(svn r8164) -Codechange (r8159): Fix up some comments/doxygen for disasters and rename Submarine1/2 to small/big

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
Darkvater 18 years ago
parent 6cc178d577
commit 542f156091

@ -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,
};

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