[Scummvm-git-logs] scummvm master -> 8fba92cf9efaf534ce504d2025c00dfa90ffae74
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Mon Aug 26 07:42:08 UTC 2024
This automated email contains information about 1 new commit which have been
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Summary:
8fba92cf9e JANITORIAL: IMMORTAL: Fix typos in comments
Commit: 8fba92cf9efaf534ce504d2025c00dfa90ffae74
https://github.com/scummvm/scummvm/commit/8fba92cf9efaf534ce504d2025c00dfa90ffae74
Author: Hubert Maier (raziel- at users.noreply.github.com)
Date: 2024-08-26T10:42:04+03:00
Commit Message:
JANITORIAL: IMMORTAL: Fix typos in comments
Changed paths:
engines/immortal/compression.cpp
engines/immortal/cycle.cpp
engines/immortal/immortal.h
engines/immortal/kernal.cpp
engines/immortal/room.h
engines/immortal/sprite_list.h
diff --git a/engines/immortal/compression.cpp b/engines/immortal/compression.cpp
index d0f32fd14b5..344b8c7ecf5 100644
--- a/engines/immortal/compression.cpp
+++ b/engines/immortal/compression.cpp
@@ -23,7 +23,7 @@
/* Decompression:
* This decompression algorithm follows the source assembly very closely,
- * which is itself a modification to LZW (a derivitive of LZ78).
+ * which is itself a modification to LZW (a derivative of LZ78).
* In: Source data as File, size of data
* Out: Pointer to uncompressed data as SeekableReadStream
*/
diff --git a/engines/immortal/cycle.cpp b/engines/immortal/cycle.cpp
index 8441e1cd7b7..82de0279824 100644
--- a/engines/immortal/cycle.cpp
+++ b/engines/immortal/cycle.cpp
@@ -78,7 +78,7 @@ bool Room::cycleAdvance(int c) {
}
int Room::cycleGetFrame(int c) {
- /* The source version of this is facinating. It is basically:
+ /* The source version of this is fascinating. It is basically:
* in: cycList, Index
* index -> tmp
* Load the value of cycPtrs + cycList (returns address of start of cyc)
diff --git a/engines/immortal/immortal.h b/engines/immortal/immortal.h
index ec5287aaa0a..73cb9faadb8 100644
--- a/engines/immortal/immortal.h
+++ b/engines/immortal/immortal.h
@@ -22,14 +22,14 @@
#ifndef IMMORTAL_H
#define IMMORTAL_H
-// Audio is only handled in kernal, therefore it is only needed here
+// Audio is only handled in kernel, therefore it is only needed here
#include "audio/mixer.h"
// Immortal.h is the engine, so it needs the engine headers
#include "engines/engine.h"
#include "engines/savestate.h"
-// Theorectically, all graphics should be handled through driver, which is part of kernal, which is in immortal.h
+// Theorectically, all graphics should be handled through driver, which is part of kernel, which is in immortal.h
#include "graphics/screen.h"
#include "graphics/surface.h"
@@ -56,7 +56,7 @@
namespace Immortal {
-// Needed by kernal for input
+// Needed by kernel for input
enum InputAction {
kActionNothing,
kActionKey,
@@ -79,13 +79,13 @@ enum InputDirection {
kDirectionRight
};
-// Needed by kernal for text
+// Needed by kernel for text
enum FadeType {
kTextFadeIn,
kTextDontFadeIn
};
-// Needed by kernal for music
+// Needed by kernel for music
enum Song {
kSongNothing,
kSongMaze,
@@ -343,7 +343,7 @@ public:
int _roomCellX = 0;
int _roomCellY = 0;
Room *_rooms[kMaxRooms]; // Rooms within the level
- Common::Array<SFlame> _allFlames[kMaxRooms]; // The level needs it's own set of flames so that the flames can be turned on/off permenantly. This is technically more like a hashmap in the source, but it could also be seen as a 2d array, just hashed together in the source
+ Common::Array<SFlame> _allFlames[kMaxRooms]; // The level needs it's own set of flames so that the flames can be turned on/off permanently. This is technically more like a hashmap in the source, but it could also be seen as a 2d array, just hashed together in the source
// Door members
Common::Array<Door> _doors;
@@ -454,7 +454,7 @@ public:
*/
/*
- * [Kernal.cpp] Functions from Kernal.gs and Driver.gs
+ * [Kernel.cpp] Functions from Kernel.gs and Driver.gs
*/
// Screen
@@ -523,7 +523,7 @@ public:
void makeBlisters(int povX, int povY); // Turns the unmodified CNM/CBM/LCNM etc into the modified ones to actually be used for drawing the game
void loadFont(); // Gets the font.spr file, and centers the sprite
void clearSprites(); // Clears all sprites before drawing the current frame
- void loadSprites(); // Loads all the sprite files and centers their sprites (in spritelist, but called from kernal)
+ void loadSprites(); // Loads all the sprite files and centers their sprites (in spritelist, but called from kernel)
// Input
void userIO(); // Get input
diff --git a/engines/immortal/kernal.cpp b/engines/immortal/kernal.cpp
index c7d9c3d725b..4d2b7d13b04 100644
--- a/engines/immortal/kernal.cpp
+++ b/engines/immortal/kernal.cpp
@@ -19,10 +19,10 @@
*
*/
-/* This file covers both Kernal.GS and Driver.GS.
