Fix typo thanks to codespell.
This commit is contained in:
parent
ef2aaa419e
commit
195cdbea03
39 changed files with 75 additions and 75 deletions
src
action
ai
game
include
missile
network
sound
spell
stratagus
ui
unit
video
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@ -200,7 +200,7 @@ int DoActionMove(CUnit &unit)
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d = unit.pathFinderData->output.Length + 1;
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}
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unit.pathFinderData->output.Cycles++;//reset have to be manualy controled by caller.
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unit.pathFinderData->output.Cycles++;// reset have to be manualy controlled by caller.
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int move = UnitShowAnimationScaled(unit, unit.Type->Animations->Move, Map.Field(unit.Offset)->getCost());
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unit.IX += posd.x * move;
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@ -461,7 +461,7 @@ int COrder_Resource::StartGathering(CUnit &unit)
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Assert(!unit.IY);
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if (resinfo.TerrainHarvester) {
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// This shouldn't happend?
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// This shouldn't happened?
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#if 0
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if (!Map.IsTerrainResourceOnMap(unit.Orders->goalPos, this->CurrentResource)) {
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DebugPrint("Wood gone, just like that?\n");
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@ -203,7 +203,7 @@ static int UnloadUnit(CUnit &transporter, CUnit &unit)
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}
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/**
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** Return true is possition is a correct place to drop out units.
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** Return true if position is a correct place to drop out units.
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**
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** @param transporter Transporter unit.
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** @param pos position to drop out units.
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@ -185,7 +185,7 @@ public:
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/**
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** Find All unittypes equivalent to a given one, and which are available
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** UnitType are returned in the prefered order ( ie palladin >> knight... )
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** UnitType are returned in the preferred order (ie palladin >> knight...)
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**
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** @param unittype The unittype to find equivalence for
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** @param usableTypes int array which will hold the result. (Size UnitTypeMax+1)
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@ -479,7 +479,7 @@ int AiForceManager::GetForce(const CUnit &unit)
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{
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for (unsigned int i = 0; i < forces.size(); ++i) {
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AiForce &force = forces[i];
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for (unsigned int j = 0; j < force.Units.size(); ++j) {
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CUnit &aiunit = *force.Units[j];
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@ -164,7 +164,7 @@ public:
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private:
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void CountTypes(unsigned int *counter, const size_t len);
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bool IsBelongsTo(const CUnitType &type);
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void Update();
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static void InternalRemoveUnit(CUnit *unit);
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@ -400,7 +400,7 @@ extern void AiNewUnitTypeEquiv(const CUnitType &a, const CUnitType &b);
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extern void AiResetUnitTypeEquiv();
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/// Finds all equivalents units to a given one
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extern int AiFindUnitTypeEquiv(const CUnitType &type, int *result);
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/// Finds all available equivalents units to a given one, in the prefered order
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/// Finds all available equivalents units to a given one, in the preferred order
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extern int AiFindAvailableUnitTypeEquiv(const CUnitType &type, int *result);
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extern int AiGetBuildRequestsCount(const PlayerAi &pai, int (&counter)[UnitTypeMax]);
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@ -842,7 +842,7 @@ void AiAddUpgradeToRequest(CUnitType &type)
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*/
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static void AiCheckingWork()
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{
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// Suppy has the highest priority
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// Supply has the highest priority
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if (AiPlayer->NeedSupply) {
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if (AiPlayer->UnitTypeBuilt.empty() || AiPlayer->UnitTypeBuilt[0].Type->Supply == 0) {
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AiPlayer->NeedSupply = false;
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@ -319,7 +319,7 @@ static int CclDefineAiHelper(lua_State *l)
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|| !strcmp(value, "unit-limit")
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|| !strcmp(value, "repair")) {
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#ifdef DEBUG
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fprintf(stderr, "DefineAiHelper: Relation is computed from buttons, you may remove safely the block begining with '\"%s\"'\n", value);
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fprintf(stderr, "DefineAiHelper: Relation is computed from buttons, you may remove safely the block beginning with '\"%s\"'\n", value);
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#endif
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continue;
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} else if (!strcmp(value, "unit-equiv")) {
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@ -724,7 +724,7 @@ static void GameTypeManVsMachine()
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}
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/**
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** Man vs Machine whith Humans on a Team
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** Man vs Machine with Humans on a Team
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*/
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static void GameTypeManTeamVsMachine()
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{
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@ -956,7 +956,7 @@ void CreateGame(const std::string &filename, CMap *map)
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UI.SelectedViewport->Center(Map.TilePosToMapPixelPos_Center(ThisPlayer->StartPos));
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//
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// Various hacks wich must be done after the map is loaded.
