Comments translated from French to English.
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@ -1789,10 +1789,10 @@ Error CTaskGoto::BeamSearch(const D3DVECTOR &start, const D3DVECTOR &goal,
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// curPos: current position
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// goalPos: position that seeks to achieve
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// angle: angle to the goal we explores
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// nbDiv: nombre du sous-divisions qu'on fait avec angle
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// step longuer d'un pas
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// i nombre de r<>cursions effectu<74>es
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// nbIter nombre max. d'iterations qu'on a le droit de faire avant d'interrompre provisoirement
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// nbDiv: number of subdivisions being done with angle
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// step length of a step
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// i number of recursions made
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// nbIter maximum number of iterations you have the right to make before temporarily interrupt
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Error CTaskGoto::BeamExplore(const D3DVECTOR &prevPos, const D3DVECTOR &curPos,
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const D3DVECTOR &goalPos, float goalRadius,
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@ -1804,7 +1804,7 @@ Error CTaskGoto::BeamExplore(const D3DVECTOR &prevPos, const D3DVECTOR &curPos,
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int iDiv, iClear, iLar;
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iLar = 0;
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if ( i >= MAXPOINTS ) return ERR_GOTO_ITER; // trop de r<>cursion
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if ( i >= MAXPOINTS ) return ERR_GOTO_ITER; // too many recursions
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if ( m_bmIter[i] == -1 )
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{
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@ -1882,8 +1882,8 @@ Error CTaskGoto::BeamExplore(const D3DVECTOR &prevPos, const D3DVECTOR &curPos,
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return ERR_GOTO_IMPOSSIBLE;
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}
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// Soit une droite "start-goal". Calcule le point situ<74> <20> la distance
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// "step" du point "start" et faisant un angle "angle" avec la droite.
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// Is a right "start-goal". Calculates the point located at the distance "step"
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// from the point "start" and an angle "angle" with the right.
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D3DVECTOR CTaskGoto::BeamPoint(const D3DVECTOR &startPoint,
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const D3DVECTOR &goalPoint,
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@ -1901,7 +1901,7 @@ D3DVECTOR CTaskGoto::BeamPoint(const D3DVECTOR &startPoint,
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return resPoint;
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}
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// Affiche une partion de bitmap.
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// Displays a bitmap part.
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void CTaskGoto::BitmapDebug(const D3DVECTOR &min, const D3DVECTOR &max,
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const D3DVECTOR &start, const D3DVECTOR &goal)
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@ -1979,7 +1979,7 @@ void CTaskGoto::BitmapDebug(const D3DVECTOR &min, const D3DVECTOR &max,
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}
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}
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// Teste si un chemin le long d'une droite est possible.
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// Tests if a path along a straight line is possible.
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BOOL CTaskGoto::BitmapTestLine(const D3DVECTOR &start, const D3DVECTOR &goal,
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float stepAngle, BOOL bSecond)
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@ -2004,7 +2004,7 @@ BOOL CTaskGoto::BitmapTestLine(const D3DVECTOR &start, const D3DVECTOR &goal,
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{
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x = (int)((pos.x+1600.0f)/BM_DIM_STEP);
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y = (int)((pos.z+1600.0f)/BM_DIM_STEP);
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BitmapSetDot(1, x, y); // met le flag du point de d<>part
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BitmapSetDot(1, x, y); // puts the flag as the starting point
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}
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max = (int)(dist/step);
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@ -2014,7 +2014,7 @@ BOOL CTaskGoto::BitmapTestLine(const D3DVECTOR &start, const D3DVECTOR &goal,
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{
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if ( i == max-1 )
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{
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pos = goal; // teste le point d'arriv<69>e
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pos = goal; // tests the point of arrival
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}
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else
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{
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@ -2040,7 +2040,7 @@ BOOL CTaskGoto::BitmapTestLine(const D3DVECTOR &start, const D3DVECTOR &goal,
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return TRUE;
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}
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// Ajoute les objets dans le bitmap.
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// Adds the objects in the bitmap.
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void CTaskGoto::BitmapObject()
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{
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@ -2072,12 +2072,12 @@ void CTaskGoto::BitmapObject()
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j = 0;
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while ( pObj->GetCrashSphere(j++, oPos, oRadius) )
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{
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if ( m_physics->RetType() == TYPE_FLYING && m_altitude > 0.0f ) // volant ?
