Codechange: rename byte to uint8_t (#12308)
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@@ -1303,7 +1303,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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if (slope != SLOPE_FLAT && CircularTileSearch(&search, bridge_length, 0, 0, RedundantBridgeExistsNearby, &direction_to_match)) return false;
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for (uint8_t times = 0; times <= 22; times++) {
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byte bridge_type = RandomRange(MAX_BRIDGES - 1);
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uint8_t bridge_type = RandomRange(MAX_BRIDGES - 1);
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/* Can we actually build the bridge? */
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RoadType rt = GetTownRoadType();
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@@ -2092,12 +2092,12 @@ std::tuple<CommandCost, Money, TownID> CmdFoundTown(DoCommandFlag flags, TileInd
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if (ret.Failed()) return { ret, 0, INVALID_TOWN };
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}
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static const byte price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
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static const uint8_t price_mult[][TSZ_RANDOM + 1] = {{ 15, 25, 40, 25 }, { 20, 35, 55, 35 }};
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/* multidimensional arrays have to have defined length of non-first dimension */
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static_assert(lengthof(price_mult[0]) == 4);
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CommandCost cost(EXPENSES_OTHER, _price[PR_BUILD_TOWN]);
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byte mult = price_mult[city][size];
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uint8_t mult = price_mult[city][size];
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cost.MultiplyCost(mult);
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@@ -2318,7 +2318,7 @@ static Town *CreateRandomTown(uint attempts, uint32_t townnameparts, TownSize si
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return nullptr;
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}
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static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
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static const uint8_t _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
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/**
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* Generate a number of towns with a given layout.
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@@ -2407,7 +2407,7 @@ HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile)
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* @param random_bits Random bits for newgrf houses to use.
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* @pre The house can be built here.
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*/
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static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
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static inline void ClearMakeHouseTile(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
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{
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[[maybe_unused]] CommandCost cc = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_AUTO | DC_NO_WATER, tile);
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assert(cc.Succeeded());
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@@ -2430,7 +2430,7 @@ static inline void ClearMakeHouseTile(TileIndex tile, Town *t, byte counter, byt
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* @param random_bits Random bits for newgrf houses to use.
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* @pre The house can be built here.
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*/
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static void MakeTownHouse(TileIndex tile, Town *t, byte counter, byte stage, HouseID type, byte random_bits)
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static void MakeTownHouse(TileIndex tile, Town *t, uint8_t counter, uint8_t stage, HouseID type, uint8_t random_bits)
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{
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BuildingFlags size = HouseSpec::Get(type)->building_flags;
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@@ -2742,7 +2742,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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/* 1x1 house checks are already done */
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}
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byte random_bits = Random();
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uint8_t random_bits = Random();
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if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
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uint16_t callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
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@@ -2755,8 +2755,8 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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/* Special houses that there can be only one of. */
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t->flags |= oneof;
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byte construction_counter = 0;
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byte construction_stage = 0;
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uint8_t construction_counter = 0;
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uint8_t construction_stage = 0;
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if (_generating_world || _game_mode == GM_EDITOR) {
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uint32_t construction_random = Random();
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@@ -3168,7 +3168,7 @@ CommandCost CmdDeleteTown(DoCommandFlag flags, TownID town_id)
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* Factor in the cost of each town action.
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* @see TownActions
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*/
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const byte _town_action_costs[TACT_COUNT] = {
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const uint8_t _town_action_costs[TACT_COUNT] = {
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2, 4, 9, 35, 48, 53, 117, 175
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};
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