Convert non-ASCII characters to UTF-8

Comments and notes are converted to UTF-8. Already broken multibyte characters are fixed using common sense.

This patch contains no code changes.

Change-Id: Ia511ab84936cb2495ac17309493a9b98727a7902
This commit is contained in:
Vencislav Atanasov 2024-12-12 20:36:43 +02:00 committed by Solomon Peachy
parent 8f5128da16
commit 5d7c8a0df1
32 changed files with 94 additions and 90 deletions

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@ -1696,26 +1696,26 @@ uint_64_t getConvertedDEHBits(uint_64_t bits) {
MF_JUSTHIT, // 6 In pain. Will try to attack right back after being hit
MF_JUSTATTACKED, // 7 Steps before attack. Will take at least one step before attacking
MF_SPAWNCEILING, // 8 Hangs from ceiling. When the level starts, this thing will be at ceiling height.
MF_NOGRAVITY, // 9 No gravity Gravity does not affect this thing
MF_DROPOFF, // 10 Travels over cliffs Monsters normally do not walk off ledges/steps they could not walk up. With this set they can walk off any height of cliff. Usually only used for flying monsters.
MF_PICKUP, // 11 Pick up items The thing can pick up gettable items.
MF_NOGRAVITY, // 9 No gravity Gravity does not affect this thing
MF_DROPOFF, // 10 Travels over cliffs Monsters normally do not walk off ledges/steps they could not walk up. With this set they can walk off any height of cliff. Usually only used for flying monsters.
MF_PICKUP, // 11 Pick up items The thing can pick up gettable items.
MF_NOCLIP, // 12 No clipping - Thing can walk through walls.
MF_SLIDE, // 13 Slides along walls Keep info about sliding along walls (dont really know much about this one).
MF_FLOAT, // 14 Floating Thing can move to any height
MF_TELEPORT, // 15 Semi no clipping Dont cross lines or look at teleport heights. (dont really know much about this one either).
MF_MISSILE, // 16 Projectiles Behaves like a projectile, explodes when hitting something that blocks movement
MF_DROPPED, // 17 Disappearing weapon Dropped, not spawned (like an ammo clip) I have not had much success in using this one.
MF_SHADOW, // 18 Partial invisibility Drawn like a spectre.
MF_NOBLOOD, // 19 Puffs (vs. bleeds) If hit will spawn bullet puffs instead of blood splats.
MF_CORPSE, // 20 Sliding helpless Will slide down steps when dead.
MF_SLIDE, // 13 Slides along walls Keep info about sliding along walls (dont really know much about this one).
MF_FLOAT, // 14 Floating Thing can move to any height
MF_TELEPORT, // 15 Semi no clipping Dont cross lines or look at teleport heights. (dont really know much about this one either).
MF_MISSILE, // 16 Projectiles Behaves like a projectile, explodes when hitting something that blocks movement
MF_DROPPED, // 17 Disappearing weapon Dropped, not spawned (like an ammo clip) I have not had much success in using this one.
MF_SHADOW, // 18 Partial invisibility Drawn like a spectre.
MF_NOBLOOD, // 19 Puffs (vs. bleeds) If hit will spawn bullet puffs instead of blood splats.
MF_CORPSE, // 20 Sliding helpless Will slide down steps when dead.
MF_INFLOAT, // 21 No auto levelling - float but not to target height (?)
MF_COUNTKILL, // 22 Affects kill % counted as a killable enemy and affects percentage kills on level summary.
MF_COUNTITEM, // 23 Affects item % affects percentage items gathered on level summary.
MF_COUNTKILL, // 22 Affects kill % counted as a killable enemy and affects percentage kills on level summary.
MF_COUNTITEM, // 23 Affects item % affects percentage items gathered on level summary.
MF_SKULLFLY, // 24 Running - special handling for flying skulls.
MF_NOTDMATCH, // 25 Not in deathmatch - do not spawn in deathmatch (like keys)
MF_TRANSLATION1, // 26 Color 1 (grey / red)
MF_TRANSLATION2, // 27 Color 2 (brown / red)
MF_TRANSLATION, // 28 and 29 allow the green colours in a things graphics to be remapped to a different colour like the players uniforms in multiplayer games. Leaving all the bits alone, the thing stays green. Setting 26 it becomes grey. Setting 27 it becomes brown. Setting both 26 and 27 it becomes red.
MF_TRANSLATION, // 28 and 29 allow the green colours in a things graphics to be remapped to a different colour like the players uniforms in multiplayer games. Leaving all the bits alone, the thing stays green. Setting 26 it becomes grey. Setting 27 it becomes brown. Setting both 26 and 27 it becomes red.
MF_TRANSLATION,
0,
0

