ref: 70818bd58c7c367d42c58693f2f5c6d922374d66
parent: 052e018063650134a340fd383b8069807084afb1
author: Gabriel Ravier <gabravier@gmail.com>
date: Wed May 8 08:19:15 EDT 2019
Some orthograph corrections Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -44,7 +44,7 @@
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 @@
next = seed;
}
-//Framerate stuff
+// Framerate stuff
void PutFramePerSecound()
{
if (bFps)
@@ -94,12 +94,12 @@
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 @@
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 @@
gKeyShot = KEY_X;
}
- //Swap Okay and Cancel buttons
+ // Swap Okay and Cancel buttons
if (config.ok_button_mode)
{
if (config.ok_button_mode == 1)
@@ -149,7 +149,7 @@
gKeyCancel = gKeyShot;
}
- //Swap left and right weapon switch keys
+ // Swap left and right weapon switch keys
if (CheckFileExists("s_reverse"))
{
gKeyArms = KEY_ARMSREV;
@@ -156,7 +156,7 @@
gKeyArmsRev = KEY_ARMS;
}
- //Alternate movement keys
+ // Alternate movement keys
if (config.move_button_mode)
{
if (config.move_button_mode == 1)
@@ -175,7 +175,7 @@
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 @@
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 @@
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 @@
{
case 1:
case 2:
- //Set window dimensions
+ // Set window dimensions
if (config.display_mode == 1)
{
windowWidth = WINDOW_WIDTH;
@@ -257,7 +257,7 @@
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 @@
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 @@
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);
@@ -338,24 +338,24 @@
}
#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();
@@ -362,14 +362,14 @@
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 @@
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 @@
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 @@
bool SystemTask()
{
- //Handle window events
+ // Handle window events
bool focusGained = true;
while (SDL_PollEvent(NULL) || !focusGained)
@@ -488,11 +488,9 @@
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 @@
}
}
- //Run joystick code
+ // Run joystick code
if (gbUseJoystick)
JoystickProc();
--- a/src/Map.cpp
+++ b/src/Map.cpp
@@ -67,7 +67,7 @@
}
else
{
- // Read tiledata
+ // Read tile data
fread(gMap.data, 1, gMap.length * gMap.width, fp);
fclose(fp);
return TRUE;
--- a/src/MapName.cpp
+++ b/src/MapName.cpp
@@ -80,12 +80,11 @@
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);
--- a/src/MyChar.cpp
+++ b/src/MyChar.cpp
@@ -225,7 +225,7 @@
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},