(svn r20499) -Doc: Spelling fixes, and one doxygen comment addition.

pull/155/head
alberth 14 years ago
parent e5420d89d5
commit a51d34c048

@ -30,7 +30,7 @@ public:
{}
/**
* Get the amount ot ticks the AI should be suspended.
* Get the amount of ticks the AI should be suspended.
* @return The amount of AI ticks to suspend the AI.
*/
int GetSuspendTime() { return time; }
@ -172,7 +172,7 @@ private:
void RegisterAPI();
/**
* Load squirrel scipts to emulate an older API.
* Load squirrel scripts to emulate an older API.
*/
bool LoadCompatibilityScripts(const char *api_version);
@ -182,7 +182,7 @@ private:
void Died();
/**
* Save one object (int / string / arrray / table) to the savegame.
* Save one object (int / string / array / table) to the savegame.
* @param vm The virtual machine to get all the data from.
* @param index The index on the squirrel stack of the element to save.
* @param max_depth The maximum depth recursive arrays / tables will be stored

@ -36,7 +36,7 @@ public:
/**
* Get a random value.
* @param unused_param This param is not used, but is needed to work with lists.
* @param unused_param This parameter is not used, but is needed to work with lists.
* @return A random value between 0 and MAX(uint32).
*/
static uint32 RandItem(int unused_param);
@ -50,14 +50,14 @@ public:
/**
* Get a random value in a range.
* @param unused_param This param is not used, but is needed to work with lists.
* @param unused_param This parameter is not used, but is needed to work with lists.
* @param max The first number this function will never return (the maximum it returns is max - 1).
* @return A random value between 0 .. max - 1.
*/
static uint RandRangeItem(int unused_param, uint max);
/**
* Returns approximatelly 'out' times true when called 'max' times.
* Returns approximately 'out' times true when called 'max' times.
* After all, it is a random function.
* @param out How many times it should return true.
* @param max Out of this many times.
@ -66,9 +66,9 @@ public:
static bool Chance(uint out, uint max);
/**
* Returns approximatelly 'out' times true when called 'max' times.
* Returns approximately 'out' times true when called 'max' times.
* After all, it is a random function.
* @param unused_param This param is not used, but is needed to work with lists.
* @param unused_param This parameter is not used, but is needed to work with lists.
* @param out How many times it should return true.
* @param max Out of this many times.
* @return True if the chance worked out.

@ -716,7 +716,7 @@ int DrawVehiclePurchaseInfo(int left, int right, int y, EngineID engine_number)
* @param type Type of vehicle (VEH_*)
* @param l The left most location of the list
* @param r The right most location of the list
* @param y The top most location of teh list
* @param y The top most location of the list
* @param eng_list What engines to draw
* @param min where to start in the list
* @param max where in the list to end

@ -80,7 +80,7 @@ enum GenerateLandscapeWindowWidgets {
GLAND_START_DATE_TEXT, ///< Start year
GLAND_START_DATE_UP, ///< Increase start year
GLAND_SNOW_LEVEL_DOWN, ///< Docrease snow level
GLAND_SNOW_LEVEL_DOWN, ///< Decrease snow level
GLAND_SNOW_LEVEL_TEXT, ///< Snow level
GLAND_SNOW_LEVEL_UP, ///< Increase snow level
@ -1244,7 +1244,7 @@ void PrepareGenerateWorldProgress()
_gws.current = 0;
_gws.total = 0;
_gws.percent = 0;
_gws.timer = 0; // Forces to paint the progress window immediatelly
_gws.timer = 0; // Forces to paint the progress window immediately
}
/**

@ -1991,7 +1991,7 @@ static void MaybeNewIndustry()
if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
/* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
/* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did not fail,
* and if appearing chance for this landscape is above 0, this industry can be chosen */
if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
probability_max += chance;

