Change: Add CargoTypes type for cargo masks. (#6790)
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@@ -26,7 +26,7 @@ struct BuildingCounts {
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T class_count[HOUSE_CLASS_MAX];
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};
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typedef TileMatrix<uint32, 4> AcceptanceMatrix;
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typedef TileMatrix<CargoTypes, 4> AcceptanceMatrix;
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static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
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static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
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@@ -85,9 +85,9 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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inline byte GetPercentTransported(CargoID cid) const { return this->supplied[cid].old_act * 256 / (this->supplied[cid].old_max + 1); }
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/* Cargo production and acceptance stats. */
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uint32 cargo_produced; ///< Bitmap of all cargoes produced by houses in this town.
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CargoTypes cargo_produced; ///< Bitmap of all cargoes produced by houses in this town.
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AcceptanceMatrix cargo_accepted; ///< Bitmap of cargoes accepted by houses for each 4*4 map square of the town.
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uint32 cargo_accepted_total; ///< NOSAVE: Bitmap of all cargoes accepted by houses in this town.
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CargoTypes cargo_accepted_total; ///< NOSAVE: Bitmap of all cargoes accepted by houses in this town.
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uint16 time_until_rebuild; ///< time until we rebuild a house
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@@ -293,6 +293,6 @@ static inline uint16 TownTicksToGameTicks(uint16 ticks) {
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}
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extern uint32 _town_cargoes_accepted;
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extern CargoTypes _town_cargoes_accepted;
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#endif /* TOWN_H */
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