(svn r3153) - Feature: [ 1276827 ] Drag and drop rocky areas in scenario editor (MeusH-ish)

This commit is contained in:
Darkvater 2005-11-07 16:19:45 +00:00
parent 7304bbe500
commit 947fc8a8ec
3 changed files with 33 additions and 6 deletions

3
gui.h
View File

@ -74,7 +74,8 @@ enum { // max 32 - 4 = 28 types
GUI_PlaceProc_LevelArea = 1 << 4,
GUI_PlaceProc_DesertArea = 2 << 4,
GUI_PlaceProc_WaterArea = 3 << 4,
GUI_PlaceProc_ConvertRailArea = 4 << 4
GUI_PlaceProc_ConvertRailArea = 4 << 4,
GUI_PlaceProc_RockyArea = 5 << 4,
};
/* misc_gui.c */

View File

@ -1211,11 +1211,7 @@ static void PlaceProc_LowerBigLand(TileIndex tile)
static void PlaceProc_RockyArea(TileIndex tile)
{
if (!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES))
return;
ModifyTile(tile, MP_SETTYPE(MP_CLEAR) | MP_MAP5, (_m[tile].m5 & ~0x1C) | 0xB);
SndPlayTileFx(SND_1F_SPLAT, tile);
VpStartPlaceSizing(tile, VPM_X_AND_Y | GUI_PlaceProc_RockyArea);
}
static void PlaceProc_LightHouse(TileIndex tile)

View File

@ -62,6 +62,33 @@ static void GenerateDesertArea(TileIndex end, TileIndex start)
_generating_world = false;
}
/** Scenario editor command that generates desert areas */
static void GenerateRockyArea(TileIndex end, TileIndex start)
{
int size_x, size_y;
bool success = false;
int sx = TileX(start);
int sy = TileY(start);
int ex = TileX(end);
int ey = TileY(end);
if (_game_mode != GM_EDITOR) return;
if (ex < sx) intswap(ex, sx);
if (ey < sy) intswap(ey, sy);
size_x = (ex - sx) + 1;
size_y = (ey - sy) + 1;
BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
ModifyTile(tile, MP_SETTYPE(MP_CLEAR) | MP_MAP5, (_m[tile].m5 & ~0x1C) | 0xB);
success = true;
}
} END_TILE_LOOP(tile, size_x, size_y, 0);
if (success) SndPlayTileFx(SND_1F_SPLAT, end);
}
/**
* A central place to handle all X_AND_Y dragged GUI functions.
* @param we @WindowEvent variable holding in its higher bits (excluding the lower
@ -82,6 +109,9 @@ bool GUIPlaceProcDragXY(const WindowEvent *we)
case GUI_PlaceProc_LevelArea >> 4:
DoCommandP(end_tile, start_tile, 0, CcPlaySound10, CMD_LEVEL_LAND | CMD_AUTO);
break;
case GUI_PlaceProc_RockyArea >> 4:
GenerateRockyArea(end_tile, start_tile);
break;
case GUI_PlaceProc_DesertArea >> 4:
GenerateDesertArea(end_tile, start_tile);
break;