@@ -342,7 +342,7 @@ static void HeightMapGenerate()
do {
log_frequency = iteration_round - log_frequency_min;
if (log_frequency >= 0) {
amplitude = _amplitudes_by_smoothness_and_frequency[_patches.tgen_smoothness][log_frequency];
amplitude = _amplitudes_by_smoothness_and_frequency[_settings.game_creation.tgen_smoothness][log_frequency];
} else {
amplitude = 0;
}
@@ -531,7 +531,7 @@ static double perlin_coast_noise_2D(cons
*/
static void HeightMapCoastLines()
{
int smallest_size = min(_patches.map_x, _patches.map_y);
int smallest_size = min(_settings.game_creation.map_x, _settings.game_creation.map_y);
const int margin = 4;
uint y, x;
double max_x;
@@ -663,7 +663,7 @@ static void HeightMapNormalize()
const amplitude_t water_percent = _water_percent[_opt.diff.quantity_sea_lakes];
const height_t h_max_new = I2H(_max_height[_opt.diff.terrain_type]);
const height_t roughness = 7 + 3 * _patches.tgen_smoothness;
const height_t roughness = 7 + 3 * _settings.game_creation.tgen_smoothness;
HeightMapAdjustWaterLevel(water_percent, h_max_new);
@@ -692,7 +692,7 @@ static inline int perlin_landXY(uint x,
static double int_noise(const long x, const long y, const int prime)
long n = x + y * prime + _patches.generation_seed;
long n = x + y * prime + _settings.game_creation.generation_seed;
n = (n << 13) ^ n;