diff options
-rw-r--r-- | ai.h | 6 | ||||
-rw-r--r-- | ai_new.c | 14 | ||||
-rw-r--r-- | ai_pathfinder.c | 4 | ||||
-rw-r--r-- | aystar.c | 2 | ||||
-rw-r--r-- | command.c | 4 | ||||
-rw-r--r-- | misc.c | 4 | ||||
-rw-r--r-- | network.c | 2 | ||||
-rw-r--r-- | network_data.c | 2 | ||||
-rw-r--r-- | network_server.c | 4 | ||||
-rw-r--r-- | order_cmd.c | 2 | ||||
-rw-r--r-- | player.h | 4 | ||||
-rw-r--r-- | queue.c | 4 | ||||
-rw-r--r-- | rail_cmd.c | 2 | ||||
-rw-r--r-- | roadveh_cmd.c | 2 | ||||
-rw-r--r-- | unix.c | 2 | ||||
-rw-r--r-- | vehicle.c | 2 | ||||
-rw-r--r-- | win32.c | 2 | ||||
-rw-r--r-- | window.h | 2 |
18 files changed, 32 insertions, 32 deletions
@@ -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 @@ -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 @@ -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) @@ -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 @@ -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; } @@ -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) @@ -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 @@ -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) { @@ -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 } @@ -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); @@ -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} }; @@ -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) |