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fix many typos (#7322)

pull/7326/head
qndel 2 years ago committed by GitHub
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  1. 2
      Source/DiabloUI/diabloui.cpp
  2. 2
      Source/DiabloUI/multi/selgame.cpp
  3. 4
      Source/control.h
  4. 4
      Source/controls/plrctrls.cpp
  5. 4
      Source/cursor.cpp
  6. 12
      Source/diablo.cpp
  7. 4
      Source/diablo.h
  8. 2
      Source/dvlnet/packet.h
  9. 4
      Source/engine.h
  10. 8
      Source/engine/animationinfo.cpp
  11. 4
      Source/engine/demomode.cpp
  12. 8
      Source/engine/random.hpp
  13. 8
      Source/engine/render/scrollrt.cpp
  14. 2
      Source/inv.h
  15. 8
      Source/items.cpp
  16. 2
      Source/levels/drlg_l1.cpp
  17. 14
      Source/levels/drlg_l3.cpp
  18. 2
      Source/levels/gendung.h
  19. 10
      Source/loadsave.cpp
  20. 4
      Source/minitext.h
  21. 4
      Source/misdat.h
  22. 2
      Source/missiles.h
  23. 2
      Source/monster.cpp
  24. 2
      Source/msg.cpp
  25. 2
      Source/nthread.cpp
  26. 4
      Source/objects.cpp
  27. 6
      Source/options.cpp
  28. 2
      Source/pack.h
  29. 4
      Source/pfile.cpp
  30. 6
      Source/pfile.h
  31. 2
      Source/platform/ctr/system.cpp
  32. 6
      Source/player.cpp
  33. 2
      Source/player.h
  34. 2
      Source/quests.cpp
  35. 4
      Source/textdat.cpp
  36. 2
      Source/utils/file_util.h
  37. 4
      Translations/bg.po
  38. 4
      Translations/cs.po
  39. 4
      Translations/da.po
  40. 6
      Translations/de.po
  41. 4
      Translations/devilutionx.pot
  42. 6
      Translations/el.po
  43. 4
      Translations/es.po
  44. 4
      Translations/fr.po
  45. 4
      Translations/hr.po
  46. 4
      Translations/hu.po
  47. 6
      Translations/it.po
  48. 6
      Translations/ja.po
  49. 6
      Translations/ko.po
  50. 4
      Translations/pl.po
  51. 6
      Translations/pt_BR.po
  52. 4
      Translations/ro.po
  53. 4
      Translations/ru.po
  54. 4
      Translations/sv.po
  55. 4
      Translations/tr.po
  56. 4
      Translations/uk.po
  57. 4
      Translations/zh_CN.po
  58. 4
      Translations/zh_TW.po
  59. 4
      android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
  60. 2
      docs/building.md
  61. 14
      test/animationinfo_test.cpp

2
Source/DiabloUI/diabloui.cpp

@ -721,7 +721,7 @@ void DrawSelector(const SDL_Rect &rect)
const ClxSpriteList sprites = *ArtFocus[size];
const ClxSprite sprite = sprites[GetAnimationFrame(sprites.numSprites())];
// TODO FOCUS_MED appares higher than the box
// TODO FOCUS_MED appears higher than the box
const int y = rect.y + (rect.h - static_cast<int>(sprite.height())) / 2;
const Surface &out = Surface(DiabloUiSurface());

2
Source/DiabloUI/multi/selgame.cpp

@ -257,7 +257,7 @@ void selgame_GameSelection_Focus(size_t value)
infoString.append(_("Speed: Fastest"));
break;
default:
// This should not occure, so no translations is needed
// This should not occur, so no translation is needed
infoString.append(StrCat("Speed: ", gameInfo.gameData.nTickRate));
break;
}

4
Source/control.h

@ -76,7 +76,7 @@ void CloseCharPanel();
void ToggleCharPanel();
/**
* @brief Check if the UI can cover the game area entierly
* @brief Check if the UI can cover the game area entirely
*/
inline bool CanPanelsCoverView()
{
@ -160,7 +160,7 @@ void CheckPanelInfo();
/**
* Check if the mouse is within a control panel button that's flagged.
* Takes apropiate action if so.
* Takes appropriate action if so.
*/
void CheckBtnUp();
void FreeControlPan();

4
Source/controls/plrctrls.cpp

@ -1253,7 +1253,7 @@ void SpellBookMove(AxisDirection dir)
/**
* @brief check if stepping in direction (dir) from position is blocked.
*
* If you step from A to B, at leat one of the Xs need to be clear:
* If you step from A to B, at least one of the Xs need to be clear:
*
* AX
* XB
@ -1747,7 +1747,7 @@ void plrctrls_after_check_curs_move()
return;
}
// Clear focuse set by cursor
// Clear focus set by cursor
PlayerUnderCursor = nullptr;
pcursmonst = -1;
pcursitem = -1;

4
Source/cursor.cpp

@ -707,11 +707,11 @@ void CheckCursMove()
int ty = sy / TILE_HEIGHT;
ShiftGrid(&mx, &my, tx, ty);
// Shift position to match diamond grid aligment
// Shift position to match diamond grid alignment
int px = sx % TILE_WIDTH;
int py = sy % TILE_HEIGHT;
// Shift position to match diamond grid aligment
// Shift position to match diamond grid alignment
bool flipy = py < (px / 2);
if (flipy) {
my--;

