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@@ -298,12 +298,12 @@ void BuildLandLegend()
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/* Table for delta; if max_height is less than the first column, use the second column as value. */
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uint deltas[][2] = { { 24, 2 }, { 48, 4 }, { 72, 6 }, { 120, 10 }, { 180, 15 }, { 240, 20 }, { MAX_TILE_HEIGHT + 1, 25 }};
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uint i = 0;
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for (; _settings_game.construction.max_heightlevel >= deltas[i][0]; i++) {
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for (; _settings_game.construction.map_height_limit >= deltas[i][0]; i++) {
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/* Nothing to do here. */
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}
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uint delta = deltas[i][1];
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int total_entries = (_settings_game.construction.max_heightlevel / delta) + 1;
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int total_entries = (_settings_game.construction.map_height_limit / delta) + 1;
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int rows = CeilDiv(total_entries, 2);
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int j = 0;
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@@ -1103,11 +1103,11 @@ SmallMapWindow::~SmallMapWindow()
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void SmallMapWindow::RebuildColourIndexIfNecessary()
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{
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/* Rebuild colour indices if necessary. */
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if (SmallMapWindow::max_heightlevel == _settings_game.construction.max_heightlevel) return;
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if (SmallMapWindow::map_height_limit == _settings_game.construction.map_height_limit) return;
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for (uint n = 0; n < lengthof(_heightmap_schemes); n++) {
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/* The heights go from 0 up to and including maximum. */
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int heights = _settings_game.construction.max_heightlevel + 1;
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int heights = _settings_game.construction.map_height_limit + 1;
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_heightmap_schemes[n].height_colours = ReallocT<uint32>(_heightmap_schemes[n].height_colours, heights);
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for (int z = 0; z < heights; z++) {
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@@ -1118,7 +1118,7 @@ void SmallMapWindow::RebuildColourIndexI
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}
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}
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SmallMapWindow::max_heightlevel = _settings_game.construction.max_heightlevel;
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SmallMapWindow::map_height_limit = _settings_game.construction.map_height_limit;
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BuildLandLegend();
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}
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@@ -1682,7 +1682,7 @@ Point SmallMapWindow::GetStationMiddle(c
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SmallMapWindow::SmallMapType SmallMapWindow::map_type = SMT_CONTOUR;
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bool SmallMapWindow::show_towns = true;
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int SmallMapWindow::max_heightlevel = -1;
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int SmallMapWindow::map_height_limit = -1;
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/**
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* Custom container class for displaying smallmap with a vertically resizing legend panel.
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