diff --git a/src/autofactory.cpp b/src/autofactory.cpp index 0220e8e2..de31ed74 100644 --- a/src/autofactory.cpp +++ b/src/autofactory.cpp @@ -50,7 +50,7 @@ -// Constructeur de l'objet. +// Object's constructor. CAutoFactory::CAutoFactory(CInstanceManager* iMan, CObject* object) : CAuto(iMan, object) @@ -59,11 +59,11 @@ CAutoFactory::CAutoFactory(CInstanceManager* iMan, CObject* object) Init(); m_type = OBJECT_MOBILEws; - m_phase = AFP_WAIT; // en pause jusqu'au premier Init() + m_phase = AFP_WAIT; // paused until the first Init () m_channelSound = -1; } -// Destructeur de l'objet. +// Object's destructor. CAutoFactory::~CAutoFactory() { @@ -71,7 +71,7 @@ CAutoFactory::~CAutoFactory() } -// D�truit l'objet. +// Destroys the object. void CAutoFactory::DeleteObject(BOOL bAll) { @@ -80,17 +80,17 @@ void CAutoFactory::DeleteObject(BOOL bAll) if ( !bAll ) { - fret = SearchFret(); // m�tal � transformer ? + fret = SearchFret(); // transform metal? if ( fret != 0 ) { - fret->DeleteObject(); // d�truit le m�tal + fret->DeleteObject(); // destroys the metal delete fret; } vehicle = SearchVehicle(); if ( vehicle != 0 ) { - vehicle->DeleteObject(); // d�truit le v�hicule + vehicle->DeleteObject(); // destroys the vehicle delete vehicle; } } @@ -106,7 +106,7 @@ void CAutoFactory::DeleteObject(BOOL bAll) } -// Initialise l'objet. +// Initialize the object. void CAutoFactory::Init() { @@ -123,7 +123,7 @@ void CAutoFactory::Init() } -// Gestion d'un �v�nement. +// Management of an event. BOOL CAutoFactory::EventProcess(const Event &event) { @@ -141,7 +141,7 @@ BOOL CAutoFactory::EventProcess(const Event &event) if ( m_engine->RetPause() ) return TRUE; - if ( m_object->RetSelect() ) // usine s�lectionn�e ? + if ( m_object->RetSelect() ) // factory selected? { if ( event.event == EVENT_UPDINTERFACE ) { @@ -180,7 +180,7 @@ BOOL CAutoFactory::EventProcess(const Event &event) return FALSE; } - fret = SearchFret(); // m�tal � transformer ? + fret = SearchFret(); // transform metal? if ( fret == 0 ) { m_displayText->DisplayError(ERR_FACTORY_NULL, m_object); @@ -196,7 +196,7 @@ BOOL CAutoFactory::EventProcess(const Event &event) InitProgressTotal(3.0f+2.0f+15.0f+2.0f+3.0f); UpdateInterface(); - fret->SetLock(TRUE); // m�tal plus utilisable + fret->SetLock(TRUE); // usable metal SoundManip(3.0f, 1.0f, 0.5f); m_phase = AFP_CLOSE_S; @@ -215,7 +215,7 @@ BOOL CAutoFactory::EventProcess(const Event &event) { if ( m_progress >= 1.0f ) { - m_phase = AFP_WAIT; // attend encore ... + m_phase = AFP_WAIT; // still waiting ... m_progress = 0.0f; m_speed = 1.0f/2.0f; } @@ -286,10 +286,10 @@ BOOL CAutoFactory::EventProcess(const Event &event) { if ( !CreateVehicle() ) { - fret = SearchFret(); // m�tal � transformer ? + fret = SearchFret(); // transform metal? if ( fret != 0 ) { - fret->SetLock(FALSE); // m�tal de nouveau utilisable + fret->SetLock(FALSE); // metal usable again } if ( m_channelSound != -1 ) @@ -329,7 +329,7 @@ BOOL CAutoFactory::EventProcess(const Event &event) vehicle->SetZoom(0, m_progress); } - fret = SearchFret(); // m�tal � transformer ? + fret = SearchFret(); // transform metal? if ( fret != 0 ) { fret->SetZoom(0, 1.0f-m_progress); @@ -352,7 +352,7 @@ BOOL CAutoFactory::EventProcess(const Event &event) m_particule->CreateParticule(pos, speed, dim, PARTIBLUE, 1.0f, 0.0f, 0.0f); #else mat = m_object->RetWorldMatrix(0); - pos = D3DVECTOR(-12.0f, 20.0f, -4.0f); // position chemin�e + pos = D3DVECTOR(-12.0f, 