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@ -571,15 +571,11 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
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case GLAND_TOWN_PULLDOWN:
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_settings_newgame.difficulty.number_towns = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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IConsoleSetSetting("difficulty.number_towns", _settings_newgame.difficulty.number_towns);
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IConsoleSetSetting("difficulty.number_towns", index);
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break;
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case GLAND_INDUSTRY_PULLDOWN:
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_settings_newgame.difficulty.number_industries = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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IConsoleSetSetting("difficulty.number_industries", _settings_newgame.difficulty.number_industries);
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IConsoleSetSetting("difficulty.number_industries", index);
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break;
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case GLAND_LANDSCAPE_PULLDOWN:
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@ -592,15 +588,11 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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break;
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case GLAND_TERRAIN_PULLDOWN:
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_settings_newgame.difficulty.terrain_type = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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IConsoleSetSetting("difficulty.terrain_type", _settings_newgame.difficulty.terrain_type);
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IConsoleSetSetting("difficulty.terrain_type", index);
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break;
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case GLAND_WATER_PULLDOWN:
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_settings_newgame.difficulty.quantity_sea_lakes = index;
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if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
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IConsoleSetSetting("difficulty.quantity_sea_lakes", _settings_newgame.difficulty.quantity_sea_lakes);
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IConsoleSetSetting("difficulty.quantity_sea_lakes", index);
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break;
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}
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this->SetDirty();
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