12
Source/diablo.cpp

@ -1204,7 +1204,7 @@ void DiabloInit()
if (gbIsHellfire && !forceHellfire && *sgOptions.StartUp.gameMode == StartUpGameMode::Ask) {
UiSelStartUpGameOption();
if (!gbIsHellfire) {
// Reinitialize the UI Elements cause we changed the game
// Reinitialize the UI Elements because we changed the game
UnloadUiGFX();
UiInitialize();
if (IsHardwareCursor())
@ -1483,7 +1483,7 @@ void TimeoutCursor(bool bTimeout)
} else if (sgnTimeoutCurs != CURSOR_NONE) {
// Timeout is gone, we should restore the previous cursor.
// But the timeout cursor could already be changed by the now processed messages (for example item cursor from CMD_GETITEM).
// Changing the item cursor back to the previous (hand) cursor could result in deleted items, cause this resets Player.HoldItem (see NewCursor).
// Changing the item cursor back to the previous (hand) cursor could result in deleted items, because this resets Player.HoldItem (see NewCursor).
if (pcurs == CURSOR_HOURGLASS)
NewCursor(sgnTimeoutCurs);
sgnTimeoutCurs = CURSOR_NONE;
@ -1524,11 +1524,11 @@ void InventoryKeyPressed()
return;
invflag = !invflag;
if (!IsLeftPanelOpen() && CanPanelsCoverView()) {
if (!invflag) { // We closed the invetory
if (!invflag) { // We closed the inventory
if (MousePosition.x < 480 && MousePosition.y < GetMainPanel().position.y) {
SetCursorPos(MousePosition + Displacement { 160, 0 });
}
} else if (!sbookflag) { // We opened the invetory
} else if (!sbookflag) { // We opened the inventory
if (MousePosition.x > 160 && MousePosition.y < GetMainPanel().position.y) {
SetCursorPos(MousePosition - Displacement { 160, 0 });
}
@ -1604,11 +1604,11 @@ void SpellBookKeyPressed()
return;
sbookflag = !sbookflag;
if (!IsLeftPanelOpen() && CanPanelsCoverView()) {
if (!sbookflag) { // We closed the invetory
if (!sbookflag) { // We closed the inventory
if (MousePosition.x < 480 && MousePosition.y < GetMainPanel().position.y) {
SetCursorPos(MousePosition + Displacement { 160, 0 });
}
} else if (!invflag) { // We opened the invetory
} else if (!invflag) { // We opened the inventory
if (MousePosition.x > 160 && MousePosition.y < GetMainPanel().position.y) {
SetCursorPos(MousePosition - Displacement { 160, 0 });
}

4
Source/diablo.h

@ -32,7 +32,7 @@ enum clicktype : int8_t {
};
/**
* @brief Specifices what game logic step is currently executed
* @brief Specifies what game logic step is currently executed
*/
enum class GameLogicStep : uint8_t {
None,
@ -121,7 +121,7 @@ struct QuickMessage {
constexpr size_t QUICK_MESSAGE_OPTIONS = 10;
extern QuickMessage QuickMessages[QUICK_MESSAGE_OPTIONS];
/**
* @brief Specifices what game logic step is currently executed
* @brief Specifies what game logic step is currently executed
*/
extern GameLogicStep gGameLogicStep;

2
Source/dvlnet/packet.h

@ -47,7 +47,7 @@ typedef int leaveinfo_t; // also change later
#ifdef PACKET_ENCRYPTION
typedef std::array<unsigned char, crypto_secretbox_KEYBYTES> key_t;
#else
// Stub out the key_t defintion as we're not doing any encryption.
// Stub out the key_t definition as we're not doing any encryption.
using key_t = uint8_t;
#endif

4
Source/engine.h

@ -121,8 +121,8 @@ void UnsafeDrawBorder2px(const Surface &out, Rectangle rect, uint8_t color);
Direction GetDirection(Point start, Point destination);
/**
* @brief Calculate Width2 from the orginal Width
* Width2 is needed for savegame compatiblity and to render animations centered
* @brief Calculate Width2 from the original Width
* Width2 is needed for savegame compatibility and to render animations centered
* @return Returns Width2
*/
int CalculateWidth2(int width);

8
Source/engine/animationinfo.cpp

@ -20,7 +20,7 @@ int8_t AnimationInfo::getFrameToUseForRendering() const
// Normal logic is used,
// - if no frame-skipping is required and so we have exactly one Animationframe per game tick
// or
// - if we load from a savegame where the new variables are not stored (we don't want to break savegame compatiblity because of smoother rendering of one animation)
// - if we load from a savegame where the new variables are not stored (we don't want to break savegame compatibility because of smoother rendering of one animation)
if (relevantFramesForDistributing_ <= 0)
return std::max<int8_t>(0, currentFrame);
@ -128,7 +128,7 @@ void AnimationInfo::setNewAnimation(OptionalClxSpriteList celSprite, int8_t numb
relevantAnimationTicksWithSkipping -= 1;
// The Animation Distribution Logic needs to account how many game ticks passed since the Animation started.
// Because processAnimation will increase this later (in same game tick as setNewAnimation), we correct this upfront.
// This also means Rendering should never hapen with ticksSinceSequenceStarted_ < 0.
// This also means Rendering should never happen with ticksSinceSequenceStarted_ < 0.
ticksSinceSequenceStarted_ = -baseValueFraction;
}
@ -148,7 +148,7 @@ void AnimationInfo::setNewAnimation(OptionalClxSpriteList celSprite, int8_t numb
// 5 - -
// in game tick 5 ProcessPlayer sees Frame = 3 and stops the animation.
// But Frame 3 is only shown 1 game tick and all other Frames are shown 2 game ticks.
// Thats why we need to remove the Delay of the last Frame from the time (game ticks) the Animation is shown
// That's why we need to remove the Delay of the last Frame from the time (game ticks) the Animation is shown
relevantAnimationTicksWithSkipping -= (ticksPerFrame - 1);
}
@ -180,7 +180,7 @@ void AnimationInfo::setNewAnimation(OptionalClxSpriteList celSprite, int8_t numb
void AnimationInfo::changeAnimationData(OptionalClxSpriteList celSprite, int8_t numberOfFrames, int8_t ticksPerFrame)
{
if (numberOfFrames != this->numberOfFrames || ticksPerFrame != this->ticksPerFrame) {
// Ensure that the currentFrame is still valid and that we disable ADL cause the calculcated values (for example tickModifier_) could be wrong
// Ensure that the currentFrame is still valid and that we disable ADL because the calculated values (for example tickModifier_) could be wrong
if (numberOfFrames >= 1)
currentFrame = std::clamp<int8_t>(currentFrame, 0, numberOfFrames - 1);
else

4
Source/engine/demomode.cpp

@ -648,7 +648,7 @@ bool GetRunGameLoop(bool &drawGame, bool &processInput)
app_fatal("Unexpected event demo message in GetRunGameLoop");
LogDemoMessage(dmsg);
if (Timedemo) {
// disable additonal rendering to speedup replay
// disable additional rendering to speedup replay
drawGame = dmsg.type == DemoMsg::GameTick && !HeadlessMode;
} else {
int currentTickCount = SDL_GetTicks();
@ -849,7 +849,7 @@ void NotifyGameLoopEnd()
HeroCompareResult compareResult = pfile_compare_hero_demo(DemoNumber, false);
switch (compareResult.status) {
case HeroCompareResult::ReferenceNotFound:
SDL_Log("Timedemo: No final comparison cause reference is not present.");
SDL_Log("Timedemo: No final comparison because reference is not present.");
break;
case HeroCompareResult::Same:
SDL_Log("Timedemo: Same outcome as initial run. :)");

8
Source/engine/random.hpp

@ -32,7 +32,7 @@ public:
/**
* @brief Advance the global RandomNumberEngine state by the specified number of rounds
*
* Only used to maintain vanilla compatibility until logic requiring reproducable random number generation is isolated.
* Only used to maintain vanilla compatibility until logic requiring reproducible random number generation is isolated.
* @param count How many values to discard
*/
void discardRandomValues(unsigned count)
@ -125,7 +125,7 @@ public:
/**
* @brief Randomly chooses a value somewhere within the given range
* @param min lower limit, minumum possible value
* @param min lower limit, minimum possible value
* @param max upper limit, either the maximum possible value for a closed range (the default behaviour) or one greater than the maximum value for a half-open range
* @param halfOpen whether to use the limits as a half-open range or not
* @return a randomly selected integer
@ -155,7 +155,7 @@ uint32_t GetLCGEngineState();
/**
* @brief Advance the global RandomNumberEngine state by the specified number of rounds
*
* Only used to maintain vanilla compatibility until logic requiring reproducable random number generation is isolated.
* Only used to maintain vanilla compatibility until logic requiring reproducible random number generation is isolated.
* @param count How many values to discard
*/
void DiscardRandomValues(unsigned count);
@ -234,7 +234,7 @@ inline int32_t RandomIntLessThan(int32_t v)
/**
* @brief Randomly chooses a value somewhere within the given range
* @param min lower limit, minumum possible value
* @param min lower limit, minimum possible value
* @param max upper limit, either the maximum possible value for a closed range (the default behaviour) or one greater than the maximum value for a half-open range
* @param halfOpen whether to use the limits as a half-open range or not
* @return a randomly selected integer

8
Source/engine/render/scrollrt.cpp

@ -112,7 +112,7 @@ void UpdateMissilePositionForRendering(Missile &m, int progress)
Displacement pixelsTravelled = (m.position.traveled + Displacement { static_cast<int>(velocity.deltaX), static_cast<int>(velocity.deltaY) }) >> 16;
Displacement tileOffset = pixelsTravelled.screenToMissile();
// calculcate the future missile position
// calculate the future missile position
m.position.tileForRendering = m.position.start + tileOffset;
m.position.offsetForRendering = pixelsTravelled + tileOffset.worldToScreen();
}
@ -130,10 +130,10 @@ void UpdateMissileRendererData(Missile &m)
int progress = ProgressToNextGameTick;
UpdateMissilePositionForRendering(m, progress);
// In some cases this calculcated position is invalid.
// In some cases this calculated position is invalid.
// For example a missile shouldn't move inside a wall.
// In this case the game logic don't advance the missile position and removes the missile or shows an explosion animation at the old position.
// For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, cause this could be a invalid position.
// For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, because this could be a invalid position.
// If we are still at the current tile, this tile was already checked and is a valid tile
if (m.position.tileForRendering == m.position.tile)
@ -918,7 +918,7 @@ void DrawTileContent(const Surface &out, Point tilePosition, Point targetBufferP
if (tilePosition.x + 1 < MAXDUNX && tilePosition.y - 1 >= 0 && targetBufferPosition.x + TILE_WIDTH <= gnScreenWidth) {
// Render objects behind walls first to prevent sprites, that are moving
// between tiles, from poking through the walls as they exceed the tile bounds.
// A proper fix for this would probably be to layout the sceen and render by
// A proper fix for this would probably be to layout the scene and render by
// sprite screen position rather than tile position.
if (IsWall(tilePosition) && (IsWall(tilePosition + Displacement { 1, 0 }) || (tilePosition.x > 0 && IsWall(tilePosition + Displacement { -1, 0 })))) { // Part of a wall aligned on the x-axis
if (IsTileNotSolid(tilePosition + Displacement { 1, -1 }) && IsTileNotSolid(tilePosition + Displacement { 0, -1 })) { // Has walkable area behind it

2
Source/inv.h

@ -171,7 +171,7 @@ bool AutoPlaceItemInBelt(Player &player, const Item &item, bool persistItem = fa
void ReorganizeInventory(Player &player);
/**
* @brief Calculate the maximum aditional gold that may fit in the user's inventory
* @brief Calculate the maximum additional gold that may fit in the user's inventory
*/
int RoomForGold();

8
Source/items.cpp

@ -2293,7 +2293,7 @@ StringOrView GetTranslatedItemName(const Item &item)
continue;
return _(OilNames[i]);
}
app_fatal("unkown oil");
app_fatal("unknown oil");
} else if (item._itype == ItemType::Staff && item._iSpell != SpellID::Null && item._iMagical != ITEM_QUALITY_UNIQUE) {
return GenerateStaffName(baseItemData, item._iSpell, true);
} else {
@ -3379,7 +3379,7 @@ void SpawnItem(Monster &monster, Point position, bool sendmsg, bool spawn /*= fa
NetSendCmdPItem(false, CMD_DROPITEM, uniqueItem->position, *uniqueItem);
return;
} else if (monster.isUnique() || dropsSpecialTreasure) {
// Unqiue monster is killed => use better item base (for example no gold)
// Unique monster is killed => use better item base (for example no gold)
idx = RndUItem(&monster);
} else if (dropBrain && !gbIsMultiplayer) {
// Normal monster is killed => need to drop brain to progress the quest
@ -3392,7 +3392,7 @@ void SpawnItem(Monster &monster, Point position, bool sendmsg, bool spawn /*= fa
Quests[Q_MUSHROOM]._qvar1 = QS_BRAINSPAWNED;
NetSendCmdQuest(true, Quests[Q_MUSHROOM]);
// Drop the brain as extra item to ensure that all clients see the brain drop
// When executing SpawnItem is not reliable, cause another client can already have the quest state updated before SpawnItem is executed
// When executing SpawnItem is not reliable, because another client can already have the quest state updated before SpawnItem is executed
Point posBrain = GetSuperItemLoc(position);
SpawnQuestItem(IDI_BRAIN, posBrain, 0, 0, true);
}
@ -5105,7 +5105,7 @@ void UpdateHellfireFlag(Item &item, const char *identifiedItemName)
return; // Only magic item's name can differ between diablo and hellfire
if (gbIsMultiplayer)
return; // Vanilla hellfire multiplayer is not supported in devilutionX, so there can't be items with missing dwBuff from there
// We need to test both short and long name, cause StringInPanel can return a different result (other font and some bugfixes)
// We need to test both short and long name, because StringInPanel can return a different result (other font and some bugfixes)
std::string diabloItemNameShort = GetTranslatedItemNameMagical(item, false, false, false);
if (diabloItemNameShort == identifiedItemName)
return; // Diablo item name is identical => not a hellfire specific item

2
Source/levels/drlg_l1.cpp

@ -349,7 +349,7 @@ bool CanReplaceTile(uint8_t replace, Point tile)
return true;
}
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatability)
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatibility)
constexpr auto ComparisonWithBoundsCheck = [](Point p1, Point p2) {
return (p1.x >= 0 && p1.x < DMAXX && p1.y >= 0 && p1.y < DMAXY)
&& (p2.x >= 0 && p2.x < DMAXX && p2.y >= 0 && p2.y < DMAXY)

14
Source/levels/drlg_l3.cpp

@ -1017,14 +1017,14 @@ void River()
int riveramt;
int rivercnt = 0;
int trys = 0;
int tries = 0;
/// BUGFIX: pdir is uninitialized, add code `pdir = -1;`(fixed)
int pdir = -1;
while (trys < 200 && rivercnt < 4) {
while (tries < 200 && rivercnt < 4) {
bool bail = false;
while (!bail && trys < 200) {
trys++;
while (!bail && tries < 200) {
tries++;
int rx = 0;
int ry = 0;
int i = 0;
@ -1369,7 +1369,7 @@ bool CanReplaceTile(uint8_t replace, Point tile)
return true;
}
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatability)
// BUGFIX: p2 is a workaround for a bug, only p1 should have been used (fixing this breaks compatibility)
constexpr auto ComparisonWithBoundsCheck = [](Point p1, Point p2) {
return (p1.x >= 0 && p1.x < DMAXX && p1.y >= 0 && p1.y < DMAXY)
&& (p2.x >= 0 && p2.x < DMAXX && p2.y >= 0 && p2.y < DMAXY)
@ -1805,8 +1805,8 @@ bool PlaceAnvil()
WorldTileCoord sx = GenerateRnd(DMAXX - areaSize.width);
WorldTileCoord sy = GenerateRnd(DMAXY - areaSize.height);
for (int trys = 0;; trys++, sx++) {
if (trys > 198)
for (int tries = 0;; tries++, sx++) {
if (tries > 198)
return false;
if (sx == DMAXX - areaSize.width) {

2
Source/levels/gendung.h

@ -363,7 +363,7 @@ void PlaceDunTiles(const uint16_t *dunData, Point position, int floorId = 0);
void DRLG_PlaceThemeRooms(int minSize, int maxSize, int floor, int freq, bool rndSize);
void DRLG_HoldThemeRooms();
/**
* @brief Returns ths size in tiles of the specified ".dun" Data
* @brief Returns the size in tiles of the specified ".dun" Data
*/
WorldTileSize GetDunSize(const uint16_t *dunData);
void DRLG_LPass3(int lv);

10
Source/loadsave.cpp

@ -594,7 +594,7 @@ void LoadPlayer(LoadHelper &file, Player &player)
// Omit pointer _pBData
// Omit pointer pReserved
// Ensure plrIsOnSetLevel and plrlevel is correctly initialized, cause in vanilla sometimes plrlevel is not updated to setlvlnum
// Ensure plrIsOnSetLevel and plrlevel is correctly initialized, because in vanilla sometimes plrlevel is not updated to setlvlnum
if (setlevel)
player.setLevel(setlvlnum);
else
@ -702,7 +702,7 @@ void LoadMonster(LoadHelper *file, Monster &monster, MonsterConversionData *mons
monster.packSize = file->NextLE<uint8_t>();
monster.lightId = file->NextLE<int8_t>();
if (monster.lightId == 0)
monster.lightId = NO_LIGHT; // Correct incorect values in old saves
monster.lightId = NO_LIGHT; // Correct incorrect values in old saves
// Omit pointer name;
@ -1671,7 +1671,7 @@ void SaveQuest(SaveHelper *file, int i)
auto &quest = Quests[i];
file->WriteLE<uint8_t>(quest._qlevel);
file->WriteLE<uint8_t>(quest._qidx); // _qtype for compatability, used in DRLG_CheckQuests
file->WriteLE<uint8_t>(quest._qidx); // _qtype for compatibility, used in DRLG_CheckQuests
file->WriteLE<uint8_t>(quest._qactive);
file->WriteLE<uint8_t>(quest._qlvltype);
file->WriteLE<int32_t>(quest.position.x);
@ -1790,7 +1790,7 @@ void LoadAdditionalMissiles()
LoadHelper file(OpenSaveArchive(gSaveNumber), "additionalMissiles");
if (!file.IsValid()) {
// no addtional Missiles saved
// no additional Missiles saved
return;
}
@ -2782,7 +2782,7 @@ void SaveGameData(SaveWriter &saveWriter)
}
for (int j = 0; j < MAXDUNY; j++) {
for (int i = 0; i < MAXDUNX; i++) // NOLINT(modernize-loop-convert)
file.WriteLE<int8_t>(TileContainsMissile({ i, j }) ? -1 : 0); // For backwards compatability
file.WriteLE<int8_t>(TileContainsMissile({ i, j }) ? -1 : 0); // For backwards compatibility
}
}

4
Source/minitext.h

@ -14,12 +14,12 @@ namespace devilution {
extern bool qtextflag;
/**
* @brief Free the resouces used by the quest dialog window
* @brief Free the resources used by the quest dialog window
*/
void FreeQuestText();
/**
* @brief Load the resouces used by the quest dialog window, and initialize it's state
* @brief Load the resources used by the quest dialog window, and initialize it's state
*/
void InitQuestText();

4
Source/misdat.h

@ -103,11 +103,11 @@ enum class MissileMovementDistribution : uint8_t {
*/
Disabled,
/**
* @brief The missile moves and if it hits a enemey it stops (for example firebolt)
* @brief The missile moves and if it hits an enemy it stops (for example firebolt)
*/
Blockable,
/**
* @brief The missile moves and even it hits a enemy it keeps moving (for example flame wave)
* @brief The missile moves and even it hits an enemy it keeps moving (for example flame wave)
*/
Unblockable,
};

2
Source/missiles.h

@ -43,7 +43,7 @@ struct MissilePosition {
Displacement offsetForRendering;
/**
* @brief Stops the missile (set velocity to zero and set offset to last renderer location; shouldn't matter cause the missile don't move anymore)
* @brief Stops the missile (set velocity to zero and set offset to last renderer location; shouldn't matter because the missile doesn't move anymore)
*/
void StopMissile()
{

2
Source/monster.cpp

@ -1629,7 +1629,7 @@ bool RandomWalk2(Monster &monster, Direction md)
}
/**
* @brief Check if a tile is affected by a spell we are vunerable to
* @brief Check if a tile is affected by a spell we are vulnerable to
*/
bool IsTileSafe(const Monster &monster, Point position)
{

2
Source/msg.cpp

@ -683,7 +683,7 @@ void DeltaImportData(_cmd_id cmd, uint32_t recvOffset)
src += DeltaImportMonster(src, deltaLevel.monster);
src = DeltaImportSpawnedMonsters(src, deltaLevel.spawnedMonsters);
} else {
app_fatal(StrCat("Unkown network message type: ", cmd));
app_fatal(StrCat("Unknown network message type: ", cmd));
}
sgbDeltaChunks++;

2
Source/nthread.cpp

@ -215,7 +215,7 @@ bool nthread_has_500ms_passed(bool *drawGame /*= nullptr*/)
if (gbIsMultiplayer) {
for (size_t i = 0; i < Players.size(); i++) {
if ((player_state[i] & PS_CONNECTED) != 0 && i != MyPlayerId) {
// Reset last tick is not allowed when other players are connected, cause the elapsed time is needed to sync the game ticks between the clients
// Reset last tick is not allowed when other players are connected, because the elapsed time is needed to sync the game ticks between the clients
resetLastTick = false;
break;
}

4
Source/objects.cpp

@ -1851,7 +1851,7 @@ void OperateBook(Player &player, Object &book, bool sendmsg)
Object &circle = ObjectAtPosition(book.position + Direction::SouthWest);
assert(circle._otype == OBJ_MCIRCLE2);
// Only verfiy that the player stands on the circle when it's the local player (sendmsg), cause for remote players the position could be desynced
// Only verify that the player stands on the circle when it's the local player (sendmsg), because for remote players the position could be desynced
if (sendmsg && circle.position != player.position.tile) {
return;
}
@ -2208,7 +2208,7 @@ void OperatePedestal(Player &player, Object &pedestal, bool sendmsg)
if (sendmsg) {
NetSendCmdLoc(MyPlayerId, false, CMD_OPERATEOBJ, pedestal.position);
if (gbIsMultiplayer) {
// Store added stones to pedestal in qvar2, cause we get only one CMD_OPERATEOBJ from DeltaLoadLevel even if we add multiple stones
// Store added stones to pedestal in qvar2, because we get only one CMD_OPERATEOBJ from DeltaLoadLevel even if we add multiple stones
Quests[Q_BLOOD]._qvar2++;
NetSendCmdQuest(true, Quests[Q_BLOOD]);
}

6
Source/options.cpp

@ -570,20 +570,20 @@ StartUpOptions::StartUpOptions()
, gameMode("Game", OptionEntryFlags::NeedHellfireMpq | OptionEntryFlags::RecreateUI, N_("Game Mode"), N_("Play Diablo or Hellfire."), StartUpGameMode::Ask,
{
{ StartUpGameMode::Diablo, N_("Diablo") },
// Ask is missing, cause we want to hide it from UI-Settings.
// Ask is missing, because we want to hide it from UI-Settings.
{ StartUpGameMode::Hellfire, N_("Hellfire") },
})
, shareware("Shareware", OptionEntryFlags::NeedDiabloMpq | OptionEntryFlags::RecreateUI, N_("Restrict to Shareware"), N_("Makes the game compatible with the demo. Enables multiplayer with friends who don't own a full copy of Diablo."), false)
, diabloIntro("Diablo Intro", OptionEntryFlags::OnlyDiablo, N_("Intro"), N_("Shown Intro cinematic."), StartUpIntro::Once,
{
{ StartUpIntro::Off, N_("OFF") },
// Once is missing, cause we want to hide it from UI-Settings.
// Once is missing, because we want to hide it from UI-Settings.
{ StartUpIntro::On, N_("ON") },
})
, hellfireIntro("Hellfire Intro", OptionEntryFlags::OnlyHellfire, N_("Intro"), N_("Shown Intro cinematic."), StartUpIntro::Once,
{
{ StartUpIntro::Off, N_("OFF") },
// Once is missing, cause we want to hide it from UI-Settings.
// Once is missing, because we want to hide it from UI-Settings.
{ StartUpIntro::On, N_("ON") },
})
, splash("Splash", OptionEntryFlags::None, N_("Splash"), N_("Shown splash screen."), StartUpSplash::LogoAndTitleDialog,

2
Source/pack.h

@ -66,7 +66,7 @@ struct PlayerPack {
uint8_t pBattleNet;
uint8_t pManaShield;
uint8_t pDungMsgs2;
/** The format the charater is in, 0: Diablo, 1: Hellfire */
/** The format the character is in, 0: Diablo, 1: Hellfire */
int8_t bIsHellfire;
uint8_t reserved; // For future use
uint16_t wReflections;

4
Source/pfile.cpp

@ -487,9 +487,9 @@ HeroCompareResult CompareSaves(const std::string &actualSavePath, const std::str
CompareInfo compareInfoActual = { fileDataActual, 0, fileSizeActual, compareTarget.isTownLevel, fileSizeActual != 0 };
CreateDetailDiffs(compareTarget.fileName, compareTarget.memoryMapFileName, compareInfoReference, compareInfoActual, foundDiffs);
if (compareInfoReference.currentPosition != fileSizeReference)
app_fatal(StrCat("Comparsion failed. Uncompared bytes in reference. File: ", compareTarget.fileName));
app_fatal(StrCat("Comparison failed. Uncompared bytes in reference. File: ", compareTarget.fileName));
if (compareInfoActual.currentPosition != fileSizeActual)
app_fatal(StrCat("Comparsion failed. Uncompared bytes in actual. File: ", compareTarget.fileName));
app_fatal(StrCat("Comparison failed. Uncompared bytes in actual. File: ", compareTarget.fileName));
for (const auto &[location, count] : foundDiffs) {
StrAppend(message, "\nDiff found in ", location, " count: ", count);
}

