mirror of https://github.com/OpenTTD/OpenTTD.git
Feature: Press ctrl to build diagonal rivers in Scenario Editor (#8880)
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@ -170,7 +170,7 @@ struct BuildDocksToolbarWindow : Window {
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case WID_DT_RIVER: // Build river button (in scenario editor)
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if (_game_mode != GM_EDITOR) return;
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HandlePlacePushButton(this, WID_DT_RIVER, SPR_CURSOR_RIVER, HT_RECT);
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HandlePlacePushButton(this, WID_DT_RIVER, SPR_CURSOR_RIVER, HT_RECT | HT_DIAGONAL);
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break;
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case WID_DT_BUILD_AQUEDUCT: // Build aqueduct button
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@ -247,7 +247,7 @@ struct BuildDocksToolbarWindow : Window {
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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_CONSTRUCTION_WATER);
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break;
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case DDSP_CREATE_RIVER:
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DoCommandP(end_tile, start_tile, WATER_CLASS_RIVER, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_PLACE_RIVERS), CcPlaySound_CONSTRUCTION_WATER);
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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_CONSTRUCTION_WATER);
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break;
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default: break;
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@ -2531,7 +2531,7 @@ STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Build sh
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STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Place a buoy which can be used as a waypoint. Shift toggles building/showing cost estimate
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STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}Build aqueduct. Shift toggles building/showing cost estimate
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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
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STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Place rivers
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STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Place rivers. Ctrl selects the area diagonally
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# Ship depot construction window
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STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Ship Depot Orientation
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@ -437,7 +437,9 @@ bool RiverModifyDesertZone(TileIndex tile, void *)
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* @param tile end tile of stretch-dragging
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* @param flags type of operation
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* @param p1 start tile of stretch-dragging
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* @param p2 waterclass to build. sea and river can only be built in scenario editor
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* @param p2 various bitstuffed data
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* bits 0-1: waterclass to build. sea and river can only be built in scenario editor
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* bit 2: Whether to use the Orthogonal (0) or Diagonal (1) iterator.
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* @param text unused
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* @return the cost of this operation or an error
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*/
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@ -449,13 +451,23 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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/* Outside of the editor you can only build canals, not oceans */
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if (wc != WATER_CLASS_CANAL && _game_mode != GM_EDITOR) return CMD_ERROR;
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TileArea ta(tile, p1);
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/* Outside the editor you can only drag canals, and not areas */
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if (_game_mode != GM_EDITOR && ta.w != 1 && ta.h != 1) return CMD_ERROR;
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if (_game_mode != GM_EDITOR) {
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TileArea ta(tile, p1);
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if (ta.w != 1 && ta.h != 1) return CMD_ERROR;
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}
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CommandCost cost(EXPENSES_CONSTRUCTION);
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TILE_AREA_LOOP(tile, ta) {
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std::unique_ptr<TileIterator> iter;
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if (HasBit(p2, 2)) {
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iter = std::make_unique<DiagonalTileIterator>(tile, p1);
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} else {
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iter = std::make_unique<OrthogonalTileIterator>(tile, p1);
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}
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for (; *iter != INVALID_TILE; ++(*iter)) {
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TileIndex tile = *iter;
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CommandCost ret;
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Slope slope = GetTileSlope(tile);
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