From b1a89fbd897f71d4d0d1225ec19f2104644f0f3d Mon Sep 17 00:00:00 2001 From: vladislavbelov Date: Fri, 15 Jan 2021 10:07:36 +0000 Subject: [PATCH] Replaces UNICODE characters in the code by consistent ASCII characters. Beside consistency improves reading for such console tools like svn diff or vim diff. This was SVN commit r24625. --- source/gui/CGUI.cpp | 14 ++--- source/i18n/L10n.cpp | 6 +- source/i18n/L10n.h | 60 +++++++++---------- source/i18n/scripting/JSInterface_L10n.h | 46 +++++++------- source/lib/external_libraries/glext_funcs.h | 6 +- source/lib/sysdep/os/linux/ldbg.cpp | 6 +- source/ps/GameSetup/HWDetect.cpp | 4 +- source/ps/KeyName.cpp | 10 ++-- .../tests/test_ScriptConversions.h | 6 +- .../components/CCmpRangeManager.cpp | 4 +- .../simulation2/components/ICmpWaterManager.h | 4 +- .../helpers/HierarchicalPathfinder.cpp | 4 +- 12 files changed, 85 insertions(+), 85 deletions(-) diff --git a/source/gui/CGUI.cpp b/source/gui/CGUI.cpp index 7434694c86..8c4afb8c6c 100644 --- a/source/gui/CGUI.cpp +++ b/source/gui/CGUI.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -711,7 +711,7 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec else if (grandchild.GetNodeName() == elmt_keep) code += grandchild.GetText(); } - else // It’s pure JavaScript code. + else // It's pure JavaScript code. // Read the inline code (concatenating to the file code, if both are specified) code += CStr(child.GetText()); @@ -728,11 +728,11 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec } else if (element_name == elmt_translatableAttribute) { - // This is an element in the form “attributeValue”. + // This is an element in the form "attributeValue". CStr attributeName(child.GetAttributes().GetNamedItem(attr_id)); // Read the attribute name. if (attributeName.empty()) { - LOGERROR("GUI: ‘translatableAttribute’ XML element with empty ‘id’ XML attribute found. (object: %s)", object->GetPresentableName().c_str()); + LOGERROR("GUI: 'translatableAttribute' XML element with empty 'id' XML attribute found. (object: %s)", object->GetPresentableName().c_str()); continue; } @@ -750,12 +750,12 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec } else if (element_name == elmt_attribute) { - // This is an element in the form “Don’t translate this part - // but translate this one.”. + // This is an element in the form "Don't translate this part + // but translate this one.". CStr attributeName(child.GetAttributes().GetNamedItem(attr_id)); // Read the attribute name. if (attributeName.empty()) { - LOGERROR("GUI: ‘attribute’ XML element with empty ‘id’ XML attribute found. (object: %s)", object->GetPresentableName().c_str()); + LOGERROR("GUI: 'attribute' XML element with empty 'id' XML attribute found. (object: %s)", object->GetPresentableName().c_str()); continue; } diff --git a/source/i18n/L10n.cpp b/source/i18n/L10n.cpp index a896c521d4..78969a0d64 100644 --- a/source/i18n/L10n.cpp +++ b/source/i18n/L10n.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the @@ -46,7 +46,7 @@ L10n::L10n() : m_Dictionary(new tinygettext::Dictionary()), currentLocaleIsOriginalGameLocale(false), useLongStrings(false) { // Determine whether or not to print tinygettext messages to the standard - // error output, which it tinygettext’s default behavior, but not ours. + // error output, which it tinygettext's default behavior, but not ours. bool tinygettext_debug = false; CFG_GET_VAL("tinygettext.debug", tinygettext_debug); if (!tinygettext_debug) @@ -503,7 +503,7 @@ void L10n::LoadListOfAvailableLocales() for (const VfsPath& path : filenames) { - // Note: PO files follow this naming convention: “l10n/..po”. For example: “l10n/gl.public.po”. + // Note: PO files follow this naming convention: "l10n/..po". For example: "l10n/gl.public.po". std::string filename = utf8_from_wstring(path.string()).substr(strlen("l10n/")); size_t lengthToFirstDot = filename.find('.'); std::string localeCode = filename.substr(0, lengthToFirstDot); diff --git a/source/i18n/L10n.h b/source/i18n/L10n.h index ebadc698f4..895b9385cc 100644 --- a/source/i18n/L10n.h +++ b/source/i18n/L10n.