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https://github.com/JGRennison/OpenTTD-patches.git
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Merge branch 'pr-7490' into jgrpp
# Conflicts: # src/dock_gui.cpp # src/water_cmd.cpp
This commit is contained in:
commit
1c7b454a57
@ -162,7 +162,7 @@ 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 && !_settings_game.construction.enable_build_river) 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, _game_mode == GM_EDITOR ? HT_RECT | HT_DIAGONAL : HT_RECT);
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break;
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case WID_DT_BUILD_AQUEDUCT: // Build aqueduct button
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@ -212,7 +212,7 @@ struct BuildDocksToolbarWindow : Window {
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break;
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case WID_DT_RIVER: // Build river button (in scenario editor)
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VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_CREATE_RIVER);
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VpStartPlaceSizing(tile, (_game_mode == GM_EDITOR) ? VPM_X_AND_Y : VPM_X_OR_Y, DDSP_CREATE_RIVER);
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break;
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case WID_DT_BUILD_AQUEDUCT: // Build aqueduct button
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@ -239,7 +239,7 @@ 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_SPLAT_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_SPLAT_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_SPLAT_WATER);
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break;
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default: break;
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@ -2941,7 +2941,7 @@ 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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@ -387,7 +387,9 @@ 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, unless enable_build_river is enabled
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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, unless enable_build_river is enabled
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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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@ -398,6 +400,7 @@ 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 (_game_mode != GM_EDITOR) {
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if (HasBit(p2, 2)) return CMD_ERROR;
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if (wc == WATER_CLASS_RIVER) {
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if (!_settings_game.construction.enable_build_river) return CMD_ERROR;
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} else if (wc != WATER_CLASS_CANAL) {
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@ -405,13 +408,17 @@ CommandCost CmdBuildCanal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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}
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}
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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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TileIterator *iter = HasBit(p2, 2) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(tile, p1);
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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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