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@ -7,7 +7,7 @@
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2005 Jonas H<EFBFBD>gqvist
* Copyright (C) 2005 Jonas Häggqvist
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License

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@ -7,7 +7,7 @@
* mfg.gfd.uil
* IOhannes
*
* 2509:forum::für::umläute:2001
* 2509:forum::für::umläute:2001
*/

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@ -14,7 +14,7 @@ to be different but are now unified except for some fossilized names.) */
* changed the canvas_restore, so that it might accept $args as well
* (like "pd $0_test")
* so you can make multiple & distinguishable templates
* 1511:forum::für::umläute:2001
* 1511:forum::für::umläute:2001
* changes marked with IOhannes
*/

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@ -14,7 +14,7 @@ control their appearances by adding stuff to draw.
/* IOhannes :
* changed the canvas_restore, so that it might accept $args as well (like "pd $0_test")
* so you can make multiple & distinguishable templates
* 1511:forum::für::umläute:2001
* 1511:forum::für::umläute:2001
* changes marked with IOhannes
* added Krzysztof Czajas fix to avoid crashing...
*/

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@ -6,7 +6,7 @@
/* IOhannes :
* changed the canvas_restore in "g_canvas.c", so that it might accept $args as well (like "pd $0_test")
* so you can make multiple & distinguishable templates
* 1511:forum::für::umläute:2001
* 1511:forum::für::umläute:2001
* change marked with IOhannes
*/

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@ -38,9 +38,9 @@
* Supports: Reading 8, 15, 16, 24 and 32bpp images, with alpha or colourkey,
* uncompressed or RLE encoded.
*
* 2000-06-10 Mattias Engdegård <f91-men@nada.kth.se>: initial version
* 2000-06-26 Mattias Engdegård <f91-men@nada.kth.se>: read greyscale TGAs
* 2000-08-09 Mattias Engdegård <f91-men@nada.kth.se>: alpha inversion removed
* 2000-06-10 Mattias Engdegård <f91-men@nada.kth.se>: initial version
* 2000-06-26 Mattias Engdegård <f91-men@nada.kth.se>: read greyscale TGAs
* 2000-08-09 Mattias Engdegård <f91-men@nada.kth.se>: alpha inversion removed
*/
struct TGAheader {

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@ -23,7 +23,7 @@
externally-callable function is Mix_LoadAIFF_RW(), which is meant to
act as identically to SDL_LoadWAV_RW() as possible.
This file by Torbjörn Andersson (torbjorn.andersson@eurotime.se)
This file by Torbjörn Andersson (torbjorn.andersson@eurotime.se)
8SVX file support added by Marc Le Douarain (mavati@club-internet.fr)
in december 2002.
*/

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@ -21,7 +21,7 @@
externally-callable function is Mix_LoadAIFF_RW(), which is meant to
act as identically to SDL_LoadWAV_RW() as possible.
This file by Torbjörn Andersson (torbjorn.andersson@eurotime.se)
This file by Torbjörn Andersson (torbjorn.andersson@eurotime.se)
*/
/* $Id$ */

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@ -219,9 +219,13 @@ SPRITE VARIABLES:
EXTERN short nextspritesect[MAXSPRITES], nextspritestat[MAXSPRITES];
Example: if the linked lists look like the following:
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
? Sector lists: Status lists: ? ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
? Sector0: 4, 5, 8 Status0: 2, 0, 8 ? ? Sector1: 16, 2, 0, 7 Status1: 4, 5, 16, 7, 3, 9 ? ? Sector2: 3, 9 ? ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Sector lists: Status lists:
Sector0: 4, 5, 8 Status0: 2, 0, 8
Sector1: 16, 2, 0, 7 Status1: 4, 5, 16, 7, 3, 9
Sector2: 3, 9
Notice that each number listed above is shown exactly once on both the
left and right side. This is because any sprite that exists must
be in some sector, and must have some kind of status that you define.