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// Various hacks which must be done after the map is loaded.
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//
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// FIXME: must be done after map is loaded
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InitPathfinder();
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@ -33,7 +33,7 @@
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//@{
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/*----------------------------------------------------------------------------
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-- Platform dependant IO-related Includes and Definitions
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-- Platform dependent IO-related Includes and Definitions
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----------------------------------------------------------------------------*/
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#include <sys/types.h>
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@ -135,7 +135,7 @@ enum {
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-- Functions
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----------------------------------------------------------------------------*/
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/// Build libary path name
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/// Build library path name
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extern char *LibraryFileName(const char *file, char *buffer, size_t buffersize);
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extern bool CanAccessFile(const char *filename);
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@ -141,7 +141,7 @@
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**
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** Determines the range in which a projectile will deal its damage.
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** A range of 0 will mean that the damage will be limited to the
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** targetted unit only. So if you shot a missile at a unit, it
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** targeted unit only. So if you shot a missile at a unit, it
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** would only damage that unit. A value of 1 only affects the
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** field where the missile hits. A value of 2 would mean that
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** the damage for that particular missile would be dealt for a range
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@ -385,7 +385,7 @@ public:
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int TTL; /// missile time-to-live
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int Damage; /// missile damage (used for non-direct missiles, e.g. impacts)
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int ReduceFactor; /// Multiplier for reduce or increase damage dealt to the next unit
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int SmokePrecision; /// How frequently the smoke missile will generate itself
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int SmokePrecision; /// How frequently the smoke missile will generate itself
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int Range; /// missile damage range
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int SplashFactor; /// missile splash divisor
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@ -393,7 +393,7 @@ public:
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MissileConfig Smoke; /// trailing missile
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LuaCallback *ImpactParticle; /// impact particle
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LuaCallback *SmokeParticle; /// smoke particle
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LuaCallback *OnImpact; /// called when
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LuaCallback *OnImpact; /// called when
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// --- FILLED UP ---
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CGraphic *G; /// missile graphic
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@ -271,7 +271,7 @@ enum PlayerRacesOld {
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**
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** #PlayerNobody
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**
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** This player is unused. Nobody controlls this player.
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** This player is unused. Nobody controls this player.
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**
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** #PlayerComputer
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**
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@ -232,7 +232,7 @@ struct _NumberDesc_ {
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struct _UnitDesc_ {
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EUnit e; /// which unit;
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union {
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CUnit **AUnit; /// Adress of the unit.
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CUnit **AUnit; /// Address of the unit.
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} D;
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};
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@ -264,7 +264,7 @@ struct _StringDesc_ {
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struct {
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StringDesc *String; /// Original string.
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NumberDesc *Line; /// Line number.
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NumberDesc *MaxLen; /// Max lenght of line.
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NumberDesc *MaxLen; /// Max length of line.
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CFont *Font; /// Font to consider (else (-1) consider just char).
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} Line; /// For specific line.
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ES_GameInfo GameInfoType;
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@ -57,7 +57,7 @@ struct SettingsPresets {
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**
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** This structure one day should contain all common game settings,
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** in-game, or pre-start, and the individual (per player) presets.
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** This allows central maintainance, easy (network-)negotiation,
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** This allows central maintenance, easy (network-)negotiation,
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** simplifies load/save/reinitialization, etc...
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**
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*/
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@ -202,7 +202,7 @@ public:
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int Slot; /// Spell numeric identifier
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// Spell Specifications
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TargetType Target; /// Targetting information. See TargetType.
