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authorProgramerus <alcadeias95@gmail.com>2012-04-10 00:24:15 +0300
committerProgramerus <alcadeias95@gmail.com>2012-04-10 00:24:15 +0300
commit235f767de7f53c7c5132e02df657db7f0bde0628 (patch)
treeb44929789135efffc75d392ddac22c1ae169df66 /src
parentcaddc90327edc8a6451df9e9d0188ee4f9443ecf (diff)
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Comments translated from French to English.
Diffstat (limited to 'src')
-rw-r--r--src/taskbuild.cpp132
1 files changed, 67 insertions, 65 deletions
diff --git a/src/taskbuild.cpp b/src/taskbuild.cpp
index e0e6bc1..13cbfec 100644
--- a/src/taskbuild.cpp
+++ b/src/taskbuild.cpp
@@ -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/.// taskbuild.cpp
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// taskbuild.cpp
#define STRICT
#define D3D_OVERLOADS
@@ -47,7 +49,7 @@
-// Constructeur de l'objet.
+// Object's constructor.
CTaskBuild::CTaskBuild(CInstanceManager* iMan, CObject* object)
: CTask(iMan, object)
@@ -66,7 +68,7 @@ CTaskBuild::CTaskBuild(CInstanceManager* iMan, CObject* object)
}
}
-// Destructeur de l'objet.
+// Object's destructor.
CTaskBuild::~CTaskBuild()
{
@@ -87,7 +89,7 @@ CTaskBuild::~CTaskBuild()
}
-// Crée un batiment.
+// Creates a building.
BOOL CTaskBuild::CreateBuilding(D3DVECTOR pos, float angle)
{
@@ -99,7 +101,7 @@ BOOL CTaskBuild::CreateBuilding(D3DVECTOR pos, float angle)
return FALSE;
}
m_building->UpdateMapping();
- m_building->SetLock(TRUE); // pas encore utilisable
+ m_building->SetLock(TRUE); // not yet usable
if ( m_type == OBJECT_DERRICK ) m_buildingHeight = 35.0f;
if ( m_type == OBJECT_FACTORY ) m_buildingHeight = 28.0f;
@@ -122,7 +124,7 @@ BOOL CTaskBuild::CreateBuilding(D3DVECTOR pos, float angle)
return TRUE;
}
-// Crée les lumières pour les effets.
+// Creates lights for the effects.
void CTaskBuild::CreateLight()
{
@@ -157,7 +159,7 @@ void CTaskBuild::CreateLight()
light.dltType = D3DLIGHT_SPOT;
light.dcvDiffuse.r = 0.0f;
light.dcvDiffuse.g = 0.0f;
- light.dcvDiffuse.b = 0.0f; // blanc (invisible)
+ light.dcvDiffuse.b = 0.0f; // white (invisible)
light.dvPosition.x = pos.x;
light.dvPosition.y = pos.y;
light.dvPosition.z = pos.z;
@@ -186,7 +188,7 @@ void CTaskBuild::CreateLight()
m_bBlack = FALSE;
}
-// Fait passer les lumières du noir au blanc.
+// Switches the lights from black to white.
void CTaskBuild::BlackLight()
{
@@ -199,7 +201,7 @@ void CTaskBuild::BlackLight()
color.r = 0.0f;
color.g = 0.0f;
- color.b = 0.0f; // blanc (invisible)
+ color.b = 0.0f; // white (invisible)
color.a = 0.0f;
m_light->SetLightColor(m_lightRank[i], color);
m_light->SetLightColorSpeed(m_lightRank[i], 1.0f/((1.0f/m_speed)*0.75f));
@@ -208,7 +210,7 @@ void CTaskBuild::BlackLight()
m_bBlack = TRUE;
}
-// Gestion d'un événement.
+// Management of an event.
BOOL CTaskBuild::EventProcess(const Event &event)
{
@@ -223,9 +225,9 @@ BOOL CTaskBuild::EventProcess(const Event &event)
m_time += event.rTime;
- m_progress += event.rTime*m_speed; // ça avance
+ m_progress += event.rTime*m_speed; // other advance
- if ( m_phase == TBP_TURN ) // rotation préliminaire ?
+ if ( m_phase == TBP_TURN ) // preliminary rotation?
{
a = m_object->RetAngleY(0);
g = m_angleY;
@@ -233,42 +235,42 @@ BOOL CTaskBuild::EventProcess(const Event &event)
if ( cirSpeed > 1.0f ) cirSpeed = 1.0f;
if ( cirSpeed < -1.0f ) cirSpeed = -1.0f;
- m_physics->SetMotorSpeedZ(cirSpeed); // tourne à gauche/droite
+ m_physics->SetMotorSpeedZ(cirSpeed); // turns left/right
return TRUE;
}
- if ( m_phase == TBP_MOVE ) // avance/recule préliminaire ?
+ if ( m_phase == TBP_MOVE ) // preliminary forward/backward?
{
dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
linSpeed = 0.0f;
if ( dist > 30.0f ) linSpeed = 1.0f;
if ( dist < 30.0f ) linSpeed = -1.0f;
- m_physics->SetMotorSpeedX(linSpeed); // avance/recule
+ m_physics->SetMotorSpeedX(linSpeed); // forward/backward
return TRUE;
}
- if ( m_phase == TBP_RECEDE ) // recule terminal ?
+ if ( m_phase == TBP_RECEDE ) // terminal back?
{
- m_physics->SetMotorSpeedX(-1.0f); // recule
+ m_physics->SetMotorSpeedX(-1.0f); // back
return TRUE;
}
- if ( m_phase == TBP_TAKE ) // prend arme ?
+ if ( m_phase == TBP_TAKE ) // takes gun?
{
return TRUE;
}
- if ( m_phase == TBP_PREP ) // prépare ?
+ if ( m_phase == TBP_PREP ) // prepares?
{
return TRUE;
}
- if ( m_phase == TBP_TERM ) // termine ?
+ if ( m_phase == TBP_TERM ) // ends?
{
return TRUE;
}
- if ( !m_bBuild ) // batiment à construire ?
+ if ( !m_bBuild ) // building to build?
{
m_bBuild = TRUE;
@@ -276,7 +278,7 @@ BOOL CTaskBuild::EventProcess(const Event &event)
a = m_object->RetAngleY(0);
if ( !CreateBuilding(pos, a+PI) )
{
- m_metal->SetLock(FALSE); // de nouveau utilisable
+ m_metal->SetLock(FALSE); // usable again
m_motion->SetAction(-1);
m_object->SetObjectParent(14, 0);
m_object->SetPosition(14, D3DVECTOR(-1.5f, 0.3f, -1.35f));
@@ -292,7 +294,7 @@ BOOL CTaskBuild::EventProcess(const Event &event)
pos = m_buildingPos;
pos.y += m_buildingHeight*m_progress;
- m_building->SetPosition(0, pos); // le batiment monte
+ m_building->SetPosition(0, pos); // the building rises
m_building->SetZoom(0, m_progress*0.75f+0.25f);
m_metal->SetZoom(0, 1.0f-m_progress);
@@ -342,7 +344,7 @@ BOOL CTaskBuild::EventProcess(const Event &event)
}
-// Assigne le but à atteindre.
+// Assigns the goal was achieved.
Error CTaskBuild::Start(ObjectType type)
{
@@ -358,7 +360,7 @@ Error CTaskBuild::Start(ObjectType type)
iAngle = NormAngle(iAngle); // 0..2*PI
oAngle = iAngle;
- m_bError = TRUE; // opération impossible
+ m_bError = TRUE; // operation impossible
pos = m_object->RetPosition(0);
if ( pos.y < m_water->RetLevel() ) return ERR_BUILD_WATER;
@@ -383,25 +385,25 @@ Error CTaskBuild::Start(ObjectType type)
err = FlatFloor();
if ( err != ERR_OK ) return err;
- m_metal->SetLock(TRUE); // plus utilisable
+ m_metal->SetLock(TRUE); // not usable
m_camera->StartCentering(m_object, PI*0.15f, 99.9f, 0.0f, 1.0f);
- m_phase = TBP_TURN; // rotation préliminaire nécessaire
- m_angleY = oAngle; // angle à atteindre
+ m_phase = TBP_TURN; // rotation necessary preliminary
+ m_angleY = oAngle; // angle was reached
pv = m_object->RetPosition(0);
pv.y += 8.3f;
pm = m_metal->RetPosition(0);
m_angleZ = RotateAngle(Length2d(pv, pm), Abs(pv.y-pm.y));
- m_physics->SetFreeze(TRUE); // on ne bouge plus
+ m_physics->SetFreeze(TRUE); // it does not move
- m_bBuild = FALSE; // pas encore construit
+ m_bBuild = FALSE; // not yet built
m_bError = FALSE; // ok
return ERR_OK;
}
-// Indique si l'action est terminée.
