diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp index d968663f8f..475cef8e7e 100644 --- a/src/genworld_gui.cpp +++ b/src/genworld_gui.cpp @@ -296,7 +296,7 @@ static DropDownList *BuildMapsizeDropDown() return list; } -static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, 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, 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}; @@ -650,7 +650,8 @@ struct GenerateLandscapeWindow : public Window { break; case WID_GL_TERRAIN_PULLDOWN: // Terrain type - ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, WID_GL_TERRAIN_PULLDOWN, 0, 0); + /* For the original map generation only the first four are valid. */ + ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, WID_GL_TERRAIN_PULLDOWN, 0, _settings_newgame.game_creation.land_generator == LG_ORIGINAL ? ~0xF : 0); break; case WID_GL_WATER_PULLDOWN: { // Water quantity @@ -723,7 +724,14 @@ struct GenerateLandscapeWindow : public Window { case WID_GL_RIVER_PULLDOWN: _settings_newgame.game_creation.amount_of_rivers = index; break; 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; 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/landscape.cpp b/src/landscape.cpp index 0f21b2920b..d1c73fd42b 100644 --- a/src/landscape.cpp +++ b/src/landscape.cpp @@ -1273,7 +1273,8 @@ void GenerateLandscape(byte mode) 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); + /* Make sure we do not overflow. */ + GenerateTerrain(Clamp(_settings_game.difficulty.terrain_type, 0, 3), 0); } break; } diff --git a/src/lang/english.txt b/src/lang/english.txt index c718d5af7a..156012108f 100644 --- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -1084,6 +1084,7 @@ STR_TERRAIN_TYPE_VERY_FLAT :Very Flat STR_TERRAIN_TYPE_FLAT :Flat STR_TERRAIN_TYPE_HILLY :Hilly STR_TERRAIN_TYPE_MOUNTAINOUS :Mountainous +STR_TERRAIN_TYPE_ALPINIST :Alpinist STR_CITY_APPROVAL_PERMISSIVE :Permissive STR_CITY_APPROVAL_TOLERANT :Tolerant diff --git a/src/table/settings.ini b/src/table/settings.ini index 7a4c6dc34b..3cd29e067c 100644 --- a/src/table/settings.ini +++ b/src/table/settings.ini @@ -255,7 +255,7 @@ from = 97 guiflags = SGF_MULTISTRING | SGF_NEWGAME_ONLY def = 1 min = 0 -max = 3 +max = 4 interval = 1 str = STR_CONFIG_SETTING_TERRAIN_TYPE strhelp = STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT diff --git a/src/tgp.cpp b/src/tgp.cpp index 6f6fd1f01c..4e26ffe42a 100644 --- a/src/tgp.cpp +++ b/src/tgp.cpp @@ -227,12 +227,13 @@ static height_t TGPGetMaxHeight() * raised land 24 times in the center of the map) will leave only a ring of about 10 tiles * around the mountain to build on. On a 4096x4096 map, it won't cover any major part of the map. */ - static const int max_height[4][MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS + 1] = { + static const int max_height[5][MAX_MAP_SIZE_BITS - MIN_MAP_SIZE_BITS + 1] = { /* 64 128 256 512 1024 2048 4096 */ { 3, 3, 5, 5, 5, 5, 5 }, ///< Very flat { 4, 4, 6, 10, 10, 10, 10 }, ///< Flat { 6, 9, 15, 25, 31, 31, 31 }, ///< Hilly { 7, 12, 23, 42, 78, 85, 85 }, ///< Mountainous + { 12, 21, 36, 73, 146, 170, 170 } ///< Alpinist }; int max_height_from_table = max_height[_settings_game.difficulty.terrain_type][min(MapLogX(), MapLogY()) - MIN_MAP_SIZE_BITS];