From fb2bc956b18bd70a47bff00d5726d4754867856a Mon Sep 17 00:00:00 2001
From: kwolekr <kwolekr@minetest.net>
Date: Wed, 10 Dec 2014 00:37:09 -0500
Subject: [PATCH] Noise: Create a deep copy of NoiseParams

---
 src/mapgen_v5.cpp               |  6 ++--
 src/mapgen_v6.cpp               | 36 ++++++++++----------
 src/mapgen_v7.cpp               | 26 +++++++--------
 src/mg_ore.cpp                  | 20 +++---------
 src/mg_ore.h                    | 17 ++++++----
 src/noise.cpp                   | 58 ++++++++++++++++-----------------
 src/noise.h                     |  2 +-
 src/script/lua_api/l_mapgen.cpp |  9 ++++-
 src/script/lua_api/l_noise.cpp  |  8 ++---
 9 files changed, 91 insertions(+), 91 deletions(-)

diff --git a/src/mapgen_v5.cpp b/src/mapgen_v5.cpp
index 04e9d8c95..f2cb79179 100644
--- a/src/mapgen_v5.cpp
+++ b/src/mapgen_v5.cpp
@@ -187,12 +187,12 @@ void MapgenV5Params::writeParams(Settings *settings) {
 int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
 	//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
 
-	float f = 0.55 + NoisePerlin2D(noise_factor->np, p.X, p.Y, seed);
+	float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
 	if(f < 0.01)
 		f = 0.01;
 	else if(f >= 1.0)
 		f *= 1.6;
-	float h = water_level + NoisePerlin2D(noise_height->np, p.X, p.Y, seed);
+	float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
 
 	s16 search_top = water_level + 15;
 	s16 search_base = water_level;
@@ -202,7 +202,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
 
 	s16 level = -31000;
 	for (s16 y = search_top; y >= search_base; y--) {
-		float n_ground = NoisePerlin3DEased(noise_ground->np, p.X, y, p.Y, seed);
+		float n_ground = NoisePerlin3DEased(&noise_ground->np, p.X, y, p.Y, seed);
 		if(n_ground * f > y - h) {
 			if(y >= search_top - 7)
 				break;
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index b8474cb53..04c3b147e 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -246,13 +246,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
 	if (flags & MG_FLAT)
 		return water_level;
 
-	float terrain_base   = NoisePerlin2DPosOffset(noise_terrain_base->np,
+	float terrain_base   = NoisePerlin2DPosOffset(&noise_terrain_base->np,
 							p.X, 0.5, p.Y, 0.5, seed);
-	float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
+	float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np,
 							p.X, 0.5, p.Y, 0.5, seed);
-	float steepness      = NoisePerlin2DPosOffset(noise_steepness->np,
+	float steepness      = NoisePerlin2DPosOffset(&noise_steepness->np,
 							p.X, 0.5, p.Y, 0.5, seed);
-	float height_select  = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
+	float height_select  = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np,
 							p.X, 0.5, p.Y, 0.5, seed);
 
 	return baseTerrainLevel(terrain_base, terrain_higher,
@@ -550,37 +550,37 @@ void MapgenV6::calculateNoise() {
 	// Need to adjust for the original implementation's +.5 offset...
 	if (!(flags & MG_FLAT)) {
 		noise_terrain_base->perlinMap2D(
-			x + 0.5 * noise_terrain_base->np->spread.X,
-			z + 0.5 * noise_terrain_base->np->spread.Z);
+			x + 0.5 * noise_terrain_base->np.spread.X,
+			z + 0.5 * noise_terrain_base->np.spread.Z);
 		noise_terrain_base->transformNoiseMap();
 
 		noise_terrain_higher->perlinMap2D(
-			x + 0.5 * noise_terrain_higher->np->spread.X,
-			z + 0.5 * noise_terrain_higher->np->spread.Z);
+			x + 0.5 * noise_terrain_higher->np.spread.X,
+			z + 0.5 * noise_terrain_higher->np.spread.Z);
 		noise_terrain_higher->transformNoiseMap();
 
 		noise_steepness->perlinMap2D(
-			x + 0.5 * noise_steepness->np->spread.X,
-			z + 0.5 * noise_steepness->np->spread.Z);
+			x + 0.5 * noise_steepness->np.spread.X,
+			z + 0.5 * noise_steepness->np.spread.Z);
 		noise_steepness->transformNoiseMap();
 
 		noise_height_select->perlinMap2D(
-			x + 0.5 * noise_height_select->np->spread.X,
-			z + 0.5 * noise_height_select->np->spread.Z);
+			x + 0.5 * noise_height_select->np.spread.X,
+			z + 0.5 * noise_height_select->np.spread.Z);
 
 		noise_mud->perlinMap2D(
-			x + 0.5 * noise_mud->np->spread.X,
-			z + 0.5 * noise_mud->np->spread.Z);
+			x + 0.5 * noise_mud->np.spread.X,
+			z + 0.5 * noise_mud->np.spread.Z);
 		noise_mud->transformNoiseMap();
 	}
 
 	noise_beach->perlinMap2D(
-		x + 0.2 * noise_beach->np->spread.X,
-		z + 0.7 * noise_beach->np->spread.Z);
+		x + 0.2 * noise_beach->np.spread.X,
+		z + 0.7 * noise_beach->np.spread.Z);
 
 	noise_biome->perlinMap2D(
-		x + 0.6 * noise_biome->np->spread.X,
-		z + 0.2 * noise_biome->np->spread.Z);
+		x + 0.6 * noise_biome->np.spread.X,
+		z + 0.2 * noise_biome->np.spread.Z);
 }
 
 
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index 739efadd8..be60a2c98 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -173,7 +173,7 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
 
 	// Ridge/river terrain calculation
 	float width = 0.3;
-	float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
+	float uwatern = NoisePerlin2DNoTxfm(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
 	// actually computing the depth of the ridge is much more expensive;
 	// if inside a river, simply guess
 	if (uwatern >= -width && uwatern <= width)
@@ -305,8 +305,8 @@ void MapgenV7::calculateNoise() {
 
 
 Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
-	float heat      = NoisePerlin2D(noise_heat->np, p.X, p.Z, seed);
-	float humidity  = NoisePerlin2D(noise_humidity->np, p.X, p.Z, seed);
+	float heat      = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
+	float humidity  = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
 	s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
 
 	return bmgr->getBiome(heat, humidity, groundlevel);
@@ -314,17 +314,17 @@ Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
 
 //needs to be updated
 float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
-	float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
+	float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
 	hselect = rangelim(hselect, 0.0, 1.0);
 
-	float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
+	float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
 	persist = rangelim(persist, 0.4, 0.9);
 
-	noise_terrain_base->np->persist = persist;
-	float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
+	noise_terrain_base->np.persist = persist;
+	float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
 
-	noise_terrain_alt->np->persist = persist;
-	float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
+	noise_terrain_alt->np.persist = persist;
+	float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
 
 	if (height_alt > height_base)
 		return height_alt;
@@ -346,9 +346,9 @@ float MapgenV7::baseTerrainLevelFromMap(int index) {
 
 
 bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
-	float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
+	float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
 	float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
-	float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
+	float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
 
 	return mnt_n + height_modifier >= 0.6;
 }
@@ -373,10 +373,10 @@ void MapgenV7::carveRivers() {
 	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
 		float terrain_mod  = noise_terrain_mod->result[index];
 		NoiseParams *np = noise_terrain_river->np;
-		np->persist = noise_terrain_persist->result[index];
+		np.persist = noise_terrain_persist->result[index];
 		float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
 		float height = terrain_river * (1 - abs(terrain_mod)) *
-						noise_terrain_river->np->scale;
+						noise_terrain_river->np.scale;
 		height = log(height * height); //log(h^3) is pretty interesting for terrain
 
 		s16 y = heightmap[index];
diff --git a/src/mg_ore.cpp b/src/mg_ore.cpp
index 80e86130a..1aac59ddb 100644
--- a/src/mg_ore.cpp
+++ b/src/mg_ore.cpp
@@ -56,19 +56,6 @@ size_t OreManager::placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
 
 ///////////////////////////////////////////////////////////////////////////////
 
-Ore::Ore()
-{
-	c_ore   = CONTENT_IGNORE;
-	np      = NULL;
-	noise   = NULL;
-}
-
-Ore::~Ore()
-{
-	delete np;
-	delete noise;
-}
-
 
 size_t Ore::placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
 {
@@ -117,7 +104,8 @@ void OreScatter::generate(ManualMapVoxelManipulator *vm, int seed,
 		int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
 		int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
 
