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authorPatric Stout <truebrain@openttd.org>2021-03-24 10:29:01 +0100
committerPatric Stout <github@truebrain.nl>2021-03-26 12:22:32 +0100
commit422e132845255264314cd79aa14361d0df0905d7 (patch)
tree21452e883fa2a1bec4280625fb0ce7a6dfb168b8 /src/genworld_gui.cpp
parent1a1049bc0db4e29402e950e56f3a6873c1f5a0ab (diff)
downloadopenttd-422e132845255264314cd79aa14361d0df0905d7.tar.xz
Feature: auto-detect map height limit based on generated map
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value.
Diffstat (limited to 'src/genworld_gui.cpp')
-rw-r--r--src/genworld_gui.cpp15
1 files changed, 12 insertions, 3 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index 0ca4543f2..5e1fac685 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -46,6 +46,15 @@ enum GenerateLandscapeWindowMode {
};
/**
+ * Get the map height limit, or if set to "auto", the absolute limit.
+ */
+static uint GetMapHeightLimit()
+{
+ if (_settings_newgame.construction.map_height_limit == 0) return MAX_MAP_HEIGHT_LIMIT;
+ return _settings_newgame.construction.map_height_limit;
+}
+
+/**
* Changes landscape type and sets genworld window dirty
* @param landscape new landscape type
*/
@@ -974,7 +983,7 @@ struct CreateScenarioWindow : public Window
this->SetWidgetDisabledState(WID_CS_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(WID_CS_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0);
- this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT);
+ this->SetWidgetDisabledState(WID_CS_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= GetMapHeightLimit());
this->SetWidgetLoweredState(WID_CS_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(WID_CS_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
@@ -1062,7 +1071,7 @@ struct CreateScenarioWindow : public Window
this->HandleButtonClick(widget);
this->SetDirty();
- _settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, _settings_game.construction.map_height_limit);
+ _settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, GetMapHeightLimit());
}
_left_button_clicked = false;
break;
@@ -1108,7 +1117,7 @@ struct CreateScenarioWindow : public Window
case WID_CS_FLAT_LAND_HEIGHT_TEXT:
this->SetWidgetDirty(WID_CS_FLAT_LAND_HEIGHT_TEXT);
- _settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, _settings_game.construction.map_height_limit);
+ _settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, GetMapHeightLimit());
break;
}