6
Source/pfile.h

@ -81,7 +81,7 @@ using SaveWriter = MpqWriter;
#endif
/**
* @brief Comparsion result of pfile_compare_hero_demo
* @brief Comparison result of pfile_compare_hero_demo
*/
struct HeroCompareResult {
enum Status : uint8_t {
@ -107,9 +107,9 @@ void pfile_write_hero(bool writeGameData = false);
void pfile_write_hero_demo(int demo);
/**
* @brief Compares the actual game-state (savegame) with a reference game-state (save game from demo recording)
* @param demo for the comparsion
* @param demo for the comparison
* @param logDetails in case of a difference log details
* @return The comparsion result.
* @return The comparison result.
*/
HeroCompareResult pfile_compare_hero_demo(int demo, bool logDetails);
#endif

2
Source/platform/ctr/system.cpp

@ -60,7 +60,7 @@ bool ctr_check_dsp()
gfxInitDefault();
errorConf error;
errorInit(&error, ERROR_TEXT, CFG_LANGUAGE_EN);
errorText(&error, "Cannot find DSP firmware!\n\n\"sdmc:/3ds/dspfirm.cdc\"\n\nRun \'DSP1\' atleast once to\ndump your DSP firmware.");
errorText(&error, "Cannot find DSP firmware!\n\n\"sdmc:/3ds/dspfirm.cdc\"\n\nRun \'DSP1\' at least once to\ndump your DSP firmware.");
errorDisp(&error);
gfxExit();
return false;

6
Source/player.cpp

@ -250,7 +250,7 @@ void StartSpell(Player &player, Direction d, WorldTileCoord cx, WorldTileCoord c
return;
}
// Checks conditions for spell again, cause initial check was done when spell was queued and the parameters could be changed meanwhile
// Checks conditions for spell again, because initial check was done when spell was queued and the parameters could be changed meanwhile
bool isValid = true;
switch (player.queuedSpell.spellType) {
case SpellType::Skill:
@ -2673,7 +2673,7 @@ StartPlayerKill(Player &player, DeathReason deathReason)
if (&player != MyPlayer && dropItems) {
// Ensure that items are removed for remote players
// The dropped items will be synced seperatly (by the remote client)
// The dropped items will be synced separately (by the remote client)
for (Item &item : player.InvBody) {
item.clear();
}
@ -2687,7 +2687,7 @@ StartPlayerKill(Player &player, DeathReason deathReason)
SetPlayerOld(player);
// Only generate drops once (for the local player)
// For remote players we get seperated sync messages (by the remote client)
// For remote players we get separated sync messages (by the remote client)
if (&player == MyPlayer) {
RedrawComponent(PanelDrawComponent::Health);

2
Source/player.h

@ -155,7 +155,7 @@ enum class DeathReason {
MonsterOrTrap,
/* @brief Other player or selfkill (for example firewall) */
Player,
/* @brief HP is zero but we don't know when or where this happend */
/* @brief HP is zero but we don't know when or where this happened */
Unknown,
};

2
Source/quests.cpp

@ -94,7 +94,7 @@ constexpr int LineHeight = 12;
constexpr int MaxSpacing = LineHeight * 2;
int ListYOffset;
int LineSpacing;
/** The number of pixels to move finished quest, to seperate them from the active ones */
/** The number of pixels to move finished quest, to separate them from the active ones */
int FinishedQuestOffset;
const char *const QuestTriggerNames[5] = {

4
Source/textdat.cpp

@ -422,7 +422,7 @@ const Speech Speeches[] = {
true, SfxID::Farnham24 },
{ N_(/* TRANSLATORS: Neutral dialog spoken by Farnham (Gossip) */ "I know you gots your own ideas, and I know you're not gonna believe this, but that weapon you got there - it just ain't no good against those big brutes! Oh, I don't care what Griswold says, they can't make anything like they used to in the old days..."),
true, SfxID::Farnham25 },
{ N_(/* TRANSLATORS: Neutral dialog spoken by Farnham (Gossip) */ "If I was you... and I ain't... but if I was, I'd sell all that stuff you got and get out of here. That boy out there... He's always got somethin good, but you gotta give him some gold or he won't even show you what he's got."),
{ N_(/* TRANSLATORS: Neutral dialog spoken by Farnham (Gossip) */ "If I was you... and I ain't... but if I was, I'd sell all that stuff you got and get out of here. That boy out there... He's always got somethin' good, but you gotta give him some gold or he won't even show you what he's got."),
true, SfxID::Farnham26 },
{ N_(/* TRANSLATORS: Neutral dialog spoken by Adria */ "I sense a soul in search of answers..."), false, SfxID::Adria38 },
{ N_(/* TRANSLATORS: Neutral dialog spoken by Adria (Gossip) */ "Wisdom is earned, not given. If you discover a tome of knowledge, devour its words. Should you already have knowledge of the arcane mysteries scribed within a book, remember - that level of mastery can always increase."),
@ -544,7 +544,7 @@ const Speech Speeches[] = {
true, SfxID::Cain19 },
{ N_(/* TRANSLATORS: Quest text spoken by Farnham */ "Listen here. Come close. I don't know if you know what I know, but you've have really got something here. That's a map."),
true, SfxID::Farnham21 },
{ N_(/* TRANSLATORS: Quest text spoken by Gillian */ "My grandmother often tells me stories about the strange forces that inhabit the graveyard outside of the church. And it may well interest you to hear one of them. She said that if you were to leave the proper offering in the cemetary, enter the cathedral to pray for the dead, and then return, the offering would be altered in some strange way. I don't know if this is just the talk of an old sick woman, but anything seems possible these days."),
{ N_(/* TRANSLATORS: Quest text spoken by Gillian */ "My grandmother often tells me stories about the strange forces that inhabit the graveyard outside of the church. And it may well interest you to hear one of them. She said that if you were to leave the proper offering in the cemetery, enter the cathedral to pray for the dead, and then return, the offering would be altered in some strange way. I don't know if this is just the talk of an old sick woman, but anything seems possible these days."),
true, SfxID::Gillian27 },
{ N_(/* TRANSLATORS: Quest text spoken by Wirt */ "Hmmm. A vast and mysterious treasure you say. Mmmm. Maybe I could be interested in picking up a few things from you. Or better yet, don't you need some rare and expensive supplies to get you through this ordeal?"),
true, SfxID::Wirt7 },

2
Source/utils/file_util.h

@ -31,7 +31,7 @@ bool GetFileSize(const char *path, std::uintmax_t *size);
/**
* @brief Creates a single directory (non-recursively).
*
* @return True if the directory already existed or has been created sucessfully.
* @return True if the directory already existed or has been created successfully.
*/
bool CreateDir(const char *path);

4
Translations/bg.po

@ -10290,7 +10290,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Ако бях теб.... а не съм.... но ако бях, щях да продам всичко и да се махна "
@ -10984,7 +10984,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/cs.po

@ -10192,7 +10192,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Kdybych byl ty... a nejsem... ale kdybych byl, prodal bych to vsechno a "
@ -10865,7 +10865,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/da.po

@ -9909,7 +9909,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
@ -10373,7 +10373,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

6
Translations/de.po

@ -1028,7 +1028,7 @@ msgid "Command "
msgstr "Befehl "
#: Source/control.cpp:356
msgid " is unkown."
msgid " is unknown."
msgstr " ist unbekannt."
#: Source/control.cpp:359 Source/control.cpp:360
@ -10842,7 +10842,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Wenn ich Du wäre... bin ich ja nicht, aber wenn ich's wäre...dann würde ich "
@ -11550,7 +11550,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/devilutionx.pot

@ -6896,7 +6896,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
@ -7345,7 +7345,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

6
Translations/el.po

@ -1018,7 +1018,7 @@ msgid "Command "
msgstr "Η Εντολή "
#: Source/control.cpp:356
msgid " is unkown."
msgid " is unknown."
msgstr " είναι άγνωστη."
#: Source/control.cpp:359 Source/control.cpp:360
@ -10678,7 +10678,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got and "
"get out of here. That boy out there... He's always got somethin good, but you "
"get out of here. That boy out there... He's always got somethin' good, but you "
"gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Αν ήμουν στη θέση σου... και δεν είμαι... αλλά αν ήμουν, θα πουλούσα όλα αυτά που "
@ -11352,7 +11352,7 @@ msgstr ""
msgid ""
"My grandmother often tells me stories about the strange forces that inhabit the "
"graveyard outside of the church. And it may well interest you to hear one of "
"them. She said that if you were to leave the proper offering in the cemetary, "
"them. She said that if you were to leave the proper offering in the cemetery, "
"enter the cathedral to pray for the dead, and then return, the offering would be "
"altered in some strange way. I don't know if this is just the talk of an old sick "
"woman, but anything seems possible these days."

4
Translations/es.po

@ -7917,7 +7917,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Si yo fuera tú ... y no lo soy ... pero si lo fuera, vendería todas esas "
@ -8600,7 +8600,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/fr.po

@ -10370,7 +10370,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Si j'étais vous... et je l'suis pas... mais si j'l'étais, j'vendrais tout "
@ -11093,7 +11093,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/hr.po

@ -9851,7 +9851,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
@ -10404,7 +10404,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/hu.po

@ -7897,7 +7897,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Ha te lennék... nem vagyok... de ha lennék, eladnám minden holmidat és "
@ -8558,7 +8558,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

6
Translations/it.po

@ -1030,7 +1030,7 @@ msgid "Command "
msgstr "Comando "
#: Source/control.cpp:354
msgid " is unkown."
msgid " is unknown."
msgstr " sconosciuto."
#: Source/control.cpp:357 Source/control.cpp:358
@ -10702,7 +10702,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Se fossi in te... e non lo sono... ma se lo fossi, venderei tutte le cose "
@ -11373,7 +11373,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

6
Translations/ja.po

@ -1020,7 +1020,7 @@ msgid "Command "
msgstr "コマンド "
#: Source/control.cpp:361
msgid " is unkown."
msgid " is unknown."
msgstr "は不明。"
#: Source/control.cpp:364 Source/control.cpp:365
@ -10534,7 +10534,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"もしも、もしもしだったら、持ち物売っ払っいくね。あそこ小僧"
@ -11162,7 +11162,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

6
Translations/ko.po

@ -1011,7 +1011,7 @@ msgid "Command "
msgstr "명령어 "
#: Source/control.cpp:356
msgid " is unkown."
msgid " is unknown."
msgstr " 은(는) 알 수 없는 명령어입니다."
#: Source/control.cpp:359 Source/control.cpp:360
@ -10497,7 +10497,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"내가 당신이면... 물론 아니지만... 어쨌든 당신이라면 가진 걸 다 팔고 여길 떠나"
@ -11128,7 +11128,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/pl.po

@ -8015,7 +8015,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Gdybym był tobą... no ale nie jestem... no ale gdybym był, to wtedy bym "
@ -8674,7 +8674,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

6
Translations/pt_BR.po

@ -1028,7 +1028,7 @@ msgid "Command "
msgstr "Comando "
#: Source/control.cpp:356
msgid " is unkown."
msgid " is unknown."
msgstr " é desconhecido."
#: Source/control.cpp:359 Source/control.cpp:360
@ -11149,7 +11149,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Se eu fosse você... e não sou... mas se eu fosse, eu venderia tudo isso que "
@ -11833,7 +11833,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/ro.po

@ -9583,7 +9583,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
@ -10047,7 +10047,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/ru.po

@ -10409,7 +10409,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Если бы я был на твоём месте... а я не... но если бы я был, то я бы продал "
@ -11094,7 +11094,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/sv.po

@ -10251,7 +10251,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Om jag vore du... och det är jag inte... men om jag vore du, skulle jag "
@ -10940,7 +10940,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/tr.po

@ -7805,7 +7805,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Senin yerinde olsam… ama değilim… ama olsam, elimdeki her şeyi satıp buradan "
@ -8470,7 +8470,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/uk.po

@ -8012,7 +8012,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"Якби я був тобою… а я не ти… але якби був, я б продав усе, що в тебе є, і "
@ -8672,7 +8672,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/zh_CN.po

@ -7477,7 +7477,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"如果你……我是……但如果是,我卖掉所有东西然后离开这里。外面男"
@ -8068,7 +8068,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
Translations/zh_TW.po

