mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: Define INVALID_TOWN as a TownID (#7044)
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@ -333,7 +333,7 @@ static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits piec
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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);
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SetTownIndex(tile, town == NULL ? (TownID)INVALID_TOWN : town->index);
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SetTownIndex(tile, town == NULL ? INVALID_TOWN : town->index);
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}
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SetRoadBits(tile, ROAD_NONE, rt);
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SetRoadTypes(tile, rts);
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@ -494,7 +494,7 @@ CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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if ((Company::IsValidID(company) && p2 != 0) || (company == OWNER_TOWN && !Town::IsValidID(p2)) || (company == OWNER_DEITY && p2 != 0)) return CMD_ERROR;
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if (company != OWNER_TOWN) {
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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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p2 = (town != NULL) ? town->index : INVALID_TOWN;
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if (company == OWNER_DEITY) {
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company = OWNER_TOWN;
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@ -1444,7 +1444,7 @@ void UpdateNearestTownForRoadTiles(bool invalidate)
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (IsTileType(t, MP_ROAD) && !IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
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TownID tid = (TownID)INVALID_TOWN;
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TownID tid = INVALID_TOWN;
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if (!invalidate) {
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const Town *town = CalcClosestTownFromTile(t);
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if (town != NULL) tid = town->index;
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@ -31,7 +31,7 @@ typedef TileMatrix<CargoTypes, 4> AcceptanceMatrix;
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static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
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static const uint CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
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static const uint INVALID_TOWN = 0xFFFF;
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static const TownID INVALID_TOWN = 0xFFFF;
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static const uint TOWN_GROWTH_WINTER = 0xFFFFFFFE; ///< The town only needs this cargo in the winter (any amount)
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static const uint TOWN_GROWTH_DESERT = 0xFFFFFFFF; ///< The town needs the cargo for growth when on desert (any amount)
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@ -3335,7 +3335,7 @@ Town *ClosestTownFromTile(TileIndex tile, uint threshold)
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if (!HasTownOwnedRoad(tile)) {
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TownID tid = GetTownIndex(tile);
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if (tid == (TownID)INVALID_TOWN) {
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if (tid == INVALID_TOWN) {
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/* in the case we are generating "many random towns", this value may be INVALID_TOWN */
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if (_generating_world) return CalcClosestTownFromTile(tile, threshold);
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assert(Town::GetNumItems() == 0);
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