(svn r21080) -Fix: Do not allow to use a custom water level with the original map generator.

This commit is contained in:
terkhen 2010-11-04 18:34:37 +00:00
parent ab9279b5a0
commit 725cf7d8bb
3 changed files with 32 additions and 14 deletions

View File

@ -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);

View File

@ -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);

View File

@ -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;
}