@ -10728,7 +10728,7 @@ msgstr ""
#: Source/textdat.cpp:425
msgid ""
"If I was you... and I ain't... but if I was, I'd sell all that stuff you got "
"and get out of here. That boy out there... He's always got somethin good, "
"and get out of here. That boy out there... He's always got somethin' good, "
"but you gotta give him some gold or he won't even show you what he's got."
msgstr ""
"如果你。。。我是。。。但如果是,我賣掉所有東西然離開這裡。外"
@ -11338,7 +11338,7 @@ msgid ""
"My grandmother often tells me stories about the strange forces that inhabit "
"the graveyard outside of the church. And it may well interest you to hear "
"one of them. She said that if you were to leave the proper offering in the "
"cemetary, enter the cathedral to pray for the dead, and then return, the "
"cemetery, enter the cathedral to pray for the dead, and then return, the "
"offering would be altered in some strange way. I don't know if this is just "
"the talk of an old sick woman, but anything seems possible these days."
msgstr ""

4
android-project/app/src/main/java/org/libsdl/app/SDLActivity.java

@ -89,7 +89,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
| InputDevice.SOURCE_CLASS_POSITION
| InputDevice.SOURCE_CLASS_TRACKBALL);
if (s2 != 0) cls += "Some_Unkown";
if (s2 != 0) cls += "Some_Unknown";
s2 = s_copy & InputDevice.SOURCE_ANY; // keep source only, no class;
@ -163,7 +163,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
if (s == FLAG_TAINTED) src += " FLAG_TAINTED";
s2 &= ~FLAG_TAINTED;
if (s2 != 0) src += " Some_Unkown";
if (s2 != 0) src += " Some_Unknown";
Log.v(TAG, prefix + "int=" + s_copy + " CLASS={" + cls + " } source(s):" + src);
}

2
docs/building.md

@ -227,7 +227,7 @@ bootstrap-vcpkg.bat
vcpkg integrate install
~~~
If you need aditional instructions for vcpkg you can find the documentation [here](https://github.com/microsoft/vcpkg#quick-start-windows).
If you need additional instructions for vcpkg you can find the documentation [here](https://github.com/microsoft/vcpkg#quick-start-windows).
### If you want to build the devilutionX.mpq File (optional)

14
test/animationinfo_test.cpp

@ -184,7 +184,7 @@ TEST(AnimationInfo, AttackSwordWarrior) // ProcessAnimationPending should be con
new RenderingData(0.6f, 14),
new GameTickData(15, 0),
new RenderingData(0.6f, 15),
// Animation stopped cause PM_DoAttack would stop the Animation "if (plr[pnum].AnimInfo.currentFrame == plr[pnum]._pAFrames - 1) {"
// Animation stopped because PM_DoAttack would stop the Animation "if (plr[pnum].AnimInfo.currentFrame == plr[pnum]._pAFrames - 1) {"
});
}
@ -237,7 +237,7 @@ TEST(AnimationInfo, AttackSwordWarriorWithFastestAttack) // Skipped frames and P
new RenderingData(0.6f, 14),
new GameTickData(15, 0),
new RenderingData(0.6f, 15),
// Animation stopped cause PM_DoAttack would stop the Animation "if (plr[pnum].AnimInfo.currentFrame == plr[pnum]._pAFrames - 1) {"
// Animation stopped because PM_DoAttack would stop the Animation "if (plr[pnum].AnimInfo.currentFrame == plr[pnum]._pAFrames - 1) {"
});
}
@ -292,7 +292,7 @@ TEST(AnimationInfo, AttackSwordWarriorRepeated)
new GameTickData(9, 0),
new RenderingData(0.3f, 9),
// Start of repeated attack, cause plr[pnum].AnimInfo.currentFrame > plr[myplr]._pAFNum
// Start of repeated attack, because plr[pnum].AnimInfo.currentFrame > plr[myplr]._pAFNum
new SetNewAnimationData(16, 1, static_cast<AnimationDistributionFlags>(AnimationDistributionFlags::ProcessAnimationPending | AnimationDistributionFlags::RepeatedAction), 0, 9),
// processAnimation directly after StartAttack (in same GameTick). So we don't see any rendering before.
new GameTickData(1, 0),
@ -348,7 +348,7 @@ TEST(AnimationInfo, AttackSwordWarriorRepeated)
new RenderingData(0.6f, 14),
new GameTickData(15, 0),
new RenderingData(0.6f, 15),
// Animation stopped cause PM_DoAttack would stop the Animation "if (plr[pnum].AnimInfo.currentFrame == plr[pnum]._pAFrames - 1) {"
// Animation stopped because PM_DoAttack would stop the Animation "if (plr[pnum].AnimInfo.currentFrame == plr[pnum]._pAFrames - 1) {"
});
}
@ -376,7 +376,7 @@ TEST(AnimationInfo, BlockingWarriorNormal) // Ignored delay for last Frame shoul
new RenderingData(0.3f, 1),
new RenderingData(0.6f, 1),
new RenderingData(0.8f, 1),
// Animation stopped cause PM_DoBlock would stop the Animation "if (plr[pnum].AnimInfo.currentFrame >= plr[pnum]._pBFrames) {"
// Animation stopped because PM_DoBlock would stop the Animation "if (plr[pnum].AnimInfo.currentFrame >= plr[pnum]._pBFrames) {"
});
}
@ -404,7 +404,7 @@ TEST(AnimationInfo, BlockingSorcererWithFastBlock) // Skipped frames and ignored
new RenderingData(0.3f, 4),
new RenderingData(0.6f, 5),
new RenderingData(0.8f, 5),
// Animation stopped cause PM_DoBlock would stop the Animation "if (plr[pnum].AnimInfo.currentFrame >= plr[pnum]._pBFrames) {"
// Animation stopped because PM_DoBlock would stop the Animation "if (plr[pnum].AnimInfo.currentFrame >= plr[pnum]._pBFrames) {"
});
}
@ -437,7 +437,7 @@ TEST(AnimationInfo, HitRecoverySorcererHarmony) // Skipped frames and ignored de
new RenderingData(0.3f, 6),
new RenderingData(0.6f, 7),
new RenderingData(0.8f, 7),
// Animation stopped cause PM_DoGotHit would stop the Animation "if (plr[pnum].AnimInfo.currentFrame >= plr[pnum]._pHFrames) {"
// Animation stopped because PM_DoGotHit would stop the Animation "if (plr[pnum].AnimInfo.currentFrame >= plr[pnum]._pHFrames) {"
});
}
TEST(AnimationInfo, Stand) // Distribution Logic shouldn't change anything here

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