(svn r1708) - Fix: FindNearestHangar() will no longer return a hangar where a jet will crash if it is a jet, that is searching

- Codechange: Since planes move in strait lines in 8 directions, GetTileDistAdv() is used instead of manhatten distance in FindNearestHangar()
replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
bjarni 20 years ago
parent dce0bbad6c
commit 41ca1be4ff

@ -37,16 +37,17 @@ static const SpriteID _aircraft_sprite[] = {
// bit 16 is set in the return value if the player do not have any airports with a hangar (like helipads only)
static uint32 FindNearestHangar(Vehicle *v)
{
/* TODO add a check to see if the aircraft can land at the airport */
Station *st;
uint32 temp_distance, distance = 65000;
uint temp_distance, distance = 0xFFFF;
uint16 index_to_target = 0;
FOR_ALL_STATIONS(st) {
if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
if (GetAirport(st->airport_type)->terminals != NULL) {
TileIndex airport_tile = st->airport_tile;
temp_distance = abs((v->x_pos >> 4) - TileX(airport_tile)) + abs((v->y_pos >> 4) - TileY(airport_tile));
// don't crash the planes if we know they can't land at the airport
if (HASBIT(v->subtype,1) && st->airport_type == AT_SMALL && !_cheats.no_jetcrash.value) continue;
temp_distance = GetTileDistAdv(v->tile, st->airport_tile);
if (temp_distance < distance) {
distance = temp_distance;
index_to_target = st->index;

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