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if ( m_physics->RetType() == TYPE_FLYING && m_altitude > 0.0f ) // flying?
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{
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if ( oPos.y-oRadius > h+8.0f ||
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oPos.y+oRadius < h-8.0f ) continue;
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}
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else // rampant ?
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else // crawling?
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{
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if ( oPos.y-oRadius > h+8.0f ) continue;
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}
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@ -2088,7 +2088,7 @@ void CTaskGoto::BitmapObject()
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}
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}
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// Ajoute une portion de terrain dans le bitmap.
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// Adds a section of land in the bitmap.
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void CTaskGoto::BitmapTerrain(const D3DVECTOR &min, const D3DVECTOR &max)
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{
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@ -2102,7 +2102,7 @@ void CTaskGoto::BitmapTerrain(const D3DVECTOR &min, const D3DVECTOR &max)
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BitmapTerrain(minx, miny, maxx, maxy);
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}
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// Ajoute une portion de terrain dans le bitmap.
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// Adds a section of land in the bitmap.
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void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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{
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@ -2139,7 +2139,7 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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type == OBJECT_MOBILEws ||
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type == OBJECT_MOBILEwi ||
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type == OBJECT_MOBILEwt ||
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type == OBJECT_MOBILEtg ) // roues ?
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type == OBJECT_MOBILEtg ) // wheels?
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{
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aLimit = 20.0f*PI/180.0f;
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}
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@ -2147,7 +2147,7 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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if ( type == OBJECT_MOBILEta ||
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type == OBJECT_MOBILEtc ||
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type == OBJECT_MOBILEti ||
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type == OBJECT_MOBILEts ) // chenilles ?
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type == OBJECT_MOBILEts ) // caterpillars?
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{
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aLimit = 35.0f*PI/180.0f;
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}
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@ -2155,18 +2155,18 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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if ( type == OBJECT_MOBILErt ||
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type == OBJECT_MOBILErc ||
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type == OBJECT_MOBILErr ||
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type == OBJECT_MOBILErs ) // grosses chenilles ?
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type == OBJECT_MOBILErs ) // large caterpillars?
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{
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aLimit = 35.0f*PI/180.0f;
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}
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if ( type == OBJECT_MOBILEsa ) // chenilles sous-marin ?
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if ( type == OBJECT_MOBILEsa ) // submarine caterpillars?
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{
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aLimit = 35.0f*PI/180.0f;
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bAcceptWater = TRUE;
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}
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if ( type == OBJECT_MOBILEdr ) // chenilles dessinateur ?
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if ( type == OBJECT_MOBILEdr ) // designer caterpillars?
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{
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aLimit = 35.0f*PI/180.0f;
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}
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@ -2175,7 +2175,7 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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type == OBJECT_MOBILEfc ||
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type == OBJECT_MOBILEfs ||
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type == OBJECT_MOBILEfi ||
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type == OBJECT_MOBILEft ) // volant ?
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type == OBJECT_MOBILEft ) // flying?
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{
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aLimit = 15.0f*PI/180.0f;
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bFly = TRUE;
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@ -2184,7 +2184,7 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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if ( type == OBJECT_MOBILEia ||
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type == OBJECT_MOBILEic ||
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type == OBJECT_MOBILEis ||
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type == OBJECT_MOBILEii ) // pattes d'insecte ?
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type == OBJECT_MOBILEii ) // insect legs?
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{
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aLimit = 60.0f*PI/180.0f;
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}
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@ -2199,7 +2199,7 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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p.x = x*BM_DIM_STEP-1600.0f;
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p.z = y*BM_DIM_STEP-1600.0f;
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if ( bFly ) // robot volant ?
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if ( bFly ) // flying robot?
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{
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h = m_terrain->RetFloorLevel(p, TRUE);
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if ( h >= m_terrain->RetFlyingMaxHeight()-5.0f )
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@ -2209,10 +2209,10 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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continue;
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}
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if ( !bAcceptWater ) // ne va pas sous l'eau ?
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if ( !bAcceptWater ) // not going underwater?