-		if (np && (NoisePerlin3D(np, x0, y0, z0, seed) < nthresh))
+		if ((flags & OREFLAG_USE_NOISE) &&
+			(NoisePerlin3D(&np, x0, y0, z0, seed) < nthresh))
 			continue;
 
 		for (int z1 = 0; z1 != csize; z1++)
@@ -148,7 +136,7 @@ void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
 	if (!noise) {
 		int sx = nmax.X - nmin.X + 1;
 		int sz = nmax.Z - nmin.Z + 1;
-		noise = new Noise(np, 0, sx, sz);
+		noise = new Noise(&np, seed, sx, sz);
 	}
 	noise->seed = seed + y_start;
 	noise->perlinMap2D(nmin.X, nmin.Z);
@@ -161,7 +149,7 @@ void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
 			continue;
 
 		int height = max_height * (1. / pr.range(1, 3));
-		int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
+		int y0 = y_start + np.scale * noiseval; //pr.range(1, 3) - 1;
 		int y1 = y0 + height;
 		for (int y = y0; y != y1; y++) {
 			u32 i = vm->m_area.index(x, y, z);
diff --git a/src/mg_ore.h b/src/mg_ore.h
index 16fb50cd5..f3a565050 100644
--- a/src/mg_ore.h
+++ b/src/mg_ore.h
@@ -40,6 +40,8 @@ class ManualMapVoxelManipulator;
 // nodes isn't the specified node
 #define OREFLAG_NODEISNT  0x04 // not yet implemented
 
+#define OREFLAG_USE_NOISE 0x08
+
 #define ORE_RANGE_ACTUAL 1
 #define ORE_RANGE_MIRROR 2
 
@@ -54,6 +56,8 @@ extern FlagDesc flagdesc_ore[];
 
 class Ore : public GenElement {
 public:
+	static const bool NEEDS_NOISE = false;
+
 	content_t c_ore;                  // the node to place
 	std::vector<content_t> c_wherein; // the nodes to be placed in
 	u32 clust_scarcity; // ore cluster has a 1-in-clust_scarcity chance of appearing at a node
@@ -64,25 +68,26 @@ public:
 	u8 ore_param2;		// to set node-specific attributes
 	u32 flags;          // attributes for this ore
 	float nthresh;      // threshhold for noise at which an ore is placed
-	NoiseParams *np;    // noise for distribution of clusters (NULL for uniform scattering)
+	NoiseParams np;     // noise for distribution of clusters (NULL for uniform scattering)
 	Noise *noise;
 
-	Ore();
-	virtual ~Ore();
-
 	size_t placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
 	virtual void generate(ManualMapVoxelManipulator *vm, int seed,
 						u32 blockseed, v3s16 nmin, v3s16 nmax) = 0;
 };
 
 class OreScatter : public Ore {
-	virtual ~OreScatter() {}
+public:
+	static const bool NEEDS_NOISE = false;
+
 	virtual void generate(ManualMapVoxelManipulator *vm, int seed,
 						u32 blockseed, v3s16 nmin, v3s16 nmax);
 };
 
 class OreSheet : public Ore {
-	virtual ~OreSheet() {}
+public:
+	static const bool NEEDS_NOISE = true;
+
 	virtual void generate(ManualMapVoxelManipulator *vm, int seed,
 						u32 blockseed, v3s16 nmin, v3s16 nmax);
 };
diff --git a/src/noise.cpp b/src/noise.cpp
index 57938bd06..0d8b118aa 100644
--- a/src/noise.cpp
+++ b/src/noise.cpp
@@ -317,9 +317,9 @@ float contour(float v)
 ///////////////////////// [ New perlin stuff ] ////////////////////////////
 
 
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
+Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz)
 {
-	this->np   = np;
+	memcpy(&np, np_, sizeof(np));
 	this->seed = seed;
 	this->sx   = sx;
 	this->sy   = sy;
@@ -329,10 +329,10 @@ Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
 	this->gradient_buf = NULL;
 	this->result       = NULL;
 
-	if (np->flags & NOISE_FLAG_DEFAULTS) {
+	if (np.flags & NOISE_FLAG_DEFAULTS) {
 		// By default, only 2d noise is eased.
 		if (sz <= 1)
-			np->flags |= NOISE_FLAG_EASED;
+			np.flags |= NOISE_FLAG_EASED;
 	}
 
 	allocBuffers();
@@ -380,7 +380,7 @@ void Noise::setSize(int sx, int sy, int sz)
 
 void Noise::setSpreadFactor(v3f spread)
 {
-	this->np->spread = spread;
+	this->np.spread = spread;
 
 	resizeNoiseBuf(sz > 1);
 }
@@ -388,7 +388,7 @@ void Noise::setSpreadFactor(v3f spread)
 
 void Noise::setOctaves(int octaves)
 {
-	this->np->octaves = octaves;
+	this->np.octaves = octaves;
 
 	resizeNoiseBuf(sz > 1);
 }
@@ -400,15 +400,15 @@ void Noise::resizeNoiseBuf(bool is3d)
 	float ofactor;
 
 	//maximum possible spread value factor
-	ofactor = pow(np->lacunarity, np->octaves - 1);
+	ofactor = pow(np.lacunarity, np.octaves - 1);
 
 	//noise lattice point count
 	//(int)(sz * spread * ofactor) is # of lattice points crossed due to length
 	// + 2 for the two initial endpoints
 	// + 1 for potentially crossing a boundary due to offset
-	nlx = (int)ceil(sx * ofactor / np->spread.X) + 3;
-	nly = (int)ceil(sy * ofactor / np->spread.Y) + 3;
-	nlz = is3d ? (int)ceil(sz * ofactor / np->spread.Z) + 3 : 1;
+	nlx = (int)ceil(sx * ofactor / np.spread.X) + 3;
+	nly = (int)ceil(sy * ofactor / np.spread.Y) + 3;
+	nlz = is3d ? (int)ceil(sz * ofactor / np.spread.Z) + 3 : 1;
 
 	delete[] noise_buf;
 	try {
@@ -440,7 +440,7 @@ void Noise::gradientMap2D(
 	int index, i, j, x0, y0, noisex, noisey;
 	int nlx, nly;
 
-	Interp2dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+	Interp2dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
 		biLinearInterpolation : biLinearInterpolationNoEase;
 
 	x0 = floor(x);
@@ -504,7 +504,7 @@ void Noise::gradientMap3D(
 	int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
 	int nlx, nly, nlz;
 
-	Interp3dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+	Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
 		triLinearInterpolation : triLinearInterpolationNoEase;
 
 	x0 = floor(x);
@@ -588,8 +588,8 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
 	float f = 1.0, g = 1.0;
 	size_t bufsize = sx * sy;
 
-	x /= np->spread.X;
-	y /= np->spread.Y;
+	x /= np.spread.X;
+	y /= np.spread.Y;
 
 	memset(result, 0, sizeof(float) * bufsize);
 
@@ -600,15 +600,15 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
 			persist_buf[i] = 1.0;
 	}
 
-	for (size_t oct = 0; oct < np->octaves; oct++) {
+	for (size_t oct = 0; oct < np.octaves; oct++) {
 		gradientMap2D(x * f, y * f,
-			f / np->spread.X, f / np->spread.Y,
-			seed + np->seed + oct);
+			f / np.spread.X, f / np.spread.Y,
+			seed + np.seed + oct);
 
 		updateResults(g, persist_buf, persistence_map, bufsize);
 
-		f *= np->lacunarity;
-		g *= np->persist;
+		f *= np.lacunarity;
+		g *= np.persist;
 	}
 
 	return result;
@@ -620,9 +620,9 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
 	float f = 1.0, g = 1.0;
 	size_t bufsize = sx * sy * sz;
 
-	x /= np->spread.X;
-	y /= np->spread.Y;
-	z /= np->spread.Z;
+	x /= np.spread.X;
+	y /= np.spread.Y;
+	z /= np.spread.Z;
 
 	memset(result, 0, sizeof(float) * bufsize);
 
@@ -633,15 +633,15 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
 			persist_buf[i] = 1.0;
 	}
 
-	for (size_t oct = 0; oct < np->octaves; oct++) {
+	for (size_t oct = 0; oct < np.octaves; oct++) {
 		gradientMap3D(x * f, y * f, z * f,
-			f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
-			seed + np->seed + oct);
+			f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
+			seed + np.seed + oct);
 
 		updateResults(g, persist_buf, persistence_map, bufsize);
 
