# HG changeset patch # User Patric Stout # Date 2021-03-24 08:42:54 # Node ID 09d645764ffe16aafce7c08569e96c5874edc236 # Parent 95767d321ffbc8b252b150e5f8267a7fa5ab9dd8 Change: rename setting "max_heightlevel" to "map_height_limit" This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value. diff --git a/src/cheat_gui.cpp b/src/cheat_gui.cpp --- a/src/cheat_gui.cpp +++ b/src/cheat_gui.cpp @@ -125,7 +125,7 @@ static int32 ClickChangeDateCheat(int32 */ static int32 ClickChangeMaxHlCheat(int32 p1, int32 p2) { - p1 = Clamp(p1, MIN_MAX_HEIGHTLEVEL, MAX_MAX_HEIGHTLEVEL); + p1 = Clamp(p1, MIN_MAP_HEIGHT_LIMIT, MAX_MAP_HEIGHT_LIMIT); /* Check if at least one mountain on the map is higher than the new value. * If yes, disallow the change. */ @@ -133,18 +133,18 @@ static int32 ClickChangeMaxHlCheat(int32 if ((int32)TileHeight(t) > p1) { ShowErrorMessage(STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN, INVALID_STRING_ID, WL_ERROR); /* Return old, unchanged value */ - return _settings_game.construction.max_heightlevel; + return _settings_game.construction.map_height_limit; } } /* Execute the change and reload GRF Data */ - _settings_game.construction.max_heightlevel = p1; + _settings_game.construction.map_height_limit = p1; ReloadNewGRFData(); /* The smallmap uses an index from heightlevels to colours. Trigger rebuilding it. */ InvalidateWindowClassesData(WC_SMALLMAP, 2); - return _settings_game.construction.max_heightlevel; + return _settings_game.construction.map_height_limit; } /** Available cheats. */ @@ -182,14 +182,14 @@ struct CheatEntry { * Order matches with the values of #CheatNumbers */ static const CheatEntry _cheats_ui[] = { - {SLE_INT32, STR_CHEAT_MONEY, &_money_cheat_amount, &_cheats.money.been_used, &ClickMoneyCheat }, - {SLE_UINT8, STR_CHEAT_CHANGE_COMPANY, &_local_company, &_cheats.switch_company.been_used, &ClickChangeCompanyCheat }, - {SLE_BOOL, STR_CHEAT_EXTRA_DYNAMITE, &_cheats.magic_bulldozer.value, &_cheats.magic_bulldozer.been_used, nullptr }, - {SLE_BOOL, STR_CHEAT_CROSSINGTUNNELS, &_cheats.crossing_tunnels.value, &_cheats.crossing_tunnels.been_used, nullptr }, - {SLE_BOOL, STR_CHEAT_NO_JETCRASH, &_cheats.no_jetcrash.value, &_cheats.no_jetcrash.been_used, nullptr }, - {SLE_BOOL, STR_CHEAT_SETUP_PROD, &_cheats.setup_prod.value, &_cheats.setup_prod.been_used, &ClickSetProdCheat }, - {SLE_UINT8, STR_CHEAT_EDIT_MAX_HL, &_settings_game.construction.max_heightlevel, &_cheats.edit_max_hl.been_used, &ClickChangeMaxHlCheat }, - {SLE_INT32, STR_CHEAT_CHANGE_DATE, &_cur_year, &_cheats.change_date.been_used, &ClickChangeDateCheat }, + {SLE_INT32, STR_CHEAT_MONEY, &_money_cheat_amount, &_cheats.money.been_used, &ClickMoneyCheat }, + {SLE_UINT8, STR_CHEAT_CHANGE_COMPANY, &_local_company, &_cheats.switch_company.been_used, &ClickChangeCompanyCheat }, + {SLE_BOOL, STR_CHEAT_EXTRA_DYNAMITE, &_cheats.magic_bulldozer.value, &_cheats.magic_bulldozer.been_used, nullptr }, + {SLE_BOOL, STR_CHEAT_CROSSINGTUNNELS, &_cheats.crossing_tunnels.value, &_cheats.crossing_tunnels.been_used, nullptr }, + {SLE_BOOL, STR_CHEAT_NO_JETCRASH, &_cheats.no_jetcrash.value, &_cheats.no_jetcrash.been_used, nullptr }, + {SLE_BOOL, STR_CHEAT_SETUP_PROD, &_cheats.setup_prod.value, &_cheats.setup_prod.been_used, &ClickSetProdCheat }, + {SLE_UINT8, STR_CHEAT_EDIT_MAX_HL, &_settings_game.construction.map_height_limit, &_cheats.edit_max_hl.been_used, &ClickChangeMaxHlCheat }, + {SLE_INT32, STR_CHEAT_CHANGE_DATE, &_cur_year, &_cheats.change_date.been_used, &ClickChangeDateCheat }, }; static_assert(CHT_NUM_CHEATS == lengthof(_cheats_ui)); diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp --- a/src/genworld_gui.cpp +++ b/src/genworld_gui.cpp @@ -1062,7 +1062,7 @@ struct CreateScenarioWindow : public Win this->HandleButtonClick(widget); this->SetDirty(); - _settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, _settings_game.construction.max_heightlevel); + _settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - WID_CS_FLAT_LAND_HEIGHT_TEXT, 0, _settings_game.construction.map_height_limit); } _left_button_clicked = false; break; @@ -1108,7 +1108,7 @@ struct CreateScenarioWindow : public Win case WID_CS_FLAT_LAND_HEIGHT_TEXT: this->SetWidgetDirty(WID_CS_FLAT_LAND_HEIGHT_TEXT); - _settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, _settings_game.construction.max_heightlevel); + _settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, _settings_game.construction.map_height_limit); break; } diff --git a/src/heightmap.cpp b/src/heightmap.cpp --- a/src/heightmap.cpp +++ b/src/heightmap.cpp @@ -368,7 +368,7 @@ static void GrayscaleToMapHeights(uint i /* 0 is sea level. * Other grey scales are scaled evenly to the available height levels > 0. * (The coastline is independent from the number of height levels) */ - heightmap_height = 1 + (heightmap_height - 1) * _settings_game.construction.max_heightlevel / 255; + heightmap_height = 1 + (heightmap_height - 1) * _settings_game.construction.map_height_limit / 255; } SetTileHeight(tile, heightmap_height); diff --git a/src/landscape.cpp b/src/landscape.cpp --- a/src/landscape.cpp +++ b/src/landscape.cpp @@ -117,7 +117,7 @@ Point InverseRemapCoords2(int x, int y, /* Bring the coordinates near to a valid range. At the top we allow a number * of extra tiles. This is mostly due to the tiles on the north side of * the map possibly being drawn higher due to the extra height levels. */ - int extra_tiles = CeilDiv(_settings_game.construction.max_heightlevel * TILE_HEIGHT, TILE_PIXELS); + int extra_tiles = CeilDiv(_settings_game.construction.map_height_limit * TILE_HEIGHT, TILE_PIXELS); Point old_pt = pt; pt.x = Clamp(pt.x, -extra_tiles * TILE_SIZE, max_x); pt.y = Clamp(pt.y, -extra_tiles * TILE_SIZE, max_y); diff --git a/src/lang/english.txt b/src/lang/english.txt --- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -1205,9 +1205,9 @@ STR_CONFIG_SETTING_DISASTERS_HELPTEXT STR_CONFIG_SETTING_CITY_APPROVAL :Town council's attitude towards area restructuring: {STRING2} STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Choose how much noise and environmental damage by companies affect their town rating and further construction actions in their area -STR_CONFIG_SETTING_MAX_HEIGHTLEVEL :Maximum map height: {STRING2} -STR_CONFIG_SETTING_MAX_HEIGHTLEVEL_HELPTEXT :Set the maximum allowed height for mountains on the map -STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}You can't set the maximum map height to this value. At least one mountain on the map is higher +STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT :Map height limit: {STRING2} +STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT :Set the maximum allowed height of the map; neither the terrain generator nor you can build higher than this limit +STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}You