… | |
… | |
52 | |
52 | |
53 | if (wall->flag [FLAG_IS_QUAD] && visible) |
53 | if (wall->flag [FLAG_IS_QUAD] && visible) |
54 | { |
54 | { |
55 | maptile *m = wall->map; |
55 | maptile *m = wall->map; |
56 | |
56 | |
57 | if (m->tile_path [TILE_UP]) |
57 | if (ob->map->tile_path [TILE_UP] && wall->map->tile_path [TILE_UP]) |
|
|
58 | { |
58 | if (maptile *up = m->tile_available (TILE_UP)) |
59 | maptile *wall_up = wall->map->tile_available (TILE_UP); |
|
|
60 | maptile *ob_up = ob ->map->tile_available (TILE_UP); |
|
|
61 | |
|
|
62 | if (wall_up && ob_up) |
59 | { |
63 | { |
60 | if (ob->blocked (up, ob->x, ob->y) || has_floor (up, ob->x, ob->y)) |
64 | if (ob->blocked (ob_up, ob->x, ob->y) || has_floor (ob_up, ob->x, ob->y)) |
61 | ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling?>", query_name (wall))); |
65 | ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling? :)>", query_name (wall))); |
62 | //TODO: reduce health |
66 | //TODO: reduce health |
63 | else if (ob->blocked (up, wall->x, wall->y)) |
67 | else if (ob->blocked (wall_up, wall->x, wall->y)) |
64 | ob->failmsg (format ("You try to climb up, but the %s is too high for you!", query_name (wall))); |
68 | ob->failmsg (format ("You try to climb up, but the %s is too high for you! H<No free space on top of this block.>", query_name (wall))); |
65 | //TODO: reduce health |
69 | //TODO: reduce health |
66 | else |
70 | else |
67 | { |
71 | { |
68 | ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall))); |
72 | ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall))); |
69 | // here we assume that ob is a player... |
73 | // here we assume that ob is a player... |
70 | ob->enter_map (up, wall->x, wall->y); |
74 | ob->enter_map (wall_up, wall->x, wall->y); |
71 | } |
75 | } |
72 | } |
76 | } |
73 | else |
77 | else |
74 | ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall))); |
78 | ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall))); |
|
|
79 | } |
75 | else |
80 | else |
76 | ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall))); |
81 | ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall))); |
77 | |
82 | |
78 | |
83 | |
79 | return; |
84 | return; |
… | |
… | |
90 | } |
95 | } |
91 | } |
96 | } |
92 | |
97 | |
93 | ///////////////////////////////////////////////////////////////////////////// |
98 | ///////////////////////////////////////////////////////////////////////////// |
94 | |
99 | |
95 | // this mapspace has changed - potentialyl activate dormant physics objects |
100 | physics_queue::physics_queue () |
96 | // in the vicinity |
101 | { |
|
|
102 | i = 0; |
|
|
103 | } |
|
|
104 | |
|
|
105 | physics_queue::~physics_queue () |
|
|
106 | { |
|
|
107 | while (object *ob = pop ()) |
|
|
108 | ob->refcnt_dec (); |
|
|
109 | } |
|
|
110 | |
|
|
111 | object * |
|
|
112 | physics_queue::pop () |
|
|
113 | { |
|
|
114 | if (expect_true (i < size ())) |
|
|
115 | return (*this)[i++]; |
|
|
116 | |
|
|
117 | i = 0; |
|
|
118 | clear (); //TODO: this frees, but we do not want to free, unless really a lot of objects were queued |
|
|
119 | return 0; |
|
|
120 | } |
|
|
121 | |
|
|
122 | inline unsigned int |
|
|
123 | queue_of (tick_t tick) |
|
|
124 | { |
|
|
125 | return tick & (PHYSICS_QUEUES - 1); |
|
|
126 | } |
97 | |
127 | |
98 | void update_physics (maptile *m, int x, int y) |
128 | void update_physics (maptile *m, int x, int y) |
99 | { |
129 | { |
100 | } |
130 | } |
101 | |
131 | |
102 | // handle physics updates |
132 | // handle physics updates |
103 | void move_physics (object *ob) |
133 | void move_physics (object *ob) |
|
|
134 | { |
|
|
135 | } |
|
|
136 | |
|
|
137 | // preliminary slots docs |
|
|
138 | // level - water level 1..7 |
|
|
139 | // value - pressure |
|
|
140 | // |
|
|
141 | |
|
|
142 | static object * |
|
|
143 | flow_to (maptile *m, sint16 x, sint16 y) |
|
|
144 | { |
|
|
145 | if (!xy_normalise (m, x, y)) |
|
|
146 | return 0; |
|
|
147 | |
|
|
148 | mapspace &ms = m->at (x, y); |
|
|
149 | |
|
|
150 | ms.update (); |
|
|
151 | if (ms.move_block & MOVE_WALK) |
|
|
152 | return 0; |
|
|
153 | |
|
|
154 | for (object *w = ms.top; w; w = w->below) |
|
|
155 | if (w->type == PHYSICS) |
|
|
156 | if (w->subtype == ST_WATER_SOURCE) |
|
|
157 | return 0; |
|
|
158 | else if (w->subtype == ST_WATER_FLOW) |
|
|
159 | return w; |
|
|
160 | |
|
|
161 | printf ("creating flow at %d,%d\n", x, y);//D |
|
|
162 | object *w = archetype::get (shstr_quad_water_flow); |
|
|
163 | w->level = 0; |
|
|
164 | w->value = 0; |
|
|
165 | |
|
|
166 | m->insert (w, x, y); |
|
|
167 | m->queue_physics (w, 1); |
|
|
168 | |
|
|
169 | return w; |
|
|
170 | } |
|
|
171 | |
|
|
172 | static int |
|
|
173 | find_ortho_flow (object *src, object **result) |
|
|
174 | { |
|
|
175 | object **res = result; |
|
|
176 | |
|
|
177 | for (int dir = 1; dir < 8; dir += 2) |
|
|
178 | { |
|
|
179 | mapxy pos (src->map, src->x, src->y); |
|
|
180 | pos.move (dir); |
|
|
181 | if (pos.normalise ()) |
|
|
182 | if (object *w = flow_to (pos.m, pos.x, pos.y)) |
|
|
183 | *res++ = w; |
|
|
184 | } |
|
|
185 | |
|
|
186 | return res - result; |
|
|
187 | } |
|
|
188 | |
|
|
189 | static bool |
|
|
190 | water_set (object *w, int level, int pressure = -1) |
|
|
191 | { |
|
|
192 | if (!level) |
|
|
193 | { |
|
|
194 | w->destroy (); |
|
|
195 | return true; |
|
|
196 | } |
|
|
197 | |
|
|
198 | bool activity = false; |
|
|
199 | |
|
|
200 | min_it (level, 7); |
|
|
201 | |
|
|
202 | if (level != w->level) |
|
|
203 | { |
|
|
204 | w->level = level; |
|
|
205 | // update face |
|
|
206 | activity = true; |
|
|
207 | } |
|
|
208 | |
|
|
209 | if (pressure != w->value && pressure >= 0) |
|
|
210 | { |
|
|
211 | w->value = pressure; |
|
|
212 | activity = true; |
|
|
213 | } |
|
|
214 | |
|
|
215 | if (activity) // this is overkill, but... |
|
|
216 | w->map->queue_physics_at (w->x, w->y); |
|
|
217 | |
|
|
218 | return activity; |
|
|
219 | } |
|
|
220 | |
|
|
221 | static void |
|
|
222 | run_physics (object *ob) |
|
|
223 | { |
|
|
224 | //TODO: behaviour objects with virtual methods? |
|
|
225 | switch (ob->subtype) |
|
|
226 | { |
|
|
227 | case ST_WATER_SOURCE: |
|
|
228 | { |
|
|
229 | bool activity = false; |
|
|
230 | |
|
|
231 | // water sources generate flowing water "everywhere", but are currently |
|
|
232 | // very simple otherwise. |
|
|
233 | if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN]) |
|
|
234 | if (maptile *m = ob->map->tile_available (TILE_DOWN)) |
|
|
235 | { |
|
|
236 | if (object *w = flow_to (m, ob->x, ob->y)) |
|
|
237 | activity = activity || water_set (w, 7); |
|
|
238 | } |
|
|
239 | else |
|
|
240 | activity = true; |
|
|
241 | |
|
|
242 | #if 0 |
|
|
243 | object *w [4]; |
|
|
244 | int w_cnt = find_ortho_flow (ob, w); |
|
|
245 | |
|
|
246 | while (w_cnt--) |
|
|
247 | activity = activity || water_set (w [w_cnt], 7); |
|
|
248 | |
|
|
249 | if (activity) |
|
|
250 | ob->map->queue_physics (ob, 1); |
|
|
251 | #endif |
|
|
252 | } |
|
|
253 | break; |
|
|
254 | |
|
|
255 | case ST_WATER_FLOW: |
|
|
256 | #if 0 |
|
|
257 | // flow down as much as possible |
|
|
258 | if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN]) |
|
|
259 | if (maptile *m = ob->map->tile_available (TILE_DOWN)) |
|
|
260 | { |
|
|
261 | if (object *w = flow_to (m, ob->x, ob->y)) |
|
|
262 | { |
|
|
263 | if (int flow = min (ob->level, 7 - w->level)) |
|
|
264 | { |
|
|
265 | water_set (w, w->level + flow); |
|
|
266 | water_set (ob, w->level - flow); |
|
|
267 | if (!ob->level) |
|
|
268 | return; // we escaped downwards |
|
|
269 | } |
|
|
270 | else if (ob->level >= 5) // exert pressure -> does not count as activity |
|
|
271 | water_set (w, w->level, ob->value - 1); |
|
|
272 | } |
|
|
273 | } |
|
|
274 | |
|
|
275 | if (ob->level >= 2) |
|
|
276 | { |
|
|
277 | object *ws [4]; |
|
|
278 | int w_cnt = find_ortho_flow (ob, ws); |
|
|
279 | |
|
|
280 | bool activity = false; |
|
|
281 | |
|
|
282 | // distribute 1 to every neighbour that has less - should use some random ordering of course |
|
|
283 | |
|
|
284 | while (w_cnt--) |
|
|
285 | { |
|
|
286 | object *w = ws [w_cnt]; |
|
|
287 | |
|
|
288 | if (w->level < ob->level - 1) |
|
|
289 | { |
|
|
290 | water_set (w, w->level + 1); |
|
|
291 | --ob->level; |
|
|
292 | activity = true; |
|
|
293 | } |
|
|
294 | } |
|
|
295 | |
|
|
296 | if (activity) |
|
|
297 | ob->map->queue_physics (ob, 1); |
|
|
298 | } |
|
|
299 | else if (ob->level) |
|
|
300 | ; |
|
|
301 | else |
|
|
302 | ob->destroy (); |
|
|
303 | #endif |
|
|
304 | |
|
|
305 | // TODO: flow up with pressure |
|
|
306 | break; |
|
|
307 | |
|
|
308 | default: |
|
|
309 | LOG (llevError, "object with unsupported physics subtype %d: %s\n", ob->subtype, ob->debug_desc ()); |
|
|
310 | break; |
|
|
311 | } |
|
|
312 | } |
|
|
313 | |
|
|
314 | int |
|
|
315 | maptile::run_physics (tick_t tick, int max_objects) |
|
|
316 | { |
|
|
317 | if (state != MAP_ACTIVE) |
|
|
318 | return 0; |
|
|
319 | |
|
|
320 | int orig_max_object = max_objects; |
|
|
321 | physics_queue &q = pq [queue_of (server_tick)]; |
|
|
322 | |
|
|
323 | //if (q.size()) printf ("q %d < %d\n", q.i, (int)q.size());//D |
|
|
324 | |
|
|
325 | while (object *ob = q.pop ()) |
|
|
326 | { |
|
|
327 | ob->flag [FLAG_PHYSICS_QUEUE] = false; |
|
|
328 | ob->refcnt_dec (); |
|
|
329 | |
|
|
330 | if (ob->map != this) |
|
|
331 | { |
|
|
332 | if (!ob->flag [FLAG_FREED]) |
|
|
333 | { |
|
|
334 | LOG (llevError, "%s: physical object on wrong map\n", ob->debug_desc ()); |
|
|
335 | //ob->map->queue_physics (ob); |
|
|
336 | } |
|
|
337 | } |
|
|
338 | else |
|
|
339 | { |
|
|
340 | //printf ("handling ob %s\n", ob->debug_desc());//D |
|
|
341 | ::run_physics (ob); |
|
|
342 | } |
|
|
343 | |
|
|
344 | if (--max_objects <= 0) |
|
|
345 | break; |
|
|
346 | } |
|
|
347 | |
|
|
348 | return orig_max_object - max_objects; |
|
|
349 | } |
|
|
350 | |
|
|
351 | void |
|
|
352 | maptile::queue_physics (object *ob, int after) |
|
|
353 | { |
|
|
354 | if (!after) after = 14; //D |
|
|
355 | if (!ob->flag [FLAG_PHYSICS_QUEUE]) |
|
|
356 | { |
|
|
357 | ob->flag [FLAG_PHYSICS_QUEUE] = true; |
|
|
358 | ob->refcnt_inc (); |
|
|
359 | |
|
|
360 | pq [queue_of (server_tick + min (PHYSICS_QUEUES - 2, after))].push_back (ob); |
|
|
361 | } |
|
|
362 | } |
|
|
363 | |
|
|
364 | static void |
|
|
365 | queue_physics_at (maptile *m, int x, int y) |
|
|
366 | { |
|
|
367 | mapspace &ms = m->at (x, y); |
|
|
368 | |
|
|
369 | for (object *ob = ms.bot; ob; ob = ob->above) |
|
|
370 | if (ob->type == PHYSICS) |
|
|
371 | m->queue_physics (ob, 1); |
|
|
372 | } |
|
|
373 | |
|
|
374 | // this mapspace has changed - potentially activate dormant physics objects |
|
|
375 | // in the vicinity. vicinity is the 4 spaces around in the same z layer, and above and below. |
|
|
376 | // TODO: maybe include diagonals in the same z-layer? |
|
|
377 | // TODO: do not go through floors? |
|
|
378 | void |
|
|
379 | maptile::queue_physics_at (int x, int y) |
