(svn r21060) -Doc: Improved wording of comments (mostly by __ln__)

This commit is contained in:
alberth 2010-10-30 17:51:07 +00:00
parent 34e986ae60
commit 063931d435
27 changed files with 46 additions and 44 deletions

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@ -12,7 +12,7 @@
*
* IDs are used to identify certain objects. They are only unique within the object type, so for example a vehicle may have VehicleID 2009,
* while a station has StationID 2009 at the same time. Also IDs are assigned arbitrary, you cannot assume them to be consecutive.
* Also note, that some IDs are static and never change, while others are allocated dynamically and might be
* Also note that some IDs are static and never change, while others are allocated dynamically and might be
* reused for other objects once they are released. So be careful, which IDs you store for which purpose and whether they stay valid all the time.
*
* <table>

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@ -155,7 +155,7 @@ static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, EngineID engine_ty
/**
* Function to find what type of cargo to refit to when autoreplacing
* @param *v Original vehicle, that is being replaced
* @param *v Original vehicle that is being replaced.
* @param engine_type The EngineID of the vehicle that is being replaced to
* @param part_of_chain The vehicle is part of a train
* @return The cargo type to replace to

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@ -689,7 +689,7 @@ int DrawVehiclePurchaseInfo(int left, int right, int y, EngineID engine_number)
}
}
/* Draw details, that applies to all types except rail wagons */
/* Draw details that apply to all types except rail wagons. */
if (e->type != VEH_TRAIN || e->u.rail.railveh_type != RAILVEH_WAGON) {
/* Design date - Life length */
SetDParam(0, ymd.year);

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@ -356,7 +356,7 @@ struct DepotWindow : Window {
maxval = min(this->vehicle_list.Length() + this->wagon_list.Length(), (this->vscroll->GetPosition() * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));
/* draw the train wagons, that do not have an engine in front */
/* Draw the train wagons without an engine in front. */
for (; num < maxval; num++, y += this->resize.step_height) {
const Vehicle *v = this->wagon_list[num - this->vehicle_list.Length()];
this->DrawVehicleInDepot(v, r.left, r.right, y);
@ -537,9 +537,11 @@ struct DepotWindow : Window {
}
}
/* Function to set up vehicle specific widgets (mainly sprites and strings).
* Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
* Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the nested widget array
/**
* Function to set up vehicle specific widgets (mainly sprites and strings).
* Only use this function to if the widget is used for several vehicle types and each has
* different text/sprites. If the widget is only used for a single vehicle type, or the same
* text/sprites are used every time, use the nested widget array to initialize the widget.
*/
void SetupWidgetData(VehicleType type)
{

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@ -175,7 +175,7 @@ enum PriceCategory {
struct PriceBaseSpec {
Money start_price; ///< Default value at game start, before adding multipliers.
PriceCategory category; ///< Price is affected by certain difficulty settings.
uint grf_feature; ///< GRF Feature, that decides whether price multipliers apply locally or globally. GSF_END if none.
uint grf_feature; ///< GRF Feature that decides whether price multipliers apply locally or globally, #GSF_END if none.
Price fallback_price; ///< Fallback price multiplier for new prices but old grfs.
};
@ -187,7 +187,7 @@ static const int LOAN_INTERVAL = 10000;
* This allows for 32 bit base prices (21 are currently needed).
* Considering the sign bit and 16 fractional bits, there are 15 bits left.
* 170 years of 4% inflation result in a inflation of about 822, so 10 bits are actually enough.
* Note, that NewGRF multipliers share the 16 fractional bits.
* Note that NewGRF multipliers share the 16 fractional bits.
* @see MAX_PRICE_MODIFIER
*/
static const uint64 MAX_INFLATION = (1ull << (63 - 32)) - 1;

