diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp index 042c98260c..26c0965a50 100644 --- a/src/genworld_gui.cpp +++ b/src/genworld_gui.cpp @@ -96,7 +96,6 @@ static const NWidgetPart _nested_generate_landscape_widgets[] = { /* Labels on the left side (global column 1). */ NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(0, 4, 0), NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_MAPSIZE, STR_MAPGEN_MAPSIZE_TOOLTIP), SetFill(1, 1), - NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_LAND_GENERATOR, STR_NULL), SetFill(1, 1), NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TERRAIN_TYPE, STR_NULL), SetFill(1, 1), NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_VARIETY, STR_NULL), SetFill(1, 1), NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_SMOOTHNESS, STR_NULL), SetFill(1, 1), @@ -111,7 +110,6 @@ static const NWidgetPart _nested_generate_landscape_widgets[] = { NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_BY, STR_NULL), SetPadding(1, 0, 0, 0), SetFill(1, 1), NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_MAPSIZE_Y_PULLDOWN), SetDataTip(STR_JUST_INT, STR_MAPGEN_MAPSIZE_TOOLTIP), SetFill(1, 0), EndContainer(), - NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_LANDSCAPE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0), NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_TERRAIN_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0), NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_VARIETY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0), NWidget(WWT_DROPDOWN, COLOUR_ORANGE, WID_GL_SMOOTHNESS_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0), @@ -397,7 +395,6 @@ static const StringID _sea_lakes[] = {STR_SEA_LEVEL_VERY_LOW, STR_SEA_LEVEL_LO 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}; static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID}; -static const StringID _landscape[] = {STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL, STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID}; static const StringID _num_towns[] = {STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, STR_NUM_CUSTOM, INVALID_STRING_ID}; static const StringID _num_inds[] = {STR_FUNDING_ONLY, STR_MINIMAL, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, INVALID_STRING_ID}; static const StringID _variety[] = {STR_VARIETY_NONE, STR_VARIETY_VERY_LOW, STR_VARIETY_LOW, STR_VARIETY_MEDIUM, STR_VARIETY_HIGH, STR_VARIETY_VERY_HIGH, INVALID_STRING_ID}; @@ -427,6 +424,11 @@ struct GenerateLandscapeWindow : public Window { _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()); + /* If original landgenerator is selected and alpinist terrain_type was selected, revert to mountainous. */ + if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL) { + _settings_newgame.difficulty.terrain_type = Clamp(_settings_newgame.difficulty.terrain_type, 0, 3); + } + this->OnInvalidateData(); } @@ -462,7 +464,6 @@ 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: if (_settings_newgame.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) { SetDParam(0, STR_TERRAIN_TYPE_CUSTOM_VALUE); @@ -620,7 +621,6 @@ struct GenerateLandscapeWindow : public Window { break; case WID_GL_INDUSTRY_PULLDOWN: strs = _num_inds; break; - case WID_GL_LANDSCAPE_PULLDOWN: strs = _landscape; break; case WID_GL_TERRAIN_PULLDOWN: strs = _elevations; @@ -795,10 +795,6 @@ struct GenerateLandscapeWindow : public Window { ShowQueryString(STR_JUST_INT, STR_MAPGEN_DESERT_COVERAGE_QUERY_CAPT, 4, this, CS_NUMERAL, QSF_ENABLE_DEFAULT); break; - case WID_GL_LANDSCAPE_PULLDOWN: // Landscape generator - ShowDropDownMenu(this, _landscape, _settings_newgame.game_creation.land_generator, WID_GL_LANDSCAPE_PULLDOWN, 0, 0); - break; - case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: // Heightmap rotation ShowDropDownMenu(this, _rotation, _settings_newgame.game_creation.heightmap_rotation, WID_GL_HEIGHTMAP_ROTATION_PULLDOWN, 0, 0); break; @@ -894,13 +890,6 @@ struct GenerateLandscapeWindow : public Window { case WID_GL_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break; case WID_GL_VARIETY_PULLDOWN: _settings_newgame.game_creation.variety = index; break; - case WID_GL_LANDSCAPE_PULLDOWN: _settings_newgame.game_creation.land_generator = index; - /* If original landgenerator is selected and alpinist terrain_type was selected, revert to mountainous. */ - if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL) { - _settings_newgame.difficulty.terrain_type = Clamp(_settings_newgame.difficulty.terrain_type, 0, 3); - } - break; - case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: _settings_newgame.game_creation.heightmap_rotation = index; break; case WID_GL_TOWN_PULLDOWN: diff --git a/src/lang/english.txt b/src/lang/english.txt index fe06a7c03a..184af016b0 100644 --- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -3146,7 +3146,6 @@ STR_MAPGEN_DESERT_COVERAGE :{BLACK}Desert c STR_MAPGEN_DESERT_COVERAGE_UP :{BLACK}Increase desert coverage by ten percent STR_MAPGEN_DESERT_COVERAGE_DOWN :{BLACK}Decrease desert coverage by ten percent STR_MAPGEN_DESERT_COVERAGE_TEXT :{BLACK}{NUM}% -STR_MAPGEN_LAND_GENERATOR :{BLACK}Land generator: STR_MAPGEN_TERRAIN_TYPE :{BLACK}Terrain type: STR_MAPGEN_SEA_LEVEL :{BLACK}Sea level: STR_MAPGEN_QUANTITY_OF_RIVERS :{BLACK}Rivers: