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authorrubidium <rubidium@openttd.org>2009-03-13 00:48:03 +0000
committerrubidium <rubidium@openttd.org>2009-03-13 00:48:03 +0000
commit3a3607862dbfeedd3356b449e753ba965aed3c8d (patch)
tree2aa0dcb28c86b94945838a6d676a3dbc5406247d
parentf1605cf47582c9c3bdada658fbad5a05ea2205fc (diff)
downloadopenttd-3a3607862dbfeedd3356b449e753ba965aed3c8d.tar.xz
(svn r15697) -Fix (r15695): warning about comparing signed vs unsigned.
-rw-r--r--src/genworld_gui.cpp2
-rw-r--r--src/town.h4
-rw-r--r--src/town_cmd.cpp2
3 files changed, 4 insertions, 4 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index fd9346c8f..1dcd36dc7 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -572,7 +572,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
case GLAND_TOWN_PULLDOWN:
- if (index == CUSTOM_TOWN_NUMBER_DIFFICULTY) {
+ if ((uint)index == CUSTOM_TOWN_NUMBER_DIFFICULTY) {
this->widget_id = widget;
SetDParam(0, _settings_newgame.game_creation.custom_town_number);
ShowQueryString(STR_CONFIG_SETTING_INT32, STR_NUMBER_OF_TOWNS, 5, 50, this, CS_NUMERAL, QSF_NONE);
diff --git a/src/town.h b/src/town.h
index 004234cd8..9f7b3e710 100644
--- a/src/town.h
+++ b/src/town.h
@@ -95,8 +95,8 @@ struct BuildingCounts {
uint8 class_count[HOUSE_CLASS_MAX];
};
-static const int CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
-static const int CUSTOM_TOWN_MAX_NUMBER = 5000; ///< this is the maximum number of towns a user can specify in customisation
+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
DECLARE_OLD_POOL(Town, Town, 3, 8000)
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index a4a47522c..e92e39004 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1634,7 +1634,7 @@ bool GenerateTowns(TownLayout layout)
{
uint num = 0;
uint difficulty = _settings_game.difficulty.number_towns;
- uint n = difficulty == CUSTOM_TOWN_NUMBER_DIFFICULTY ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
+ uint n = (difficulty == (uint)CUSTOM_TOWN_NUMBER_DIFFICULTY) ? _settings_game.game_creation.custom_town_number : ScaleByMapSize(_num_initial_towns[difficulty] + (Random() & 7));
uint num_cities = _settings_game.economy.larger_towns == 0 ? 0 : n / _settings_game.economy.larger_towns;
SetGeneratingWorldProgress(GWP_TOWN, n);