diff options
Diffstat (limited to 'src/genworld_gui.cpp')
-rw-r--r-- | src/genworld_gui.cpp | 49 |
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; |