@@ -685,12 +685,14 @@ struct GenerateLandscapeWindow : public
switch (widget) {
case GLAND_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break;
case GLAND_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break;
case GLAND_TREE_PULLDOWN: _settings_newgame.game_creation.tree_placer = index; break;
case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
case GLAND_VARIETY_PULLDOWN: _settings_newgame.game_creation.variety = index; break;
case GLAND_LANDSCAPE_PULLDOWN: _settings_newgame.game_creation.land_generator = index; break;
case GLAND_HEIGHTMAP_ROTATION_PULLDOWN: _settings_newgame.game_creation.heightmap_rotation = index; break;
case GLAND_TOWN_PULLDOWN:
if ((uint)index == CUSTOM_TOWN_NUMBER_DIFFICULTY) {
this->widget_id = widget;
SetDParam(0, _settings_newgame.game_creation.custom_town_number);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_NUMBER_OF_TOWNS, 5, 50, this, CS_NUMERAL, QSF_NONE);
@@ -699,21 +701,12 @@ struct GenerateLandscapeWindow : public
break;
case GLAND_INDUSTRY_PULLDOWN:
IConsoleSetSetting("difficulty.number_industries", index);
case GLAND_LANDSCAPE_PULLDOWN:
/* case GLAND_HEIGHTMAP_PULLDOWN: */
if (mode == GLWP_HEIGHTMAP) {
_settings_newgame.game_creation.heightmap_rotation = index;
} else {
_settings_newgame.game_creation.land_generator = index;
}
case GLAND_TERRAIN_PULLDOWN: {
GameMode old_gm = _game_mode;
_game_mode = GM_MENU;
IConsoleSetSetting("difficulty.terrain_type", index);
_game_mode = old_gm;
Status change: