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-rw-r--r--ai.h6
-rw-r--r--ai_new.c14
-rw-r--r--ai_pathfinder.c4
-rw-r--r--aystar.c2
-rw-r--r--command.c4
-rw-r--r--misc.c4
-rw-r--r--network.c2
-rw-r--r--network_data.c2
-rw-r--r--network_server.c4
-rw-r--r--order_cmd.c2
-rw-r--r--player.h4
-rw-r--r--queue.c4
-rw-r--r--rail_cmd.c2
-rw-r--r--roadveh_cmd.c2
-rw-r--r--unix.c2
-rw-r--r--vehicle.c2
-rw-r--r--win32.c2
-rw-r--r--window.h2
18 files changed, 32 insertions, 32 deletions
diff --git a/ai.h b/ai.h
index 19f741bab..d1777d622 100644
--- a/ai.h
+++ b/ai.h
@@ -71,7 +71,7 @@
#define AI_LOCATE_ROUTE_MAX_COUNTER 200
// How many days must there be between building the first station and the second station
-// within one city. This number is in days and should be more then 4 months.
+// within one city. This number is in days and should be more than 4 months.
#define AI_CHECKCITY_DATE_BETWEEN 180
// How many cargo is needed for one station in a city?
@@ -130,7 +130,7 @@
// reuse the station instead of building a new one!
#define AI_STATION_REUSE_MULTIPLER 2
-// No more then this amount of vehicles per station..
+// No more than this amount of vehicles per station..
#define AI_CHECK_MAX_VEHICLE_PER_STATION 10
// How many thick between building 2 vehicles
@@ -149,7 +149,7 @@
// while old vehicles stay longer, because we do get less in return.
#define AI_MINIMUM_ROUTE_PROFIT 1000
-// A vehicle is considered lost when he his cargo is more then 180 days old
+// A vehicle is considered lost when he his cargo is more than 180 days old
#define AI_VEHICLE_LOST_DAYS 180
// How many times may the AI try to find a route before it gives up
diff --git a/ai_new.c b/ai_new.c
index 9e72d3c90..56370f68e 100644
--- a/ai_new.c
+++ b/ai_new.c
@@ -408,7 +408,7 @@ static void AiNew_State_LocateRoute(Player *p) {
int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
// max_cargo is now the amount of cargo we can move between the two cities
- // If it is more then the distance, we allow it
+ // If it is more than the distance, we allow it
if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
// We found a good city/industry, save the data of it
p->ainew.to_ic = p->ainew.temp;
@@ -493,7 +493,7 @@ static void AiNew_State_LocateRoute(Player *p) {
p->ainew.last_id = p->ainew.temp;
}
-// Check if there are not more then a certain amount of vehicles pointed to a certain
+// Check if there are not more than a certain amount of vehicles pointed to a certain
// station. This to prevent 10 busses going to one station, which gives... problems ;)
static bool AiNew_CheckVehicleStation(Player *p, Station *st) {
int count = 0;
@@ -558,7 +558,7 @@ static void AiNew_State_FindStation(Player *p) {
// First, we are going to look at the stations that already exist inside the city
// If there is enough cargo left in the station, we take that station
- // If that is not possible, and there are more then 2 stations in the city, abort
+ // If that is not possible, and there are more than 2 stations in the city, abort
i = AiNew_PickVehicle(p);
// Euhmz, this should not happen _EVER_
// Quit finding a route...
@@ -588,7 +588,7 @@ static void AiNew_State_FindStation(Player *p) {
}
// We are going to add a new station...
if (new_tile == 0) count++;
- // No more then 2 stations allowed in a city
+ // No more than 2 stations allowed in a city
// This is because only the best 2 stations of one cargo do get any cargo
if (count > 2) {
p->ainew.state = AI_STATE_NOTHING;
@@ -851,7 +851,7 @@ static int AiNew_HowManyVehicles(Player *p) {
else
max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
- // This is because moving 60% is more then we can dream of!
+ // This is because moving 60% is more than we can dream of!
max_cargo *= 0.6;
// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
// we know what the vehicle takes with him, and we know the time it takes him
@@ -1134,7 +1134,7 @@ static void AiNew_State_GiveOrders(Player *p) {
p->ainew.veh_main_id = p->ainew.veh_id;
}
- // When more then 1 vehicle, we send them to different directions
+ // When more than 1 vehicle, we send them to different directions
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
@@ -1188,7 +1188,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) {
// When a vehicle is older then 1 year, it should make money...
if (v->age > 360) {
- // If both years together are not more then AI_MINIMUM_ROUTE_PROFIT,
+ // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
// it is not worth the line I guess...
if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
(v->reliability * 100 >> 16) < 40) {
diff --git a/ai_pathfinder.c b/ai_pathfinder.c
index 5c837a460..abde1e772 100644
--- a/ai_pathfinder.c
+++ b/ai_pathfinder.c
@@ -140,7 +140,7 @@ static int32 AyStar_AiPathFinder_CalculateH(AyStar *aystar, AyStarNode *current,
r = GetTileDist(current->tile, PathFinderInfo->end_tile_tl);
r2 = GetTileDist(current->tile, PathFinderInfo->end_tile_br);
}
- // See if the bottomright is faster then the topleft..
+ // See if the bottomright is faster than the topleft..
if (r2 < r) r = r2;
return r * AI_PATHFINDER_H_MULTIPLER;
}
@@ -429,7 +429,7 @@ static int32 AyStar_AiPathFinder_CalculateG(AyStar *aystar, AyStarNode *current,
if (parent->path.parent != NULL && parent->path.parent->parent != NULL) {
int dir1 = AiNew_GetRailDirection(parent->path.parent->node.tile, parent->path.node.tile, current->tile);
int dir2 = AiNew_GetRailDirection(parent->path.parent->parent->node.tile, parent->path.parent->node.tile, parent->path.node.tile);
- // First, see if we are on diagonal path, that is better then straight path
+ // First, see if we are on diagonal path, that is better than straight path
if (dir1 > 1) { res -= AI_PATHFINDER_DIAGONAL_BONUS; }
// First see if they are different
diff --git a/aystar.c b/aystar.c
index 292bcdbe1..bb09656a8 100644
--- a/aystar.c
+++ b/aystar.c
@@ -215,7 +215,7 @@ void AyStarMain_Clear(AyStar *aystar) {
int AyStarMain_Main(AyStar *aystar) {
int r, i = 0;
// Loop through the OpenList
- // Quit if result is no AYSTAR_STILL_BUSY or is more then loops_per_tick
+ // Quit if result is no AYSTAR_STILL_BUSY or is more than loops_per_tick
while ((r = aystar->loop(aystar)) == AYSTAR_STILL_BUSY && (aystar->loops_per_tick == 0 || ++i < aystar->loops_per_tick)) { }
#ifdef AYSTAR_DEBUG
if (r == AYSTAR_FOUND_END_NODE)
diff --git a/command.c b/command.c
index 4006848be..76fbfca19 100644
--- a/command.c
+++ b/command.c
@@ -413,7 +413,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
assert((cmd & 0xFF) < lengthof(_command_proc_table));
proc = _command_proc_table[cmd & 0xFF];
- // Some commands have a different output in dryrun then the realrun
+ // Some commands have a different output in dryrun than the realrun
// e.g.: if you demolish a whole town, the dryrun would say okay.
// but by really destroying, your rating drops and at a certain point
// it will fail. so res and res2 are different
@@ -474,7 +474,7 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
_yearly_expenses_type = 0;
res2 = proc(x,y, flags|DC_EXEC, p1, p2);
- // If notest is on, it means the result of the test can be different then
+ // If notest is on, it means the result of the test can be different than
// the real command.. so ignore the test
if (!notest && !((cmd & CMD_NO_TEST_IF_IN_NETWORK) && _networking)) {
assert(res == res2); // sanity check
diff --git a/misc.c b/misc.c
index a96d09eb1..922a3f157 100644
--- a/misc.c
+++ b/misc.c
@@ -713,10 +713,10 @@ void IncreaseDate()
int FindFirstBit(uint32 value)
{
- // This is much faster then the one that was before here.
+ // This is much faster than the one that was before here.
// Created by Darkvater.. blame him if it is wrong ;)
// Btw, the macro FINDFIRSTBIT is better to use when your value is
- // not more then 128.
