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Typo: cast is an irregular verb.

Frank Zago 16 years ago
parent
commit
788343dd1d

+ 2 - 2
AI/GeniusAI/CGeniusAI.cpp

@@ -159,9 +159,9 @@ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
 /**
  *
  */
-void CGeniusAI::battleSpellCasted(SpellCasted *sc)
+void CGeniusAI::battleSpellCast(SpellCast *sc)
 {
-	MsgBox("\t\t\tCGeniusAI::battleSpellCasted");
+	MsgBox("\t\t\tCGeniusAI::battleSpellCast");
 }
 /**
  * called when battlefield is prepared, prior the battle beginning

+ 2 - 2
AI/GeniusAI/CGeniusAI.h

@@ -37,7 +37,7 @@ public:
 	virtual void battleEnd(BattleResult *br);
 	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
 	virtual void battleStackMoved(int ID, int dest, int distance, bool end);
-	virtual void battleSpellCasted(SpellCasted *sc);
+	virtual void battleSpellCast(SpellCast *sc);
 	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
 	virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
 	//
@@ -49,4 +49,4 @@ public:
 
 }
 
-#endif // __CGENIUSAI_H__
+#endif // __CGENIUSAI_H__

+ 2 - 2
CBattleInterface.cpp

@@ -1790,7 +1790,7 @@ void CBattleInterface::battleFinished(const BattleResult& br)
 	LOCPLINT->pushInt(resWindow);
 }
 
-void CBattleInterface::spellCasted(SpellCasted * sc)
+void CBattleInterface::spellCast(SpellCast * sc)
 {
 	if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
 		bSpell->block(true);
@@ -1806,7 +1806,7 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
 		}
 	case 16: //ice bolt
 		{
-			if(anims.size() == 0) //initialiaztion of anims
+			if(anims.size() == 0) //initialization of anims
 			{
 				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");
 			}

+ 3 - 3
CBattleInterface.h

@@ -24,7 +24,7 @@ class AdventureMapButton;
 class CHighlightableButton;
 class CHighlightableButtonsGroup;
 struct BattleResult;
-struct SpellCasted;
+struct SpellCast;
 template <typename T> struct CondSh;
 
 class CBattleInterface;
@@ -177,7 +177,7 @@ private:
 	bool spellDestSelectMode; //if true, player is choosing destination for his spell
 	int spellSelMode; //0 - any location, 1 - any firendly creature, 2 - any hostile creature, 3 - any creature, 4 - obstacle, -1 - no location
 	BattleAction * spellToCast; //spell for which player is choosing destination
-	void endCastingSpell(); //ends casting spell (eg. when spell has been casted or cancelled)
+	void endCastingSpell(); //ends casting spell (eg. when spell has been cast or cancelled)
 
 	class CAttHelper
 	{
@@ -288,7 +288,7 @@ public:
 	void hexLclicked(int whichOne); //hex only call-in
 	void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
 	void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
-	void spellCasted(SpellCasted * sc); //called when a hero casts a spell
+	void spellCast(SpellCast * sc); //called when a hero casts a spell
 	void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
 	void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
 	void displayEffect(ui32 effect, int destTile); //displays effect of a spell on the battlefield; affected: true - attacker. false - defender

+ 3 - 3
CCallback.cpp

@@ -549,9 +549,9 @@ bool CCallback::battleCanCastSpell()
 		return false;
 
 	if(gs->curB->side1 == player)
-		return gs->curB->castedSpells[0] == 0 && gs->getHero(gs->curB->hero1)->getArt(17);
+		return gs->curB->castSpells[0] == 0 && gs->getHero(gs->curB->hero1)->getArt(17);
 	else
-		return gs->curB->castedSpells[1] == 0 && gs->getHero(gs->curB->hero2)->getArt(17);
+		return gs->curB->castSpells[1] == 0 && gs->getHero(gs->curB->hero2)->getArt(17);
 }
 
 void CCallback::swapGarrisonHero( const CGTownInstance *town )
@@ -704,4 +704,4 @@ void CCallback::sendMessage(const std::string &mess)
 {
 	PlayerMessage pm(player, mess);
 	*cl->serv << &pm;
-}
+}

+ 2 - 2
CGameInterface.h

@@ -33,7 +33,7 @@ class CArmedInstance;
 struct BattleResult;
 struct BattleAttack;
 struct BattleStackAttacked;
-struct SpellCasted;
+struct SpellCast;
 struct SetStackEffect;
 struct HeroBonus;
 struct PackageApplied;
@@ -103,7 +103,7 @@ public:
 	virtual void battleEnd(BattleResult *br){};
 	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
 	virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
-	virtual void battleSpellCasted(SpellCasted *sc){};
+	virtual void battleSpellCast(SpellCast *sc){};
 	virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
 	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
 	virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning

+ 2 - 2
CGameState.h

@@ -117,12 +117,12 @@ struct DLL_EXPORT BattleInfo
 	CCreatureSet army1, army2;
 	std::vector<CStack*> stacks;
 	std::vector<CObstacleInstance> obstacles;
-	ui8 castedSpells[2]; //[0] - attacker, [1] - defender
+	ui8 castSpells[2]; //[0] - attacker, [1] - defender
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
 		h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
-			& castedSpells;
+			& castSpells;
 	}
 	CStack * getNextStack(); //which stack will have turn after current one
 	std::vector<CStack> getStackQueue(); //returns stack in order of their movement action

