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@ -296,7 +296,7 @@ static DropDownList *BuildMapsizeDropDown()
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return list;
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}
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static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, INVALID_STRING_ID};
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static const StringID _elevations[] = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, STR_TERRAIN_TYPE_ALPINIST, INVALID_STRING_ID};
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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};
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static const StringID _rivers[] = {STR_RIVERS_NONE, STR_RIVERS_FEW, STR_RIVERS_MODERATE, STR_RIVERS_LOT, INVALID_STRING_ID};
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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};
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@ -650,7 +650,8 @@ struct GenerateLandscapeWindow : public Window {
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break;
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case WID_GL_TERRAIN_PULLDOWN: // Terrain type
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ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, WID_GL_TERRAIN_PULLDOWN, 0, 0);
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/* For the original map generation only the first four are valid. */
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ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, WID_GL_TERRAIN_PULLDOWN, 0, _settings_newgame.game_creation.land_generator == LG_ORIGINAL ? ~0xF : 0);
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break;
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case WID_GL_WATER_PULLDOWN: { // Water quantity
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@ -723,7 +724,14 @@ struct GenerateLandscapeWindow : public Window {
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case WID_GL_RIVER_PULLDOWN: _settings_newgame.game_creation.amount_of_rivers = index; break;
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case WID_GL_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
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case WID_GL_VARIETY_PULLDOWN: _settings_newgame.game_creation.variety = index; break;
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case WID_GL_LANDSCAPE_PULLDOWN: _settings_newgame.game_creation.land_generator = index; break;
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case WID_GL_LANDSCAPE_PULLDOWN: _settings_newgame.game_creation.land_generator = index;
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/* If original landgenerator is selected and alpinist terrain_type was selected, revert to mountainous. */
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if (_settings_newgame.game_creation.land_generator == LG_ORIGINAL) {
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_settings_newgame.difficulty.terrain_type = Clamp(_settings_newgame.difficulty.terrain_type, 0, 3);
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}
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break;
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case WID_GL_HEIGHTMAP_ROTATION_PULLDOWN: _settings_newgame.game_creation.heightmap_rotation = index; break;
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case WID_GL_TOWN_PULLDOWN:
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