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TargetType Target; /// Targeting information. See TargetType.
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std::vector<SpellActionType *> Action; /// More arguments for spell (damage, delay, additional sounds...).
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int Range; /// Max range of the target.
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@ -251,7 +251,7 @@ extern void InitSpells();
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/// done spell tables
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extern void CleanSpells();
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/// return 1 if spell is availible, 0 if not (must upgrade)
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/// return 1 if spell is available, 0 if not (must upgrade)
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extern bool SpellIsAvailable(const CPlayer &player, int SpellId);
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/// returns true if spell can be casted (enough mana, valid target)
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@ -134,7 +134,7 @@ public:
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char Enable; /// True if the unit doesn't have this variable. (f.e shield)
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};
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// Index for boolflag aready defined
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// Index for boolflag already defined
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enum {
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COWARD_INDEX = 0,
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BUILDING_INDEX,
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@ -785,7 +785,7 @@ static void MissileHitsWall(const Missile &missile, const Vec2i &tilePos, int sp
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}
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/**
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** Check if missle has already pierced that unit
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** Check if missile has already pierced that unit
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**
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** @param missile Current missile.
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** @param unit Target unit.
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@ -1103,7 +1103,7 @@ void MissileActions()
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}
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/**
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** Calculate distance from view-point to missle.
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** Calculate distance from view-point to missile.
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**
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** @param missile Missile pointer for distance.
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**
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@ -59,7 +59,7 @@ struct LandMineTargetFinder {
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/**
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** Land mine controller.
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** @todo start-finish-start cyclic animation.(anim scripts!)
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** @todo missile should dissapear for a while.
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** @todo missile should disappear for a while.
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*/
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void MissileLandMine::Action()
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{
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@ -74,7 +74,7 @@
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** package 3 before package 1. Even a package can come duplicate.
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** @li UDP is connectionless and therefore has problems with firewalls.
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**
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** I have choosen UDP. Additional support for the TCP protocol is welcome.
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** I have chosen UDP. Additional support for the TCP protocol is welcome.
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**
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** @subsection sc_vs_p2p server/client vs. peer to peer
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**
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@ -90,7 +90,7 @@
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** p2p has the advantage of a smaller lag, but needs a higher bandwidth
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** by the clients.
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**
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** p2p has been choosen for in-game.
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** p2p has been chosen for in-game.
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** s/c for the preparing room.
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**
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** @subsection bandwidth bandwidth
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@ -137,7 +137,7 @@
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** Only user commands are send over the network to the other computers.
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** To reduce network traffic, commands are sent/executed every gameCyclesPerUpdate
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** gameCycles. The command needs some time to reach the other clients (lag),
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** so the command is not executed immediatly on the local computer,
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** so the command is not executed immediately on the local computer,
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** but a delay (NetworkLag NetUpdates) later. Commands are stored
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** in a circular array indexed by update time. Once each other players commands
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** are received for a specified gameNetCycle, all commands of this gameNetCycle
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@ -1038,7 +1038,7 @@ static void NetworkSendCommands(unsigned long gameNetCycle)
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}
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/**
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** Network excecute commands.
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** Network execute commands.
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*/
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static void NetworkExecCommands(unsigned long gameNetCycle)
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{
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@ -105,7 +105,7 @@ static CSound *CclGetSound(lua_State *l)
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** Create a sound.
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**
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** Glue between c and scheme. This function asks the sound system to
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** register a sound under a given name, wiht an associated list of files
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** register a sound under a given name, with an associated list of files
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** (the list can be replaced by only one file).
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**
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** @param l Lua state.
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@ -57,7 +57,7 @@ static int MusicVolume = 128; /// music volume
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static bool MusicEnabled = true;
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static bool EffectsEnabled = true;
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/// Channels for sound effects and unit speach
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/// Channels for sound effects and unit speech
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struct SoundChannel {
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CSample *Sample; /// sample to play
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Origin *Unit; /// pointer to unit, who plays the sound, if any
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@ -90,7 +90,7 @@
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}
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// When harming cast again to send the hp to negative values.