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the @@ -129,8 +129,8 @@ public: * * A locale code is a string such as "de" or "pt_BR". * - * If yours is a development copy (the ‘config/dev.cfg’ file is found in the - * virtual filesystem), the output array may include the special “long” + * If yours is a development copy (the 'config/dev.cfg' file is found in the + * virtual filesystem), the output array may include the special "long" * locale code. * * @return Array of supported locale codes. @@ -149,9 +149,9 @@ public: * * A locale code is a string such as "de" or "pt_BR". * - * If yours is a development copy (the ‘config/dev.cfg’ file is found in the - * virtual filesystem), the output array may include the special “Long - * Strings” locale name. + * If yours is a development copy (the 'config/dev.cfg' file is found in the + * virtual filesystem), the output array may include the special "Long + * Strings" locale name. * * @return Array of supported locale codes. * @@ -164,7 +164,7 @@ public: /** * Returns the ISO-639 language code of the specified locale code. * - * For example, if you specify the ‘en_US’ locate, it returns ‘en’. + * For example, if you specify the 'en_US' locate, it returns 'en'. * * @param locale Locale code. * @return Language code. @@ -186,7 +186,7 @@ public: /** * Returns the ISO-3166 country code of the specified locale code. * - * For example, if you specify the ‘en_US’ locate, it returns ‘US’. + * For example, if you specify the 'en_US' locate, it returns 'US'. * * @param locale Locale code. * @return Country code. @@ -206,10 +206,10 @@ public: std::string GetLocaleScript(const std::string& locale) const; /** - * Returns @c true if the current locale is the special “Long Strings” + * Returns @c true if the current locale is the special "Long Strings" * locale. It returns @c false otherwise. * - * @return Whether the current locale is the special “Long Strings” + * @return Whether the current locale is the special "Long Strings" * (@c true) or not (@c false). */ bool UseLongStrings() const; @@ -232,16 +232,16 @@ public: * Returns the code of the recommended locale for the current user that the * game supports. * - * “That the game supports” means both that a translation file is available + * "That the game supports" means both that a translation file is available * for that locale and that the locale code is either supported by ICU or - * the special “long” locale code. + * the special "long" locale code. * * The mechanism to select a recommended locale follows this logic: * 1. First see if the game supports the specified locale,\n * @p configLocale. * 2. Otherwise, check the system locale and see if the game supports\n * that locale. - * 3. Else, return the default locale, ‘en_US’. + * 3. Else, return the default locale, 'en_US'. * * @param configLocaleString Locale to check for support first. Pass an * empty string to check the system locale directly. @@ -255,16 +255,16 @@ public: * Saves an instance of the recommended locale for the current user that the * game supports in the specified variable. * - * “That the game supports” means both that a translation file is available + * "That the game supports" means both that a translation file is available * for that locale and that the locale code is either supported by ICU or - * the special “long” locale code. + * the special "long" locale code. * * The mechanism to select a recommended locale follows this logic: * 1. First see if the game supports the specified locale,\n * @p configLocale. * 2. Otherwise, check the system locale and see if the game supports\n * that locale. - * 3. Else, return the default locale, ‘en_US’. + * 3. Else, return the default locale, 'en_US'. * * @param configLocaleString Locale to check for support first. Pass an * empty string to check the system locale directly. @@ -283,7 +283,7 @@ public: * 1. Checks the user game configuration. * 2. If the locale is not defined there, it checks the system locale. * 3. If none of those locales are supported by the game, the default\n - * locale, ‘en_US’, is used. + * locale, 'en_US', is used. * * @sa GetCurrentLocale() */ @@ -294,7 +294,7 @@ public: * returns @c false otherwise. * * It returns @c true if both of these conditions are true: - * 1. ICU has resources for that locale (which also ensures it’s a valid\n + * 1. ICU has resources for that locale (which also ensures it's a valid\n * locale string). * 2. Either a dictionary for language_country or for language is\n * available. @@ -337,9 +337,9 @@ public: * specified number. * * @param singularSourceString String to translate to the current locale, - * in English’ singular form. + * in English' singular form. * @param pluralSourceString String to translate to the current locale, in - * English’ plural form. + * English' plural form. * @param number Number that determines the required form of the translation * (or the English string if no translation is available). * @return Translation of the source string to the current locale for the @@ -357,9 +357,9 @@ public: * @param context Context where the string is used. See * http://www.gnu.org/software/gettext/manual/html_node/Contexts.html * @param singularSourceString String to translate to the current locale, - * in English’ singular form. + * in English' singular form. * @param pluralSourceString String to translate to the current locale, in - * English’ plural form. + * English' plural form. * @param number Number that determines the required form of the translation * (or the English string if no translation is available). * * @return Translation of the source string to the current locale in the @@ -453,9 +453,9 @@ public: * If there is no localized version of the specified path, it returns the * specified path. * - * For example, if the code of the current locale is ‘de_DE’, LocalizePath() + * For example, if the code of the current locale is 'de_DE', LocalizePath() * splits the input path into folder path and file name, and checks whether - * the ‘/l10n/de/’ file exists. If it does, it returns that + * the '/l10n/de/' file exists. If it does, it returns that * path. Otherwise, it returns the input path, verbatim. * * This function is used for file localization (for example, image @@ -511,7 +511,7 @@ private: std::vector> availableLocales; /** - * Whether the game is using the default game locale (@c true), ‘en_US’, or + * Whether the game is using the default game locale (@c true), 'en_US', or * not (@c false). * * This variable is used in the L10n implementation for performance reasons. @@ -531,13 +531,13 @@ private: * Loads the translation files for the * @link L10n::GetCurrentLocale() current locale@endlink. * - * This method loads every file in the ‘l10n’ folder of the game virtual + * This method loads every file in the 'l10n' folder of the game virtual * filesystem that is prefixed with the code of the current locale followed * by a dot. * - * For example, if the code of the current locale code is ‘de’, - * LoadDictionaryForCurrentLocale() loads the ‘l10n/de.engine.po’ and - * ‘l10n/de.public.po’ translation files. + * For example, if the code of the current locale code is 'de', + * LoadDictionaryForCurrentLocale() loads the 'l10n/de.engine.po' and + * 'l10n/de.public.po' translation files. * * @sa dictionary * @sa ReadPoIntoDictionary() @@ -548,7 +548,7 @@ private: * Determines the list of locales that the game supports. * * LoadListOfAvailableLocales() checks the locale codes of the translation - * files in the ‘l10n’ folder of the virtual filesystem. If it finds a + * files in the 'l10n' folder of the virtual filesystem. If it finds a * translation file prefixed with a locale code followed by a dot, it * determines that the game supports that locale. * diff --git a/source/i18n/scripting/JSInterface_L10n.h b/source/i18n/scripting/JSInterface_L10n.h index 53416673e6..484e35c041 100644 --- a/source/i18n/scripting/JSInterface_L10n.h +++ b/source/i18n/scripting/JSInterface_L10n.