Some orthograph corrections

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-05-08 12:19:15 +02:00
parent 052e018063
commit 70818bd58c
4 changed files with 43 additions and 46 deletions

View file

@ -44,7 +44,7 @@ const char *lpWindowName = "洞窟物語エンジン2";
const char *lpWindowName = "Cave Story Engine 2 ~ Doukutsu Monogatari Enjin 2";
#endif
//A replication of MSVC's rand algorithm
// A replication of MSVC's rand algorithm
static unsigned long int next = 1;
int rep_rand()
@ -58,7 +58,7 @@ void rep_srand(unsigned int seed)
next = seed;
}
//Framerate stuff
// Framerate stuff
void PutFramePerSecound()
{
if (bFps)
@ -94,12 +94,12 @@ int GetFramePerSecound()
int main(int argc, char *argv[])
{
//Get executable's path
// Get executable's path
strcpy(gModulePath, SDL_GetBasePath());
if (gModulePath[strlen(gModulePath) - 1] == '/' || gModulePath[strlen(gModulePath) - 1] == '\\')
gModulePath[strlen(gModulePath) - 1] = '\0'; //String cannot end in slash or stuff will probably break (original does this through a windows.h provided function)
gModulePath[strlen(gModulePath) - 1] = '\0'; // String cannot end in slash or stuff will probably break (original does this through a windows.h provided function)
//Get path of the data folder
// Get path of the data folder
strcpy(gDataPath, gModulePath);
strcat(gDataPath, "/data");
@ -109,17 +109,17 @@ int main(int argc, char *argv[])
SDL_SetHint(SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL, "102");
#endif
//Initialize SDL
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_TIMER) >= 0)
{
//Load configuration
// Load configuration
CONFIG config;
if (!LoadConfigData(&config))
DefaultConfigData(&config);
//Apply keybinds
//Swap X and Z buttons
// Apply keybinds
// Swap X and Z buttons
if (config.attack_button_mode)
{
if (config.attack_button_mode == 1)
@ -134,7 +134,7 @@ int main(int argc, char *argv[])
gKeyShot = KEY_X;
}
//Swap Okay and Cancel buttons
// Swap Okay and Cancel buttons
if (config.ok_button_mode)
{
if (config.ok_button_mode == 1)
@ -149,14 +149,14 @@ int main(int argc, char *argv[])
gKeyCancel = gKeyShot;
}
//Swap left and right weapon switch keys
// Swap left and right weapon switch keys
if (CheckFileExists("s_reverse"))
{
gKeyArms = KEY_ARMSREV;
gKeyArmsRev = KEY_ARMS;
}
//Alternate movement keys
// Alternate movement keys
if (config.move_button_mode)
{
if (config.move_button_mode == 1)
@ -175,7 +175,7 @@ int main(int argc, char *argv[])
gKeyDown = KEY_DOWN;
}
//Set gamepad inputs
// Set gamepad inputs
for (int i = 0; i < 8; i++)
{
switch (config.joystick_button[i])
@ -211,7 +211,7 @@ int main(int argc, char *argv[])
RECT unused_rect = {0, 0, 320, 240};
//Load cursor
// Load cursor
size_t size;
const unsigned char *data = FindResource("CURSOR_NORMAL", "CURSOR", &size);
@ -236,7 +236,7 @@ int main(int argc, char *argv[])
printf("Failed to load cursor\n");
}
//Get window dimensions and colour depth
// Get window dimensions and color depth
int windowWidth;
int windowHeight;
int colourDepth;
@ -245,7 +245,7 @@ int main(int argc, char *argv[])
{
case 1:
case 2:
//Set window dimensions
// Set window dimensions
if (config.display_mode == 1)
{
windowWidth = WINDOW_WIDTH;
@ -257,7 +257,7 @@ int main(int argc, char *argv[])
windowHeight = WINDOW_HEIGHT * 2;
}
//Create window
// Create window
gWindow = SDL_CreateWindow(lpWindowName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight, 0);
if (gWindow)
@ -274,16 +274,16 @@ int main(int argc, char *argv[])
case 0:
case 3:
case 4:
//Set window dimensions
// Set window dimensions
windowWidth = WINDOW_WIDTH * 2;
windowHeight = WINDOW_HEIGHT * 2;
//Create window
// Create window
gWindow = SDL_CreateWindow(lpWindowName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight, 0);
if (gWindow)
{
//Set colour depth
// Set color depth
switch (config.display_mode)
{
case 0:
@ -306,17 +306,17 @@ int main(int argc, char *argv[])
break;
}
//Create window
// Create window
if (gWindow)
{
//Check debug things
// Check debug things
if (CheckFileExists("fps"))
bFps = true;
#ifndef WINDOWS
//Load icon
// Load icon
size_t size;
const unsigned char *data = FindResource("ICON_MINI", "ICON", &size);
@ -338,38 +338,38 @@ int main(int argc, char *argv[])
}
#endif
//Set rects
// Set rects
RECT loading_rect = {0, 0, 64, 8};
RECT clip_rect = {0, 0, windowWidth, windowHeight};
//Load the "LOADING" text
// Load the "LOADING" text
MakeSurface_File("Loading", SURFACE_ID_LOADING);
//Draw loading screen
// Draw loading screen
CortBox(&clip_rect, 0x000000);
PutBitmap3(&clip_rect, (WINDOW_WIDTH - 64) / 2, (WINDOW_HEIGHT - 8) / 2, &loading_rect, SURFACE_ID_LOADING);
//Draw to screen
// Draw to screen
if (Flip_SystemTask())
{
//Initialize sound
// Initialize sound
InitDirectSound();
//Initialize joystick
// Initialize joystick
if (config.bJoystick && InitDirectInput())
{
ResetJoystickStatus();
gbUseJoystick = true;
}
//Initialize stuff
// Initialize stuff
InitTextObject(config.font_name);
InitTriangleTable();
//Run game code
// Run game code
Game();
//End stuff
// End stuff
EndDirectSound();
EndTextObject();
EndDirectDraw();
@ -417,10 +417,10 @@ void JoystickProc()
if (GetJoystickStatus(&status))
{
//Clear held buttons
// Clear held buttons
gKey &= (KEY_ESCAPE | KEY_F2 | KEY_F1);
//Set movement buttons
// Set movement buttons
if (status.bLeft)
gKey |= gKeyLeft;
if (status.bRight)
@ -430,7 +430,7 @@ void JoystickProc()
if (status.bDown)
gKey |= gKeyDown;
//Set held buttons
// Set held buttons
for (int i = 0; i < 8; i++)
{
if (status.bButton[i])
@ -448,7 +448,7 @@ void JoystickProc()
bool SystemTask()
{
//Handle window events
// Handle window events
bool focusGained = true;
while (SDL_PollEvent(NULL) || !focusGained)
@ -488,11 +488,9 @@ bool SystemTask()
case SDL_KEYDOWN:
case SDL_KEYUP:
#ifdef FIX_BUGS
//BUG FIX: Pixel relied on key codes for input, but these differ based on keyboard layout.
//This would break the alternate movement keys on typical English keyboards, since the '=' key
//is in a completely different place to where it is on a Japanese keyboard.
//To solve this, we use scancodes instead, which are based on the physical location of keys,
//rather than their meaning.
// BUG FIX: Pixel relied on key codes for input, but these differ based on keyboard layout.
// This would break the alternate movement keys on typical English keyboards, since the '=' key is in a completely different place to where it is on a Japanese keyboard.
// To solve this, we use scan codes instead, which are based on the physical location of keys, rather than their meaning.
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_ESCAPE:
@ -631,7 +629,7 @@ bool SystemTask()
}
}
//Run joystick code
// Run joystick code
if (gbUseJoystick)
JoystickProc();