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@ -465,7 +465,7 @@ static void DrawCatenaryRailway(const TileInfo *ti)
/*
* The "wire"-sprite position is inside the tile, i.e. 0 <= sss->?_offset < TILE_SIZE.
* Therefore it is safe to use GetSlopeZ() for the elevation.
* Also note, that the result of GetSlopeZ() is very special for bridge-ramps.
* Also note that the result of GetSlopeZ() is very special for bridge-ramps.
*/
AddSortableSpriteToDraw(wire_base + sss->image_offset, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
sss->x_size, sss->y_size, sss->z_size, GetSlopeZ(ti->x + sss->x_offset, ti->y + sss->y_offset) + sss->z_offset,

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@ -704,7 +704,7 @@ bool TarScanner::AddFile(const char *filename, size_t basepath_length)
}
/* Truncate 'dest' after last PATHSEPCHAR.
* This assumes, that the truncated part is a real directory and not a link */
* This assumes that the truncated part is a real directory and not a link. */
destpos = strrchr(dest, PATHSEPCHAR);
if (destpos == NULL) destpos = dest;
} else {

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@ -105,7 +105,7 @@ static ReusableBuffer<uint8> _cursor_backup;
*/
static Rect _invalid_rect;
static const byte *_colour_remap_ptr;
static byte _string_colourremap[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures, that ST_FONT sprites only use colours 0 to 2.
static byte _string_colourremap[3]; ///< Recoloursprite for stringdrawing. The grf loader ensures that #ST_FONT sprites only use colours 0 to 2.
static const uint DIRTY_BLOCK_HEIGHT = 8;
static const uint DIRTY_BLOCK_WIDTH = 64;

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@ -2019,7 +2019,7 @@ next_cargo: ;
*
* When displaying the cargoes around an industry type, five columns are needed (supplying industries, accepted cargoes, the industry,
* produced cargoes, customer industries). Displaying the industries around a cargo needs three columns (supplying industries, the cargo,
* customer industries). The remaining two columns are set to #CFT_EMPTY, that has a width equal to the average of a cargo and an industry column.
* customer industries). The remaining two columns are set to #CFT_EMPTY with a width equal to the average of a cargo and an industry column.
*/
struct IndustryCargoesWindow : public Window {
static const int HOR_TEXT_PADDING, VERT_TEXT_PADDING;

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@ -78,7 +78,7 @@ extern const byte _slope_to_sprite_offset[32] = {
* Description of the snow line throughout the year.
*
* If it is \c NULL, a static snowline height is used, as set by \c _settings_game.game_creation.snow_line.
* Otherwise it points to a table loaded from a newGRF file, that describes the variable snowline
* Otherwise it points to a table loaded from a newGRF file that describes the variable snowline.
* @ingroup SnowLineGroup
* @see GetSnowLine() GameCreationSettings
*/

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@ -41,10 +41,10 @@
* which is good for performance (assuming that data are accessed most often).
* - sizeof(blob) is the same as the size of any other pointer
* 6. Drawbacks of this layout:
* - the fact, that pointer to the alocated block is adjusted by sizeof(BlobHeader) before
* - the fact that a pointer to the allocated block is adjusted by sizeof(BlobHeader) before
* it is stored can lead to several confusions:
* - it is not common pattern so the implementation code is bit harder to read
* - valgrind can generate warning that allocated block is lost (not accessible)
* - it is not a common pattern so the implementation code is bit harder to read.
* - valgrind may generate a warning that the allocated block is lost (not accessible).
*/
class ByteBlob {
protected:

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@ -138,7 +138,7 @@ uint32 GetNearbyTileInformation(byte parameter, TileIndex tile)
/** Structure with user-data for SearchNearbyHouseXXX - functions */
typedef struct {
const HouseSpec *hs; ///< Specs of the house, that started the search
const HouseSpec *hs; ///< Specs of the house that started the search.
TileIndex north_tile; ///< Northern tile of the house.
} SearchNearbyHouseData;

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@ -80,7 +80,7 @@ public:
return m_new_node;
}
/** notify the nodelist, that we don't want to discard the given node */
/** Notify the nodelist that we don't want to discard the given node. */
FORCEINLINE void FoundBestNode(Titem_& item)
{
/* for now it is enough to invalidate m_new_node if it is our given node */

