Mercurial > hg > openttd
changeset 16136:be5b3d5d2a03 draft
(svn r20832) -Feature: Allow to select a custom percentage of water in the map generation window (based on patch by CommanderZ).
author | terkhen <terkhen@openttd.org> |
---|---|
date | Mon, 20 Sep 2010 18:56:35 +0000 |
parents | 1ac9cc3debac |
children | bcb0d63341e2 |
files | src/genworld.h src/genworld_gui.cpp src/lang/english.txt src/saveload/saveload.cpp src/settings_type.h src/table/settings.h src/tgp.cpp |
diffstat | 7 files changed, 41 insertions(+), 8 deletions(-) [+] |
line wrap: on
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--- a/src/genworld.h +++ b/src/genworld.h @@ -33,6 +33,10 @@ GWM_HEIGHTMAP = 3, ///< Generate a newgame from a heightmap }; +static const int CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom sea level in difficulty settings. +static const int CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level. +static const int CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level. + typedef void GWDoneProc(); ///< Procedure called when the genworld process finishes typedef void GWAbortProc(); ///< Called when genworld is aborted
--- a/src/genworld_gui.cpp +++ b/src/genworld_gui.cpp @@ -331,7 +331,7 @@ } 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 _sea_lakes[] = {STR_SEA_LEVEL_VERY_LOW, STR_SEA_LEVEL_LOW, STR_SEA_LEVEL_MEDIUM, STR_SEA_LEVEL_HIGH, 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 _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 _tree_placer[] = {STR_CONFIG_SETTING_TREE_PLACER_NONE, STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL, STR_CONFIG_SETTING_TREE_PLACER_IMPROVED, INVALID_STRING_ID}; static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID}; @@ -393,7 +393,16 @@ case GLAND_LANDSCAPE_PULLDOWN: SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break; case GLAND_TREE_PULLDOWN: SetDParam(0, _tree_placer[_settings_newgame.game_creation.tree_placer]); break; case GLAND_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break; - case GLAND_WATER_PULLDOWN: SetDParam(0, _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]); break; + + case GLAND_WATER_PULLDOWN: + if (_settings_newgame.difficulty.quantity_sea_lakes == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) { + SetDParam(0, STR_SEA_LEVEL_CUSTOM_PERCENTAGE); + SetDParam(1, _settings_newgame.game_creation.custom_sea_level); + } else { + SetDParam(0, _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]); + } + break; + case GLAND_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break; case GLAND_VARIETY_PULLDOWN: SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break; case GLAND_BORDERS_RANDOM: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break; @@ -488,7 +497,12 @@ case GLAND_LANDSCAPE_PULLDOWN: strs = _landscape; break; case GLAND_TREE_PULLDOWN: strs = _tree_placer; break; case GLAND_TERRAIN_PULLDOWN: strs = _elevations; break; - case GLAND_WATER_PULLDOWN: strs = _sea_lakes; break; + case GLAND_WATER_PULLDOWN: + strs = _sea_lakes; + SetDParam(0, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE); + *size = GetStringBoundingBox(STR_SEA_LEVEL_CUSTOM_PERCENTAGE); + break; + case GLAND_SMOOTHNESS_PULLDOWN: strs = _smoothness; break; case GLAND_VARIETY_PULLDOWN: strs = _variety; break; case GLAND_HEIGHTMAP_ROTATION_PULLDOWN: strs = _rotation; break; @@ -745,6 +759,11 @@ } case GLAND_WATER_PULLDOWN: { + if ((uint)index == CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY) { + this->widget_id = widget; + SetDParam(0, _settings_newgame.game_creation.custom_sea_level); + ShowQueryString(STR_JUST_INT, STR_MAPGEN_QUANTITY_OF_SEA_LAKES, 3, 50, this, CS_NUMERAL, QSF_NONE); + }; GameMode old_gm = _game_mode; _game_mode = GM_MENU; IConsoleSetSetting("difficulty.quantity_sea_lakes", index); @@ -786,6 +805,10 @@ case GLAND_TOWN_PULLDOWN: _settings_newgame.game_creation.custom_town_number = Clamp(value, 1, CUSTOM_TOWN_MAX_NUMBER); break; + + case GLAND_WATER_PULLDOWN: + _settings_newgame.game_creation.custom_sea_level = Clamp(value, CUSTOM_SEA_LEVEL_MIN_PERCENTAGE, CUSTOM_SEA_LEVEL_MAX_PERCENTAGE); + break; } this->InvalidateData();
--- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -1045,6 +1045,8 @@ STR_SEA_LEVEL_LOW :Low STR_SEA_LEVEL_MEDIUM :Medium STR_SEA_LEVEL_HIGH :High +STR_SEA_LEVEL_CUSTOM :Custom +STR_SEA_LEVEL_CUSTOM_PERCENTAGE :Custom ({NUM}%) STR_DISASTER_NONE :None STR_DISASTER_REDUCED :Reduced
--- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -211,8 +211,9 @@ * 146 20446 * 147 20621 * 148 20659 + * 149 20832 */ -extern const uint16 SAVEGAME_VERSION = 148; ///< current savegame version of OpenTTD +extern const uint16 SAVEGAME_VERSION = 149; ///< current savegame version of OpenTTD SavegameType _savegame_type; ///< type of savegame we are loading
--- a/src/settings_type.h +++ b/src/settings_type.h @@ -179,6 +179,7 @@ byte water_borders; ///< bitset of the borders that are water uint16 custom_town_number; ///< manually entered number of towns byte variety; ///< variety level applied to TGP + byte custom_sea_level; ///< manually entered percentage of water in the map }; /** Settings related to construction in-game */
--- a/src/table/settings.h +++ b/src/table/settings.h @@ -352,7 +352,7 @@ SDT_CONDVAR(GameSettings, difficulty.subsidy_multiplier, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 2, 0, 3, 1, STR_SUBSIDY_X1_5, DifficultyChange), SDT_CONDVAR(GameSettings, difficulty.construction_cost, SLE_UINT8, 97, SL_MAX_VERSION, 0,NS, 0, 0, 2, 1, STR_SEA_LEVEL_LOW, DifficultyChange), SDT_CONDVAR(GameSettings, difficulty.terrain_type, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 1, 0, 3, 1, STR_TERRAIN_TYPE_VERY_FLAT, DifficultyChange), - SDT_CONDVAR(GameSettings, difficulty.quantity_sea_lakes, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 3, 1, STR_SEA_LEVEL_VERY_LOW, DifficultyChange), + SDT_CONDVAR(GameSettings, difficulty.quantity_sea_lakes, SLE_UINT8, 97, SL_MAX_VERSION, 0,NG, 0, 0, 4, 1, STR_SEA_LEVEL_VERY_LOW, DifficultyChange), SDT_CONDVAR(GameSettings, difficulty.economy, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_ECONOMY_STEADY, DifficultyChange), SDT_CONDVAR(GameSettings, difficulty.line_reverse_mode, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_REVERSE_AT_END_OF_LINE_AND_AT_STATIONS,DifficultyChange), SDT_CONDVAR(GameSettings, difficulty.disasters, SLE_UINT8, 97, SL_MAX_VERSION, 0, 0, 0, 0, 1, 1, STR_DISASTERS_OFF, DifficultyChange), @@ -540,6 +540,7 @@ SDT_CONDVAR(GameSettings, game_creation.water_borders, SLE_UINT8,111, SL_MAX_VERSION, 0, 0, 15, 0, 16, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, game_creation.custom_town_number, SLE_UINT16,115, SL_MAX_VERSION, 0, 0, 1, 1, 5000, 0, STR_NULL, NULL), SDT_CONDVAR(GameSettings, construction.extra_tree_placement, SLE_UINT8,132, SL_MAX_VERSION, 0,MS, 2, 0, 2, 0, STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT, NULL), + SDT_CONDVAR(GameSettings, game_creation.custom_sea_level, SLE_UINT8,149, SL_MAX_VERSION, 0, 0, 1, 2, 90, 0, STR_NULL, NULL), SDT_CONDOMANY(GameSettings, locale.currency, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 0, CUSTOM_CURRENCY_ID, _locale_currencies, STR_NULL, RedrawScreen, NULL), SDT_CONDOMANY(GameSettings, locale.units, SLE_UINT8, 97, SL_MAX_VERSION, N, 0, 1, 2, _locale_units, STR_NULL, RedrawScreen, NULL),
--- a/src/tgp.cpp +++ b/src/tgp.cpp @@ -647,7 +647,7 @@ static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_new) { height_t h_min, h_max, h_avg, h_water_level; - int water_tiles, desired_water_tiles; + int64 water_tiles, desired_water_tiles; height_t *h; int *hist; @@ -659,7 +659,7 @@ hist = HeightMapMakeHistogram(h_min, h_max, hist_buf); /* How many water tiles do we want? */ - desired_water_tiles = (int)(((int64)water_percent) * (int64)(_height_map.size_x * _height_map.size_y)) >> amplitude_decimal_bits; + desired_water_tiles = A2I(((int64)water_percent) * (int64)(_height_map.size_x * _height_map.size_y)); /* Raise water_level and accumulate values from histogram until we reach required number of water tiles */ for (h_water_level = h_min, water_tiles = 0; h_water_level < h_max; h_water_level++) { @@ -847,7 +847,8 @@ */ static void HeightMapNormalize() { - const amplitude_t water_percent = _water_percent[_settings_game.difficulty.quantity_sea_lakes]; + int sea_level_setting = _settings_game.difficulty.quantity_sea_lakes; + const amplitude_t water_percent = sea_level_setting != CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY ? _water_percent[sea_level_setting] : _settings_game.game_creation.custom_sea_level * 1024 / 100; const height_t h_max_new = I2H(_max_height[_settings_game.difficulty.terrain_type]); const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;