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6 changes: 3 additions & 3 deletions src/battle.c
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ static bool is_screen_shaking = false;

/**
* Finds the monster currently selected by the screen cursor.
* @return Monster intance for the selected monster.
* @return Monster instance for the selected monster.
*/
static Monster *get_monster_at_cursor(void) {
uint8_t monster_idx = 0;
Expand Down Expand Up @@ -233,7 +233,7 @@ static void toggle_hp_bar_palette(MonsterPosition pos) {
/**
* Draws an HP bar for the monster at a given position.
* @param pos Position of the monster on the battle screen.
* @param hp Curent HP for the monster.
* @param hp Current HP for the monster.
* @param max Max HP for the monster.
*/
static void draw_hp_bar(MonsterPosition pos, uint16_t hp, uint16_t max) {
Expand Down Expand Up @@ -809,7 +809,7 @@ static void redraw_submenu_text(void) {
}

/**
* Initalizes a submenu for the given entry lines and number of entries.
* Initializes a submenu for the given entry lines and number of entries.
* @param lines Line buffers to draw.
* @param entries Total number of entries for the battle_menu.
*/
Expand Down
4 changes: 2 additions & 2 deletions src/battle.h
Original file line number Diff line number Diff line change
Expand Up @@ -195,7 +195,7 @@ typedef enum BattleState {
*/
BATTLE_NEXT_TURN,
/**
* Enitity status effects are updated, effects applied, and messages provided
* Entity status effects are updated, effects applied, and messages provided
* for specific actions (e.g. effect falls off, regen health, etc.)
*/
BATTLE_UPDATE_STATUS_EFFECTS,
Expand Down Expand Up @@ -242,7 +242,7 @@ typedef enum BattleState {
*/
BATTLE_UI_UPDATE,
/**
* Battle is over and successful, calulates & displays rewards, etc.
* Battle is over and successful, calculates & displays rewards, etc.
*/
BATTLE_SUCCESS,
/**
Expand Down
4 changes: 2 additions & 2 deletions src/item.h
Original file line number Diff line number Diff line change
Expand Up @@ -90,10 +90,10 @@ inline uint8_t clear_inventory(void) {
bool can_use_item(ItemId id);

/**
* Uses an item. Only performs the action for the item, inventory quantitiy
* Uses an item. Only performs the action for the item, inventory quantity
* state must be managed with `remove_item`.
* @param item Item to use.
*/
void use_item(ItemId id);

#endif
#endif
10 changes: 5 additions & 5 deletions src/map.c
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ uint8_t move_step;
int8_t vram_x;

/**
* Curren VRAM progressive load origin y-position.
* Current VRAM progressive load origin y-position.
*/
int8_t vram_y;

Expand All @@ -67,7 +67,7 @@ uint8_t buffer_pos;
uint8_t buffer_max;

/**
* VRAM start colum to use during a progressive load.
* VRAM start column to use during a progressive load.
*/
int8_t vram_col;

Expand Down Expand Up @@ -124,7 +124,7 @@ Timer flame_timer;
uint8_t flame_frame;

/**
* Timer used to slowly reduce the amount of torch guage remaining.
* Timer used to slowly reduce the amount of torch gauge remaining.
*/
Timer torch_timer;

Expand Down Expand Up @@ -526,8 +526,8 @@ static TileOverrideHashEntry *find_override_entry(
* and palettes. Turns out hashing (0,7,29) OR (0,9,26) OR (0,9,29) all
* hash to 58.
*
* *SOMEHOW* the collsion is not bucketing correctly and it's causing an
* error where the tile for the wrong position gets overriden?
* *SOMEHOW* the collision is not bucketing correctly and it's causing an
* error where the tile for the wrong position gets overridden?
*
* I am "fixing" this due to lack of time by shifting the tiles in level
* 7's main floor so the collisions no longer take place. *sigh*
Expand Down
24 changes: 12 additions & 12 deletions src/map.h
Original file line number Diff line number Diff line change
Expand Up @@ -61,22 +61,22 @@
#define TORCH_GAUGE_FLAME 24

/**
* Sprite id for the torch gauge body positon 1.
* Sprite id for the torch gauge body position 1.
*/
#define TORCH_GAUGE_BODY_1 25

/**
* Sprite id for the torch gauge body positon 2.
* Sprite id for the torch gauge body position 2.
*/
#define TORCH_GAUGE_BODY_2 26

/**
* Sprite id for the torch gauge body positon 3.
* Sprite id for the torch gauge body position 3.
*/
#define TORCH_GAUGE_BODY_3 27