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{
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h = m_terrain->RetFloorLevel(p, TRUE);
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if ( h < m_water->RetLevel()-2.0f ) // sous l'eau (*) ?
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if ( h < m_water->RetLevel()-2.0f ) // under water (*)?
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{
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//? BitmapSetDot(0, x, y);
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BitmapSetCircle(p, BM_DIM_STEP*1.0f);
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@ -2231,13 +2231,12 @@ void CTaskGoto::BitmapTerrain(int minx, int miny, int maxx, int maxy)
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m_bmMinX = minx;
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m_bmMinY = miny;
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m_bmMaxX = maxx;
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m_bmMaxY = maxy; // agrandi la zone rectangulaire
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m_bmMaxY = maxy; // expanded rectangular area
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}
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// (*) Accepte qu'un robot soit 50cm sous l'eau, par exemple
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// sur Tropica 3 !
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// (*) Accepts that a robot is 50cm under water, for example Tropica 3!
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// Ouvre un bitmap vide.
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// Opens an empty bitmap.
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BOOL CTaskGoto::BitmapOpen()
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{
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@ -2250,7 +2249,7 @@ BOOL CTaskGoto::BitmapOpen()
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m_bmOffset = m_bmSize/2;
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m_bmLine = m_bmSize/8;
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m_bmMinX = m_bmSize; // zone rectangulaire inexistante
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m_bmMinX = m_bmSize; // non-existent rectangular area
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m_bmMinY = m_bmSize;
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m_bmMaxX = 0;
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m_bmMaxY = 0;
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@ -2258,7 +2257,7 @@ BOOL CTaskGoto::BitmapOpen()
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return TRUE;
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}
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// Ferme le bitmap.
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// Closes the bitmap.
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BOOL CTaskGoto::BitmapClose()
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{
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@ -2267,7 +2266,7 @@ BOOL CTaskGoto::BitmapClose()
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return TRUE;
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}
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// Met un cercle dans le bitmap.
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// Puts a circle in the bitmap.
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void CTaskGoto::BitmapSetCircle(const D3DVECTOR &pos, float radius)
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{
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@ -2289,7 +2288,7 @@ void CTaskGoto::BitmapSetCircle(const D3DVECTOR &pos, float radius)
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}
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}
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// Enl<EFBFBD>ve un cercle dans le bitmap.
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// Removes a circle in the bitmap.
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void CTaskGoto::BitmapClearCircle(const D3DVECTOR &pos, float radius)
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{
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@ -2311,7 +2310,7 @@ void CTaskGoto::BitmapClearCircle(const D3DVECTOR &pos, float radius)
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}
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}
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// Met un point dans le bitmap.
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// Makes a point in the bitmap.
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// x:y: 0..m_bmSize-1
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void CTaskGoto::BitmapSetDot(int rank, int x, int y)
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@ -2322,7 +2321,7 @@ void CTaskGoto::BitmapSetDot(int rank, int x, int y)
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m_bmArray[rank*m_bmLine*m_bmSize + m_bmLine*y + x/8] |= (1<<x%8);
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}
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// Enl<EFBFBD>ve un point dans le bitmap.
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// Removes a point in the bitmap.
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// x:y: 0..m_bmSize-1
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void CTaskGoto::BitmapClearDot(int rank, int x, int y)
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@ -2333,7 +2332,7 @@ void CTaskGoto::BitmapClearDot(int rank, int x, int y)
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m_bmArray[rank*m_bmLine*m_bmSize + m_bmLine*y + x/8] &= ~(1<<x%8);
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}
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// Teste un point dans le bitmap.
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// Tests a point in the bitmap.
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// x:y: 0..m_bmSize-1
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BOOL CTaskGoto::BitmapTestDot(int rank, int x, int y)
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@ -2344,7 +2343,7 @@ BOOL CTaskGoto::BitmapTestDot(int rank, int x, int y)
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if ( x < m_bmMinX || x > m_bmMaxX ||
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y < m_bmMinY || y > m_bmMaxY )
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{
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BitmapTerrain(x-10,y-10, x+10,y+10); // refait une couche
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BitmapTerrain(x-10,y-10, x+10,y+10); // remade a layer
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}
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return m_bmArray[rank*m_bmLine*m_bmSize + m_bmLine*y + x/8] & (1<<x%8);
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