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// Carefull, a perfect 0 target hp kills too.
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// Careful, a perfect 0 target hp kills too.
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// Avoid div by 0 errors too!
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int castcount = 1;
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if (hp) {
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@ -123,7 +123,7 @@ void InitConstructions()
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** Load the graphics for the constructions.
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**
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** HELPME: who make this better terrain depended and extendable
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** HELPME: filename constuction.
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** HELPME: filename construction.
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*/
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void LoadConstructions()
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{
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@ -501,7 +501,7 @@ long CFile::PImpl::tell()
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** Find a file with its correct extension ("", ".gz" or ".bz2")
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**
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** @param file The string with the file path. Upon success, the string
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** is replaced by the full filename witht he correct extension.
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** is replaced by the full filename with the correct extension.
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** @param filesize Size of the file buffer
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**
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** @return true if the file has been found.
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@ -90,9 +90,9 @@ void LuaCallback::pushString(const std::string &s)
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/**
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** Called when an action is recieved from a Widget. It is used
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** to be able to recieve a notification that an action has
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** occured.
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** Called when an action is received from a Widget. It is used
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** to be able to receive a notification that an action has
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** occurred.
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*/
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void LuaCallback::run()
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{
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@ -96,7 +96,7 @@ void DoScrollArea(int state, bool fast)
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if (fast) {
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stepx = (int)(UI.MouseScrollSpeed * vp->MapWidth / 2 * PixelTileSize.x * FRAMES_PER_SECOND / 4);
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stepy = (int)(UI.MouseScrollSpeed * vp->MapHeight / 2 * PixelTileSize.y * FRAMES_PER_SECOND / 4);
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} else {// dynamic: let these variables increase upto fast..
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} else {// dynamic: let these variables increase up to fast..
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// FIXME: pixels per second should be configurable
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stepx = (int)(UI.MouseScrollSpeed * PixelTileSize.x * FRAMES_PER_SECOND / 4);
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stepy = (int)(UI.MouseScrollSpeed * PixelTileSize.y * FRAMES_PER_SECOND / 4);
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@ -1069,7 +1069,7 @@ void CPlayer::SubCosts(const int *costs)
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}
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/**
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** Substract the costs of new unit from resources
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** Subtract the costs of new unit from resources
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**
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** @param type Type of unit.
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*/
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@ -1079,7 +1079,7 @@ void CPlayer::SubUnitType(const CUnitType &type)
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}
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/**
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** Substract a factor of costs from the resources
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** Subtract a factor of costs from the resources
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**
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** @param costs How many costs.
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** @param factor Factor of the costs to apply.
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@ -63,7 +63,7 @@ static int NumberCounter = 0; /// Counter for lua function.
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static int StringCounter = 0; /// Counter for lua function.
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/// Usefull for getComponent.
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/// Useful for getComponent.
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typedef enum {
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USTRINT_STR, USTRINT_INT
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} UStrIntType;
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@ -823,7 +823,7 @@ StringDesc *CclParseStringDesc(lua_State *l)
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lua_rawgeti(l, -1, 2); // String.
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res->D.Line.String = CclParseStringDesc(l);
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if (lua_rawlen(l, -1) >= 3) {
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lua_rawgeti(l, -1, 3); // Lenght.
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lua_rawgeti(l, -1, 3); // Length.
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res->D.Line.MaxLen = CclParseNumberDesc(l);
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}
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res->D.Line.Font = NULL;
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@ -2079,7 +2079,7 @@ static bool LuaValueToString(lua_State *l, std::string &value)
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case LUA_TFUNCTION:
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// Could be done with string.dump(function)
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// and debug.getinfo(function).name (could be nil for anonymous function)
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// But not usefull yet.
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// But not useful yet.
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value = "";
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return false;
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case LUA_TUSERDATA:
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@ -40,7 +40,7 @@
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**
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** Any help to improve this documention is welcome. If you didn't
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** understand something or you found an error or a wrong spelling
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** or wrong grammer please write an email (including a patch :).
