Codechange: Remove Company/OwnerByte types
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@@ -1077,7 +1077,7 @@ static bool SearchLumberMillTrees(TileIndex tile, void *user_data)
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if (IsTileType(tile, MP_TREES) && GetTreeGrowth(tile) > 2) { ///< 3 and up means all fully grown trees
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/* found a tree */
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Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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_industry_sound_ctr = 1;
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_industry_sound_tile = tile;
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@@ -1436,7 +1436,7 @@ static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTil
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}
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/* Clear the tiles as OWNER_TOWN to not affect town rating, and to not clear protected buildings */
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Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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CommandCost ret = DoCommand(cur_tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
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cur_company.Restore();
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@@ -1541,7 +1541,7 @@ static bool CheckIfCanLevelIndustryPlatform(TileIndex tile, DoCommandFlag flags,
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/* _current_company is OWNER_NONE for randomly generated industries and in editor, or the company who funded or prospected the industry.
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* Perform terraforming as OWNER_TOWN to disable autoslope and town ratings. */
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Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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TILE_AREA_LOOP(tile_walk, ta) {
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uint curh = TileHeight(tile_walk);
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@@ -1966,7 +1966,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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if (deity_prospect || (_game_mode != GM_EDITOR && _current_company != OWNER_DEITY && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry())) {
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if (flags & DC_EXEC) {
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/* Prospected industries are build as OWNER_TOWN to not e.g. be build on owned land of the founder */
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Backup<CompanyByte> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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Backup<CompanyID> cur_company(_current_company, OWNER_TOWN, FILE_LINE);
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/* Prospecting has a chance to fail, however we cannot guarantee that something can
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* be built on the map, so the chance gets lower when the map is fuller, but there
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* is nothing we can really do about that. */
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@@ -2128,7 +2128,7 @@ static Industry *PlaceIndustry(IndustryType type, IndustryAvailabilityCallType c
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*/
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static void PlaceInitialIndustry(IndustryType type, bool try_hard)
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{
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Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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IncreaseGeneratingWorldProgress(GWP_INDUSTRY);
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PlaceIndustry(type, IACT_MAPGENERATION, try_hard);
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@@ -2760,7 +2760,7 @@ void IndustryDailyLoop()
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return; // Nothing to do? get out
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}
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Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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/* perform the required industry changes for the day */
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@@ -2788,7 +2788,7 @@ void IndustryDailyLoop()
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void IndustryMonthlyLoop()
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{
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Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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_industry_builder.MonthlyLoop();
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