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-rw-r--r--src/genworld_gui.cpp17
-rw-r--r--src/landscape.cpp1
-rw-r--r--src/settings.cpp28
3 files changed, 32 insertions, 14 deletions
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index b720aac57..f28306c2a 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -459,6 +459,13 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
this->SetWidgetDisabledState(GLAND_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= MIN_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
this->SetWidgetDisabledState(GLAND_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 &&
+ _settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
+ _settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
+ }
+
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
@@ -658,9 +665,15 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, GLAND_TERRAIN_PULLDOWN, 0, 0);
break;
- case GLAND_WATER_PULLDOWN: // Water quantity
- ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, GLAND_WATER_PULLDOWN, 0, 0);
+ case GLAND_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) {
+ SetBit(hidden_mask, CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
+ }
+ ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, GLAND_WATER_PULLDOWN, 0, hidden_mask);
break;
+ }
case GLAND_SMOOTHNESS_PULLDOWN: // Map smoothness
ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, GLAND_SMOOTHNESS_PULLDOWN, 0, 0);
diff --git a/src/landscape.cpp b/src/landscape.cpp
index db54810b2..71a788c25 100644
--- a/src/landscape.cpp
+++ b/src/landscape.cpp
@@ -963,6 +963,7 @@ void GenerateLandscape(byte mode)
default: {
uint32 r = Random();
+ assert(_settings_game.difficulty.quantity_sea_lakes != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY);
uint i = ScaleByMapSize(GB(r, 0, 7) + (3 - _settings_game.difficulty.quantity_sea_lakes) * 256 + 100);
for (; i != 0; --i) {
GenerateTerrain(_settings_game.difficulty.terrain_type, 0);
diff --git a/src/settings.cpp b/src/settings.cpp
index e91f1cf69..7ef204045 100644
--- a/src/settings.cpp
+++ b/src/settings.cpp
@@ -902,6 +902,21 @@ static bool InvalidateIndustryViewWindow(int32 p1)
return true;
}
+/** Checks if any settings are set to incorrect values, and sets them to correct values in that case. */
+static void ValidateSettings()
+{
+ /* Force the difficulty levels to correct values if they are invalid. */
+ if (_settings_newgame.difficulty.diff_level != 3) {
+ SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty);
+ }
+
+ /* Do not allow a custom sea level with the original land generator. */
+ if (_settings_newgame.game_creation.land_generator == 0 &&
+ _settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) {
+ _settings_newgame.difficulty.quantity_sea_lakes = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE;
+ }
+}
+
/*
* A: competitors
* B: competitor start time. Deprecated since savegame version 110.
@@ -941,17 +956,6 @@ void SetDifficultyLevel(int mode, DifficultySettings *gm_opt)
}
}
-/**
- * Checks the difficulty levels read from the configuration and
- * forces them to be correct when invalid.
- */
-static void CheckDifficultyLevels()
-{
- if (_settings_newgame.difficulty.diff_level != 3) {
- SetDifficultyLevel(_settings_newgame.difficulty.diff_level, &_settings_newgame.difficulty);
- }
-}
-
static bool DifficultyReset(int32 level)
{
SetDifficultyLevel(level, (_game_mode == GM_MENU) ? &_settings_newgame.difficulty : &_settings_game.difficulty);
@@ -1477,7 +1481,7 @@ void LoadFromConfig()
IniLoadSettings(ini, _gameopt_settings, "gameopt", &_settings_newgame);
HandleOldDiffCustom(false);
- CheckDifficultyLevels();
+ ValidateSettings();
delete ini;
}