mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r15642) -Codechange: use a default parameter value in CalcClosestTownFromTile
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@ -290,7 +290,7 @@ static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits piec
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} else {
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if (rt == ROADTYPE_ROAD && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) {
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/* Update nearest-town index */
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const Town *town = CalcClosestTownFromTile(tile, UINT_MAX);
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const Town *town = CalcClosestTownFromTile(tile);
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SetTownIndex(tile, town == NULL ? (TownID)INVALID_TOWN : town->index);
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}
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SetRoadBits(tile, ROAD_NONE, rt);
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@ -457,7 +457,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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* if a non-company is building the road */
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if ((IsValidCompanyID(_current_company) && p2 != 0) || (_current_company == OWNER_TOWN && !IsValidTownID(p2))) return CMD_ERROR;
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if (_current_company != OWNER_TOWN) {
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const Town *town = CalcClosestTownFromTile(tile, UINT_MAX);
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const Town *town = CalcClosestTownFromTile(tile);
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p2 = (town != NULL) ? town->index : (TownID)INVALID_TOWN;
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}
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@ -1254,7 +1254,7 @@ void UpdateNearestTownForRoadTiles(bool invalidate)
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if (IsTileType(t, MP_ROAD) && !HasTownOwnedRoad(t)) {
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TownID tid = (TownID)INVALID_TOWN;
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if (!invalidate) {
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const Town *town = CalcClosestTownFromTile(t, UINT_MAX);
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const Town *town = CalcClosestTownFromTile(t);
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if (town != NULL) tid = town->index;
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}
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SetTownIndex(t, tid);
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@ -624,13 +624,13 @@ bool AfterLoadGame()
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switch (GetTileType(t)) {
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case MP_HOUSE:
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_m[t].m4 = _m[t].m2;
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SetTownIndex(t, CalcClosestTownFromTile(t, UINT_MAX)->index);
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SetTownIndex(t, CalcClosestTownFromTile(t)->index);
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break;
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case MP_ROAD:
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_m[t].m4 |= (_m[t].m2 << 4);
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if ((GB(_m[t].m5, 4, 2) == ROAD_TILE_CROSSING ? (Owner)_m[t].m3 : GetTileOwner(t)) == OWNER_TOWN) {
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SetTownIndex(t, CalcClosestTownFromTile(t, UINT_MAX)->index);
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SetTownIndex(t, CalcClosestTownFromTile(t)->index);
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} else {
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SetTownIndex(t, 0);
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}
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@ -775,7 +775,7 @@ bool AfterLoadGame()
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break;
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}
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if (!HasTownOwnedRoad(t)) {
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const Town *town = CalcClosestTownFromTile(t, (uint)-1);
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const Town *town = CalcClosestTownFromTile(t);
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if (town != NULL) SetTownIndex(t, town->index);
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}
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_m[t].m4 = 0;
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@ -1273,7 +1273,7 @@ bool AfterLoadGame()
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if (CheckSavegameVersion(52)) {
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsStatueTile(t)) {
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_m[t].m2 = CalcClosestTownFromTile(t, UINT_MAX)->index;
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_m[t].m2 = CalcClosestTownFromTile(t)->index;
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}
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}
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}
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@ -340,7 +340,7 @@ static inline Town *GetRandomTown()
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return GetTown(index);
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}
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Town *CalcClosestTownFromTile(TileIndex tile, uint threshold);
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Town *CalcClosestTownFromTile(TileIndex tile, uint threshold = UINT_MAX);
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#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (t->IsValid())
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#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
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@ -2590,7 +2590,7 @@ Town *ClosestTownFromTile(TileIndex tile, uint threshold)
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Town *town = GetTown(tid);
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assert(town->IsValid());
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assert(town == CalcClosestTownFromTile(tile, UINT_MAX));
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assert(town == CalcClosestTownFromTile(tile));
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if (DistanceManhattan(tile, town->xy) >= threshold) town = NULL;
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