diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -1445,7 +1445,7 @@ static void DoCreateTown(Town *t, TileIn t->larger_town = city; int x = (int)size * 16 + 3; - if (size == TS_RANDOM) x = (Random() & 0xF) + 8; + if (size == TSZ_RANDOM) x = (Random() & 0xF) + 8; /* Don't create huge cities when founding town in-game */ if (city && (!manual || _game_mode == GM_EDITOR)) x *= _settings_game.economy.initial_city_size; @@ -1525,13 +1525,13 @@ CommandCost CmdFoundTown(TileIndex tile, bool random = HasBit(p1, 6); uint32 townnameparts = p2; - if (size > TS_RANDOM) return CMD_ERROR; + if (size > TSZ_RANDOM) return CMD_ERROR; if (layout > TL_RANDOM) return CMD_ERROR; /* Some things are allowed only in the scenario editor */ if (_game_mode != GM_EDITOR) { if (_settings_game.economy.found_town == TF_FORBIDDEN) return CMD_ERROR; - if (size == TS_LARGE) return CMD_ERROR; + if (size == TSZ_LARGE) return CMD_ERROR; if (random) return CMD_ERROR; if (_settings_game.economy.found_town != TF_CUSTOM_LAYOUT && layout != _settings_game.economy.town_layout) { return CMD_ERROR; @@ -1555,7 +1555,7 @@ CommandCost CmdFoundTown(TileIndex tile, if (ret.Failed()) return ret; } - static const byte price_mult[][TS_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }}; + static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }}; /* multidimensional arrays have to have defined length of non-first dimension */ assert_compile(lengthof(price_mult[0]) == 4); @@ -1782,7 +1782,7 @@ bool GenerateTowns(TownLayout layout) /* Get a unique name for the town. */ if (!GenerateTownName(&townnameparts)) continue; /* try 20 times to create a random-sized town for the first loop. */ - if (CreateRandomTown(20, townnameparts, TS_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag. + if (CreateRandomTown(20, townnameparts, TSZ_RANDOM, city, layout) != NULL) num++; // If creation was successful, raise a flag. } while (--n); if (num != 0) return true; @@ -1790,7 +1790,7 @@ bool GenerateTowns(TownLayout layout) /* If num is still zero at this point, it means that not a single town has been created. * So give it a last try, but now more aggressive */ if (GenerateTownName(&townnameparts) && - CreateRandomTown(10000, townnameparts, TS_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) { + CreateRandomTown(10000, townnameparts, TSZ_RANDOM, _settings_game.economy.larger_towns != 0, layout) != NULL) { return true; } diff --git a/src/town_gui.cpp b/src/town_gui.cpp --- a/src/town_gui.cpp +++ b/src/town_gui.cpp @@ -1053,7 +1053,7 @@ private: public: FoundTownWindow(const WindowDesc *desc, WindowNumber window_number) : QueryStringBaseWindow(MAX_LENGTH_TOWN_NAME_BYTES), - town_size(TS_MEDIUM), + town_size(TSZ_MEDIUM), town_layout(_settings_game.economy.town_layout), params(_settings_game.game_creation.town_name) { diff --git a/src/town_type.h b/src/town_type.h --- a/src/town_type.h +++ b/src/town_type.h @@ -19,10 +19,10 @@ struct Town; /** Supported initial town sizes */ enum TownSize { - TS_SMALL, ///< small town - TS_MEDIUM, ///< medium town - TS_LARGE, ///< large town - TS_RANDOM, ///< random size, bigger than small, smaller than large + TSZ_SMALL, ///< Small town. + TSZ_MEDIUM, ///< Medium town. + TSZ_LARGE, ///< Large town. + TSZ_RANDOM, ///< Random size, bigger than small, smaller than large. }; enum {