Merge branch 'master' into jgrpp

# Conflicts:
#	src/genworld_gui.cpp
#	src/lang/afrikaans.txt
#	src/lang/arabic_egypt.txt
#	src/lang/basque.txt
#	src/lang/belarusian.txt
#	src/lang/brazilian_portuguese.txt
#	src/lang/bulgarian.txt
#	src/lang/catalan.txt
#	src/lang/croatian.txt
#	src/lang/czech.txt
#	src/lang/danish.txt
#	src/lang/dutch.txt
#	src/lang/english.txt
#	src/lang/english_AU.txt
#	src/lang/english_US.txt
#	src/lang/esperanto.txt
#	src/lang/estonian.txt
#	src/lang/faroese.txt
#	src/lang/finnish.txt
#	src/lang/french.txt
#	src/lang/frisian.txt
#	src/lang/gaelic.txt
#	src/lang/galician.txt
#	src/lang/german.txt
#	src/lang/greek.txt
#	src/lang/hebrew.txt
#	src/lang/hungarian.txt
#	src/lang/icelandic.txt
#	src/lang/indonesian.txt
#	src/lang/irish.txt
#	src/lang/italian.txt
#	src/lang/japanese.txt
#	src/lang/korean.txt
#	src/lang/latin.txt
#	src/lang/latvian.txt
#	src/lang/lithuanian.txt
#	src/lang/luxembourgish.txt
#	src/lang/malay.txt
#	src/lang/norwegian_bokmal.txt
#	src/lang/norwegian_nynorsk.txt
#	src/lang/persian.txt
#	src/lang/polish.txt
#	src/lang/portuguese.txt
#	src/lang/romanian.txt
#	src/lang/russian.txt
#	src/lang/serbian.txt
#	src/lang/simplified_chinese.txt
#	src/lang/slovak.txt
#	src/lang/slovenian.txt
#	src/lang/spanish.txt
#	src/lang/spanish_MX.txt
#	src/lang/swedish.txt
#	src/lang/tamil.txt
#	src/lang/thai.txt
#	src/lang/traditional_chinese.txt
#	src/lang/turkish.txt
#	src/lang/ukrainian.txt
#	src/lang/vietnamese.txt
#	src/lang/welsh.txt
#	src/saveload/afterload.cpp
This commit is contained in:
Jonathan G Rennison
2023-01-12 20:59:34 +00:00
64 changed files with 322 additions and 148 deletions

View File

@@ -98,7 +98,6 @@ 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),
@@ -113,7 +112,6 @@ 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),
@@ -446,7 +444,6 @@ 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, STR_RIVERS_VERY_MANY, STR_RIVERS_EXTREMELY_MANY, 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, STR_NUM_CUSTOM, 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};
@@ -486,6 +483,11 @@ 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();
}
@@ -533,7 +535,6 @@ struct GenerateLandscapeWindow : public Window {
}
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);
@@ -713,8 +714,6 @@ struct GenerateLandscapeWindow : public Window {
*size = maxdim(*size, GetStringBoundingBox(STR_NUM_CUSTOM_NUMBER));
break;
case WID_GL_LANDSCAPE_PULLDOWN: strs = _landscape; break;
case WID_GL_TERRAIN_PULLDOWN:
strs = _elevations;
SetDParamMaxValue(0, MAX_MAP_HEIGHT_LIMIT);
@@ -925,10 +924,6 @@ struct GenerateLandscapeWindow : public Window {
ShowQueryString(STR_JUST_INT, STR_MAPGEN_RAINFOREST_LINE_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;
@@ -1030,13 +1025,6 @@ 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: