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authoralberth <alberth@openttd.org>2015-05-16 12:01:19 +0000
committeralberth <alberth@openttd.org>2015-05-16 12:01:19 +0000
commitb8414c28844e3df865b77b494aa200b5957cb826 (patch)
tree5233b0a1bccd484c4bfe648546b70256f6cdd5cc /src/genworld_gui.cpp
parentc13b8aa2cb3b9b021c0d5bf649e22f59b84193ef (diff)
downloadopenttd-b8414c28844e3df865b77b494aa200b5957cb826.tar.xz
(svn r27285) -Codechange: Use LG_ORIGINAL instead of a magic 0 to indicate the original landscape generator.
Diffstat (limited to 'src/genworld_gui.cpp')
-rw-r--r--src/genworld_gui.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index 1e9485b5f..ad64ae802 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -403,10 +403,10 @@ struct GenerateLandscapeWindow : public Window {
/* You can't select smoothness / non-water borders if not terragenesis */
if (mode == GLWM_GENERATE) {
- this->SetWidgetDisabledState(WID_GL_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
- this->SetWidgetDisabledState(WID_GL_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
- this->SetWidgetDisabledState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
- this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
+ this->SetWidgetDisabledState(WID_GL_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == LG_ORIGINAL);
+ this->SetWidgetDisabledState(WID_GL_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == LG_ORIGINAL);
+ this->SetWidgetDisabledState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == LG_ORIGINAL || !_settings_newgame.construction.freeform_edges);
+ this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == LG_ORIGINAL || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
WID_GL_WATER_NW, WID_GL_WATER_NE, WID_GL_WATER_SE, WID_GL_WATER_SW, WIDGET_LIST_END);
this->SetWidgetLoweredState(WID_GL_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
@@ -416,7 +416,7 @@ struct GenerateLandscapeWindow : public Window {
this->SetWidgetLoweredState(WID_GL_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
this->SetWidgetLoweredState(WID_GL_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
- this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
+ this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == LG_ORIGINAL && (_settings_newgame.game_creation.landscape == LT_ARCTIC || _settings_newgame.game_creation.landscape == LT_TROPIC),
WID_GL_TERRAIN_PULLDOWN, WID_GL_WATER_PULLDOWN, WIDGET_LIST_END);
}
@@ -432,7 +432,7 @@ struct GenerateLandscapeWindow : public Window {
this->SetWidgetDisabledState(WID_GL_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
/* Do not allow a custom sea level with the original land generator. */
- if (_settings_newgame.game_creation.land_generator == 0 &&
+ if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL &&
_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
_settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
}
@@ -655,7 +655,7 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_WATER_PULLDOWN: { // Water quantity
uint32 hidden_mask = 0;
/* Disable custom water level when the original map generator is active. */
- if (_settings_newgame.game_creation.land_generator == 0) {
+ if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL) {
SetBit(hidden_mask, CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
}
ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, WID_GL_WATER_PULLDOWN, 0, hidden_mask);