Add: Press ctrl to build diagonal rivers in scenario editor.

pull/88/head
peter1138 5 years ago
parent 967b27a2c1
commit 72b72dbec3

@ -161,7 +161,7 @@ struct BuildDocksToolbarWindow : Window {
case WID_DT_RIVER: // Build river button (in scenario editor)
if (_game_mode != GM_EDITOR) return;
HandlePlacePushButton(this, WID_DT_RIVER, SPR_CURSOR_RIVER, HT_RECT);
HandlePlacePushButton(this, WID_DT_RIVER, SPR_CURSOR_RIVER, HT_RECT | HT_DIAGONAL);
break;
case WID_DT_BUILD_AQUEDUCT: // Build aqueduct button
@ -238,7 +238,7 @@ struct BuildDocksToolbarWindow : Window {
DoCommandP(end_tile, start_tile, (_game_mode == GM_EDITOR && _ctrl_pressed) ? WATER_CLASS_SEA : WATER_CLASS_CANAL, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_BUILD_CANALS), CcPlaySound_SPLAT_WATER);
break;
case DDSP_CREATE_RIVER:
DoCommandP(end_tile, start_tile, WATER_CLASS_RIVER, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_PLACE_RIVERS), CcPlaySound_SPLAT_WATER);
DoCommandP(end_tile, start_tile, WATER_CLASS_RIVER | (_ctrl_pressed ? 1 << 2 : 0), CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_PLACE_RIVERS), CcPlaySound_SPLAT_WATER);
break;
default: break;

@ -2458,7 +2458,7 @@ STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Build sh
STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Place a buoy which can be used as a waypoint. Shift toggles building/showing cost estimate
STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}Build aqueduct. Shift toggles building/showing cost estimate
STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Define water area.{}Make a canal, unless Ctrl is held down at sea level, when it will flood the surroundings instead
STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Place rivers
STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Place rivers. Ctrl selects the area diagonally.
# Ship depot construction window
STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Ship Depot Orientation

@ -387,7 +387,9 @@ bool RiverModifyDesertZone(TileIndex tile, void *)
* @param tile end tile of stretch-dragging
* @param flags type of operation
* @param p1 start tile of stretch-dragging
* @param p2 waterclass to build. sea and river can only be built in scenario editor
* @param p2 various bitstuffed data
* bits 0-1: waterclass to build. sea and river can only be built in scenario editor
* bit 2: Whether to use the Orthogonal (0) or Diagonal (1) iterator.
* @param text unused
* @return the cost of this operation or an error
*/
@ -399,13 +401,17 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
/* Outside of the editor you can only build canals, not oceans */
if (wc != WATER_CLASS_CANAL && _game_mode != GM_EDITOR) return CMD_ERROR;
TileArea ta(tile, p1);
/* Outside the editor you can only drag canals, and not areas */
if (_game_mode != GM_EDITOR && ta.w != 1 && ta.h != 1) return CMD_ERROR;
if (_game_mode != GM_EDITOR) {
TileArea ta(tile, p1);
if (ta.w != 1 && ta.h != 1) return CMD_ERROR;
}
CommandCost cost(EXPENSES_CONSTRUCTION);
TILE_AREA_LOOP(tile, ta) {
TileIterator *iter = HasBit(p2, 2) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(tile, p1);
for (; *iter != INVALID_TILE; ++(*iter)) {
TileIndex tile = *iter;
CommandCost ret;
Slope slope = GetTileSlope(tile);

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