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authorProgramerus <alcadeias95@gmail.com>2012-04-10 18:57:16 +0300
committerProgramerus <alcadeias95@gmail.com>2012-04-10 18:57:16 +0300
commitcacf81e8523003eaf3059405f79d3b9c93375611 (patch)
tree01319c8fd95074a3d7fe1f3032983ab38502fa6d /src/taskgoto.h
parentbfbdcf297a4066a4ee7b1bdbf2d49de1f2682190 (diff)
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Comments translated from French to English.
Diffstat (limited to 'src/taskgoto.h')
-rw-r--r--src/taskgoto.h76
1 files changed, 39 insertions, 37 deletions
diff --git a/src/taskgoto.h b/src/taskgoto.h
index 6c95261..e203d1a 100644
--- a/src/taskgoto.h
+++ b/src/taskgoto.h
@@ -12,7 +12,9 @@
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.// taskgoto.h
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// taskgoto.h
#ifndef _TASKGOTO_H_
#define _TASKGOTO_H_
@@ -32,41 +34,41 @@ class CObject;
enum TaskGotoGoal
{
- TGG_DEFAULT = -1, // mode par défaut
- TGG_STOP = 0, // va à destination en s'arrêtant avec précision
- TGG_EXPRESS = 1, // va à destination sans s'arrêter
+ TGG_DEFAULT = -1, // default mode
+ TGG_STOP = 0, // goes to destination pausing with precision
+ TGG_EXPRESS = 1, // goes to destination without stopping
};
enum TaskGotoCrash
{
- TGC_DEFAULT = -1, // mode par défaut
- TGC_HALT = 0, // stoppe si collision
- TGC_RIGHTLEFT = 1, // droite-gauche
- TGC_LEFTRIGHT = 2, // gauche-droite
- TGC_LEFT = 3, // gauche
- TGC_RIGHT = 4, // droite
- TGC_BEAM = 5, // algorithme "rayons de soleil"
+ TGC_DEFAULT = -1, // default mode
+ TGC_HALT = 0, // stops if collision
+ TGC_RIGHTLEFT = 1, // right-left
+ TGC_LEFTRIGHT = 2, // left-right
+ TGC_LEFT = 3, // left
+ TGC_RIGHT = 4, // right
+ TGC_BEAM = 5, // algorithm "sunlight"
};
enum TaskGotoPhase
{
- TGP_ADVANCE = 1, // avance
- TGP_LAND = 2, // atterri
- TGP_TURN = 3, // tourne pour finir
- TGP_MOVE = 4, // avance pour finir
- TGP_CRWAIT = 5, // attend après collision
- TGP_CRTURN = 6, // tourne à droite après collision
- TGP_CRADVANCE = 7, // avance à droite après collision
- TGP_CLWAIT = 8, // attend après collision
- TGP_CLTURN = 9, // tourne à gauche après collision
- TGP_CLADVANCE = 10, // avance à gauche après collision
- TGP_BEAMLEAK = 11, // beam: leak (fuite)
- TGP_BEAMSEARCH = 12, // beam: search
- TGP_BEAMWCOLD = 13, // beam: attend refroidissement réacteur
- TGP_BEAMUP = 14, // beam: décolle
- TGP_BEAMGOTO = 15, // beam: goto dot list
- TGP_BEAMDOWN = 16, // beam: atterri
+ TGP_ADVANCE = 1, // advance
+ TGP_LAND = 2, // landed
+ TGP_TURN = 3, // turns to finish
+ TGP_MOVE = 4, // advance to finish
+ TGP_CRWAIT = 5, // waits after collision
+ TGP_CRTURN = 6, // turns right after collision
+ TGP_CRADVANCE = 7, // advance to the right after collision
+ TGP_CLWAIT = 8, // waits after collision
+ TGP_CLTURN = 9, // turns left after collision
+ TGP_CLADVANCE = 10, // advance to the left after collision
+ TGP_BEAMLEAK = 11, // beam: leak (leaking)
+ TGP_BEAMSEARCH = 12, // beam: search
+ TGP_BEAMWCOLD = 13, // beam: expects cool reactor
+ TGP_BEAMUP = 14, // beam: off
+ TGP_BEAMGOTO = 15, // beam: goto dot list
+ TGP_BEAMDOWN = 16, // beam: landed
};
@@ -124,7 +126,7 @@ protected:
int m_try;
Error m_error;
BOOL m_bTake;
- float m_stopLength; // distance de freinage
+ float m_stopLength; // braking distance
float m_time;
D3DVECTOR m_pos;
BOOL m_bWorm;
@@ -132,26 +134,26 @@ protected:
float m_wormLastTime;
float m_lastDistance;
- int m_bmSize; // largeur ou hauteur du tableau
+ int m_bmSize; // width or height of the table
int m_bmOffset; // m_bmSize/2
- int m_bmLine; // incrément ligne m_bmSize/8
- unsigned char* m_bmArray; // tableau de bits
+ int m_bmLine; // increment line m_bmSize/8
+ unsigned char* m_bmArray; // bit table
int m_bmMinX, m_bmMinY;
int m_bmMaxX, m_bmMaxY;
- int m_bmTotal; // nb de points dans m_bmPoints
- int m_bmIndex; // index dans m_bmPoints
+ int m_bmTotal; // number of points in m_bmPoints
+ int m_bmIndex; // index in m_bmPoints
D3DVECTOR m_bmPoints[MAXPOINTS+2];
char m_bmIter[MAXPOINTS+2];
int m_bmIterCounter;
CObject* m_bmFretObject;
- float m_bmFinalMove; // distance finale à avancer
- float m_bmFinalDist; // distance effective à avancer
- D3DVECTOR m_bmFinalPos; // position initiale avant avance
+ float m_bmFinalMove; // final advance distance
+ float m_bmFinalDist; // effective distance to advance
+ D3DVECTOR m_bmFinalPos; // initial position before advance
float m_bmTimeLimit;
int m_bmStep;
D3DVECTOR m_bmWatchDogPos;
float m_bmWatchDogTime;
- D3DVECTOR m_leakPos; // position initiale à fuire
+ D3DVECTOR m_leakPos; // initial position leak
float m_leakDelay;
float m_leakTime;
BOOL m_bLeakRecede;