diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp index 210840fa5c..8f03584b3e 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); }