can't set the map height limit to this value. At least one mountain on the map is higher STR_CONFIG_SETTING_AUTOSLOPE :Allow landscaping under buildings, tracks, etc.: {STRING2} STR_CONFIG_SETTING_AUTOSLOPE_HELPTEXT :Allow landscaping under buildings and tracks without removing them STR_CONFIG_SETTING_CATCHMENT :Allow more realistically sized catchment areas: {STRING2} diff --git a/src/newgrf.cpp b/src/newgrf.cpp --- a/src/newgrf.cpp +++ b/src/newgrf.cpp @@ -2739,13 +2739,13 @@ static ChangeInfoResult GlobalVarChangeI for (uint j = 0; j < SNOW_LINE_DAYS; j++) { table[i][j] = buf->ReadByte(); if (_cur.grffile->grf_version >= 8) { - if (table[i][j] != 0xFF) table[i][j] = table[i][j] * (1 + _settings_game.construction.max_heightlevel) / 256; + if (table[i][j] != 0xFF) table[i][j] = table[i][j] * (1 + _settings_game.construction.map_height_limit) / 256; } else { if (table[i][j] >= 128) { /* no snow */ table[i][j] = 0xFF; } else { - table[i][j] = table[i][j] * (1 + _settings_game.construction.max_heightlevel) / 128; + table[i][j] = table[i][j] * (1 + _settings_game.construction.map_height_limit) / 128; } } } @@ -6336,7 +6336,7 @@ bool GetGlobalVariable(byte param, uint3 case 0x20: { // snow line height byte snowline = GetSnowLine(); - if (_settings_game.game_creation.landscape == LT_ARCTIC && snowline <= _settings_game.construction.max_heightlevel) { + if (_settings_game.game_creation.landscape == LT_ARCTIC && snowline <= _settings_game.construction.map_height_limit) { *value = Clamp(snowline * (grffile->grf_version >= 8 ? 1 : TILE_HEIGHT), 0, 0xFE); } else { /* No snow */ @@ -7011,7 +7011,7 @@ static uint32 GetPatchVariable(uint8 par /* The maximum height of the map. */ case 0x14: - return _settings_game.construction.max_heightlevel; + return _settings_game.construction.map_height_limit; /* Extra foundations base sprite */ case 0x15: diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -605,7 +605,7 @@ bool AfterLoadGame() } if (IsSavegameVersionBefore(SLV_194)) { - _settings_game.construction.max_heightlevel = 15; + _settings_game.construction.map_height_limit = 15; /* In old savegame versions, the heightlevel was coded in bits 0..3 of the type field */ for (TileIndex t = 0; t < map_size; t++) { diff --git a/src/screenshot.cpp b/src/screenshot.cpp --- a/src/screenshot.cpp +++ b/src/screenshot.cpp @@ -820,7 +820,7 @@ static void HeightmapCallback(void *user while (n > 0) { TileIndex ti = TileXY(MapMaxX(), y); for (uint x = MapMaxX(); true; x--) { - *buf = 256 * TileHeight(ti) / (1 + _settings_game.construction.max_heightlevel); + *buf = 256 * TileHeight(ti) / (1 + _settings_game.construction.map_height_limit); buf++; if (x == 0) break; ti = TILE_ADDXY(ti, -1, 0); diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp --- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -1656,7 +1656,7 @@ static SettingsContainer &GetSettingsTre limitations->Add(new SettingEntry("construction.command_pause_level")); limitations->Add(new SettingEntry("construction.autoslope")); limitations->Add(new SettingEntry("construction.extra_dynamite")); - limitations->Add(new SettingEntry("construction.max_heightlevel")); + limitations->Add(new SettingEntry("construction.map_height_limit")); limitations->Add(new SettingEntry("construction.max_bridge_length")); limitations->Add(new SettingEntry("construction.max_bridge_height")); limitations->Add(new