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2018 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -83,9 +83,9 @@ namespace JSI_L10n * * @param pCmptPrivate JavaScript context. * @param singularSourceString String to translate to the current locale, - * in English’ singular form. + * in English' singular form. * @param pluralSourceString String to translate to the current locale, in - * English’ plural form. + * English' plural form. * @param number Number that determines the required form of the translation * (or the English string if no translation is available). * @return Translation of the source string to the current locale for the @@ -106,9 +106,9 @@ namespace JSI_L10n * @param context Context where the string is used. See * http://www.gnu.org/software/gettext/manual/html_node/Contexts.html * @param singularSourceString String to translate to the current locale, - * in English’ singular form. + * in English' singular form. * @param pluralSourceString String to translate to the current locale, in - * English’ plural form. + * English' plural form. * @param number Number that determines the required form of the translation * (or the English string if no translation is available). * * @return Translation of the source string to the current locale in the @@ -160,8 +160,8 @@ namespace JSI_L10n * * @param pCmptPrivate JavaScript context. * @param milliseconds Date specified as a UNIX timestamp in milliseconds - * (not seconds). If you have a JavaScript @c ​Date object, you can - * use @c ​Date.getTime() to obtain the UNIX time in milliseconds. + * (not seconds). If you have a JavaScript @c Date object, you can + * use @c Date.getTime() to obtain the UNIX time in milliseconds. * @param formatString Date format string defined using ICU date formatting * symbols. Usually, you internationalize the format string and * get it translated before you pass it to @@ -182,8 +182,8 @@ namespace JSI_L10n * * @param pCmptPrivate JavaScript context. * @param milliseconds Date specified as a UNIX timestamp in milliseconds - * (not seconds). If you have a JavaScript @c ​Date object, you can - * use @c ​Date.getTime() to obtain the UNIX time in milliseconds. + * (not seconds). If you have a JavaScript @c Date object, you can + * use @c Date.getTime() to obtain the UNIX time in milliseconds. * @param formatString Date format string defined using ICU date formatting * symbols. Usually, you internationalize the format string and * get it translated before you pass it to @@ -214,8 +214,8 @@ namespace JSI_L10n * * A locale code is a string such as "de" or "pt_BR". * - * If yours is a development copy (the ‘config/dev.cfg’ file is found in the - * virtual filesystem), the output array may include the special “long” + * If yours is a development copy (the 'config/dev.cfg' file is found in the + * virtual filesystem), the output array may include the special "long" * locale code. * * This is a JavaScript interface to L10n::GetSupportedLocaleBaseNames(). @@ -237,9 +237,9 @@ namespace JSI_L10n * * A locale code is a string such as "de" or "pt_BR". * - * If yours is a development copy (the ‘config/dev.cfg’ file is found in the - * virtual filesystem), the output array may include the special “Long - * Strings” locale name. + * If yours is a development copy (the 'config/dev.cfg' file is found in the + * virtual filesystem), the output array may include the special "Long + * Strings" locale name. * * This is a JavaScript interface to L10n::GetSupportedLocaleDisplayNames(). * @@ -288,16 +288,16 @@ namespace JSI_L10n * Returns the code of the recommended locale for the current user that the * game supports. * - * “That the game supports” means both that a translation file is available + * "That the game supports" means both that a translation file is available * for that locale and that the locale code is either supported by ICU or - * the special “long” locale code. + * the special "long" locale code. * * The mechanism to select a recommended locale follows this logic: * 1. First see if the game supports the specified locale,\n * @p configLocale. * 2. Otherwise, check the system locale and see if the game supports\n * that locale. - * 3. Else, return the default locale, ‘en_US’. + * 3. Else, return the default locale, 'en_US'. * * This is a JavaScript interface to L10n::GetDictionaryLocale(std::string). * @@ -326,7 +326,7 @@ namespace JSI_L10n /** * Returns the ISO-639 language code of the specified locale code. * - * For example, if you specify the ‘en_US’ locate, it returns ‘en’. + * For example, if you specify the 'en_US' locate, it returns 'en'. * * This is a JavaScript interface to L10n::GetLocaleLanguage(). * @@ -354,7 +354,7 @@ namespace JSI_L10n /** * Returns the ISO-3166 country code of the specified locale code. * - * For example, if you specify the ‘en_US’ locate, it returns ‘US’. + * For example, if you specify the 'en_US' locate, it returns 'US'. * * This is a JavaScript interface to L10n::GetLocaleCountry(). * @@ -383,13 +383,13 @@ namespace JSI_L10n std::wstring GetFallbackToAvailableDictLocale(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const std::string& locale); /** - * Returns @c true if the current locale is the special “Long Strings” + * Returns @c true if the current locale is the special "Long Strings" * locale. It returns @c false otherwise. * * This is a JavaScript interface to L10n::UseLongStrings(). * * @param pCmptPrivate JavaScript context. * - * @return Whether the current locale is the special “Long Strings” + * @return Whether the current locale is the special "Long Strings" * (@c true) or not (@c false). */ bool UseLongStrings(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate)); @@ -399,7 +399,7 @@ namespace JSI_L10n * returns @c false otherwise. * * It returns @c true if both of these conditions are true: - * 1. ICU has resources for that locale (which also ensures it’s a valid\n + * 1. ICU has resources for that locale (which also ensures it's a valid\n * locale string). * 2. Either a dictionary for language_country or for language is\n * available. @@ -441,7 +441,7 @@ namespace JSI_L10n * 1. Checks the user game configuration. * 2. If the locale is not defined there, it checks the system locale. * 3. If none of those locales are supported by the game, the default\n - * locale, ‘en_US’, is used. + * locale, 'en_US', is used. * * This is a JavaScript interface to L10n::ReevaluateCurrentLocaleAndReload(). * diff --git a/source/lib/external_libraries/glext_funcs.h b/source/lib/external_libraries/glext_funcs.h index f477f0f7b2..f8358e3a39 100644 --- a/source/lib/external_libraries/glext_funcs.h +++ b/source/lib/external_libraries/glext_funcs.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the @@ -105,7 +105,7 @@ actually supported). #define pglDeleteBuffersARB glDeleteBuffers #define pglGenBuffersARB glGenBuffers -// Those EXT symbols don’t exist in GLES 2.0, since it imported the ARB version instead. +// Those EXT symbols don't exist in GLES 2.0, since it imported the ARB version instead. #define pglBindFramebufferEXT glBindFramebuffer #define pglCheckFramebufferStatusEXT glCheckFramebufferStatus #define pglDeleteFramebuffersEXT glDeleteFramebuffers @@ -115,7 +115,7 @@ actually supported). #define GL_FRAMEBUFFER_COMPLETE_EXT GL_FRAMEBUFFER_COMPLETE #define GL_FRAMEBUFFER_EXT GL_FRAMEBUFFER -// Those should come from GLES 2.0 core, not from GL_EXT_draw_buffers. +// Those should come from GLES 2.0 core, not from GL_EXT_draw_buffers. #ifndef GL_COLOR_ATTACHMENT0_EXT #define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0 #define GL_COLOR_ATTACHMENT1_EXT GL_COLOR_ATTACHMENT1 diff --git a/source/lib/sysdep/os/linux/ldbg.cpp b/source/lib/sysdep/os/linux/ldbg.cpp index 0739f4bced..c924fdd1ac 100644 --- a/source/lib/sysdep/os/linux/ldbg.cpp +++ b/source/lib/sysdep/os/linux/ldbg.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the @@ -156,9 +156,9 @@ Status debug_ResolveSymbol(void* ptr_of_interest, wchar_t* sym_name, wchar_t* fi * used. * * The thread name limit is 16 (including the terminating null byte) on Linux, - * so we have to cut the provided name at 15 bytes. + * so we have to cut the provided name at 15 bytes. * - * This API exists since Linux 2.6.33, on older kernels the user will just not + * This API exists since Linux 2.6.33, on older kernels the user will just not * get thread names. */ void debug_SetThreadName(const char* name) diff --git a/source/ps/GameSetup/HWDetect.cpp b/source/ps/GameSetup/HWDetect.cpp index adf1450532..b44d758821 100644 --- a/source/ps/GameSetup/HWDetect.cpp +++ b/source/ps/GameSetup/HWDetect.cpp @@ -46,7 +46,7 @@ #include "ps/UserReport.h" #include "ps/VideoMode.h" -// TODO: Support OpenGL platforms which don’t use GLX as well. +// TODO: Support OpenGL platforms which don't use GLX as well. #if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES #include #include @@ -588,7 +588,7 @@ static void ReportGLLimits(const ScriptInterface& scriptInterface, JS::HandleVal #endif // CONFIG2_GLES -// TODO: Support OpenGL platforms which don’t use GLX as well. +// TODO: Support OpenGL platforms which don't use GLX as well. #if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES #define GLXQCR_INTEGER(id) do { \ diff --git a/source/ps/KeyName.cpp b/source/ps/KeyName.cpp index 79aa09a90c..6fe45592a6 100644 --- a/source/ps/KeyName.cpp +++ b/source/ps/KeyName.