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authorterkhen <terkhen@openttd.org>2010-09-20 18:56:35 +0000
committerterkhen <terkhen@openttd.org>2010-09-20 18:56:35 +0000
commite90930e5722a43741deef77de9c562283549faf1 (patch)
tree113c2207950441246ceea53c85e7d3a1aacfc0f7 /src/genworld_gui.cpp
parentb916c5d8c177526690489da4b758187184dff464 (diff)
downloadopenttd-e90930e5722a43741deef77de9c562283549faf1.tar.xz
(svn r20832) -Feature: Allow to select a custom percentage of water in the map generation window (based on patch by CommanderZ).
Diffstat (limited to 'src/genworld_gui.cpp')
-rw-r--r--src/genworld_gui.cpp29
1 files changed, 26 insertions, 3 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index 053b59ec5..47efaa317 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -331,7 +331,7 @@ static DropDownList *BuildMapsizeDropDown()
}
static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, INVALID_STRING_ID};
-static const StringID _sea_lakes[] = {STR_SEA_LEVEL_VERY_LOW, STR_SEA_LEVEL_LOW, STR_SEA_LEVEL_MEDIUM, STR_SEA_LEVEL_HIGH, INVALID_STRING_ID};
+static const StringID _sea_lakes[] = {STR_SEA_LEVEL_VERY_LOW, STR_SEA_LEVEL_LOW, STR_SEA_LEVEL_MEDIUM, STR_SEA_LEVEL_HIGH, STR_SEA_LEVEL_CUSTOM, INVALID_STRING_ID};
static const StringID _smoothness[] = {STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
static const StringID _tree_placer[] = {STR_CONFIG_SETTING_TREE_PLACER_NONE, STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL, STR_CONFIG_SETTING_TREE_PLACER_IMPROVED, INVALID_STRING_ID};
static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
@@ -393,7 +393,16 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_LANDSCAPE_PULLDOWN: SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break;
case GLAND_TREE_PULLDOWN: SetDParam(0, _tree_placer[_settings_newgame.game_creation.tree_placer]); break;
case GLAND_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
- case GLAND_WATER_PULLDOWN: SetDParam(0, _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]); break;
+
+ case GLAND_WATER_PULLDOWN:
+ if (_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
+ SetDParam(0, STR_SEA_LEVEL_CUSTOM_PERCENTAGE);
+ SetDParam(1, _settings_newgame.game_creation.custom_sea_level);
+ } else {
+ SetDParam(0, _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]);
+ }
+ break;
+
case GLAND_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break;
case GLAND_VARIETY_PULLDOWN: SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break;
case GLAND_BORDERS_RANDOM: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break;
@@ -488,7 +497,12 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_LANDSCAPE_PULLDOWN: strs = _landscape; break;
case GLAND_TREE_PULLDOWN: strs = _tree_placer; break;
case GLAND_TERRAIN_PULLDOWN: strs = _elevations; break;
- case GLAND_WATER_PULLDOWN: strs = _sea_lakes; break;
+ case GLAND_WATER_PULLDOWN:
+ strs = _sea_lakes;
+ SetDParam(0, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
+ *size = GetStringBoundingBox(STR_SEA_LEVEL_CUSTOM_PERCENTAGE);
+ break;
+
case GLAND_SMOOTHNESS_PULLDOWN: strs = _smoothness; break;
case GLAND_VARIETY_PULLDOWN: strs = _variety; break;
case GLAND_HEIGHTMAP_ROTATION_PULLDOWN: strs = _rotation; break;
@@ -745,6 +759,11 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
}
case GLAND_WATER_PULLDOWN: {
+ if ((uint)index == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
+ this->widget_id = widget;
+ SetDParam(0, _settings_newgame.game_creation.custom_sea_level);
+ ShowQueryString(STR_JUST_INT, STR_MAPGEN_QUANTITY_OF_SEA_LAKES, 3, 50, this, CS_NUMERAL, QSF_NONE);
+ };
GameMode old_gm = _game_mode;
_game_mode = GM_MENU;
IConsoleSetSetting("difficulty.quantity_sea_lakes", index);
@@ -786,6 +805,10 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
case GLAND_TOWN_PULLDOWN:
_settings_newgame.game_creation.custom_town_number = Clamp(value, 1, CUSTOM_TOWN_MAX_NUMBER);
break;
+
+ case GLAND_WATER_PULLDOWN:
+ _settings_newgame.game_creation.custom_sea_level = Clamp(value, CUSTOM_SEA_LEVEL_MIN_PERCENTAGE, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
+ break;
}
this->InvalidateData();