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Correct spelling

pull/393/head
Anders Jenbo 7 years ago
parent
commit
86bf1fe0d5
  1. 72
      Source/scrollrt.cpp
  2. 36
      Source/town.cpp

72
Source/scrollrt.cpp

@ -172,8 +172,8 @@ static void scrollrt_draw_cursor_item()
/**
* @brief Render a missile sprite
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param CelSkip Skip part of sprite, see Cl2Draw
@ -243,8 +243,8 @@ void DrawMissile(int x, int y, int sx, int sy, int CelSkip, int CelCap, BOOL pre
/**
* @brief Render a missile sprite, check for overdraw on lower screen
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param CelSkip Skip part of sprite, see Cl2Draw
@ -314,8 +314,8 @@ void DrawClippedMissile(int x, int y, int sx, int sy, int CelSkip, int CelCap, B
/**
* @brief Render a monster sprite
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param mx Backbuffer coordinate
* @param my Backbuffer coordinate
* @param CelSkip Skip part of sprite, see Cl2Draw
@ -376,8 +376,8 @@ static void DrawMonster(int x, int y, int mx, int my, int m, int CelSkip, int Ce
/**
* @brief Render a monster sprite, check for overdraw on lower screen
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param mx Backbuffer coordinate
* @param my Backbuffer coordinate
* @param CelSkip Skip part of sprite, see Cl2Draw
@ -439,8 +439,8 @@ static void DrawClippedMonster(int x, int y, int mx, int my, int m, int CelSkip,
/**
* @brief Render a monster sprite
* @param pnum Player id
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param px Backbuffer coordinate
* @param py Backbuffer coordinate
* @param pCelBuff sprite buffer
@ -525,8 +525,8 @@ static void DrawPlayer(int pnum, int x, int y, int px, int py, BYTE *pCelBuff, i
/**
* @brief Render a monster sprite, check for overdraw on lower screen
* @param pnum Player id
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param px Backbuffer coordinate
* @param py Backbuffer coordinate
* @param pCelBuff sprite buffer
@ -610,8 +610,8 @@ static void DrawClippedPlayer(int pnum, int x, int y, int px, int py, BYTE *pCel
/**
* @brief Render a monster sprite
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param CelSkip Skip part of sprite, see Cl2Draw
@ -656,8 +656,8 @@ void DrawDeadPlayer(int x, int y, int sx, int sy, int CelSkip, int CelCap, BOOL
/**
* @brief Render an object sprite
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param ox Backbuffer coordinate
* @param oy Backbuffer coordinate
* @param pre Is the sprite in the background
@ -719,8 +719,8 @@ static void DrawObject(int x, int y, int ox, int oy, BOOL pre, int CelSkip, int
/**
* @brief Render an object sprite, check for overdraw on lower screen
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param ox Backbuffer coordinate
* @param oy Backbuffer coordinate
* @param pre Is the sprite in the background
@ -840,8 +840,8 @@ static void scrollrt_draw_clipped_e_flag(BYTE *pBuff, int x, int y, int sx, int
/**
* @brief Render object sprites
* @param pBuff where to render to with sx,sy already applied
* @param sx dPice coordinate
* @param sy dPice coordinate
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param dx Backbuffer coordinate
* @param dy Backbuffer coordinate
* @param eflag Should the sorting workaround be applied
@ -1062,8 +1062,8 @@ static void scrollrt_draw_clipped_dungeon(BYTE *pBuff, int sx, int sy, int dx, i
/**
* @brief Render a row of tile
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param chunks tile width of row
@ -1303,8 +1303,8 @@ static void scrollrt_draw_clipped_e_flag_2(BYTE *pBuff, int x, int y, int row, i
* This variant checks for of screen element on the lower screen
* @brief Render object sprites, skip offscreen parts for lower screen
* @param pBuff where to render to with sx,sy already applied
* @param sx dPice coordinate
* @param sy dPice coordinate
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param row The current row being rendered
* @param CelSkip chunks of cell to skip
* @param dx Backbuffer coordinate
@ -1527,8 +1527,8 @@ static void scrollrt_draw_clipped_dungeon_2(BYTE *pBuff, int sx, int sy, int row
/**
* @brief Render a row of tile, checking for overdrawing on lower part of screen
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param chunks tile width of row
@ -1701,8 +1701,8 @@ static void scrollrt_draw_e_flag(BYTE *pBuff, int x, int y, int row, int CelCap,
/**
* @brief Render object sprites, skip offscreen parts for upper screen
* @param pBuff where to render to with sx,sx already applied
* @param sx dPice coordinate
* @param sy dPice coordinate
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param row The current row being rendered
* @param CelCap chunks of cell to skip
* @param dx Backbuffer coordinate
@ -1915,8 +1915,8 @@ static void scrollrt_draw_dungeon(BYTE *pBuff, int sx, int sy, int row, int CelC
/**
* @brief Render a row of tile, checking for overdrawing on upper part of screen
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param chunks tile width of row
@ -2073,8 +2073,8 @@ static void scrollrt_draw_upper(int x, int y, int sx, int sy, int chunks, int ro
/**
* @brief Configure render and process screen rows
* @param x Center of view in dPice coordinate
* @param y Center of view in dPice coordinate
* @param x Center of view in dPiece coordinate
* @param y Center of view in dPiece coordinate
*/
static void DrawGame(int x, int y)
{
@ -2180,8 +2180,8 @@ static void DrawGame(int x, int y)
/**
* @brief Configure render for zoomed view and process screen rows
* @param x Center of view in dPice coordinate
* @param y Center of view in dPice coordinate
* @param x Center of view in dPiece coordinate
* @param y Center of view in dPiece coordinate
*/
static void DrawZoom(int x, int y)
{
@ -2342,8 +2342,8 @@ static void DrawZoom(int x, int y)
/**
* @brief Start rendering of screen, town variation
* @param StartX Center of view in dPice coordinate
* @param StartY Center of view in dPice coordinate
* @param StartX Center of view in dPiece coordinate
* @param StartY Center of view in dPiece coordinate
*/
void DrawView(int StartX, int StartY)
{