+// Indicates whether the action is finished.
Error CTaskBuild::IsEnded()
{
@@ -411,7 +413,7 @@ Error CTaskBuild::IsEnded()
if ( m_engine->RetPause() ) return ERR_CONTINUE;
if ( m_bError ) return ERR_STOP;
- if ( m_phase == TBP_TURN ) // rotation préliminaire ?
+ if ( m_phase == TBP_TURN ) // preliminary rotation?
{
angle = m_object->RetAngleY(0);
angle = NormAngle(angle); // 0..2*PI
@@ -437,14 +439,14 @@ Error CTaskBuild::IsEnded()
return ERR_CONTINUE;
}
- if ( m_phase == TBP_MOVE ) // avance/recule préliminaire ?
+ if ( m_phase == TBP_MOVE ) // preliminary forward/backward?
{
dist = Length(m_object->RetPosition(0), m_metal->RetPosition(0));
if ( dist >= 25.0f && dist <= 35.0f )
{
m_physics->SetMotorSpeedX(0.0f);
- m_motion->SetAction(MHS_GUN); // prend arme
+ m_motion->SetAction(MHS_GUN); // takes gun
m_phase = TBP_TAKE;
m_speed = 1.0f/1.0f;
@@ -452,9 +454,9 @@ Error CTaskBuild::IsEnded()
}
else
{
- if ( m_progress > 1.0f ) // timeout ?
+ if ( m_progress > 1.0f ) // timeout?
{
- m_metal->SetLock(FALSE); // de nouveau utilisable
+ m_metal->SetLock(FALSE); // usable again
if ( dist < 30.0f ) return ERR_BUILD_METALNEAR;
else return ERR_BUILD_METALAWAY;
}
@@ -462,11 +464,11 @@ Error CTaskBuild::IsEnded()
return ERR_CONTINUE;
}
- if ( m_phase == TBP_TAKE ) // prend arme ?
+ if ( m_phase == TBP_TAKE ) // takes gun
{
if ( m_progress < 1.0f ) return ERR_CONTINUE;
- m_motion->SetAction(MHS_FIRE); // position de tir
+ m_motion->SetAction(MHS_FIRE); // shooting position
m_object->SetObjectParent(14, 4);
m_object->SetPosition(14, D3DVECTOR(0.6f, 0.1f, 0.3f));
m_object->SetAngleZ(14, 0.0f);
@@ -476,7 +478,7 @@ Error CTaskBuild::IsEnded()
m_progress = 0.0f;
}
- if ( m_phase == TBP_PREP ) // prépare ?
+ if ( m_phase == TBP_PREP ) // prepares?
{
if ( m_progress < 1.0f ) return ERR_CONTINUE;
@@ -488,23 +490,23 @@ Error CTaskBuild::IsEnded()
m_camera->StartEffect(CE_VIBRATION, m_metal->RetPosition(0), 1.0f);
m_phase = TBP_BUILD;
- m_speed = 1.0f/10.f; // durée de 10s
+ m_speed = 1.0f/10.f; // duration of 10s
m_progress = 0.0f;
}
- if ( m_phase == TBP_BUILD ) // construction ?
+ if ( m_phase == TBP_BUILD ) // construction?
{
if ( m_progress < 1.0f ) return ERR_CONTINUE;
DeleteMark(m_metal->RetPosition(0), 20.0f);
- m_metal->DeleteObject(); // supprime le métal
+ m_metal->DeleteObject(); // removes the metal
delete m_metal;
m_metal = 0;
m_building->SetZoom(0, 1.0f);
m_building->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
- m_building->SetLock(FALSE); // batiment utilisable
+ m_building->SetLock(FALSE); // building usable
m_main->CreateShortcuts();
m_displayText->DisplayError(INFO_BUILD, m_buildingPos, 10.0f, 50.0f);
@@ -514,7 +516,7 @@ Error CTaskBuild::IsEnded()
automat->Init();
}
- m_motion->SetAction(MHS_GUN); // remet arme
+ m_motion->SetAction(MHS_GUN); // hands gun
m_phase = TBP_TERM;
m_speed = 1.0f/1.0f;
m_progress = 0.0f;
@@ -540,7 +542,7 @@ Error CTaskBuild::IsEnded()
}
}
- if ( m_phase == TBP_RECEDE ) // recule ?
+ if ( m_phase == TBP_RECEDE ) // back?
