) && type->startingSpell >= 0) //no catapult means we haven't read pre-existant set -> use default rules for spellbook
if(!getArt(Arts::MACH4) && !getArt(Arts::SPELLBOOK) && type->startingSpell >= 0) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
putArtifact(Arts::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
if(!getArt(Arts::MACH4))
@ -809,7 +809,7 @@ void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= NULL*/)
if(!getArt(slot))
putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));
else
tlog3 << "Hero " << name << " already has artifact at " << slot << ", ommiting giving " << aid << std::endl;
tlog3 << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid << std::endl;
}
else
dst->setCreature(stackNo-warMachinesGiven, creID, count);
@ -968,7 +968,7 @@ void CGHeroInstance::initObj()
bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
speciality.addNewBonus(bonus);
break;
case 3://spell damage bonus, level dependant but calculated elsehwere
case 3://spell damage bonus, level dependent but calculated elsewhere
bonus->type = Bonus::SPECIAL_SPELL_LEV;
bonus->subtype = it->subtype;
speciality.addNewBonus(bonus);
@ -2069,7 +2069,7 @@ void CGTownInstance::newTurn() const
StackLocation sl(this, pos);
const CCreature *c = getCreature(pos);
if (rand()%100 < 90 || c->upgrades.empty()) //increase number if no upgrade avaliable
if (rand()%100 < 90 || c->upgrades.empty()) //increase number if no upgrade available
{
cb->changeStackCount(sl, c->growth);
}
@ -2113,7 +2113,7 @@ ui8 CGTownInstance::getPassableness() const
{
if (!armedGarrison())//empty castle - anyone can visit
return ALL_PLAYERS;
if ( tempOwner == 255 )//neutral guarded - noone can visit
if ( tempOwner == 255 )//neutral guarded - no one can visit
return 0;
ui8 mask = 0;
@ -4478,7 +4478,7 @@ void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const
default:
break;
}
cb->setObjProperty(id,11,0); //no more mission avaliable
cb->setObjProperty(id,11,0); //no more mission available
completeQuest(h); //make sure to remove QuestQuard at the very end
}
}
@ -5456,7 +5456,7 @@ ui8 CGGarrison::getPassableness() const
{
if ( !stacksCount() )//empty - anyone can visit
return ALL_PLAYERS;
if ( tempOwner == 255 )//neutral guarded - noone can visit
if ( tempOwner == 255 )//neutral guarded - no one can visit
return 0;
ui8 mask = 0;