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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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