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@ -4742,9 +4742,9 @@ static void ceilspritehline (int32_t x2, int32_t y)
int32_t x1, v, bx, by;
/*
* x = x1 + (x2-x1)t + (y1-y2)u ³ x = 160v
* y = y1 + (y2-y1)t + (x2-x1)u ³ y = (scrx-160)v
* z = z1 = z2 ³ z = posz + (scry-horiz)v
* x = x1 + (x2-x1)t + (y1-y2)u x = 160v
* y = y1 + (y2-y1)t + (x2-x1)u y = (scrx-160)v
* z = z1 = z2 z = posz + (scry-horiz)v
*/
x1 = lastx[y];

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@ -333,10 +333,10 @@ static int InitMPU
}
*/
/*ユヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘク*/
/*ウ ShutdownMPU ウ*/
/*ウ Cleans up Sound Blaster to normal state. ウ*/
/*ヤヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘセ*/
/*╒════════════════════════════════════════════════════════════════════════╕*/
/*│ ShutdownMPU │*/
/*│ Cleans up Sound Blaster to normal state. │*/
/*╘════════════════════════════════════════════════════════════════════════╛*/
static void ShutdownMPU
(
@ -362,9 +362,9 @@ static void ShutdownMPU
}
/*ユヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘク*/
/*ウ LoadSBK ウ*/
/*ヤヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘセ*/
/*╒════════════════════════════════════════════════════════════════════════╕*/
/*│ LoadSBK │*/
/*╘════════════════════════════════════════════════════════════════════════╛*/
static void LoadSBK
(

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@ -213,7 +213,7 @@ int songs[] = {
XFUNKIE_MUS,
XDEATH_MUS,
XGETYOU_MUS, // DON'T KNOW
ULTIMATE_MUS, // Trans Grsse
ULTIMATE_MUS, // Trans Grösse
DUNGEON_MUS,
GOINGAFT_MUS,

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@ -69,7 +69,7 @@ void SDL_MixAudio_MMX_S16(char* dst,char* src,unsigned int size,int volume)
" movq 8(%1),%%mm4\n" /* mm4 = e|f|g|h */
/* pré charger le buffer dst dans mm7 */
/* pré charger le buffer dst dans mm7 */
" movq (%0),%%mm7\n" /* mm7 = dst[0] */
/* multiplier par le volume */
@ -92,7 +92,7 @@ void SDL_MixAudio_MMX_S16(char* dst,char* src,unsigned int size,int volume)
" punpcklwd %%mm5,%%mm6\n" /* mm6 = g*v|h*v */
/* pré charger le buffer dst dans mm5 */
/* pré charger le buffer dst dans mm5 */
" movq 8(%0),%%mm5\n" /* mm5 = dst[1] */
/* diviser par 128 */
@ -103,13 +103,13 @@ void SDL_MixAudio_MMX_S16(char* dst,char* src,unsigned int size,int volume)
" psrad $7,%%mm4\n" /* mm4 = e*v/128|f*v/128 */
/* mm1 = le sample avec le volume modifié */
/* mm1 = le sample avec le volume modifié */
" packssdw %%mm1,%%mm3\n" /* mm3 = s(a*v|b*v|c*v|d*v) */
" psrad $7,%%mm6\n" /* mm6= g*v/128|h*v/128 */
" paddsw %%mm7,%%mm3\n" /* mm3 = adjust_volume(src)+dst */
/* mm4 = le sample avec le volume modifié */
/* mm4 = le sample avec le volume modifié */
" packssdw %%mm4,%%mm6\n" /* mm6 = s(e*v|f*v|g*v|h*v) */
" movq %%mm3,(%0)\n"

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@ -26,7 +26,7 @@
*
* Original version by Sam Lantinga
*
* Mattias Engdegård (Yorick): Rewrite. New encoding format, encoder and
* Mattias Engdegård (Yorick): Rewrite. New encoding format, encoder and
* decoder. Added per-surface alpha blitter. Added per-pixel alpha
* format, encoder and blitter.
*

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@ -28,7 +28,7 @@
#define DEFAULT_CHOTX 0
#define DEFAULT_CHOTY 0
/* Added a real MacOS cursor, at the request of Luc-Olivier de Charrière */
/* Added a real MacOS cursor, at the request of Luc-Olivier de Charrière */
#define USE_MACOS_CURSOR
#ifdef USE_MACOS_CURSOR