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** or wrong grammar please write an email (including a patch :).
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**
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** @section Informations Informations
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**
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@ -121,7 +121,7 @@ long isqrt(long num)
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//
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// Load the binary constant 01 00 00 ... 00, where the number
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// of zero bits to the right of the single one bit
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// is even, and the one bit is as far left as is consistant
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// is even, and the one bit is as far left as is consistent
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// with that condition.)
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//
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// This portable load replaces the loop that used to be
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@ -239,7 +239,7 @@ errno_t strcat_s(char *dst, size_t dstsize, const char *src)
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** @param a String to search in
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** @param b Substring to search for
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**
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** @return Pointer to first occurence of b or NULL if not found.
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** @return Pointer to first occurrence of b or NULL if not found.
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*/
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char *strcasestr(const char *a, const char *b)
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{
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@ -842,7 +842,7 @@ void UpdateStatusLineForButton(const ButtonAction &button)
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**
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** @return 1 if button is allowed, 0 else.
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**
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** @todo FIXME: better check. (dependancy, resource, ...)
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** @todo FIXME: better check. (dependency, resource, ...)
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** @todo FIXME: make difference with impossible and not yet researched.
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*/
|
||||
bool IsButtonAllowed(const CUnit &unit, const ButtonAction &buttonaction)
|
||||
|
|
|
@ -128,8 +128,8 @@ void DrawUserDefinedButtons()
|
|||
** Placed under icons on top-panel.
|
||||
**
|
||||
** @param unit Pointer to unit.
|
||||
** @param x Screen X postion of icon
|
||||
** @param y Screen Y postion of icon
|
||||
** @param x Screen X position of icon
|
||||
** @param y Screen Y position of icon
|
||||
*/
|
||||
static void UiDrawLifeBar(const CUnit &unit, int x, int y)
|
||||
{
|
||||
|
@ -162,8 +162,8 @@ static void UiDrawLifeBar(const CUnit &unit, int x, int y)
|
|||
** Placed under icons on top-panel.
|
||||
**
|
||||
** @param unit Pointer to unit.
|
||||
** @param x Screen X postion of icon
|
||||
** @param y Screen Y postion of icon
|
||||
** @param x Screen X position of icon
|
||||
** @param y Screen Y position of icon
|
||||
*/
|
||||
static void UiDrawManaBar(const CUnit &unit, int x, int y)
|
||||
{
|
||||
|
@ -831,7 +831,7 @@ bool MessagesDisplay::CheckRepeatMessage(const char *msg)
|
|||
}
|
||||
|
||||
/**
|
||||
** Add a new message to display only if it differs from the preceeding one.
|
||||
** Add a new message to display only if it differs from the preceding one.
|
||||
*/
|
||||
void MessagesDisplay::AddUniqueMessage(const char *s)
|
||||
{
|
||||
|
|
|
@ -437,7 +437,7 @@ static bool DoRightButton_NewOrder(CUnit &unit, CUnit *dest, const Vec2i &pos, i
|
|||
|
||||
static void DoRightButton_ForSelectedUnit(CUnit &unit, CUnit *dest, const Vec2i &pos, int &acknowledged)
|
||||
{
|
||||
// don't self targetting.
|
||||
// don't self targeting.
|
||||
if (dest == &unit) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -198,9 +198,9 @@ LuaActionListener::LuaActionListener(lua_State *l, lua_Object f) :
|
|||
}
|
||||
|
||||
/**
|
||||
** Called when an action is recieved from a Widget. It is used
|
||||
** to be able to recieve a notification that an action has
|
||||
** occured.
|
||||
** Called when an action is received from a Widget. It is used
|
||||
** to be able to receive a notification that an action has
|
||||
** occurred.
|
||||
**
|
||||
** @param eventId the identifier of the Widget
|
||||
*/
|
||||
|
@ -1145,7 +1145,7 @@ void Windows::add(gcn::Widget *widget, int x, int y)
|
|||
** @param y Y coordinate of the mouse relative to the widndow.
|
||||
**
|
||||
** @note Once dragged, without release the mouse,
|
||||
** if you go virtualy outside the container then go back,
|
||||
** if you go virtually outside the container then go back,
|
||||
** you have to wait the virtual cursor are in the container.
|
||||
** It is because x, y argument refer to a virtual cursor :(
|
||||
** @note An another thing is strange
|
||||
|
@ -1201,7 +1201,7 @@ void Windows::mouseMotion(int x, int y)
|
|||
setPosition(x, y);
|
||||
|
||||
// Move the cursor.
