(svn r10155) -Fix [FS#601]: Airports didn't flood when there are aircraft on the airport.

pull/155/head
rubidium 17 years ago
parent 6cd88fd449
commit 3cdf29af0d

@ -618,6 +618,21 @@ static void TileLoopWaterHelper(TileIndex tile, const TileIndexDiffC *offs)
*/
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile)
{
if (IsTileType(tile, MP_STATION) && IsAirport(tile)) {
const Station *st = GetStationByTile(tile);
const AirportFTAClass *airport = st->Airport();
for (uint x = 0; x < airport->size_x; x++) {
for (uint y = 0; y < airport->size_y; y++) {
tile = TILE_ADDXY(st->airport_tile, x, y);
Vehicle *v = FindVehicleOnTileZ(tile, 1 + airport->delta_z);
if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
}
}
/* No vehicle could be flooded on this airport anymore */
return NULL;
}
if (!IsBridgeTile(tile)) return FindVehicleOnTileZ(tile, 0);
TileIndex end = GetOtherBridgeEnd(tile);
@ -642,10 +657,20 @@ static void FloodVehicle(Vehicle *v)
if (!(v->vehstatus & VS_CRASHED)) {
uint16 pass = 0;
if (v->type == VEH_TRAIN || v->type == VEH_ROAD) {
if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_AIRCRAFT) {
if (v->type == VEH_AIRCRAFT) {
/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return;
const Station *st = GetStationByTile(v->tile);
const AirportFTAClass *airport = st->Airport();
if (v->z_pos != airport->delta_z + 1) return;
}
Vehicle *u;
v = GetFirstVehicleInChain(v);
if (v->type != VEH_AIRCRAFT) v = GetFirstVehicleInChain(v);
u = v;
/* crash all wagons, and count passengers */
@ -657,12 +682,22 @@ static void FloodVehicle(Vehicle *v)
v = u;
if (v->type == VEH_TRAIN) {
if (IsFrontEngine(v)) pass += 4; // driver
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
} else {
if (IsRoadVehFront(v)) pass += 1; // driver
v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN:
if (IsFrontEngine(v)) pass += 4; // driver
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
break;
case VEH_ROAD:
if (IsRoadVehFront(v)) pass += 1; // driver
v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast
break;
case VEH_AIRCRAFT:
pass += 2; // driver
v->u.air.crashed_counter = 9000; // max 10000, disappear pretty fast
break;
}
RebuildVehicleLists();

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