Codechange: rename byte to uint8_t (#12308)
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@@ -41,7 +41,7 @@ enum ProductionLevels {
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* Flags to control/override the behaviour of an industry.
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* These flags are controlled by game scripts.
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*/
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enum IndustryControlFlags : byte {
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enum IndustryControlFlags : uint8_t {
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/** No flags in effect */
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INDCTL_NONE = 0,
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/** When industry production change is evaluated, rolls to decrease are ignored. */
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@@ -98,14 +98,14 @@ struct Industry : IndustryPool::PoolItem<&_industry_pool> {
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Station *neutral_station; ///< Associated neutral station
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ProducedCargoArray produced; ///< INDUSTRY_NUM_OUTPUTS production cargo slots
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AcceptedCargoArray accepted; ///< INDUSTRY_NUM_INPUTS input cargo slots
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byte prod_level; ///< general production level
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uint8_t prod_level; ///< general production level
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uint16_t counter; ///< used for animation and/or production (if available cargo)
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IndustryType type; ///< type of industry.
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Owner owner; ///< owner of the industry. Which SHOULD always be (imho) OWNER_NONE
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Colours random_colour; ///< randomized colour of the industry, for display purpose
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TimerGameEconomy::Year last_prod_year; ///< last economy year of production
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byte was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
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uint8_t was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
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IndustryControlFlags ctlflags; ///< flags overriding standard behaviours
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PartOfSubsidy part_of_subsidy; ///< NOSAVE: is this industry a source/destination of a subsidy?
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@@ -115,7 +115,7 @@ struct Industry : IndustryPool::PoolItem<&_industry_pool> {
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Owner founder; ///< Founder of the industry
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TimerGameCalendar::Date construction_date; ///< Date of the construction of the industry
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uint8_t construction_type; ///< Way the industry was constructed (@see IndustryConstructionType)
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byte selected_layout; ///< Which tile layout was used when creating the industry
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uint8_t selected_layout; ///< Which tile layout was used when creating the industry
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Owner exclusive_supplier; ///< Which company has exclusive rights to deliver cargo (INVALID_OWNER = anyone)
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Owner exclusive_consumer; ///< Which company has exclusive rights to take cargo (INVALID_OWNER = anyone)
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std::string text; ///< General text with additional information.
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@@ -275,7 +275,7 @@ bool IsTileForestIndustry(TileIndex tile);
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/** Data for managing the number of industries of a single industry type. */
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struct IndustryTypeBuildData {
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uint32_t probability; ///< Relative probability of building this industry.
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byte min_number; ///< Smallest number of industries that should exist (either \c 0 or \c 1).
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uint8_t min_number; ///< Smallest number of industries that should exist (either \c 0 or \c 1).
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uint16_t target_count; ///< Desired number of industries of this type.
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uint16_t max_wait; ///< Starting number of turns to wait (copied to #wait_count).
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uint16_t wait_count; ///< Number of turns to wait before trying to build again.
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