|
||||
// Usefull only when window reachs the limit.
|
||||
// Useful only when window reachs the limit.
|
||||
getAbsolutePosition(absx, absy);
|
||||
CursorScreenPos.x = absx + mMouseXOffset;
|
||||
CursorScreenPos.y = absy + mMouseYOffset;
|
||||
|
|
|
@ -123,7 +123,7 @@
|
|||
** Pointer to the last unit added inside. Order doesn't really
|
||||
** matter. All units inside are kept in a circular linked list.
|
||||
** This is NULL if there are no units inside. Multiple levels
|
||||
** of inclusion are allowed, though not very usefull right now
|
||||
** of inclusion are allowed, though not very useful right now
|
||||
**
|
||||
** CUnit::NextContained, CUnit::PrevContained
|
||||
**
|
||||
|
@ -293,7 +293,7 @@
|
|||
**
|
||||
** CUnit::Wait
|
||||
**
|
||||
** The unit is forced too wait for that many cycles. Be carefull,
|
||||
** The unit is forced too wait for that many cycles. Be careful,
|
||||
** setting this to 0 will lock the unit.
|
||||
**
|
||||
** CUnit::State
|
||||
|
@ -685,7 +685,7 @@ void CUnit::AssignToPlayer(CPlayer &player)
|
|||
if (!type.Vanishes && CurrentAction() != UnitActionDie) {
|
||||
player.AddUnit(*this);
|
||||
if (!SaveGameLoading) {
|
||||
// If unit is dieing, it's already been lost by all players
|
||||
// If unit is dying, it's already been lost by all players
|
||||
// don't count again
|
||||
if (type.Building) {
|
||||
// FIXME: support more races
|
||||
|
@ -700,7 +700,7 @@ void CUnit::AssignToPlayer(CPlayer &player)
|
|||
player.Demand += type.Demand; // food needed
|
||||
}
|
||||
|
||||
// Don't Add the building if it's dieing, used to load a save game
|
||||
// Don't Add the building if it's dying, used to load a save game
|
||||
if (type.Building && CurrentAction() != UnitActionDie) {
|
||||
// FIXME: support more races
|
||||
if (!type.Wall && &type != UnitTypeOrcWall && &type != UnitTypeHumanWall) {
|
||||
|
@ -1301,8 +1301,8 @@ void UpdateForNewUnit(const CUnit &unit, int upgrade)
|
|||
** Find nearest point of unit.
|
||||
**
|
||||
** @param unit Pointer to unit.
|
||||
** @param pos tile map postion.
|
||||
** @param dpos Out: nearest point tile map postion to (tx,ty).
|
||||
** @param pos tile map position.
|
||||
** @param dpos Out: nearest point tile map position to (tx,ty).
|
||||
*/
|
||||
void NearestOfUnit(const CUnit &unit, const Vec2i &pos, Vec2i *dpos)
|
||||
{
|
||||
|
@ -1430,7 +1430,7 @@ void UnitGoesUnderFog(CUnit &unit, const CPlayer &player)
|
|||
// configurations.
|
||||
// A unit does NOT get a reference when it goes under fog if it's
|
||||
// Destroyed. Furthermore, it shouldn't lose a reference if it was
|
||||
// Seen destroyed. That only happend with complex shared vision, and
|
||||
// Seen destroyed. That only happened with complex shared vision, and
|
||||
// it's sort of the whole point of this tracking.
