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authorPatric Stout <truebrain@openttd.org>2021-03-24 23:25:51 +0100
committerPatric Stout <github@truebrain.nl>2021-03-26 12:22:32 +0100
commitf05e2e0d408cfd018d9875855bd28383569481a9 (patch)
tree2f08a052703d6c745935e0abed5e7bb259c94287 /src/tgp.cpp
parent45c2c29c35afeb4116ff8fb3393ddc67ea1708da (diff)
downloadopenttd-f05e2e0d408cfd018d9875855bd28383569481a9.tar.xz
Feature: allow setting a custom terrain type to define highest peak
At least, TGP will try to reach it. It heavily depends on the map if it is reachable at all. But for sure it will do its atmost to get there!
Diffstat (limited to 'src/tgp.cpp')
-rw-r--r--src/tgp.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp
index 3ced2a1b0..d86617ee2 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -215,6 +215,13 @@ static const amplitude_t _water_percent[4] = {70, 170, 270, 420};
*/
static height_t TGPGetMaxHeight()
{
+ if (_settings_game.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
+ /* TGP never reaches this height; this means that if a user inputs "2",
+ * it would create a flat map without the "+ 1". But that would
+ * overflow on "255". So we reduce it by 1 to get back in range. */
+ return I2H(_settings_game.game_creation.custom_terrain_type + 1) - 1;
+ }
+
/**
* Desired maximum height - indexed by:
* - _settings_game.difficulty.terrain_type