SettingEntry("construction.max_tunnel_length")); diff --git a/src/settings_type.h b/src/settings_type.h --- a/src/settings_type.h +++ b/src/settings_type.h @@ -316,7 +316,7 @@ struct GameCreationSettings { /** Settings related to construction in-game */ struct ConstructionSettings { - uint8 max_heightlevel; ///< maximum allowed heightlevel + uint8 map_height_limit; ///< the maximum allowed heightlevel bool build_on_slopes; ///< allow building on slopes bool autoslope; ///< allow terraforming under things uint16 max_bridge_length; ///< maximum length of bridges diff --git a/src/smallmap_gui.cpp b/src/smallmap_gui.cpp --- a/src/smallmap_gui.cpp +++ b/src/smallmap_gui.cpp @@ -298,12 +298,12 @@ void BuildLandLegend() /* Table for delta; if max_height is less than the first column, use the second column as value. */ uint deltas[][2] = { { 24, 2 }, { 48, 4 }, { 72, 6 }, { 120, 10 }, { 180, 15 }, { 240, 20 }, { MAX_TILE_HEIGHT + 1, 25 }}; uint i = 0; - for (; _settings_game.construction.max_heightlevel >= deltas[i][0]; i++) { + for (; _settings_game.construction.map_height_limit >= deltas[i][0]; i++) { /* Nothing to do here. */ } uint delta = deltas[i][1]; - int total_entries = (_settings_game.construction.max_heightlevel / delta) + 1; + int total_entries = (_settings_game.construction.map_height_limit / delta) + 1; int rows = CeilDiv(total_entries, 2); int j = 0; @@ -1103,11 +1103,11 @@ SmallMapWindow::~SmallMapWindow() void SmallMapWindow::RebuildColourIndexIfNecessary() { /* Rebuild colour indices if necessary. */ - if (SmallMapWindow::max_heightlevel == _settings_game.construction.max_heightlevel) return; + if (SmallMapWindow::map_height_limit == _settings_game.construction.map_height_limit) return; for (uint n = 0; n < lengthof(_heightmap_schemes); n++) { /* The heights go from 0 up to and including maximum. */ - int heights = _settings_game.construction.max_heightlevel + 1; + int heights = _settings_game.construction.map_height_limit + 1; _heightmap_schemes[n].height_colours = ReallocT(_heightmap_schemes[n].height_colours, heights); for (int z = 0; z < heights; z++) { @@ -1118,7 +1118,7 @@ void SmallMapWindow::RebuildColourIndexI } } - SmallMapWindow::max_heightlevel = _settings_game.construction.max_heightlevel; + SmallMapWindow::map_height_limit = _settings_game.construction.map_height_limit; BuildLandLegend(); } @@ -1682,7 +1682,7 @@ Point SmallMapWindow::GetStationMiddle(c SmallMapWindow::SmallMapType SmallMapWindow::map_type = SMT_CONTOUR; bool SmallMapWindow::show_towns = true; -int SmallMapWindow::max_heightlevel = -1; +int SmallMapWindow::map_height_limit = -1; /** * Custom container class for displaying smallmap with a vertically resizing legend panel. diff --git a/src/smallmap_gui.h b/src/smallmap_gui.h --- a/src/smallmap_gui.h +++ b/src/smallmap_gui.h @@ -62,7 +62,7 @@ protected: static SmallMapType map_type; ///< Currently displayed legends. static bool show_towns; ///< Display town names in the smallmap. - static int max_heightlevel; ///< Currently used/cached maximum heightlevel. + static int map_height_limit; ///< Currently used/cached map height limit. static const uint LEGEND_BLOB_WIDTH = 8; ///< Width of the coloured blob in front of a line text in the #WID_SM_LEGEND widget. static const uint INDUSTRY_MIN_NUMBER_OF_COLUMNS = 2; ///< Minimal number of columns in the #WID_SM_LEGEND widget for the #SMT_INDUSTRY legend. diff --git a/src/table/settings.ini b/src/table/settings.ini --- a/src/table/settings.ini +++ b/src/table/settings.ini @@ -391,16 +391,16 @@ cat = SC_BASIC [SDT_VAR] base = GameSettings -var = construction.max_heightlevel +var = construction.map_height_limit type = SLE_UINT8 from = SLV_194 guiflags = SGF_NEWGAME_ONLY | SGF_SCENEDIT_TOO -def = DEF_MAX_HEIGHTLEVEL -min = MIN_MAX_HEIGHTLEVEL -max = MAX_MAX_HEIGHTLEVEL +def = DEF_MAP_HEIGHT_LIMIT +min = MIN_MAP_HEIGHT_LIMIT +max = MAX_MAP_HEIGHT_LIMIT interval = 1 -str = STR_CONFIG_SETTING_MAX_HEIGHTLEVEL -strhelp = STR_CONFIG_SETTING_MAX_HEIGHTLEVEL_HELPTEXT +str = STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT +strhelp = STR_CONFIG_SETTING_MAP_HEIGHT_LIMIT_HELPTEXT strval = STR_JUST_INT proc = ChangeMaxHeightLevel cat = SC_BASIC diff --git a/src/terraform_cmd.cpp b/src/terraform_cmd.cpp --- a/src/terraform_cmd.cpp +++ b/src/terraform_cmd.cpp @@ -104,7 +104,7 @@ static CommandCost TerraformTileHeight(T /* Check range of destination height */ if (height < 0) return_cmd_error(STR_ERROR_ALREADY_AT_SEA_LEVEL); - if (height > _settings_game.construction.max_heightlevel) return_cmd_error(STR_ERROR_TOO_HIGH); + if (height > _settings_game.construction.map_height_limit) return_cmd_error(STR_ERROR_TOO_HIGH); /* * Check if the terraforming has any effect. @@ -361,7 +361,7 @@ CommandCost CmdLevelLand(TileIndex tile, } /* Check range of destination height */ - if (h > _settings_game.construction.max_heightlevel) return_cmd_error((oldh == 0) ? STR_ERROR_ALREADY_AT_SEA_LEVEL : STR_ERROR_TOO_HIGH); + if (h > _settings_game.construction.map_height_limit) return_cmd_error((oldh == 0) ? STR_ERROR_ALREADY_AT_SEA_LEVEL : STR_ERROR_TOO_HIGH); Money money = GetAvailableMoneyForCommand(); CommandCost cost(EXPENSES_CONSTRUCTION); diff --git a/src/tgp.cpp b/src/tgp.cpp --- a/src/tgp.cpp +++ b/src/tgp.cpp @@ -236,7 +236,8 @@ static height_t TGPGetMaxHeight() int map_size_bucket = std::min(MapLogX(), MapLogY()) - MIN_MAP_SIZE_BITS; int max_height_from_table = max_height[_settings_game.difficulty.terrain_type][map_size_bucket]; - return I2H(std::min(max_height_from_table, _settings_game.construction.max_heightlevel)); + + return I2H(std::min(max_height_from_table, _settings_game.construction.map_height_limit)); } /** diff --git a/src/tile_type.h b/src/tile_type.h --- a/src/tile_type.h +++ b/src/tile_type.h @@ -21,9 +21,9 @@ static const int MAX_VEHICLE_PIXEL_Y = static const uint MAX_TILE_HEIGHT = 255; ///< Maximum allowed tile height -static const uint MIN_MAX_HEIGHTLEVEL = 15; ///< Lower bound of maximum allowed heightlevel (in the construction settings) -static const uint DEF_MAX_HEIGHTLEVEL = 30; ///< Default maximum allowed heightlevel (in the construction settings) -static const uint MAX_MAX_HEIGHTLEVEL = MAX_TILE_HEIGHT; ///< Upper bound of maximum allowed heightlevel (in the construction settings) +static const uint MIN_MAP_HEIGHT_LIMIT = 15; ///< Lower bound of maximum allowed heightlevel (in the construction settings) +static const uint DEF_MAP_HEIGHT_LIMIT = 30; ///< Default maximum allowed heightlevel (in the construction settings) +static const uint MAX_MAP_HEIGHT_LIMIT = MAX_TILE_HEIGHT; ///< Upper bound of maximum allowed heightlevel (in the construction settings) static const uint MIN_SNOWLINE_HEIGHT = 2; ///< Minimum snowline height static const uint DEF_SNOWLINE_HEIGHT = 10; ///< Default snowline height