(svn r15732) -Fix: enumified constant name style

This commit is contained in:
rubidium 2009-03-15 21:34:18 +00:00
parent 64dcd8acc5
commit deab21114e
1 changed files with 31 additions and 31 deletions

View File

@ -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);
}