diff --git a/src/ai/ai_instance.hpp b/src/ai/ai_instance.hpp --- a/src/ai/ai_instance.hpp +++ b/src/ai/ai_instance.hpp @@ -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 diff --git a/src/ai/api/ai_base.hpp b/src/ai/api/ai_base.hpp --- a/src/ai/api/ai_base.hpp +++ b/src/ai/api/ai_base.hpp @@ -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. diff --git a/src/build_vehicle_gui.cpp b/src/build_vehicle_gui.cpp --- a/src/build_vehicle_gui.cpp +++ b/src/build_vehicle_gui.cpp @@ -716,7 +716,7 @@ int DrawVehiclePurchaseInfo(int left, in * @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 diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp --- a/src/genworld_gui.cpp +++ b/src/genworld_gui.cpp @@ -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 } /** diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -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; diff --git a/src/industry_gui.cpp b/src/industry_gui.cpp --- a/src/industry_gui.cpp +++ b/src/industry_gui.cpp @@ -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, diff --git a/src/network/core/tcp_content.h b/src/network/core/tcp_content.h --- a/src/network/core/tcp_content.h +++ b/src/network/core/tcp_content.h @@ -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: diff --git a/src/network/network_content.cpp b/src/network/network_content.cpp --- a/src/network/network_content.cpp +++ b/src/network/network_content.cpp @@ -988,7 +988,7 @@ void ClientNetworkContentSocketHandler:: /* 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; diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -146,6 +146,15 @@ SpriteID RoadVehicle::GetImage(Direction 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 FollowPreviousRoadVehicl 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. * diff --git a/src/station_gui.cpp b/src/station_gui.cpp --- a/src/station_gui.cpp +++ b/src/station_gui.cpp @@ -1500,7 +1500,7 @@ static bool StationJoinerNeeded(CommandC /* 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(ta, false); return st == NULL && (_settings_game.station.adjacent_stations || _stations_nearby_list.Length() == 0); } diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -316,7 +316,7 @@ int GetTrainStopLocation(StationID stati 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(TileInde 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 *cha /* 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 *cha */ 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 t 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 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 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(c /* 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_ 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_ 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, Ve 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, Ve * 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, Ve 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); diff --git a/src/vehicle.cpp b/src/vehicle.cpp --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -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 AutoreplaceMap; static AutoreplaceMap _vehicles_to_autoreplace; @@ -1416,7 +1416,7 @@ const Livery *GetEngineLivery(EngineID e 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);