Changeset - r17244:36463cb653d1
[Not reviewed]
master
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frosch - 14 years ago 2011-02-06 13:57:17
frosch@openttd.org
(svn r21994) -Fix: Make computations of closest-land/water-distances handle waterish tiles more correctly.
1 file changed with 3 insertions and 2 deletions:
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src/map.cpp
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@@ -13,6 +13,7 @@
 
#include "debug.h"
 
#include "core/alloc_func.hpp"
 
#include "tile_map.h"
 
#include "water_map.h"
 

	
 
#if defined(_MSC_VER)
 
/* Why the hell is that not in all MSVC headers?? */
 
@@ -339,7 +340,7 @@ bool CircularTileSearch(TileIndex *tile,
 
 */
 
uint GetClosestWaterDistance(TileIndex tile, bool water)
 
{
 
	if (IsTileType(tile, MP_WATER) == water) return 0;
 
	if (HasTileWaterGround(tile) == water) return 0;
 

	
 
	uint max_dist = water ? 0x7F : 0x200;
 

	
 
@@ -368,7 +369,7 @@ uint GetClosestWaterDistance(TileIndex t
 
				/* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/
 
				if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) {
 
					TileIndex t = TileXY(x, y);
 
					if (IsTileType(t, MP_WATER) == water) return dist;
 
					if (HasTileWaterGround(t) == water) return dist;
 
				}
 
				x += dx;
 
				y += dy;
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