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@ -1634,7 +1634,7 @@ static CommandCost ClearTile_Track(TileIndex tile, DoCommandFlag flags)
case RAIL_TILE_SIGNALS:
case RAIL_TILE_NORMAL: {
Slope tileh = GetTileSlope(tile, NULL);
/* Is there flat water on the lower halftile, that gets cleared expensively? */
/* Is there flat water on the lower halftile that gets cleared expensively? */
bool water_ground = (GetRailGroundType(tile) == RAIL_GROUND_WATER && IsSlopeWithOneCornerRaised(tileh));
TrackBits tracks = GetTrackBits(tile);
@ -2830,7 +2830,7 @@ static CommandCost TerraformTile_Track(TileIndex tile, DoCommandFlag flags, uint
Slope tileh_old = GetTileSlope(tile, &z_old);
if (IsPlainRail(tile)) {
TrackBits rail_bits = GetTrackBits(tile);
/* Is there flat water on the lower halftile, that must be cleared expensively? */
/* Is there flat water on the lower halftile that must be cleared expensively? */
bool was_water = (GetRailGroundType(tile) == RAIL_GROUND_WATER && IsSlopeWithOneCornerRaised(tileh_old));
/* First test autoslope. However if it succeeds we still have to test the rest, because non-autoslope terraforming is cheaper. */

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@ -239,7 +239,7 @@ static inline DiagDirection GetInclinedSlopeDirection(Slope s)
}
/**
* Returns the slope, that is inclined in a specific direction.
* Returns the slope that is inclined in a specific direction.
*
* @param dir A #DiagDirection
* @return The #Slope that goes up in direction dir.

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@ -2139,7 +2139,7 @@ CommandCost CmdBuildAirport(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
CommandCost cost = CheckFlatLand(TileArea(tile, w, h), flags);
if (cost.Failed()) return cost;
/* Go get the final noise level, that is base noise minus factor from distance to town center */
/* The noise level is the noise from the airport and reduce it to account for the distance to the town center. */
Town *nearest = AirportGetNearestTown(as, tile);
uint newnoise_level = GetAirportNoiseLevelForTown(as, nearest->xy, tile);
@ -2304,7 +2304,7 @@ static CommandCost RemoveAirport(TileIndex tile, DoCommandFlag flags)
);
}
/* Go get the final noise level, that is base noise minus factor from distance to town center.
/* The noise level is the noise from the airport and reduce it to account for the distance to the town center.
* And as for construction, always remove it, even if the setting is not set, in order to avoid the
* need of recalculation */
Town *nearest = AirportGetNearestTown(as, tile);

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@ -268,7 +268,7 @@ static const uint16 ONEWAY_SPRITE_COUNT = 6;
static const SpriteID SPR_FLAGS_BASE = SPR_ONEWAY_BASE + ONEWAY_SPRITE_COUNT;
static const uint16 FLAGS_SPRITE_COUNT = 36;
/* Not really a sprite, but an empty bounding box. Used to construct bounding boxes, that help sorting the sprites, but do not have a sprite associated. */
/* Not really a sprite, but an empty bounding box. Used to construct bounding boxes that help sorting the sprites, but do not have a sprite associated. */
static const SpriteID SPR_EMPTY_BOUNDING_BOX = SPR_FLAGS_BASE + FLAGS_SPRITE_COUNT;
static const uint16 EMPTY_BOUNDING_BOX_SPRITE_COUNT = 1;

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@ -178,7 +178,7 @@ static CommandCost TerraformTileHeight(TerraformerState *ts, TileIndex tile, int
return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP);
}
/* Mark incident tiles, that are involved in the terraforming */
/* Mark incident tiles that are involved in the terraforming. */
TerraformAddDirtyTileAround(ts, tile);
/* Store the height modification */

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@ -22,8 +22,8 @@
*
* Quickie guide to Perlin Noise
* Perlin noise is a predictable pseudo random number sequence. By generating
* it in 2 dimensions, it becomes a useful random map, that for a given seed
* and starting X & Y is entirely predictable. On the face of it, that may not
* it in 2 dimensions, it becomes a useful random map that, for a given seed
* and starting X & Y, is entirely predictable. On the face of it, that may not
* be useful. However, it means that if you want to replay a map in a different
* terrain, or just vary the sea level, you just re-run the generator with the
* same seed. The seed is an int32, and is randomised on each run of New Game.

