From a8859bbff95d3d2bd92edd456bc954d7da14000e Mon Sep 17 00:00:00 2001 From: frosch Date: Sun, 6 Feb 2011 13:57:17 +0000 Subject: (svn r21994) -Fix: Make computations of closest-land/water-distances handle waterish tiles more correctly. --- src/map.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/map.cpp') diff --git a/src/map.cpp b/src/map.cpp index 34730028e..c44ed6893 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -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 radius, uint w, uint h, TestTileOn */ 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 tile, bool water) /* 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; -- cgit v1.2.3-54-g00ecf