Codechange: rename byte to uint8_t (#12308)

This commit is contained in:
Patric Stout
2024-03-16 23:59:32 +01:00
committed by GitHub
parent bd7120bae4
commit a3cfd23cf9
355 changed files with 1654 additions and 1656 deletions

View File

@@ -188,7 +188,7 @@ static void UpdateExclusiveRights()
*/
}
static const byte convert_currency[] = {
static const uint8_t convert_currency[] = {
0, 1, 12, 8, 3,
10, 14, 19, 4, 5,
9, 11, 13, 6, 17,
@@ -490,12 +490,12 @@ static uint FixVehicleInclination(Vehicle *v, Direction dir)
case INVALID_DIR: break;
default: NOT_REACHED();
}
byte entry_z = GetSlopePixelZ(entry_x, entry_y, true);
uint8_t entry_z = GetSlopePixelZ(entry_x, entry_y, true);
/* Compute middle of the tile. */
int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
byte middle_z = GetSlopePixelZ(middle_x, middle_y, true);
uint8_t middle_z = GetSlopePixelZ(middle_x, middle_y, true);
/* middle_z == entry_z, no height change. */
if (middle_z == entry_z) return 0;
@@ -2129,7 +2129,7 @@ bool AfterLoadGame()
}
/* Use old layout randomizer code */
byte layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
uint8_t layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
switch (layout) {
default: break;
case 5: layout = 1; break;
@@ -2365,8 +2365,8 @@ bool AfterLoadGame()
/* Airport tile animation uses animation frame instead of other graphics id */
if (IsSavegameVersionBefore(SLV_137)) {
struct AirportTileConversion {
byte old_start;
byte num_frames;
uint8_t old_start;
uint8_t num_frames;
};
static const AirportTileConversion atc[] = {
{31, 12}, // APT_RADAR_GRASS_FENCE_SW
@@ -2382,7 +2382,7 @@ bool AfterLoadGame()
for (auto t : Map::Iterate()) {
if (IsAirportTile(t)) {
StationGfx old_gfx = GetStationGfx(t);
byte offset = 0;
uint8_t offset = 0;
for (uint i = 0; i < lengthof(atc); i++) {
if (old_gfx < atc[i].old_start) {
SetStationGfx(t, old_gfx - offset);
@@ -2535,9 +2535,9 @@ bool AfterLoadGame()
const DiagDirection vdir = DirToDiagDir(v->direction);
/* Have we passed the visibility "switch" state already? */
byte pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
extern const byte _tunnel_visibility_frame[DIAGDIR_END];
uint8_t pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
uint8_t frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
extern const uint8_t _tunnel_visibility_frame[DIAGDIR_END];
/* Should the vehicle be hidden or not? */
bool hidden;
@@ -2583,7 +2583,7 @@ bool AfterLoadGame()
bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
if (HasBit(rv->state, RVS_IN_ROAD_STOP)) {
extern const byte _road_stop_stop_frame[];
extern const uint8_t _road_stop_stop_frame[];
SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > _road_stop_stop_frame[rv->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)]);
} else if (HasBit(rv->state, RVS_IN_DT_ROAD_STOP)) {
SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > RVC_DRIVE_THROUGH_STOP_FRAME);