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@ -62,7 +62,7 @@ static inline TrackBits AxisToTrackBits(Axis a)
}
/**
* Returns a single horizontal/vertical trackbit, that is in a specific tile corner.
* Returns a single horizontal/vertical trackbit that is in a specific tile corner.
*
* @param corner The corner of a tile.
* @return The TrackBits of the track in the corner.

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@ -162,7 +162,7 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
TS_FRONT = 0, ///< Leading engine of a train
TS_ARTICULATED_PART = 1, ///< Articulated part of an engine
TS_WAGON = 2, ///< Wagon
TS_ENGINE = 3, ///< Engine, that can be front engine, but might be placed behind another engine
TS_ENGINE = 3, ///< Engine that can be front engine, but might be placed behind another engine.
TS_FREE_WAGON = 4, ///< First in a wagon chain (in depot)
TS_MULTIHEADED = 5, ///< Engine is multiheaded
};

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@ -1247,19 +1247,19 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
/* There are 14 different cases:
* 1) front engine gets moved to a new train, it stays a front engine.
* a) the 'next' part is a wagon, that becomes a free wagon chain.
* b) the 'next' part is an engine, that becomes a front engine.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 2) front engine gets moved to another train, it is not a front engine anymore
* a) the 'next' part is a wagon, that becomes a free wagon chain.
* b) the 'next' part is an engine, that becomes a front engine.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 3) front engine gets moved to later in the current train, it is not an engine anymore.
* a) the 'next' part is a wagon, that becomes a free wagon chain.
* b) the 'next' part is an engine, that becomes a front engine.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* 4) free wagon gets moved
* a) the 'next' part is a wagon, that becomes a free wagon chain.
* b) the 'next' part is an engine, that becomes a front engine.
* a) the 'next' part is a wagon that becomes a free wagon chain.
* b) the 'next' part is an engine that becomes a front engine.
* c) there is no 'next' part, nothing else happens
* 5) non front engine gets moved and becomes a new train, nothing else happens
* 6) non front engine gets moved within a train / to another train, nothing hapens

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@ -1060,7 +1060,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
if (catenary) EndSpriteCombine();
/* Add helper BB for sprite sorting, that separate the tunnel from things beside of it */
/* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
@ -1249,7 +1249,7 @@ void DrawBridgeMiddle(const TileInfo *ti)
uint bridge_z = GetBridgeHeight(rampsouth);
uint z = bridge_z - BRIDGE_Z_START;
/* Add a bounding box, that separates the bridge from things below it. */
/* Add a bounding box that separates the bridge from things below it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
/* Draw Trambits as SpriteCombine */

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@ -706,7 +706,7 @@ Vehicle::~Vehicle()
}
/**
* Adds a vehicle to the list of vehicles, that visited a depot this tick
* Adds a vehicle to the list of vehicles that visited a depot this tick
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)

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@ -636,7 +636,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
/*
* v_front is the front engine in the original vehicle
* v is the car/vehicle of the original vehicle, that is currently being copied
* v is the car/vehicle of the original vehicle that is currently being copied
* w_front is the front engine of the cloned vehicle
* w is the car/vehicle currently being cloned
* w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains

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@ -821,7 +821,7 @@ static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint
*/
static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
{
/* FIXME: This is not totally valid for some autorail highlights, that extent over the edges of the tile. */
/* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
if (_vd.foundation[foundation_part] == -1) {
/* draw on real ground */
AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);

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@ -764,7 +764,7 @@ restart_search:
}
}
/* Also delete the company specific windows, that don't have a company-colour */
/* Also delete the company specific windows that don't have a company-colour. */
DeleteWindowById(WC_BUY_COMPANY, id);
}