From cacf81e8523003eaf3059405f79d3b9c93375611 Mon Sep 17 00:00:00 2001 From: Programerus Date: Tue, 10 Apr 2012 18:57:16 +0300 Subject: Comments translated from French to English. --- src/taskgoto.h | 76 ++++++++++++++++++++++++++++++---------------------------- 1 file 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; -- cgit v1.2.3-1-g7c22