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authorrubidium <rubidium@openttd.org>2008-05-25 19:17:03 +0000
committerrubidium <rubidium@openttd.org>2008-05-25 19:17:03 +0000
commit4625695653c3c0be16b61b640c206c557af9ec7b (patch)
treed480693e848eb121add7037faa150875d750cc98 /src/tgp.cpp
parent6ea832ec7cbd572c72e96a179bb8c744834ee2e7 (diff)
downloadopenttd-4625695653c3c0be16b61b640c206c557af9ec7b.tar.xz
(svn r13251) -Codechange: rename _patches to _settings as that is more logic.
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
Diffstat (limited to 'src/tgp.cpp')
-rw-r--r--src/tgp.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp
index 2dced280b..5b0db2943 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -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(const double x, const double y, const double
*/
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, uint y)
*/
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;