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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/tgp.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/tgp.cpp')
-rw-r--r--src/tgp.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp
index 368fd3af0..5e7bf6092 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -647,7 +647,7 @@ static void HeightMapCurves(uint level)
static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_new)
{
height_t h_min, h_max, h_avg, h_water_level;
- int water_tiles, desired_water_tiles;
+ int64 water_tiles, desired_water_tiles;
height_t *h;
int *hist;
@@ -659,7 +659,7 @@ static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_
hist = HeightMapMakeHistogram(h_min, h_max, hist_buf);
/* How many water tiles do we want? */
- desired_water_tiles = (int)(((int64)water_percent) * (int64)(_height_map.size_x * _height_map.size_y)) >> amplitude_decimal_bits;
+ desired_water_tiles = A2I(((int64)water_percent) * (int64)(_height_map.size_x * _height_map.size_y));
/* Raise water_level and accumulate values from histogram until we reach required number of water tiles */
for (h_water_level = h_min, water_tiles = 0; h_water_level < h_max; h_water_level++) {
@@ -847,7 +847,8 @@ static void HeightMapSmoothSlopes(height_t dh_max)
*/
static void HeightMapNormalize()
{
- const amplitude_t water_percent = _water_percent[_settings_game.difficulty.quantity_sea_lakes];
+ int sea_level_setting = _settings_game.difficulty.quantity_sea_lakes;
+ const amplitude_t water_percent = sea_level_setting != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY ? _water_percent[sea_level_setting] : _settings_game.game_creation.custom_sea_level * 1024 / 100;
const height_t h_max_new = I2H(_max_height[_settings_game.difficulty.terrain_type]);
const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;