From 542f156091cc1ba58b65e1ca62cdd3497ef73aab Mon Sep 17 00:00:00 2001 From: Darkvater Date: Tue, 16 Jan 2007 20:16:30 +0000 Subject: [PATCH] (svn r8164) -Codechange (r8159): Fix up some comments/doxygen for disasters and rename Submarine1/2 to small/big --- src/disaster_cmd.cpp | 49 +++++++++++++++++++++----------------------- 1 file changed, 23 insertions(+), 26 deletions(-) diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp index 4b59a43080..b46775da2f 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 * - * @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, };