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -161,10 +161,10 @@ static const std::unordered_map keyNames {{ { SDLK_KP_8, "Num8" }, { SDLK_KP_9, "Num9" }, - { SDLK_UP, "↑" }, - { SDLK_DOWN, "↓" }, - { SDLK_LEFT, "←" }, - { SDLK_RIGHT, "→" }, + { SDLK_UP, "\xe2\x86\x91" }, + { SDLK_DOWN, "\xe2\x86\x93" }, + { SDLK_LEFT, "\xe2\x86\x90" }, + { SDLK_RIGHT, "\xe2\x86\x92" }, }}; CStr FindKeyName(SDL_Scancode scancode) diff --git a/source/scriptinterface/tests/test_ScriptConversions.h b/source/scriptinterface/tests/test_ScriptConversions.h index 7f5cd41c69..eaf71a00bf 100644 --- a/source/scriptinterface/tests/test_ScriptConversions.h +++ b/source/scriptinterface/tests/test_ScriptConversions.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -254,8 +254,8 @@ public: TS_ASSERT(script.LoadGlobalScripts()); ScriptRequest rq(script); - std::string in_utf8("éè!§$-aezi134900°°©©¢¢ÇÇ‘{¶«¡Ç’[å»ÛÁØ"); - std::wstring in_utf16(L"éè!§$-aezi134900°°©©¢¢ÇÇ‘{¶«¡Ç’[å»ÛÁØ"); + std::string in_utf8("éè!§$-aezi134900°°©©¢¢ÇÇ'{¶«¡Ç'[å»ÛÁØ"); + std::wstring in_utf16(L"éè!§$-aezi134900°°©©¢¢ÇÇ'{¶«¡Ç'[å»ÛÁØ"); JS::RootedValue v1(rq.cx); ScriptInterface::ToJSVal(rq, &v1, in_utf8); diff --git a/source/simulation2/components/CCmpRangeManager.cpp b/source/simulation2/components/CCmpRangeManager.cpp index f22d8e8c69..1272cab74c 100644 --- a/source/simulation2/components/CCmpRangeManager.cpp +++ b/source/simulation2/components/CCmpRangeManager.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -160,7 +160,7 @@ struct Query * The highest point of the paraboloid is (0,range/2,0) * and the circle of distance 'range' around (0,0,0) on height y=0 is part of the paraboloid * This equates to computing f(x, z) = y = -(xx + zz)/(2*range) + range/2 > 0, - * or alternatively √(xx+zz) <= √(range^2 - 2range*y). + * or alternatively sqrt(xx+zz) <= sqrt(range^2 - 2range*y). * * Avoids sqrting and overflowing. */ diff --git a/source/simulation2/components/ICmpWaterManager.h b/source/simulation2/components/ICmpWaterManager.h index 7a40be59d4..02d8403041 100644 --- a/source/simulation2/components/ICmpWaterManager.h +++ b/source/simulation2/components/ICmpWaterManager.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2017 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -26,7 +26,7 @@ class ICmpWaterManager : public IComponent { public: /** - * Recompute all the water information (foam…) + * Recompute all the water information (foam...) */ virtual void RecomputeWaterData() = 0; diff --git a/source/simulation2/helpers/HierarchicalPathfinder.cpp b/source/simulation2/helpers/HierarchicalPathfinder.cpp index 9bb8b16a6e..ab1545cefb 100644 --- a/source/simulation2/helpers/HierarchicalPathfinder.cpp +++ b/source/simulation2/helpers/HierarchicalPathfinder.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2020 Wildfire Games. +/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -743,7 +743,7 @@ void HierarchicalPathfinder::FindNearestNavcellInRegions(const std::set::max(); // Because regions are sorted by increasing distance, we can ignore regions that are obviously farther than the current best point. - // Since regions are squares, that happens when the center of a region is at least √2 * CHUNK_SIZE farther than the current best point. + // Since regions are squares, that happens when the center of a region is at least sqrt(2) * CHUNK_SIZE farther than the current best point. // Add one to avoid cases where the center navcell is actually slightly off-center (= CHUNK_SIZE is even) u32 maxDistFromBest = (fixed::FromInt(3) / 2 * CHUNK_SIZE).ToInt_RoundToInfinity() + 1; // TODO: update to static_assert with constexpr