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(svn r1297) Language fixes in the source.. (ln-)
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14dfb539b0
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57852f6498
6
ai.h
6
ai.h
@ -71,7 +71,7 @@
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#define AI_LOCATE_ROUTE_MAX_COUNTER 200
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// How many days must there be between building the first station and the second station
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// within one city. This number is in days and should be more then 4 months.
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// within one city. This number is in days and should be more than 4 months.
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#define AI_CHECKCITY_DATE_BETWEEN 180
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// How many cargo is needed for one station in a city?
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@ -130,7 +130,7 @@
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// reuse the station instead of building a new one!
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#define AI_STATION_REUSE_MULTIPLER 2
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// No more then this amount of vehicles per station..
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// No more than this amount of vehicles per station..
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#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
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// How many thick between building 2 vehicles
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@ -149,7 +149,7 @@
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// while old vehicles stay longer, because we do get less in return.
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#define AI_MINIMUM_ROUTE_PROFIT 1000
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// A vehicle is considered lost when he his cargo is more then 180 days old
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// A vehicle is considered lost when he his cargo is more than 180 days old
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#define AI_VEHICLE_LOST_DAYS 180
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// How many times may the AI try to find a route before it gives up
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14
ai_new.c
14
ai_new.c
@ -408,7 +408,7 @@ static void AiNew_State_LocateRoute(Player *p) {
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int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
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max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
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// max_cargo is now the amount of cargo we can move between the two cities
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// If it is more then the distance, we allow it
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// If it is more than the distance, we allow it
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if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
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// We found a good city/industry, save the data of it
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p->ainew.to_ic = p->ainew.temp;
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@ -493,7 +493,7 @@ static void AiNew_State_LocateRoute(Player *p) {
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p->ainew.last_id = p->ainew.temp;
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}
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// Check if there are not more then a certain amount of vehicles pointed to a certain
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// Check if there are not more than a certain amount of vehicles pointed to a certain
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// station. This to prevent 10 busses going to one station, which gives... problems ;)
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static bool AiNew_CheckVehicleStation(Player *p, Station *st) {
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int count = 0;
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@ -558,7 +558,7 @@ static void AiNew_State_FindStation(Player *p) {
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// First, we are going to look at the stations that already exist inside the city
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// If there is enough cargo left in the station, we take that station
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// If that is not possible, and there are more then 2 stations in the city, abort
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// If that is not possible, and there are more than 2 stations in the city, abort
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i = AiNew_PickVehicle(p);
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// Euhmz, this should not happen _EVER_
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// Quit finding a route...
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@ -588,7 +588,7 @@ static void AiNew_State_FindStation(Player *p) {
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}
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// We are going to add a new station...
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if (new_tile == 0) count++;
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// No more then 2 stations allowed in a city
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// No more than 2 stations allowed in a city
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// This is because only the best 2 stations of one cargo do get any cargo
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if (count > 2) {
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p->ainew.state = AI_STATE_NOTHING;
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@ -851,7 +851,7 @@ static int AiNew_HowManyVehicles(Player *p) {
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else
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max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
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// This is because moving 60% is more then we can dream of!
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// This is because moving 60% is more than we can dream of!
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max_cargo *= 0.6;
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// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
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// we know what the vehicle takes with him, and we know the time it takes him
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@ -1134,7 +1134,7 @@ static void AiNew_State_GiveOrders(Player *p) {
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p->ainew.veh_main_id = p->ainew.veh_id;
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}
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// When more then 1 vehicle, we send them to different directions
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// When more than 1 vehicle, we send them to different directions
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idx = 0;
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order.type = OT_GOTO_STATION;
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order.flags = 0;
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@ -1188,7 +1188,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) {
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// When a vehicle is older then 1 year, it should make money...
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if (v->age > 360) {
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// If both years together are not more then AI_MINIMUM_ROUTE_PROFIT,
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// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
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// it is not worth the line I guess...
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if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
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(v->reliability * 100 >> 16) < 40) {
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@ -140,7 +140,7 @@ static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current,
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r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl);
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r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br);
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}
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// See if the bottomright is faster then the topleft..
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// See if the bottomright is faster than the topleft..