@ -331,7 +331,7 @@ public:
}
d = maxdim(d, GetStringBoundingBox(str));
/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
/* Draw the produced cargoes, if any. Otherwise, will print "Nothing". */
GetAllCargoSuffixes(3, CST_FUND, NULL, this->index[i], indsp, indsp->produced_cargo, cargo_suffix);
str = STR_INDUSTRY_VIEW_PRODUCES_CARGO;
p = 0;
@ -422,7 +422,7 @@ public:
y += FONT_HEIGHT_NORMAL;
}
/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
/* Draw the accepted cargoes, if any. Otherwise, will print "Nothing". */
char cargo_suffix[3][512];
GetAllCargoSuffixes(0, CST_FUND, NULL, this->selected_type, indsp, indsp->accepts_cargo, cargo_suffix);
StringID str = STR_INDUSTRY_VIEW_REQUIRES_CARGO;
@ -438,7 +438,7 @@ public:
DrawString(left, right, y, str);
y += FONT_HEIGHT_NORMAL;
/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
/* Draw the produced cargoes, if any. Otherwise, will print "Nothing". */
GetAllCargoSuffixes(3, CST_FUND, NULL, this->selected_type, indsp, indsp->produced_cargo, cargo_suffix);
str = STR_INDUSTRY_VIEW_PRODUCES_CARGO;
p = 0;
@ -1259,7 +1259,7 @@ public:
Listing IndustryDirectoryWindow::last_sorting = {false, 0};
const Industry *IndustryDirectoryWindow::last_industry = NULL;
/* Availible station sorting functions */
/* Available station sorting functions. */
GUIIndustryList::SortFunction * const IndustryDirectoryWindow::sorter_funcs[] = {
&IndustryNameSorter,
&IndustryTypeSorter,

@ -191,7 +191,7 @@ protected:
* Handle the given packet, i.e. pass it to the right
* parser receive command.
* @param p the packet to handle
* @return true if we should immediatelly handle further packets, false otherwise
* @return true if we should immediately handle further packets, false otherwise
*/
bool HandlePacket(Packet *p);
public:

@ -988,7 +988,7 @@ void ClientNetworkContentSocketHandler::CheckDependencyState(ContentInfo *ci)
/* Nothing depends on us, mark the whole graph as unselected.
* After that's done run over them once again to test their children
* to unselect. Don't do it immediatelly because it'll do exactly what
* to unselect. Don't do it immediately because it'll do exactly what
* we're doing now. */
for (ConstContentIterator iter = parents.Begin(); iter != parents.End(); iter++) {
const ContentInfo *c = *iter;

@ -146,6 +146,15 @@ SpriteID RoadVehicle::GetImage(Direction direction) const
return sprite;
}
/**
* Draw a road vehicle engine.
* @param left Left edge to draw within.
* @param right Right edge to draw within.
* @param preferred_x Preferred position of the engine.
* @param y Vertical position of the engine.
* @param engine Engine to draw
* @param pal Palette to use.
*/
void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
{
SpriteID sprite = GetRoadVehIcon(engine);
@ -1122,7 +1131,7 @@ static Trackdir FollowPreviousRoadVehicle(const RoadVehicle *v, const RoadVehicl
if (already_reversed && prev->tile != tile) {
/*
* The vehicle has reversed, but did not go straight back.
* It immediatelly turn onto another tile. This means that
* It immediately turn onto another tile. This means that
* the roadstate of the previous vehicle cannot be used
* as the direction we have to go with this vehicle.
*

@ -1500,7 +1500,7 @@ static bool StationJoinerNeeded(CommandContainer cmd, TileArea ta)
/* Test for adjacent station or station below selection.
* If adjacent-stations is disabled and we are building next to a station, do not show the selection window.
* but join the other station immediatelly. */
* but join the other station immediately. */
const T *st = FindStationsNearby<T>(ta, false);
return st == NULL && (_settings_game.station.adjacent_stations || _stations_nearby_list.Length() == 0);
}

