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authoralberth <alberth@openttd.org>2010-08-15 14:06:43 +0000
committeralberth <alberth@openttd.org>2010-08-15 14:06:43 +0000
commit35fec79700a961ccd9f3d13bc068edccc63dc6a5 (patch)
tree89db9e984c5c6100fcaa55ee36f29fd6027132dc /src/train_cmd.cpp
parent15514baf8b19c87c559361798c8d7705f2b3edf0 (diff)
downloadopenttd-35fec79700a961ccd9f3d13bc068edccc63dc6a5.tar.xz
(svn r20499) -Doc: Spelling fixes, and one doxygen comment addition.
Diffstat (limited to 'src/train_cmd.cpp')
-rw-r--r--src/train_cmd.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index e2745a175..c87e8d96e 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -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);