+ // not more than 128.
byte i = 0;
if (value & 0xffff0000) { value >>= 16; i += 16; }
if (value & 0x0000ff00) { value >>= 8; i += 8; }
diff --git a/network.c b/network.c
index b2d42ca46..5f4b82815 100644
--- a/network.c
+++ b/network.c
@@ -1310,7 +1310,7 @@ void NetworkStartUp(void)
memset(&_network_game_info, 0, sizeof(_network_game_info));
/* XXX - Hard number here, because the strings can currently handle no more
- then 10 clients -- TrueLight */
+ than 10 clients -- TrueLight */
_network_game_info.clients_max = 10;
// Let's load the network in windows
diff --git a/network_data.c b/network_data.c
index d9a0c7971..fbe8db32e 100644
--- a/network_data.c
+++ b/network_data.c
@@ -387,7 +387,7 @@ void NetworkSend_Command(uint32 tile, uint32 p1, uint32 p2, uint32 cmd, CommandC
if (_network_server) {
// If we are the server, we queue the command in our 'special' queue.
// In theory, we could execute the command right away, but then the
- // client on the server can do everything 1 tick faster then others.
+ // client on the server can do everything 1 tick faster than others.
// So to keep the game fair, we delay the command with 1 tick
// which gives about the same speed as most clients.
NetworkClientState *cs;
diff --git a/network_server.c b/network_server.c
index fc24b6ce9..d8d3d56a5 100644
--- a/network_server.c
+++ b/network_server.c
@@ -1372,7 +1372,7 @@ bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
if (!found_name) {
// Try a new name (<name> #1, <name> #2, and so on)
- // Stop if we tried for more then 50 times..
+ // Stop if we tried for more than 50 times..
if (number++ > 50) break;
snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
}
@@ -1450,7 +1450,7 @@ void NetworkServer_Tick(void)
if (lag > 3) {
// Client did still not report in after 4 game-day, drop him
// (that is, the 3 of above, + 1 before any lag is counted)
- IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more then 4 game-days", cs->index);
+ IConsolePrintF(_iconsole_color_error,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
NetworkCloseClient(cs);
continue;
}
diff --git a/order_cmd.c b/order_cmd.c
index 3e4aed7ee..f3f1e7b4e 100644
--- a/order_cmd.c
+++ b/order_cmd.c
@@ -350,7 +350,7 @@ void RestoreVehicleOrders(Vehicle *v, BackuppedOrders *bak)
}
// CMD_NO_TEST_IF_IN_NETWORK is used here, because CMD_INSERT_ORDER checks if the
- // order number is one more then the current amount of orders, and because
+ // order number is one more than the current amount of orders, and because
// in network the commands are queued before send, the second insert always
// fails in test mode. By bypassing the test-mode, that no longer is a problem.
for (i = 0; bak->order[i].type != OT_NOTHING; ++i)
diff --git a/player.h b/player.h
index 4c0f198c3..fb2d2b0d3 100644
--- a/player.h
+++ b/player.h
@@ -93,9 +93,9 @@ typedef struct PlayerAiNew {
uint tick;
uint idle;
- int temp; // A value used in more then one function, but it just temporary
+ int temp; // A value used in more than one function, but it just temporary
// The use is pretty simple: with this we can 'think' about stuff
- // in more then one tick, and more then one AI. A static will not
+ // in more than one tick, and more than one AI. A static will not
// do, because they are not saved. This way, the AI is almost human ;)
int counter; // For the same reason as temp, we have counter. It can count how
// long we are trying something, and just abort if it takes too long
diff --git a/queue.c b/queue.c
index 8c88542ef..5cff8fc4f 100644
--- a/queue.c
+++ b/queue.c
@@ -355,7 +355,7 @@ bool BinaryHeap_Delete(Queue* q, void* item, int priority)
j = i;
// Check if we have 2 childs
if (2*j+1 <= q->data.binaryheap.size) {
- // Is this child smaller then the parent?
+ // Is this child smaller than the parent?
if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2*j).priority) {i = 2*j; }
// Yes, we _need_ to use i here, not j, because we want to have the smallest child
// This way we get that straight away!
