mirror of https://github.com/OpenTTD/OpenTTD.git
parent
1623cb553b
commit
d8ccad91f9
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@ -278,7 +278,7 @@ static void ParseResolution(Dimension *res, const char *s)
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/**
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* Unitializes drivers, frees allocated memory, cleans pools, ...
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* Uninitializes drivers, frees allocated memory, cleans pools, ...
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* Generally, prepares the game for shutting down
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*/
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static void ShutdownGame()
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@ -1767,16 +1767,16 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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bool distant_join = (station_to_join != INVALID_STATION);
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uint8 width = (uint8)GB(p1, 0, 8);
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uint8 lenght = (uint8)GB(p1, 8, 8);
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uint8 length = (uint8)GB(p1, 8, 8);
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/* Check if the requested road stop is too big */
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if (width > _settings_game.station.station_spread || lenght > _settings_game.station.station_spread) return_cmd_error(STR_ERROR_STATION_TOO_SPREAD_OUT);
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if (width > _settings_game.station.station_spread || length > _settings_game.station.station_spread) return_cmd_error(STR_ERROR_STATION_TOO_SPREAD_OUT);
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/* Check for incorrect width / length. */
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if (width == 0 || lenght == 0) return CMD_ERROR;
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if (width == 0 || length == 0) return CMD_ERROR;
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/* Check if the first tile and the last tile are valid */
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if (!IsValidTile(tile) || TileAddWrap(tile, width - 1, lenght - 1) == INVALID_TILE) return CMD_ERROR;
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if (!IsValidTile(tile) || TileAddWrap(tile, width - 1, length - 1) == INVALID_TILE) return CMD_ERROR;
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TileArea roadstop_area(tile, width, lenght);
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TileArea roadstop_area(tile, width, length);
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if (distant_join && (!_settings_game.station.distant_join_stations || !Station::IsValidID(station_to_join))) return CMD_ERROR;
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@ -3433,7 +3433,7 @@ void RerouteCargo(Station *st, CargoID c, StationID avoid, StationID avoid2)
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/* Reroute cargo in station. */
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ge.cargo.Reroute(UINT_MAX, &ge.cargo, avoid, avoid2, &ge);
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/* Reroute cargo staged to be transfered. */
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/* Reroute cargo staged to be transferred. */
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for (std::list<Vehicle *>::iterator it(st->loading_vehicles.begin()); it != st->loading_vehicles.end(); ++it) {
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for (Vehicle *v = *it; v != NULL; v = v->Next()) {
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if (v->cargo_type != c) continue;
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@ -3443,7 +3443,7 @@ void RerouteCargo(Station *st, CargoID c, StationID avoid, StationID avoid2)
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}
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/**
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* Check all next hops of cargo packets in this station for existance of a
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* Check all next hops of cargo packets in this station for existence of a
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* a valid link they may use to travel on. Reroute any cargo not having a valid
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* link and remove timed out links found like this from the linkgraph. We're
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* not all links here as that is expensive and useless. A link no one is using
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@ -4230,7 +4230,7 @@ void FlowStat::Invalidate()
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}
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/**
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* Change share for specified station. By specifing INT_MIN as parameter you
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* Change share for specified station. By specifying INT_MIN as parameter you
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* can erase a share. Newly added flows will be unrestricted.
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* @param st Next Hop to be removed.
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* @param flow Share to be added or removed.
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@ -657,7 +657,7 @@ const CargoTypes CompanyStationsWindow::cargo_filter_max = ALL_CARGOTYPES;
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CargoTypes CompanyStationsWindow::cargo_filter = ALL_CARGOTYPES;
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const Station *CompanyStationsWindow::last_station = NULL;
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/* Availible station sorting functions */
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/* Available station sorting functions */
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GUIStationList::SortFunction * const CompanyStationsWindow::sorter_funcs[] = {
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&StationNameSorter,
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&StationTypeSorter,
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@ -47,7 +47,7 @@
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* second sets the major variations to that, ... until finally the smallest
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* bumps are added.
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*
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* Usefully, this routine is totally scaleable; so when 32bpp comes along, the
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* Usefully, this routine is totally scalable; so when 32bpp comes along, the
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* terrain can be as bumpy as you like! It is also infinitely expandable; a
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* single random seed terrain continues in X & Y as far as you care to
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* calculate. In theory, we could use just one seed value, but randomly select
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@ -262,7 +262,7 @@ static amplitude_t GetAmplitude(int frequency)
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* areas with a particular gradient so that we are able to create maps without too
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* many steep slopes up to the wanted height level. It's definitely not perfect since
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* it will bring larger rectangles with similar slopes which makes the rectangular
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* behaviour of TGP more noticable. However, these height differentiations cannot
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* behaviour of TGP more noticeable. However, these height differentiations cannot
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* happen over much smaller areas; we basically double the "range" to give a similar
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* slope for every doubling of map height.
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*/
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@ -977,7 +977,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
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* The main new land generator using Perlin noise. Desert landscape is handled
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* different to all others to give a desert valley between two high mountains.
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* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
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* areas wont be high enough, and there will be very little tropic on the map.
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* areas won't be high enough, and there will be very little tropic on the map.
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* Thus Tropic works best on Hilly or Mountainous.
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*/
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void GenerateTerrainPerlin()
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@ -2945,7 +2945,7 @@ static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
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* Also emulate original behaviour when town was only growing in
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* TOWN_GROWTH_TICKS intervals, to make sure that it's not too
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* tick-perfect and gives player some time window where he can
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* spam funding with the exact same effeciency.
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* spam funding with the exact same efficiency.
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*/
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t->grow_counter = min(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
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@ -723,7 +723,7 @@ bool Vehicle::IsEngineCountable() const
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/**
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* Check whether Vehicle::engine_type has any meaning.
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* @return true if the vehicle has a useable engine type.
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* @return true if the vehicle has a usable engine type.
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*/
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bool Vehicle::HasEngineType() const
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{
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@ -58,7 +58,7 @@
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*
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*
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* Rows are horizontal sections of the viewport, also half a tile wide.
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* This time the nothern most tile on the map defines 0 and
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* This time the northern most tile on the map defines 0 and
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* everything south of that has a positive number.
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*/
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@ -655,7 +655,7 @@ static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
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/* Clicked on a widget that is not disabled.
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* So unless the clicked widget is the caption bar, change focus to this widget.
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* Exception: In the OSK we always want the editbox to stay focussed. */
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* Exception: In the OSK we always want the editbox to stay focused. */
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if (widget_type != WWT_CAPTION && w->window_class != WC_OSK) {
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/* focused_widget_changed is 'now' only true if the window this widget
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* is in gained focus. In that case it must remain true, also if the
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