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authorDarkvater <darkvater@openttd.org>2007-01-16 20:16:30 +0000
committerDarkvater <darkvater@openttd.org>2007-01-16 20:16:30 +0000
commit542f156091cc1ba58b65e1ca62cdd3497ef73aab (patch)
tree4571f9cfe142d83bdac0e337432dbe152a067bdb /src/disaster_cmd.cpp
parent6cc178d577b5817df5b044ba8483690983b070b5 (diff)
downloadopenttd-542f156091cc1ba58b65e1ca62cdd3497ef73aab.tar.xz
(svn r8164) -Codechange (r8159): Fix up some comments/doxygen for disasters and rename Submarine1/2 to small/big
Diffstat (limited to 'src/disaster_cmd.cpp')
-rw-r--r--src/disaster_cmd.cpp49
1 files changed, 23 insertions, 26 deletions
diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp
index 4b59a4308..b46775da2 100644
--- a/src/disaster_cmd.cpp
+++ b/src/disaster_cmd.cpp
@@ -13,8 +13,6 @@
* state is kept by v->current_order.dest variable. Each achieved sub-target
* will increase this value, and the last one will remove the disaster itself
* </ol>
- * @see ChunkHandler
- * @see SaveLoad
*/
@@ -41,21 +39,21 @@
#include "date.h"
enum DisasterSubType {
- ST_Zeppeliner = 0,
- ST_Zeppeliner_Shadow = 1,
- ST_Small_Ufo = 2,
- ST_Small_Ufo_Shadow = 3,
- ST_Airplane = 4,
- ST_Airplane_Shadow = 5,
- ST_Helicopter = 6,
- ST_Helicopter_Shadow = 7,
- ST_Helicopter_Rotors = 8,
- ST_Big_Ufo = 9,
- ST_Big_Ufo_Shadow = 10,
- ST_Big_Ufo_Destroyer = 11,
- ST_Big_Ufo_Destroyer_Shadow = 12,
- ST_Small_Submarine = 13,
- ST_Big_Submarine = 14,
+ ST_Zeppeliner,
+ ST_Zeppeliner_Shadow,
+ ST_Small_Ufo,
+ ST_Small_Ufo_Shadow,
+ ST_Airplane,
+ ST_Airplane_Shadow,
+ ST_Helicopter,
+ ST_Helicopter_Shadow,
+ ST_Helicopter_Rotors,
+ ST_Big_Ufo,
+ ST_Big_Ufo_Shadow,
+ ST_Big_Ufo_Destroyer,
+ ST_Big_Ufo_Destroyer_Shadow,
+ ST_Small_Submarine,
+ ST_Big_Submarine,
};
static void DisasterClearSquare(TileIndex tile)
@@ -564,9 +562,8 @@ static void DisasterTick_Helicopter_Rotors(Vehicle *v)
/**
* (Big) Ufo handling, v->current_order.dest states:
- * 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
- * 1: Home in on a piece of clear rail (without signals) and land there and breakdown all trains
- * in a radius of 12 tiles; and now we wait...
+ * 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
+ * 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
* because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
*/
static void DisasterTick_Big_Ufo(Vehicle *v)
@@ -809,7 +806,7 @@ static void Disaster_Zeppeliner_Init(void)
/** Ufo which flies around aimlessly from the middle of the map a bit
* until it locates a road vehicle which it targets and then destroys */
-static void Disaster_Ufo_Init(void)
+static void Disaster_Small_Ufo_Init(void)
{
Vehicle *v = ForceAllocateSpecialVehicle(), *u;
int x;
@@ -936,7 +933,7 @@ static void Disaster_Big_Ufo_Init(void)
/* Curious submarine #1, just floats around */
-static void Disaster_Submarine1_Init(void)
+static void Disaster_Small_Submarine_Init(void)
{
Vehicle *v = ForceAllocateSpecialVehicle();
int x, y;
@@ -961,7 +958,7 @@ static void Disaster_Submarine1_Init(void)
/* Curious submarine #2, just floats around */
-static void Disaster_Submarine2_Init(void)
+static void Disaster_Big_Submarine_Init(void)
{
Vehicle *v = ForceAllocateSpecialVehicle();
int x,y;
@@ -1019,12 +1016,12 @@ static void Disaster_CoalMine_Init(void)
static DisasterInitProc * const _disaster_initprocs[] = {
Disaster_Zeppeliner_Init,
- Disaster_Ufo_Init,
+ Disaster_Small_Ufo_Init,
Disaster_Airplane_Init,
Disaster_Helicopter_Init,
Disaster_Big_Ufo_Init,
- Disaster_Submarine1_Init,
- Disaster_Submarine2_Init,
+ Disaster_Small_Submarine_Init,
+ Disaster_Big_Submarine_Init,
Disaster_CoalMine_Init,
};