@@ -365,7 +365,7 @@ bool BinaryHeap_Delete(Queue* q, void* item, int priority)
if (BIN_HEAP_ARR(j).priority >= BIN_HEAP_ARR(2*j).priority) { i = 2*j; }
}
- // One of our childs is smaller then we are, switch
+ // One of our childs is smaller than we are, switch
if (i != j) {
temp = BIN_HEAP_ARR(j);
BIN_HEAP_ARR(j) = BIN_HEAP_ARR(i);
diff --git a/rail_cmd.c b/rail_cmd.c
index 50854d612..3896ecf16 100644
--- a/rail_cmd.c
+++ b/rail_cmd.c
@@ -1029,7 +1029,7 @@ int32 CmdBuildManySignals(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if ((signal_ctr % signal_density) == 0 ) {
ret = DoCommand(x, y, (railbit & 7) | semaphores, signals, flags, (mode == 1) ? CMD_REMOVE_SIGNALS : CMD_BUILD_SIGNALS);
- /* Abort placement for any other error then NOT_SUITEABLE_TRACK
+ /* Abort placement for any other error than NOT_SUITABLE_TRACK
* This includes vehicles on track, competitor's tracks, etc. */
if (ret == CMD_ERROR) {
if (_error_message != STR_1005_NO_SUITABLE_RAILROAD_TRACK && mode != 1) {
diff --git a/roadveh_cmd.c b/roadveh_cmd.c
index ccca06923..72adbade1 100644
--- a/roadveh_cmd.c
+++ b/roadveh_cmd.c
@@ -694,7 +694,7 @@ static Vehicle *RoadVehFindCloseTo(Vehicle *v, int x, int y, byte dir)
u = VehicleFromPos(TILE_FROM_XY(x,y), &rvf, (VehicleFromPosProc*)EnumCheckRoadVehClose);
// This code protects a roadvehicle from being blocked for ever
- // If more then 1480 / 74 days a road vehicle is blocked, it will
+ // If more than 1480 / 74 days a road vehicle is blocked, it will
// drive just through it. The ultimate backup-code of TTD.
// It can be disabled.
if (u == NULL) {
diff --git a/unix.c b/unix.c
index ca4d19c8b..a463e0050 100644
--- a/unix.c
+++ b/unix.c
@@ -372,7 +372,7 @@ const DriverDesc _music_driver_descs[] = {
Not needed for *nix. */
byte GetOSVersion()
{
- return 2; // any arbitrary number bigger then 0
+ return 2; // any arbitrary number bigger than 0
// numbers lower than 2 breaks default music selection on mac
}
diff --git a/vehicle.c b/vehicle.c
index a8ad3160a..bb08f9e29 100644
--- a/vehicle.c
+++ b/vehicle.c
@@ -203,7 +203,7 @@ static Vehicle *InitializeVehicle(Vehicle *v)
/* random_bits is used to pick out a random sprite for vehicles
which are technical the same (newgrf stuff).
Because RandomRange() results in desyncs, and because it does
- not really matter that one client has other visual vehicles then
+ not really matter that one client has other visual vehicles than
the other, it can be InteractiveRandomRange() without any problem
*/
v->random_bits = InteractiveRandomRange(256);
diff --git a/win32.c b/win32.c
index 4366d62a7..3b3fb0894 100644
--- a/win32.c
+++ b/win32.c
@@ -1842,7 +1842,7 @@ const DriverDesc _music_driver_descs[] = {
#ifdef WIN32_ENABLE_DIRECTMUSIC_SUPPORT
{"dmusic", "DirectMusic MIDI Driver", &_dmusic_midi_driver, Windows_2000},
#endif
- // Win32 MIDI driver has higher priority then DMusic, so this one is chosen
+ // Win32 MIDI driver has higher priority than DMusic, so this one is chosen
{"win32", "Win32 MIDI Driver", &_win32_music_driver, Windows_NT3_51},
{NULL}
};
diff --git a/window.h b/window.h
index f4740083b..943335443 100644
--- a/window.h
+++ b/window.h
@@ -183,7 +183,7 @@ typedef struct {
#define WP(ptr,str) (*(str*)(ptr)->custom)
// querystr_d is the bigest struct that comes in w->custom
// because 64-bit systems use 64-bit pointers, it is bigger on a 64-bit system
-// then on a 32-bit system. Therefor the size is calculated from querystr_d
+// than on a 32-bit system. Therefore, the size is calculated from querystr_d
// instead of a hardcoded number.
// if any struct becomes bigger the querystr_d, it should be replaced.
#define WINDOW_CUSTOM_SIZE sizeof(querystr_d)