-		f *= np->lacunarity;
-		g *= np->persist;
+		f *= np.lacunarity;
+		g *= np.persist;
 	}
 
 	return result;
@@ -653,7 +653,7 @@ void Noise::updateResults(float g, float *gmap,
 {
 	// This looks very ugly, but it is 50-70% faster than having
 	// conditional statements inside the loop
-	if (np->flags & NOISE_FLAG_ABSVALUE) {
+	if (np.flags & NOISE_FLAG_ABSVALUE) {
 		if (persistence_map) {
 			for (size_t i = 0; i != bufsize; i++) {
 				result[i] += gmap[i] * fabs(gradient_buf[i]);
@@ -685,6 +685,6 @@ void Noise::transformNoiseMap()
 	// slowdown even with -O2.  To prevent this, store the value in a local.
 	size_t bufsize = sx * sy * sz;
 	for (size_t i = 0; i != bufsize; i++)
-		result[i] = result[i] * np->scale + np->offset;
+		result[i] = result[i] * np.scale + np.offset;
 }
 
diff --git a/src/noise.h b/src/noise.h
index a7212a298..66be8db93 100644
--- a/src/noise.h
+++ b/src/noise.h
@@ -122,7 +122,7 @@ struct NoiseParams {
 
 class Noise {
 public:
-	NoiseParams *np;
+	NoiseParams np;
 	int seed;
 	int sx;
 	int sy;
diff --git a/src/script/lua_api/l_mapgen.cpp b/src/script/lua_api/l_mapgen.cpp
index 0e3d219a4..3176b920c 100644
--- a/src/script/lua_api/l_mapgen.cpp
+++ b/src/script/lua_api/l_mapgen.cpp
@@ -546,7 +546,14 @@ int ModApiMapgen::l_register_ore(lua_State *L)
 	getflagsfield(L, index, "flags", flagdesc_ore, &ore->flags, NULL);
 
 	lua_getfield(L, index, "noise_params");
-	ore->np = get_noiseparams(L, -1);
+	if (read_noiseparams(L, -1, &ore->np)) {
+		ore->flags |= OREFLAG_USE_NOISE;
+	} else if (ore->NEEDS_NOISE) {
+		errorstream << "register_ore: specified ore type requires valid "
+			"noise parameters" << std::endl;
+		delete ore;
+		return 0;
+	}
 	lua_pop(L, 1);
 
 	u32 id = oremgr->add(ore);
diff --git a/src/script/lua_api/l_noise.cpp b/src/script/lua_api/l_noise.cpp
index 2a57df0f6..c66f54e6f 100644
--- a/src/script/lua_api/l_noise.cpp
+++ b/src/script/lua_api/l_noise.cpp
@@ -161,7 +161,7 @@ int LuaPerlinNoiseMap::l_get2dMap(lua_State *L)
 	for (int y = 0; y != n->sy; y++) {
 		lua_newtable(L);
 		for (int x = 0; x != n->sx; x++) {
-			float noiseval = n->np->offset + n->np->scale * n->result[i++];
+			float noiseval = n->np.offset + n->np.scale * n->result[i++];
 			lua_pushnumber(L, noiseval);
 			lua_rawseti(L, -2, x + 1);
 		}
@@ -185,7 +185,7 @@ int LuaPerlinNoiseMap::l_get2dMap_flat(lua_State *L)
 
 	lua_newtable(L);
 	for (int i = 0; i != maplen; i++) {
-		float noiseval = n->np->offset + n->np->scale * n->result[i];
+		float noiseval = n->np.offset + n->np.scale * n->result[i];
 		lua_pushnumber(L, noiseval);
 		lua_rawseti(L, -2, i + 1);
 	}
@@ -210,7 +210,7 @@ int LuaPerlinNoiseMap::l_get3dMap(lua_State *L)
 		for (int y = 0; y != n->sy; y++) {
 			lua_newtable(L);
 			for (int x = 0; x != n->sx; x++) {
-				lua_pushnumber(L, n->np->offset + n->np->scale * n->result[i++]);
+				lua_pushnumber(L, n->np.offset + n->np.scale * n->result[i++]);
 				lua_rawseti(L, -2, x + 1);
 			}
 			lua_rawseti(L, -2, y + 1);
@@ -236,7 +236,7 @@ int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
 
 	lua_newtable(L);
 	for (int i = 0; i != maplen; i++) {
-		float noiseval = n->np->offset + n->np->scale * n->result[i];
+		float noiseval = n->np.offset + n->np.scale * n->result[i];
 		lua_pushnumber(L, noiseval);
 		lua_rawseti(L, -2, i + 1);
 	}