diff -r f540f1fb6bd9 -r 2e1e4d2f71dd src/tgp.cpp --- a/src/tgp.cpp Sun May 25 20:00:10 2008 +0000 +++ b/src/tgp.cpp Sun May 25 22:36:44 2008 +0000 @@ -211,10 +211,10 @@ {1500, 1000, 1200, 1000, 500, 32, 20, 0, 0, 0, 0, 0}, }; -/** Desired water percentage (100% == 1024) - indexed by _opt.diff.quantity_sea_lakes */ +/** Desired water percentage (100% == 1024) - indexed by _settings.difficulty.quantity_sea_lakes */ static const amplitude_t _water_percent[4] = {20, 80, 250, 400}; -/** Desired maximum height - indexed by _opt.diff.terrain_type */ +/** Desired maximum height - indexed by _settings.difficulty.terrain_type */ static const int8 _max_height[4] = { 6, ///< Very flat 9, ///< Flat @@ -402,7 +402,7 @@ /* Transform height into 0..1 space */ fheight = (double)(*h - h_min) / (double)(h_max - h_min); /* Apply sine transform depending on landscape type */ - switch(_opt.landscape) { + switch(_settings.game_creation.landscape) { case LT_TOYLAND: case LT_TEMPERATE: /* Move and scale 0..1 into -1..+1 */ @@ -661,8 +661,8 @@ * - height histogram redistribution by sine wave transform */ 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 amplitude_t water_percent = _water_percent[_settings.difficulty.quantity_sea_lakes]; + const height_t h_max_new = I2H(_max_height[_settings.difficulty.terrain_type]); const height_t roughness = 7 + 3 * _settings.game_creation.tgen_smoothness; HeightMapAdjustWaterLevel(water_percent, h_max_new);