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