View file

@ -67,7 +67,7 @@ BOOL LoadMapData2(const char *path_map)
}
else
{
// Read tiledata
// Read tile data
fread(gMap.data, 1, gMap.length * gMap.width, fp);
fclose(fp);
return TRUE;

View file

@ -80,12 +80,11 @@ void ReadyMapName(const char *str)
str = (char*)presentText;
}
// Copy map's name to the MapName
// Copy map's name to the global map name
strcpy(gMapName.name, str);
// Draw the text to the surface
a = (int)strlen(gMapName.name);
CortBox2(&rc, 0, SURFACE_ID_ROOM_NAME);
PutText2((160 - 6 * a) / 2 + 6, 1, gMapName.name, RGB(0x11, 0x00, 0x22), SURFACE_ID_ROOM_NAME);
PutText2((160 - 6 * a) / 2 + 6, 0, gMapName.name, RGB(0xFF, 0xFF, 0xFE), SURFACE_ID_ROOM_NAME);

View file

@ -225,7 +225,7 @@ void PutMyChar(int fx, int fy)
PutBitmap3(&grcGame, (gMC.x - gMC.view.left) / 0x200 - fx / 0x200, (gMC.y - gMC.view.top) / 0x200 - fy / 0x200, &rect, SURFACE_ID_MY_CHAR);
// Draw airtank
// Draw air tank
RECT rcBubble[2] = {
{56, 96, 80, 120},
{80, 96, 104, 120},