+/* This file covers both Kernel.GS and Driver.GS.
* This is because most of Driver.GS is hardware specific,
* and what is not (the slightly abstracted aspects), is
- * directly connected to kernal, and might as well be
+ * directly connected to kernel, and might as well be
* considered part of the same process.
*/
@@ -440,7 +440,7 @@ void ImmortalEngine::printChr(char c) {
_penX -= 2;
}
- // If the letter was a captial T, the next letter should be a little closer
+ // If the letter was a capital T, the next letter should be a little closer
if (c == 'T') {
_penX -= 2;
}
@@ -592,7 +592,7 @@ void ImmortalEngine::loadSprites() {
* ie. file_pointer[file_index]+((sprite_num<<3)+4) = center_x.
* We aren't going to have the sprite properties inside the file data, so instead
* we have an array of all game sprites _dataSprites which is indexed
- * soley by a sprite number now. This also means that a sprite itself has a reference to
+ * solely by a sprite number now. This also means that a sprite itself has a reference to
* a datasprite, instead of the sprite index and separately the file pointer. Datasprite
* is what needs the file, so that's where the pointer is. The index isn't used by
* the sprite or datasprite themselves, so it isn't a member of either of them.
@@ -975,7 +975,7 @@ void ImmortalEngine::waitKey() {
}
}
-// This was originally in Motives, which is weird since it seems more like an engine level function, so it's in kernal now
+// This was originally in Motives, which is weird since it seems more like an engine level function, so it's in kernel now
void ImmortalEngine::waitClick() {
bool wait = true;
while (wait == true) {
diff --git a/engines/immortal/room.h b/engines/immortal/room.h
index a54f4f1dde0..b18d56ed57f 100644
--- a/engines/immortal/room.h
+++ b/engines/immortal/room.h
@@ -174,7 +174,7 @@ public:
bool cycleAdvance(int c);
CycID getCycList(int c);
- /* Unneccessary cycle functions
+ /* Unnecessary cycle functions
void cycleInit();
void cycleFree();
void cycleGetNumFrames();
@@ -184,7 +184,7 @@ public:
* [flameSet.cpp] Functions from flameSet.GS
*/
- //void flameNew() does not need to exist, because we create the duplicate SFlame in Level, and the array in immortal.h is not accessable from here
+ //void flameNew() does not need to exist, because we create the duplicate SFlame in Level, and the array in immortal.h is not accessible from here
void flameInit();
void flameDrawAll(uint16 vX, uint16 vY);
bool roomLighted();
diff --git a/engines/immortal/sprite_list.h b/engines/immortal/sprite_list.h
index 0cadf3e0358..55423f97635 100644
--- a/engines/immortal/sprite_list.h
+++ b/engines/immortal/sprite_list.h
@@ -24,7 +24,7 @@
namespace Immortal {
-// We need a few two-dimentional vectors, and writing them out in full each time is tedious
+// We need a few two-dimensional vectors, and writing them out in full each time is tedious
template<class T> using CArray2D = Common::Array<Common::Array<T>>;
struct Image {
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