summaryrefslogtreecommitdiff
path: root/src/genworld_gui.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/genworld_gui.cpp')
-rw-r--r--src/genworld_gui.cpp49
1 files changed, 40 insertions, 9 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index f59e0ae46..46f2eac24 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -347,7 +347,7 @@ static DropDownList BuildTownNameDropDown()
}
-static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, STR_TERRAIN_TYPE_ALPINIST, INVALID_STRING_ID};
+static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, STR_TERRAIN_TYPE_ALPINIST, STR_TERRAIN_TYPE_CUSTOM, 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 _rivers[] = {STR_RIVERS_NONE, STR_RIVERS_FEW, STR_RIVERS_MODERATE, STR_RIVERS_LOT, 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};
@@ -378,8 +378,9 @@ struct GenerateLandscapeWindow : public Window {
this->SetWidgetDisabledState(WID_GL_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(WID_GL_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
- /* In case the map_height_limit is changed, clamp heightmap_height. */
+ /* In case the map_height_limit is changed, clamp heightmap_height and custom_terrain_type. */
_settings_newgame.game_creation.heightmap_height = Clamp(_settings_newgame.game_creation.heightmap_height, MIN_HEIGHTMAP_HEIGHT, GetMapHeightLimit());
+ _settings_newgame.game_creation.custom_terrain_type = Clamp(_settings_newgame.game_creation.custom_terrain_type, MIN_CUSTOM_TERRAIN_TYPE, GetMapHeightLimit());
this->OnInvalidateData();
}
@@ -417,7 +418,14 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_INDUSTRY_PULLDOWN: SetDParam(0, _game_mode == GM_EDITOR ? STR_CONFIG_SETTING_OFF : _num_inds[_settings_newgame.difficulty.industry_density]); break;
case WID_GL_LANDSCAPE_PULLDOWN: SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break;
- case WID_GL_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
+ case WID_GL_TERRAIN_PULLDOWN:
+ if (_settings_newgame.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
+ SetDParam(0, STR_TERRAIN_TYPE_CUSTOM_VALUE);
+ SetDParam(1, _settings_newgame.game_creation.custom_terrain_type);
+ } else {
+ SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
+ }
+ break;
case WID_GL_WATER_PULLDOWN:
if (_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
@@ -511,10 +519,14 @@ struct GenerateLandscapeWindow : public Window {
this->SetWidgetDisabledState(WID_GL_DESERT_COVERAGE_DOWN, _settings_newgame.game_creation.desert_coverage <= 0 || _settings_newgame.game_creation.landscape != LT_TROPIC);
this->SetWidgetDisabledState(WID_GL_DESERT_COVERAGE_UP, _settings_newgame.game_creation.desert_coverage >= 100 || _settings_newgame.game_creation.landscape != LT_TROPIC);
- /* Do not allow a custom sea level with the original land generator. */
- 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;
+ /* Do not allow a custom sea level or terrain type with the original land generator. */
+ if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL) {
+ if (_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
+ _settings_newgame.difficulty.quantity_sea_lakes = 1;
+ }
+ if (_settings_newgame.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
+ _settings_newgame.difficulty.terrain_type = 1;
+ }
}
}
@@ -563,7 +575,13 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_INDUSTRY_PULLDOWN: strs = _num_inds; break;
case WID_GL_LANDSCAPE_PULLDOWN: strs = _landscape; break;
- case WID_GL_TERRAIN_PULLDOWN: strs = _elevations; break;
+
+ case WID_GL_TERRAIN_PULLDOWN:
+ strs = _elevations;
+ SetDParamMaxValue(0, MAX_MAP_HEIGHT_LIMIT);
+ *size = maxdim(*size, GetStringBoundingBox(STR_TERRAIN_TYPE_CUSTOM_VALUE));
+ break;
+
case WID_GL_WATER_PULLDOWN:
strs = _sea_lakes;
SetDParamMaxValue(0, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
@@ -854,7 +872,15 @@ struct GenerateLandscapeWindow : public Window {
break;
case WID_GL_INDUSTRY_PULLDOWN: _settings_newgame.difficulty.industry_density = index; break;
- case WID_GL_TERRAIN_PULLDOWN: _settings_newgame.difficulty.terrain_type = index; break;
+ case WID_GL_TERRAIN_PULLDOWN: {
+ if ((uint)index == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
+ this->widget_id = widget;
+ SetDParam(0, _settings_newgame.game_creation.custom_terrain_type);
+ ShowQueryString(STR_JUST_INT, STR_MAPGEN_TERRAIN_TYPE_QUERY_CAPT, 4, this, CS_NUMERAL, QSF_NONE);
+ }
+ _settings_newgame.difficulty.terrain_type = index;
+ break;
+ }
case WID_GL_WATER_PULLDOWN: {
if ((uint)index == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
@@ -885,6 +911,7 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_SNOW_COVERAGE_TEXT: value = DEF_SNOW_COVERAGE; break;
case WID_GL_DESERT_COVERAGE_TEXT: value = DEF_DESERT_COVERAGE; break;
case WID_GL_TOWN_PULLDOWN: value = 1; break;
+ case WID_GL_TERRAIN_PULLDOWN: value = MIN_MAP_HEIGHT_LIMIT; break;
case WID_GL_WATER_PULLDOWN: value = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE; break;
default: NOT_REACHED();
}
@@ -915,6 +942,10 @@ struct GenerateLandscapeWindow : public Window {
_settings_newgame.game_creation.custom_town_number = Clamp(value, 1, CUSTOM_TOWN_MAX_NUMBER);
break;
+ case WID_GL_TERRAIN_PULLDOWN:
+ _settings_newgame.game_creation.custom_terrain_type = Clamp(value, MIN_CUSTOM_TERRAIN_TYPE, GetMapHeightLimit());
+ break;
+
case WID_GL_WATER_PULLDOWN:
_settings_newgame.game_creation.custom_sea_level = Clamp(value, CUSTOM_SEA_LEVEL_MIN_PERCENTAGE, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE);
break;