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if (r2 < r) r = r2;
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return r * AI_PATHFINDER_H_MULTIPLER;
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}
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@ -429,7 +429,7 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
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if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
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int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
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int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
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// First, see if we are on diagonal path, that is better then straight path
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// First, see if we are on diagonal path, that is better than straight path
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if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
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// First see if they are different
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2
aystar.c
2
aystar.c
@ -215,7 +215,7 @@ void AyStarMain_Clear(AyStar *aystar) {
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int AyStarMain_Main(AyStar *aystar) {
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int r, i = 0;
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// Loop through the OpenList
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// Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick
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// Quit if result is no AYSTAR_STILL_BUSY or is more than loops_per_tick
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while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
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#ifdef AYSTAR_DEBUG
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if (r == AYSTAR_FOUND_END_NODE)
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@ -413,7 +413,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
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assert((cmd & 0xFF) < lengthof(_command_proc_table));
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proc = _command_proc_table[cmd & 0xFF];
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// Some commands have a different output in dryrun then the realrun
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// Some commands have a different output in dryrun than the realrun
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// e.g.: if you demolish a whole town, the dryrun would say okay.
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// but by really destroying, your rating drops and at a certain point
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// it will fail. so res and res2 are different
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@ -474,7 +474,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
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_yearly_expenses_type = 0;
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res2 = proc(x,y, flags|DC_EXEC, p1, p2);
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// If notest is on, it means the result of the test can be different then
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// If notest is on, it means the result of the test can be different than
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// the real command.. so ignore the test
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if (!notest && !((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
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assert(res == res2); // sanity check
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4
misc.c
4
misc.c
@ -713,10 +713,10 @@ void IncreaseDate()
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int FindFirstBit(uint32 value)
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{
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// This is much faster then the one that was before here.
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// This is much faster than the one that was before here.
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// Created by Darkvater.. blame him if it is wrong ;)
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// Btw, the macro FINDFIRSTBIT is better to use when your value is
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// not more then 128.
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// not more than 128.
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byte i = 0;
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if (value & 0xffff0000) { value >>= 16; i += 16; }
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if (value & 0x0000ff00) { value >>= 8; i += 8; }
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@ -1310,7 +1310,7 @@ void NetworkStartUp(void)
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memset(&_network_game_info, 0, sizeof(_network_game_info));
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/* XXX - Hard number here, because the strings can currently handle no more
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then 10 clients -- TrueLight */
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than 10 clients -- TrueLight */
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_network_game_info.clients_max = 10;
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// Let's load the network in windows
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@ -387,7 +387,7 @@ void NetworkSend_Command(uint32 tile, uint32 p1, uint32 p2, uint32 cmd, CommandC
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if (_network_server) {
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// If we are the server, we queue the command in our 'special' queue.
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// In theory, we could execute the command right away, but then the
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// client on the server can do everything 1 tick faster then others.
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// client on the server can do everything 1 tick faster than others.
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// So to keep the game fair, we delay the command with 1 tick
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// which gives about the same speed as most clients.
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NetworkClientState *cs;
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@ -1372,7 +1372,7 @@ bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
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if (!found_name) {
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// Try a new name (<name> #1, <name> #2, and so on)
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// Stop if we tried for more then 50 times..
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// Stop if we tried for more than 50 times..
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if (number++ > 50) break;
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snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
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}
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@ -1450,7 +1450,7 @@ void NetworkServer_Tick(void)
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if (lag > 3) {
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// Client did still not report in after 4 game-day, drop him
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// (that is, the 3 of above, + 1 before any lag is counted)
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IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more then 4 game-days", cs->index);
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IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
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NetworkCloseClient(cs);
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continue;
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}
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@ -350,7 +350,7 @@ void RestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
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}
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// CMD_NO_TEST_IF_IN_NETWORK is used here, because CMD_INSERT_ORDER checks if the
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// order number is one more then the current amount of orders, and because
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// order number is one more than the current amount of orders, and because
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// in network the commands are queued before send, the second insert always
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// fails in test mode. By bypassing the test-mode, that no longer is a problem.
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for (i = 0; bak->order[i].type != OT_NOTHING; ++i)
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4
player.h
4
player.h
@ -93,9 +93,9 @@ typedef struct PlayerAiNew {
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uint tick;
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uint idle;
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int temp; // A value used in more then one function, but it just temporary
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int temp; // A value used in more than one function, but it just temporary
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// The use is pretty simple: with this we can 'think' about stuff
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// in more then one tick, and more then one AI. A static will not
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// in more than one tick, and more than one AI. A static will not
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// do, because they are not saved. This way, the AI is almost human ;)
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int counter; // For the same reason as temp, we have counter. It can count how
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// long we are trying something, and just abort if it takes too long
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4
queue.c
4
queue.c
@ -355,7 +355,7 @@ bool BinaryHeap_Delete(Queue* q, void* item, int priority)
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j = i;
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// Check if we have 2 childs
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if (2*j+1 <= q->data.binaryheap.size) {
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// Is this child smaller then the parent?