+ 2 - 2
CPlayerInterface.cpp

@@ -2346,10 +2346,10 @@ void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end
 	boost::unique_lock<boost::recursive_mutex> un(*pim);
 	battleInt->stackMoved(ID, dest, end, distance);
 }
-void CPlayerInterface::battleSpellCasted(SpellCasted *sc)
+void CPlayerInterface::battleSpellCast(SpellCast *sc)
 {
 	boost::unique_lock<boost::recursive_mutex> un(*pim);
-	battleInt->spellCasted(sc);
+	battleInt->spellCast(sc);
 }
 void CPlayerInterface::battleStacksEffectsSet(SetStackEffect & sse)
 {

+ 1 - 1
CPlayerInterface.h

@@ -617,7 +617,7 @@ public:
 	//void battleResultQuited();
 	void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
 	void battleStackMoved(int ID, int dest, int distance, bool end);
-	void battleSpellCasted(SpellCasted *sc);
+	void battleSpellCast(SpellCast *sc);
 	void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
 	void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
 	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

+ 5 - 5
client/NetPacksClient.cpp

@@ -372,17 +372,17 @@ void StartAction::applyFirstCl( CClient *cl )
 		cl->playerint[GS(cl)->curB->side2]->actionStarted(&ba);
 }
 
-void SpellCasted::applyCl( CClient *cl )
+void SpellCast::applyCl( CClient *cl )
 {
 	if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
-		cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(this);
+		cl->playerint[GS(cl)->curB->side1]->battleSpellCast(this);
 	if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
-		cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(this);
+		cl->playerint[GS(cl)->curB->side2]->battleSpellCast(this);
 }
 
 void SetStackEffect::applyCl( CClient *cl )
 {
-	SpellCasted sc;
+	SpellCast sc;
 	sc.id = effect.id;
 	sc.side = 3; //doesn't matter
 	sc.skill = effect.level;
@@ -458,4 +458,4 @@ void ShowInInfobox::applyCl(CClient *cl)
 	{
 		static_cast<CPlayerInterface*>(cl->playerint[player])->showComp(sc);
 	}
-}
+}

+ 1 - 1
hch/CObjectHandler.h

@@ -264,7 +264,7 @@ public:
 	static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
 	double getHeroStrength() const;
 	int getTotalStrength() const;
-	ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be casted by this hero
+	ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
 	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
 
 	//////////////////////////////////////////////////////////////////////////

+ 4 - 4
lib/NetPacks.h

@@ -807,13 +807,13 @@ struct EndAction : public CPackForClient//3008
 	}
 };
 
-struct SpellCasted : public CPackForClient//3009
+struct SpellCast : public CPackForClient//3009
 {
-	SpellCasted(){type = 3009;};
+	SpellCast(){type = 3009;};
 	DLL_EXPORT void applyGs(CGameState *gs);
 	void applyCl(CClient *cl);
 
-	ui8 side; //which hero casted spell: 0 - attacker, 1 - defender
+	ui8 side; //which hero did cast spell: 0 - attacker, 1 - defender
 	ui32 id;
 	ui8 skill;
 	ui16 tile; //destination tile (may not be set in some global/mass spells
@@ -1157,4 +1157,4 @@ struct SetSelection : public CPackForClient, public CPackForServer //514
 	}
 };  
 
-#endif //__NETPACKS_H__
+#endif //__NETPACKS_H__

+ 4 - 4
lib/NetPacksLib.cpp

@@ -455,7 +455,7 @@ DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
 
 DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
 {
-	gs->curB->castedSpells[0] = gs->curB->castedSpells[1] = 0;
+	gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
 	gs->curB->round = round;
 
 	BOOST_FOREACH(CStack *s, gs->curB->stacks)
@@ -546,7 +546,7 @@ DLL_EXPORT void StartAction::applyGs( CGameState *gs )
 	}
 }
 
-DLL_EXPORT void SpellCasted::applyGs( CGameState *gs )
+DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
 {
 	CGHeroInstance *h = (side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
 	if(h)
@@ -556,7 +556,7 @@ DLL_EXPORT void SpellCasted::applyGs( CGameState *gs )
 	}
 	if(side >= 0 && side < 2)
 	{
-		gs->curB->castedSpells[side]++;
+		gs->curB->castSpells[side]++;
 	}
 	if(gs->curB && id == 35) //dispel
 	{
@@ -597,4 +597,4 @@ DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
 DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
 {
 	gs->getPlayer(player)->currentSelection = id;
-}
+}

+ 2 - 2
lib/RegisterTypes.cpp

@@ -89,7 +89,7 @@ void registerTypes2(Serializer &s)
 	s.template registerType<BattleAttack>();
 	s.template registerType<StartAction>();
 	s.template registerType<EndAction>();
-	s.template registerType<SpellCasted>();
+	s.template registerType<SpellCast>();
 	s.template registerType<SetStackEffect>();
 	s.template registerType<StacksInjured>();
 	s.template registerType<ShowInInfobox>();
@@ -132,4 +132,4 @@ void registerTypes(Serializer &s)
 	registerTypes1(s);
 	registerTypes2(s);
 	registerTypes3(s);
-}
+}

+ 3 - 3
server/CGameHandler.cpp

@@ -2392,11 +2392,11 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
 			if(   !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
 				|| (h->mana < s->costs[skill]) //not enough mana
 				|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
-				|| (gs->curB->castedSpells[ba.side]) //spell has been casted
+				|| (gs->curB->castSpells[ba.side]) //spell has been cast
 				|| (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
 				)
 			{
-				tlog2 << "Spell cannot be casted!\n";
+				tlog2 << "Spell cannot be cast!\n";
 				return false;
 			}
 
@@ -2404,7 +2404,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
 
 			//TODO: check resistances
 
-			SpellCasted sc;
+			SpellCast sc;
 			sc.side = ba.side;
 			sc.id = ba.additionalInfo;
 			sc.skill = skill;