Fix up several, mostly trivial, spelling errors Colin Tuckley --- a/client/client_data.c +++ b/client/client_data.c @@ -212,7 +212,7 @@ "Use the right and left mouse button to fire the balls " "while moving the paddle. Your opponent " "will have trouble to reflect all balls if you do it right. " - "If you are not sure wether you got balls left click anyway. " + "If you are not sure whether you got balls left click anyway. " "Keep the button pressed for a while! The fire rate is restricted " "to one ball every 500 milliseconds.##" "NORMAL:#" --- a/client/client_handlers.c +++ b/client/client_handlers.c @@ -74,7 +74,7 @@ #ifdef NETWORK_ENABLED NetSocket client; /* client socket to the game server */ #endif -int client_is_connected; /* wether 'client' is a valid uplink */ +int client_is_connected; /* whether 'client' is a valid uplink */ char client_error[128]; /* error message */ int client_id; /* id assigned by server */ char client_name[16]; /* our local username */ --- a/client/game.c +++ b/client/game.c @@ -77,7 +77,7 @@ int game_stats[2][7]; /* network game stats */ int stats_received = 0; int game_over = 0; /* network game is over */ -int allow_disintegrate = 1; /* wether Plane of Inner Stability may be entered */ +int allow_disintegrate = 1; /* whether Plane of Inner Stability may be entered */ char best_name[32]; int best_score; /* result of first place in chart of local set */ int showing_best = 0; /* if true best score is shown, thus display should not be updated */ @@ -760,7 +760,7 @@ #endif } -/* check players of local game wether they entered a highscore */ +/* check players of local game whether they entered a highscore */ static void check_highscores( void ) { int i; @@ -1147,7 +1147,7 @@ stats_received = 0; stk_timer_reset(); ms = 1; while ( !abort && !stk_quit_request ) { - /* check wether an event occured */ + /* check whether an event occured */ button_clicked = key_pressed = 0; if ( SDL_PollEvent( &event ) ) { if ( client_state == CS_PAUSE && game->game_type == GT_NETWORK ) @@ -1278,7 +1278,7 @@ case CS_PAUSE: if ( game->game_type == GT_LOCAL ) break; - /* check wether pause chatroom has been closed + /* check whether pause chatroom has been closed * either by client or remote */ comm_recv(); break; --- a/common/net.c +++ b/common/net.c @@ -708,7 +708,7 @@ msg_begin_reading(); id = msg_read_int32(); /* new incoming id, the difference to sock->incoming_id is the number of dropped packets */ - is_code_red = id >> 31; /* highest bit tells wether code red packet */ + is_code_red = id >> 31; /* highest bit tells whether code red packet */ id &= ~(1<<31); last_ack_code_red = msg_read_int32(); /* last code red packet remote received */ @@ -733,7 +733,7 @@ } sock->good_packet_count++; - sock->incoming_id = id; /* last incoming packet (no matter wether red or blue) */ + sock->incoming_id = id; /* last incoming packet (no matter whether red or blue) */ if ( is_code_red ) sock->incoming_code_red = id; /* last code red packet socket received */ --- a/common/messages.h +++ b/common/messages.h @@ -186,7 +186,7 @@ * string extras * * leveldata 32+252*2 bytes except the first two byte. - * first tells wether the client plays at top or bottom + * first tells whether the client plays at top or bottom * and second tells the comm delay of the server */ /* 19 */ --- a/common/net.h +++ b/common/net.h @@ -86,7 +86,7 @@ void msg_printf ( char *format, ... ); void msg_write ( int len, void *data ); int msg_get_max_size(); -bool msg_write_failed(); /* check wether overflow occured */ +bool msg_write_failed(); /* check whether overflow occured */ bool msg_is_connectionless(); void msg_begin_reading(); /* of net_packet, starts at header */ @@ -96,7 +96,7 @@ int msg_read_int32( void ); char* msg_read_string( void ); void msg_read( int len, char *buf ); -bool msg_read_failed(); /* check wether data couldn't be extracted */ +bool msg_read_failed(); /* check whether data couldn't be extracted */ void socket_init( NetSocket *sock, NetAddr *addr ); void socket_reinit( NetSocket *socket ); /* with same address */ --- a/game/game.c +++ b/game/game.c @@ -275,20 +275,20 @@ cur_game->frag_limit = limit; } -/* set wether to use convex paddle */ +/* set whether to use convex paddle */ void game_set_convex_paddle( int convex ) { cur_game->paddle_is_convex = convex; } -/* set wether balls are returned to a paddle by pressing fire. +/* set whether balls are returned to a paddle by pressing fire. * the alternative is that they automatically return. */ void game_set_ball_auto_return( int auto_return ) { cur_game->balls_return_by_click = !auto_return; } -/* set wether balls are fired at random angle or wether the +/* set whether balls are fired at random angle or whether the * left/right fire keys are used */ void game_set_ball_random_angle( int random ) { @@ -318,7 +318,7 @@ } /* move objects, modify game data, store brick hits and collected extras. - * return wether level has been finished and the id of the winning paddle + * return whether level has been finished and the id of the winning paddle * in network games. -1 is a draw. level_over and winner is saved in the * game struct. */ void game_update( int ms ) --- a/game/game.h +++ b/game/game.h @@ -58,14 +58,14 @@ /* set the number of points required to win a PINGPONG level */ void game_set_frag_limit( int limit ); -/* set wether to use convex paddle */ +/* set whether to use convex paddle */ void game_set_convex_paddle( int convex ); -/* set wether balls are returned to a paddle by pressing fire. +/* set whether balls are returned to a paddle by pressing fire. * the alternative is that they automatically return. */ void game_set_ball_auto_return( int auto_return ); -/* set wether balls are fired at random angle or wether the +/* set whether balls are fired at random angle or whether the * left/right fire keys are used */ void game_set_ball_random_angle( int random ); @@ -77,7 +77,7 @@ void game_set_paddle_state( int id, int x, int y, int left_fire, int right_fire, int return_key ); /* move objects, modify game data, store brick hits and collected extras. - * return wether level has been finished and the id of the winning paddle + * return whether level has been finished and the id of the winning paddle * in network games. -1 is a draw. level_over and winner is saved in the * game struct. */ void game_update( int ms ); --- a/server/server.c +++ b/server/server.c @@ -412,7 +412,7 @@ /* ServerUser *find_user_by_addr * IN NetAddr *addr * - * Search wether a user already uses this net address. + * Search whether a user already uses this net address. */ static ServerUser* find_user_by_addr( NetAddr *addr ) { @@ -433,7 +433,7 @@ /* void handle_connectionless_packet * * By now only connection attempts can be found in this category. - * So check wether the packet contains a valid request (or send + * So check whether the packet contains a valid request (or send * error messages if it doesn't) and add a new user to channel * MAIN. */ @@ -461,7 +461,7 @@ goto failure; } - /* check wether this user already exists. if so the LOGIN_OKAY + /* check whether this user already exists. if so the LOGIN_OKAY * message was dropped. */ if ( (user = find_user_by_addr( &net_sender_addr )) ) if ( strcmp( user->name, name ) ) @@ -925,7 +925,7 @@ /* void handle * IN int ms milliseconds passed since last call * - * Receive all packets at the single UDP socket and check wether it is + * Receive all packets at the single UDP socket and check whether it is * connectionless (connection requests) or belongs to a connection (socket). * Find the user and parse all messages in the packet. * --- a/server/server.h +++ b/server/server.h @@ -56,7 +56,7 @@ NetSocket socket; /* transmission socket */ int hidden; /* True if chatroom user is not visible (e.g. looking at game statistics or playing) */ - int admin; /* wether user logged in with admit rights */ + int admin; /* whether user logged in with admit rights */ void *game; /* FIXME: I'M A BAD HACK: points to the current ServerGame if this user is playing */ int player_id; /* 0 - challenger in game or 1 - challenged */ @@ -107,7 +107,7 @@ is cur_round / rounds */ int cur_level; /* id of current level */ - int ready[2]; /* wether user has sent READY */ + int ready[2]; /* whether user has sent READY */ Game *game; /* the actual game data used by server */ GameStats stats[2]; /* game stats: 0 - challenger