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// Is this child smaller than the parent?
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if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2*j).priority) {i = 2*j; }
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// Yes, we _need_ to use i here, not j, because we want to have the smallest child
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// This way we get that straight away!
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@ -365,7 +365,7 @@ bool BinaryHeap_Delete(Queue* q, void* item, int priority)
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if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2*j).priority) { i = 2*j; }
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}
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// One of our childs is smaller then we are, switch
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// One of our childs is smaller than we are, switch
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if (i != j) {
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temp = BIN_HEAP_ARR(j);
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BIN_HEAP_ARR(j) = BIN_HEAP_ARR(i);
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@ -1029,7 +1029,7 @@ int32 CmdBuildManySignals(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if ((signal_ctr % signal_density) == 0 ) {
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ret = DoCommand(x, y, (railbit & 7) | semaphores, signals, flags, (mode == 1) ? CMD_REMOVE_SIGNALS : CMD_BUILD_SIGNALS);
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/* Abort placement for any other error then NOT_SUITEABLE_TRACK
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/* Abort placement for any other error than NOT_SUITABLE_TRACK
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* This includes vehicles on track, competitor's tracks, etc. */
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if (ret == CMD_ERROR) {
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if (_error_message != STR_1005_NO_SUITABLE_RAILROAD_TRACK && mode != 1) {
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@ -694,7 +694,7 @@ static Vehicle *RoadVehFindCloseTo(Vehicle *v, int x, int y, byte dir)
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u = VehicleFromPos(TILE_FROM_XY(x,y), &rvf, (VehicleFromPosProc*)EnumCheckRoadVehClose);
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// This code protects a roadvehicle from being blocked for ever
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// If more then 1480 / 74 days a road vehicle is blocked, it will
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// If more than 1480 / 74 days a road vehicle is blocked, it will
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// drive just through it. The ultimate backup-code of TTD.
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// It can be disabled.
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if (u == NULL) {
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2
unix.c
2
unix.c
@ -372,7 +372,7 @@ const DriverDesc _music_driver_descs[] = {
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Not needed for *nix. */
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byte GetOSVersion()
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{
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return 2; // any arbitrary number bigger then 0
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return 2; // any arbitrary number bigger than 0
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// numbers lower than 2 breaks default music selection on mac
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}
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@ -203,7 +203,7 @@ static Vehicle *InitializeVehicle(Vehicle *v)
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/* random_bits is used to pick out a random sprite for vehicles
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which are technical the same (newgrf stuff).
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Because RandomRange() results in desyncs, and because it does
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not really matter that one client has other visual vehicles then
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not really matter that one client has other visual vehicles than
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the other, it can be InteractiveRandomRange() without any problem
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*/
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v->random_bits = InteractiveRandomRange(256);
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2
win32.c
2
win32.c
@ -1842,7 +1842,7 @@ const DriverDesc _music_driver_descs[] = {
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#ifdef WIN32_ENABLE_DIRECTMUSIC_SUPPORT
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{"dmusic", "DirectMusic MIDI Driver", &_dmusic_midi_driver, Windows_2000},
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#endif
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// Win32 MIDI driver has higher priority then DMusic, so this one is chosen
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// Win32 MIDI driver has higher priority than DMusic, so this one is chosen
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{"win32", "Win32 MIDI Driver", &_win32_music_driver, Windows_NT3_51},
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{NULL}
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};
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2
window.h
2
window.h
@ -183,7 +183,7 @@ typedef struct {
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#define WP(ptr,str) (*(str*)(ptr)->custom)
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// querystr_d is the bigest struct that comes in w->custom
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// because 64-bit systems use 64-bit pointers, it is bigger on a 64-bit system
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// then on a 32-bit system. Therefor the size is calculated from querystr_d
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// than on a 32-bit system. Therefore, the size is calculated from querystr_d
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// instead of a hardcoded number.
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// if any struct becomes bigger the querystr_d, it should be replaced.
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#define WINDOW_CUSTOM_SIZE sizeof(querystr_d)
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