diff --git a/Source/scrollrt.cpp b/Source/scrollrt.cpp index 63078c524..2e0a1ad6a 100644 --- a/Source/scrollrt.cpp +++ b/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) { diff --git a/Source/town.cpp b/Source/town.cpp index 8fc5cb538..4fed3ed10 100644 --- a/Source/town.cpp +++ b/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) {