/**
* Sprite id for the torch gauge body positon 4.
* Sprite id for the torch gauge body position 4.
*/
#define TORCH_GAUGE_BODY_4 28

Expand Down Expand Up @@ -285,7 +285,7 @@ typedef enum MapId {
*/
typedef enum MapTileAttribute {
/**
* Denotes an impassible wall.
* Denotes an impassable wall.
*/
MAP_WALL,
/**
Expand Down Expand Up @@ -365,7 +365,7 @@ typedef enum HeroState {
} HeroState;

/**
* Main state enumaration for the world map controller.
* Main state enumeration for the world map controller.
*/
typedef enum MapState {
/**
Expand All @@ -386,7 +386,7 @@ typedef enum MapState {
*/
MAP_STATE_FADE_OUT,
/**
* Denotes that the graphics are fading back in after a progessive map/area
* Denotes that the graphics are fading back in after a progressive map/area
* load.
*/
MAP_STATE_FADE_IN,
Expand Down Expand Up @@ -967,7 +967,7 @@ typedef struct TileHashEntry {
*/
int8_t x;
/**
* Vertical positon for the associated tile in the map.
* Vertical position for the associated tile in the map.
*/
int8_t y;
/**
Expand All @@ -991,7 +991,7 @@ typedef struct TileOverrideHashEntry {
*/
int8_t x;
/**
* Vertical positon for the associated tile in the map.
* Vertical position for the associated tile in the map.
*/
int8_t y;
/**
Expand Down Expand Up @@ -1056,7 +1056,7 @@ extern MapState map_state;
extern int8_t map_x;

/**
* Veritcal map coordinate.
* Vertical map coordinate.
*/
extern int8_t map_y;

Expand Down Expand Up @@ -1180,7 +1180,7 @@ inline void set_map_position(int8_t x, int8_t y) {

/**
* Sets position of map based on hero position. Does not re-render the map. You
* must call `refresh_map_screen()` or load the screen progresively.
* must call `refresh_map_screen()` or load the screen progressively.
*/
inline void set_hero_position(int8_t x, int8_t y) {
map_x = x - HERO_X_OFFSET;
Expand Down Expand Up @@ -1211,7 +1211,7 @@ void draw_world_map(void);

/**
* Initiates battle using the currently configured encounter. This should be
* called by area handlers to start battle after initalizing the `encounter`
* called by area handlers to start battle after initializing the `encounter`
* state used by the battle system.
*/
inline void start_battle(void) {
Expand Down
2 changes: 1 addition & 1 deletion src/monster.h
Original file line number Diff line number Diff line change
Expand Up @@ -122,7 +122,7 @@ typedef struct Monster {
*/
uint8_t matk_base;
/**
* Current magical attack. Calculed via status effects, etc.
* Current magical attack. Calculated via status effects, etc.
*/
uint8_t matk;
/**
Expand Down
2 changes: 1 addition & 1 deletion src/player.h
Original file line number Diff line number Diff line change
Expand Up @@ -229,7 +229,7 @@ typedef struct Player {
*/
FlameColor torch_color;
/**
* Number of magic keys the player currently posesses.
* Number of magic keys the player currently possesses.
*/
uint8_t magic_keys;
/**
Expand Down
6 changes: 3 additions & 3 deletions src/stats.h
Original file line number Diff line number Diff line change
Expand Up @@ -493,14 +493,14 @@ inline bool is_fumble(uint8_t d16_roll) {
/**
* @return `true` If immune to the given effect.
* @param immune Immunity bitfield.
* @param effec Status effect to check.
* @param effect Status effect to check.
*/
inline bool is_debuff_immmune(uint8_t immune, StatusEffect effect) {
return immune & FLAG(effect);
}

/**
* Caluclates if a scared entity flees or not.
* Calculates if a scared entity flees or not.
* @param tier Tier of the scared debuff.
* @return `
*/
Expand Down Expand Up @@ -627,4 +627,4 @@ bool confused_attack(PowerTier tier) BANKED;
*/
uint16_t regen_hp(PowerTier tier, uint16_t max_hp) BANKED;

#endif
#endif
2 changes: 1 addition & 1 deletion src/text_writer.h
Original file line number Diff line number Diff line change
Expand Up @@ -145,7 +145,7 @@ typedef struct TextWriter {
*/
void (*print)(const char *string);
/**
* Called to proceeed to the next page. Calling this outside of a page wait
* Called to proceed to the next page. Calling this outside of a page wait
* will clear the screen and continue printing characters.
*/
void (*next_page)(void);
Expand Down