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-rw-r--r--src/disaster_cmd.cpp62
1 files changed, 31 insertions, 31 deletions
diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp
index 210840fa5..8f03584b3 100644
--- a/src/disaster_cmd.cpp
+++ b/src/disaster_cmd.cpp
@@ -39,21 +39,21 @@
#include "table/sprites.h"
enum DisasterSubType {
- 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,
+ 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)
@@ -597,13 +597,13 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
}
u = new DisasterVehicle();
- InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
+ InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_BIG_UFO_DESTROYER);
u->u.disaster.big_ufo_destroyer_target = v->index;
Vehicle *w = new DisasterVehicle();
u->SetNext(w);
- InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, ST_Big_Ufo_Destroyer_Shadow);
+ InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
w->vehstatus |= VS_SHADOW;
} else if (v->current_order.GetDestination() == 0) {
int x = TileX(v->dest_tile) * TILE_SIZE;
@@ -757,12 +757,12 @@ static void Disaster_Zeppeliner_Init()
}
}
- InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
+ InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_ZEPPELINER);
/* Allocate shadow */
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
- InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
+ InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@@ -776,14 +776,14 @@ static void Disaster_Small_Ufo_Init()
Vehicle *v = new DisasterVehicle();
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
- InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Small_Ufo);
+ InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_SMALL_UFO);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow */
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
- InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
+ InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@@ -810,11 +810,11 @@ static void Disaster_Airplane_Init()
int x = (MapSizeX() + 9) * TILE_SIZE - 1;
int y = TileY(found->xy) * TILE_SIZE + 37;
- InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
+ InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_AIRPLANE);
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
- InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_AIRPLANE_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@@ -840,16 +840,16 @@ static void Disaster_Helicopter_Init()
int x = -16 * TILE_SIZE;
int y = TileY(found->xy) * TILE_SIZE + 37;
- InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
+ InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_HELICOPTER);
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
- InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_HELICOPTER_SHADOW);
u->vehstatus |= VS_SHADOW;
Vehicle *w = new DisasterVehicle();
u->SetNext(w);
- InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
+ InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_HELICOPTER_ROTORS);
}
@@ -863,14 +863,14 @@ static void Disaster_Big_Ufo_Init()
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
int y = MapMaxX() * TILE_SIZE - 1;
- InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo);
+ InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_BIG_UFO);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow */
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
- InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_BIG_UFO_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@@ -900,14 +900,14 @@ static void Disaster_Submarine_Init(DisasterSubType subtype)
/* Curious submarine #1, just floats around */
static void Disaster_Small_Submarine_Init()
{
- Disaster_Submarine_Init(ST_Small_Submarine);
+ Disaster_Submarine_Init(ST_SMALL_SUBMARINE);
}
/* Curious submarine #2, just floats around */
static void Disaster_Big_Submarine_Init()
{
- Disaster_Submarine_Init(ST_Big_Submarine);
+ Disaster_Submarine_Init(ST_BIG_SUBMARINE);
}
@@ -1014,7 +1014,7 @@ void ReleaseDisastersTargetingIndustry(IndustryID i)
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* primary disaster vehicles that have chosen target */
- if (v->type == VEH_DISASTER && (v->subtype == ST_Airplane || v->subtype == ST_Helicopter)) {
+ if (v->type == VEH_DISASTER && (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER)) {
/* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
if (v->current_order.GetDestination() > 0 && v->dest_tile == i) v->current_order.SetDestination(3);
}