20.0f, -4.0f); // position of chimney pos = Transform(*mat, pos); pos.y += 2.0f; pos.x += (Rand()-0.5f)*2.0f; @@ -371,10 +371,10 @@ BOOL CAutoFactory::EventProcess(const Event &event) m_displayText->DisplayError(INFO_FACTORY, m_object); SoundManip(2.0f, 1.0f, 1.2f); - fret = SearchFret(); // m�tal � transformer ? + fret = SearchFret(); // transform metal? if ( fret != 0 ) { - fret->DeleteObject(); // supprime le m�tal + fret->DeleteObject(); // removes the metal delete fret; } @@ -384,10 +384,10 @@ BOOL CAutoFactory::EventProcess(const Event &event) physics = vehicle->RetPhysics(); if ( physics != 0 ) { - physics->SetFreeze(FALSE); // on peut bouger + physics->SetFreeze(FALSE); // can move } - vehicle->SetLock(FALSE); // v�hicule utilisable + vehicle->SetLock(FALSE); // vehicle useable //? vehicle->RetPhysics()->RetBrain()->StartTaskAdvance(16.0f); vehicle->SetAngleY(0, m_object->RetAngleY(0)+PI); vehicle->SetZoom(0, 1.0f); @@ -490,7 +490,7 @@ BOOL CAutoFactory::EventProcess(const Event &event) } -// Sauve tous les param�tres de l'automate. +// Saves all parameters of the controller. BOOL CAutoFactory::Write(char *line) { @@ -515,7 +515,7 @@ BOOL CAutoFactory::Write(char *line) return TRUE; } -// Restitue tous les param�tres de l'automate. +// Restores all parameters of the controller BOOL CAutoFactory::Read(char *line) { @@ -534,7 +534,7 @@ BOOL CAutoFactory::Read(char *line) } -// Cherche l'objet fret. +//Seeks the cargo. CObject* CAutoFactory::SearchFret() { @@ -562,7 +562,7 @@ CObject* CAutoFactory::SearchFret() return 0; } -// Cherche si un v�hicule est trop proche. +// Search if a vehicle is too close. BOOL CAutoFactory::NearestVehicle() { @@ -624,7 +624,7 @@ BOOL CAutoFactory::NearestVehicle() } -// Cr�e un v�hicule pas utilisable tout de suite. +// Creates a vehicle. BOOL CAutoFactory::CreateVehicle() { @@ -660,13 +660,13 @@ BOOL CAutoFactory::CreateVehicle() return FALSE; } vehicle->UpdateMapping(); - vehicle->SetLock(TRUE); // pas utilisable + vehicle->SetLock(TRUE); // not usable vehicle->SetRange(30.0f); physics = vehicle->RetPhysics(); if ( physics != 0 ) { - physics->SetFreeze(TRUE); // on ne bouge plus + physics->SetFreeze(TRUE); // it doesn't move } for ( i=0 ; i<10 ; i++ ) @@ -679,7 +679,7 @@ BOOL CAutoFactory::CreateVehicle() return TRUE; } -// Cherche le v�hicule en cours de fabrication. +// Seeking the vehicle during manufacture. CObject* CAutoFactory::SearchVehicle() { @@ -710,7 +710,7 @@ CObject* CAutoFactory::SearchVehicle() } -// Cr�e toute l'interface lorsque l'objet est s�lectionn�. +// Creates all the interface when the object is selected. BOOL CAutoFactory::CreateInterface(BOOL bSelect) { @@ -802,7 +802,7 @@ BOOL CAutoFactory::CreateInterface(BOOL bSelect) return TRUE; } -// Met � jour l'�tat de tous les boutons de l'interface. +// Updates the status of all interface buttons. void CAutoFactory::UpdateInterface() { @@ -837,7 +837,7 @@ void CAutoFactory::UpdateInterface() UpdateButton(pw, EVENT_OBJECT_FACTORYsa, m_bBusy); } -// Met � jour un bouton de l'interface. +// Updates the status of one interface button. void CAutoFactory::UpdateButton(CWindow *pw, EventMsg event, BOOL bBusy) { @@ -947,7 +947,7 @@ void CAutoFactory::UpdateButton(CWindow *pw, EventMsg event, BOOL bBusy) DeadInterface(pw, event, bEnable); } -// Fait entendre le son du bras manipulateur. +// Plays the sound of the manipulator arm. void CAutoFactory::SoundManip(float time, float amplitude, float frequency) {