{
if ( m_progress < 1.0f ) return ERR_CONTINUE;
@@ -551,7 +553,7 @@ Error CTaskBuild::IsEnded()
return ERR_STOP;
}
-// Termine brutalement l'action en cours.
+// Suddenly ends the current action.
BOOL CTaskBuild::Abort()
{
@@ -563,13 +565,13 @@ BOOL CTaskBuild::Abort()
}
m_camera->StopCentering(m_object, 2.0f);
- m_physics->SetFreeze(FALSE); // on bouge de nouveau
+ m_physics->SetFreeze(FALSE); // is moving again
return TRUE;
}
-// Vérifie si le terrain est assez plat et s'il n'y a pas
-// un autre objet trop proche.
+// Checks whether the terrain is fairly flat
+// and if there is not too close to another object.
Error CTaskBuild::FlatFloor()
{
@@ -602,7 +604,7 @@ Error CTaskBuild::FlatFloor()
bLittleFlat = ( angle < FLATLIMIT );
max = m_terrain->RetFlatZoneRadius(center, radius);
- if ( max < radius ) // zone trop petite ?
+ if ( max < radius ) // area too small?
{
if ( bLittleFlat )
{
@@ -618,8 +620,8 @@ Error CTaskBuild::FlatFloor()
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break;
- if ( !pObj->RetActif() ) continue; // inactif ?
- if ( pObj->RetTruck() != 0 ) continue; // objet transporté ?
+ if ( !pObj->RetActif() ) continue; // inactive?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
if ( pObj == m_metal ) continue;
if ( pObj == m_object ) continue;
@@ -666,8 +668,8 @@ Error CTaskBuild::FlatFloor()
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break;
- if ( !pObj->RetActif() ) continue; // inactif ?
- if ( pObj->RetTruck() != 0 ) continue; // objet transporté ?
+ if ( !pObj->RetActif() ) continue; // inactive?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
if ( pObj == m_metal ) continue;
if ( pObj == m_object ) continue;
@@ -688,7 +690,7 @@ Error CTaskBuild::FlatFloor()
type == OBJECT_INFO ||
type == OBJECT_PARA ||
type == OBJECT_SAFE ||
- type == OBJECT_HUSTON ) // bâtiment ?
+ type == OBJECT_HUSTON ) // building?
{
j = 0;
while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
@@ -713,7 +715,7 @@ Error CTaskBuild::FlatFloor()
return ERR_OK;
}
-// Cherche l'objet métal le plus proche.
+// Seeks the nearest metal object.
CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
float aLimit, Error &err)
@@ -737,24 +739,24 @@ CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break;
- if ( !pObj->RetActif() ) continue; // objet inactif ?
- if ( pObj->RetTruck() != 0 ) continue; // objet transporté ?
+ if ( !pObj->RetActif() ) continue; // objet inactive?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
type = pObj->RetType();
if ( type != OBJECT_METAL ) continue;
- bMetal = TRUE; // métal existe
+ bMetal = TRUE; // metal exists
oPos = pObj->RetPosition(0);
distance = Length(oPos, iPos);
- a = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW !
+ a = RotateAngle(oPos.x-iPos.x, iPos.z-oPos.z); // CW!
if ( distance > dMax ) continue;
if ( !TestAngle(a, iAngle-aLimit, iAngle+aLimit) ) continue;
if ( distance < dMin )
{
- err = ERR_BUILD_METALNEAR; // trop proche
+ err = ERR_BUILD_METALNEAR; // too close
return pObj;
}
@@ -772,8 +774,8 @@ CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
if ( pBest == 0 )
{
- if ( bMetal ) err = ERR_BUILD_METALAWAY; // trop loin
- else err = ERR_BUILD_METALINEX; // inexistant
+ if ( bMetal ) err = ERR_BUILD_METALAWAY; // too far
+ else err = ERR_BUILD_METALINEX; // non-existent
}
else
{
@@ -783,7 +785,7 @@ CObject* CTaskBuild::SearchMetalObject(float &angle, float dMin, float dMax,
return pBest;
}
-// Détruit toutes les marques proches.
+// Destroys all the close marks.
void CTaskBuild::DeleteMark(D3DVECTOR pos, float radius)
{
@@ -811,7 +813,7 @@ void CTaskBuild::DeleteMark(D3DVECTOR pos, float radius)
distance = Length(oPos, pos);
if ( distance <= radius )
{
- pObj->DeleteObject(); // supprime la marque
+ pObj->DeleteObject(); // removes the mark
delete pObj;
i --;
}