mirror of https://github.com/OpenTTD/OpenTTD
Codefix: use actual type instead of int for TileIndexDiff
parent
3105f6391c
commit
3b0fcf442f
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@ -1236,7 +1236,7 @@ static bool GrowTownWithRoad(const Town *t, TileIndex tile, RoadBits rcmd)
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*/
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static bool CanRoadContinueIntoNextTile(const Town *t, const TileIndex tile, const DiagDirection road_dir)
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{
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const int delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
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const TileIndexDiff delta = TileOffsByDiagDir(road_dir); // +1 tile in the direction of the road
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TileIndex next_tile = tile + delta; // The tile beyond which must be connectable to the target tile
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RoadBits rcmd = DiagDirToRoadBits(ReverseDiagDir(road_dir));
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RoadType rt = GetTownRoadType();
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@ -1317,7 +1317,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
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uint bridge_length = 0; // This value stores the length of the possible bridge
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TileIndex bridge_tile = tile; // Used to store the other waterside
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const int delta = TileOffsByDiagDir(bridge_dir);
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const TileIndexDiff delta = TileOffsByDiagDir(bridge_dir);
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/* To prevent really small towns from building disproportionately
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* long bridges, make the max a function of its population. */
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@ -1392,7 +1392,7 @@ static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDi
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/* Assure that the tunnel is connectable to the start side */
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if (!(GetTownRoadBits(TileAddByDiagDir(tile, ReverseDiagDir(tunnel_dir))) & DiagDirToRoadBits(tunnel_dir))) return false;
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const int delta = TileOffsByDiagDir(tunnel_dir);
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const TileIndexDiff delta = TileOffsByDiagDir(tunnel_dir);
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int max_tunnel_length = 0;
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/* There are two conditions for building tunnels: Under a mountain and under an obstruction. */
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@ -302,7 +302,7 @@ static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlag
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{
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CommandCost cost(EXPENSES_CONSTRUCTION);
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int delta = TileOffsByDiagDir(dir);
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TileIndexDiff delta = TileOffsByDiagDir(dir);
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CommandCost ret = EnsureNoVehicleOnGround(tile);
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if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
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if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
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