@ -316,7 +316,7 @@ int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, i
break;
}
/* Substract half the front vehicle length of the train so we get the real
/* Subtract half the front vehicle length of the train so we get the real
* stop location of the train. */
return stop - (v->tcache.cached_veh_length + 1) / 2;
}
@ -717,7 +717,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
CountArticulatedParts(eid, false);
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
* We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the dual-heads and the articulated parts */
@ -821,7 +821,7 @@ bool Train::IsInDepot() const
bool Train::IsStoppedInDepot() const
{
/* Are we stopped? Ofcourse wagons don't really care... */
/* Are we stopped? Of course wagons don't really care... */
if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
return this->IsInDepot();
}
@ -948,7 +948,7 @@ static void NormaliseSubtypes(Train *chain)
/* We must be the first in the chain. */
assert(chain->Previous() == NULL);
/* Set the appropirate bits for the first in the chain. */
/* Set the appropriate bits for the first in the chain. */
if (chain->IsWagon()) {
chain->SetFreeWagon();
} else {
@ -974,7 +974,7 @@ static void NormaliseSubtypes(Train *chain)
*/
static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
{
/* Just add 'new' engines and substract the original ones.
/* Just add 'new' engines and subtract the original ones.
* If that's less than or equal to 0 we can be sure we did
* not add any engines (read: trains) along the way. */
if ((src != NULL && src->IsEngine() ? 1 : 0) +
@ -1405,7 +1405,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
/* We are selling the front engine. In this case we want to
* 'give' the order, unitnumber and such to the new head. */
* 'give' the order, unit number and such to the new head. */
new_head->orders.list = first->orders.list;
new_head->AddToShared(first);
DeleteVehicleOrders(first);
@ -1555,7 +1555,7 @@ static void ReverseTrainSwapVeh(Train *v, int l, int r)
if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
/* Update train's power incase tiles were different rail type */
/* Update power of the train in case tiles were different rail type. */
v->PowerChanged();
}
@ -1713,13 +1713,13 @@ static void AdvanceWagonsAfterSwap(Train *v)
Train *last = v->Last(); // last vehicle to move
uint length = CountVehiclesInChain(v);
/* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
/* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
* they have already correct spacing, so we have to make sure they are moved how they should */
bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
while (length > 2) {
/* we reached vehicle (originally) in front of a depot, stop now
* (we would move wagons that are alredy moved with new wagon length) */
* (we would move wagons that are already moved with new wagon length). */
if (base == dep) break;
/* the last wagon was that one leaving a depot, so do not move it anymore */
@ -2066,7 +2066,7 @@ static void HandleLocomotiveSmokeCloud(const Train *v)
/* No smoke in depots or tunnels */
if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
/* No sparks for electric vehicles on nonelectrified tracks */
/* No sparks for electric vehicles on non-electrified tracks. */
if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
if (effect_type == 0) {
@ -2787,7 +2787,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
Vehicle *other_train = NULL;
PBSTileInfo origin = FollowTrainReservation(v, &other_train);
/* The path we are driving on is alread blocked by some other train.
/* The path we are driving on is already blocked by some other train.
* This can only happen in certain situations when mixing path and
* block signals or when changing tracks and/or signals.
* Exit here as doing any further reservations will probably just
@ -2804,7 +2804,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
return true;
}
/* If we are in a depot, tentativly reserve the depot. */
/* If we are in a depot, tentatively reserve the depot. */
if (v->track == TRACK_BIT_DEPOT) {
SetDepotReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
@ -3225,7 +3225,7 @@ static void TrainController(Train *v, Vehicle *nomove)
if (bits == TRACK_BIT_NONE) goto invalid_rail;
/* Check if the new tile contrains tracks that are compatible
/* Check if the new tile constrains tracks that are compatible
* with the current train, if not, bail out. */
if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
@ -3309,8 +3309,8 @@ static void TrainController(Train *v, Vehicle *nomove)
* This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
* I.e. when the tile between them has only space for a single vehicle like
* 1) horizontal/vertical track tiles and
* 2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
* Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
* 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
* Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
*/
static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
{TRACK_BIT_X, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
@ -3382,7 +3382,7 @@ static void TrainController(Train *v, Vehicle *nomove)
if (v->IsFrontEngine()) {
v->wait_counter = 0;
/* If we are approching a crossing that is reserved, play the sound now. */
/* If we are approaching a crossing that is reserved, play the sound now. */
TileIndex crossing = TrainApproachingCrossingTile(v);
if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
@ -3514,7 +3514,7 @@ static void DeleteLastWagon(Train *v)
/* Go to the last wagon and delete the link pointing there
* *u is then the one-before-last wagon, and *v the last
* one which will physicially be removed */
* one which will physically be removed */
Train *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);

@ -136,7 +136,7 @@ bool Vehicle::NeedsServicing() const
/* Is there anything to refit? */
if (union_mask != 0) {
CargoID cargo_type;
/* We cannot refit to mixed cargos in an automated way */
/* We cannot refit to mixed cargoes in an automated way */
if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) continue;
/* Did the old vehicle carry anything? */
@ -569,7 +569,7 @@ void ResetVehicleColourMap()
/**
* List of vehicles that should check for autoreplace this tick.
* Mapping of vehicle -> leave depot immediatelly after autoreplace.
* Mapping of vehicle -> leave depot immediately after autoreplace.
*/
typedef SmallMap<Vehicle *, bool, 4> AutoreplaceMap;
static AutoreplaceMap _vehicles_to_autoreplace;
@ -1416,7 +1416,7 @@ const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID
default: NOT_REACHED();
case VEH_TRAIN: {
if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (Train::From(v)->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
/* Wagonoverrides use the coloir scheme of the front engine.
/* Wagonoverrides use the colour scheme of the front engine.
* Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
engine_type = parent_engine_type;
e = Engine::Get(engine_type);

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