36
Source/town.cpp

@ -419,8 +419,8 @@ void town_draw_clipped_e_flag(BYTE *pBuff, int x, int y, int sx, int sy)
/**
* @brief Render object sprites
* @param pBuff where to render to with sx,sy already applied
* @param sx dPice coordinate
* @param sy dPice coordinate
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param dx Backbuffer coordinate
* @param dy Backbuffer coordinate
* @param eflag Should the sorting workaround be applied
@ -495,8 +495,8 @@ void town_draw_clipped_town(BYTE *pBuff, int sx, int sy, int dx, int dy, int efl
/**
* @brief Render a row of tile
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param chunks tile width of row
@ -635,8 +635,8 @@ void town_draw_clipped_e_flag_2(BYTE *pBuff, int x, int y, int row, int CelSkip,
/**
* @brief Render object sprites, skip offscreen parts for lower screen
* @param pBuff where to render to with sx,sy already applied
* @param sx dPice coordinate
* @param sy dPice coordinate
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param row The current row being rendered
* @param CelSkip chunks of cell to skip
* @param dx Backbuffer coordinate
@ -709,8 +709,8 @@ void town_draw_clipped_town_2(BYTE *pBuff, int sx, int sy, int row, int CelSkip,
/**
* @brief Render a row of tile, checking for overdrawing on lower part of screen
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param chunks tile width of row
@ -857,8 +857,8 @@ void town_draw_e_flag(BYTE *pBuff, int x, int y, int row, int CelCap, int sx, in
/**
* @brief Render object sprites, skip offscreen parts for upper screen
* @param pBuff where to render to with sx,sx already applied
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param row The current row being rendered
* @param CelCap chunks of cell to skip
* @param sx Backbuffer coordinate
@ -936,8 +936,8 @@ void town_draw_town_all(BYTE *pBuff, int x, int y, int row, int CelCap, int sx,
/**
* @brief Render a row of tile, checking for overdrawing on upper part of screen
* @param x dPice coordinate
* @param y dPice coordinate
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param chunks tile width of row
@ -1042,8 +1042,8 @@ void town_draw_upper(int x, int y, int sx, int sy, int chunks, int row, int efla
/**
* @brief Configure render and process screen rows
* @param x Center of view in dPice coordinate
* @param y Center of view in dPice coordinate
* @param x Center of view in dPiece coordinate
* @param y Center of view in dPiece coordinate
*/
void T_DrawGame(int x, int y)
{
@ -1160,8 +1160,8 @@ void T_DrawGame(int x, int y)
/**
* @brief Configure render for zoomed view and process screen rows
* @param x Center of view in dPice coordinate
* @param y Center of view in dPice coordinate
* @param x Center of view in dPiece coordinate
* @param y Center of view in dPiece coordinate
*/
void T_DrawZoom(int x, int y)
{
@ -1334,8 +1334,8 @@ void T_DrawZoom(int x, int y)
/**
* Mostly like DrawView but enables stores and lacks death screen
* @brief Start rendering of screen, town variation
* @param StartX Center of view in dPice coordinate
* @param StartY Center of view in dPice coordinate
* @param StartX Center of view in dPiece coordinate
* @param StartY Center of view in dPiece coordinate
*/
void T_DrawView(int StartX, int StartY)
{

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