|
||||
//
|
||||
if (unit.Destroyed) {
|
||||
|
@ -2588,7 +2588,7 @@ static void HitUnit_AttackBack(CUnit &attacker, CUnit &target)
|
|||
}
|
||||
if (best && best != oldgoal && best->Player != target.Player && best->IsAllied(target) == false) {
|
||||
CommandAttack(target, best->tilePos, best, FlushCommands);
|
||||
// Set threshold value only for agressive units
|
||||
// Set threshold value only for aggressive units
|
||||
if (best->IsAgressive()) {
|
||||
target.Threshold = threshold;
|
||||
}
|
||||
|
|
|
@ -457,8 +457,8 @@ void CDecoVarSpriteBar::Draw(int x, int y, const CUnitType &/*type*/, const CVar
|
|||
|
||||
Decoration &decosprite = DecoSprite.SpriteArray[(int)this->NSprite];
|
||||
CGraphic &sprite = *decosprite.Sprite;
|
||||
x += decosprite.HotPos.x; // in addition of OffsetX... Usefull ?
|
||||
y += decosprite.HotPos.y; // in addition of OffsetY... Usefull ?
|
||||
x += decosprite.HotPos.x; // in addition of OffsetX... Useful ?
|
||||
y += decosprite.HotPos.y; // in addition of OffsetY... Useful ?
|
||||
|
||||
int n = sprite.NumFrames - 1; // frame of the sprite to show.
|
||||
n -= (n * var.Value) / var.Max;
|
||||
|
@ -486,8 +486,8 @@ void CDecoVarStaticSprite::Draw(int x, int y, const CUnitType &/*type*/, const C
|
|||
Decoration &decosprite = DecoSprite.SpriteArray[(int)this->NSprite];
|
||||
CGraphic &sprite = *decosprite.Sprite;
|
||||
|
||||
x += decosprite.HotPos.x; // in addition of OffsetX... Usefull ?
|
||||
y += decosprite.HotPos.y; // in addition of OffsetY... Usefull ?
|
||||
x += decosprite.HotPos.x; // in addition of OffsetX... Useful ?
|
||||
y += decosprite.HotPos.y; // in addition of OffsetY... Useful ?
|
||||
if (this->IsCenteredInX) {
|
||||
x -= sprite.Width / 2;
|
||||
}
|
||||
|
|
|
@ -497,7 +497,7 @@
|
|||
**
|
||||
** ResourceInfo::FinalResource
|
||||
**
|
||||
** The resource is converted to this at the depot. Usefull for
|
||||
** The resource is converted to this at the depot. Useful for
|
||||
** a fisherman who harvests fish, but it all turns to food at the
|
||||
** depot.
|
||||
**
|
||||
|
@ -960,7 +960,7 @@ CUnitType *NewUnitTypeSlot(const std::string &ident)
|
|||
** @param sprite Sprite to use for drawing
|
||||
** @param player Player number for color substitution.
|
||||
** @param frame Animation frame of unit-type.
|
||||
** @param screenPos Screen pixel (top left) postion to draw unit-type.
|
||||
** @param screenPos Screen pixel (top left) position to draw unit-type.
|
||||
**
|
||||
** @todo Do screen position caculation in high level.
|
||||
** Better way to handle in x mirrored sprites.
|
||||
|
|
|
@ -703,7 +703,7 @@ static int FormatNumber(int number, char *buf)
|
|||
}
|
||||
|
||||
/**
|
||||
** Return the index of first occurance of c in [s- s + maxlen]
|
||||
** Return the index of first occurrence of c in [s- s + maxlen]
|
||||
**
|
||||
** @param s original string.
|
||||
** @param c character to find.
|
||||
|
|
|
@ -45,7 +45,7 @@
|
|||
----------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
** Bitmask, denoting a postion left/right/above/below clip rectangle
|
||||
** Bitmask, denoting a position left/right/above/below clip rectangle
|
||||
** (mainly used by VideoDrawLineClip)
|
||||
*/
|
||||
#define ClipCodeInside 0 /// Clipping inside rectangle
|
||||
|
|
Loading…
Add table
Reference in a new issue