|
|
380 | { |
|
|
381 | if (maptile *m = tile_available (TILE_DOWN)) |
|
|
382 | ::queue_physics_at (m, x, y); |
|
|
383 | |
|
|
384 | if (maptile *m = tile_available (TILE_UP)) |
|
|
385 | ::queue_physics_at (m, x, y); |
|
|
386 | |
|
|
387 | ::queue_physics_at (this, x, y); |
|
|
388 | |
|
|
389 | for (int dir = 1; dir < 8; dir += 2) |
|
|
390 | { |
|
|
391 | mapxy pos (this, x, y); |
|
|
392 | pos.move (dir); |
|
|
393 | if (pos.normalise ()) |
|
|
394 | ::queue_physics_at (pos.m, pos.x, pos.y); |
|
|
395 | } |
|
|
396 | } |
|
|
397 | |
|
|
398 | // queue physics for the whole map and a border of one space around it |
|
|
399 | static void |
|
|
400 | queue_physics_map (maptile *m) |
|
|
401 | { |
|
|
402 | dynbuf buf; |
|
|
403 | |
|
|
404 | unordered_mapwalk_at (buf, m, 0, 0, -1, -1, m->width + 1, m->height + 1) |
|
|
405 | ::queue_physics_at (m, nx, ny); |
|
|
406 | } |
|
|
407 | |
|
|
408 | void |
|
|
409 | maptile::activate_physics () |
|
|
410 | { |
|
|
411 | // most of this is total overkill, but better be safe than sorry, eh? |
|
|
412 | |
|
|
413 | if (maptile *m = tile_map [TILE_DOWN]) |
|
|
414 | ::queue_physics_map (m); |
|
|
415 | |
|
|
416 | coroapi::cede_to_tick (); |
|
|
417 | |
|
|
418 | if (maptile *m = tile_map [TILE_UP]) |
|
|
419 | { |
|
|
420 | ::queue_physics_map (m); |
|
|
421 | |
|
|
422 | // invalidate faces, in case... |
|
|
423 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
424 | ms->invalidate (); |
|
|
425 | } |
|
|
426 | |
|
|
427 | coroapi::cede_to_tick (); |
|
|
428 | |
|
|
429 | ::queue_physics_map (this); |
|
|
430 | |
|
|
431 | coroapi::cede_to_tick (); |
|
|
432 | } |
|
|
433 | |
|
|
434 | void |
|
|
435 | maptile::post_load_physics () |
104 | { |
436 | { |
105 | } |
437 | } |
106 | |
438 | |
107 | ///////////////////////////////////////////////////////////////////////////// |
439 | ///////////////////////////////////////////////////////////////////////////// |
108 | |
440 | |
… | |
… | |
165 | int h = 1000000; // height form heightmap |
497 | int h = 1000000; // height form heightmap |
166 | |
498 | |
167 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
499 | // the continent increases in height from 0 to ~700 levels in the absence of anything else |
168 | // thats about one step every 7 maps. |
500 | // thats about one step every 7 maps. |
169 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
501 | int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); |
170 | int river_height = base_height * 9 / 10; |
502 | int river_height = base_height; // * 9 / 10; |
171 | |
503 | |
172 | // add this to rivers to "dry them out" |
504 | // add this to rivers to "dry them out" |
173 | float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
505 | float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); |
174 | |
506 | |
175 | static frac2d river_gen (2); |
507 | static frac2d river_gen (2); |
176 | float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
508 | float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; |
177 | float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
509 | float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; |
178 | |
510 | |
179 | float valley = river1 - 0.2f; |
511 | float valley = river1 - 0.2f; |
180 | |
512 | |
181 | static frac2d mountain_gen (8, 2.14, 0.5); |
513 | static frac2d mountain_gen (6, 2.14, 0.5); |
182 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
514 | float mountain = mountain_gen.ridgedmultifractal (P * 0.004); |
183 | |
515 | |
184 | //TODO: mountains should not lower the height, should they? |
516 | //TODO: mountains should not lower the height, should they? |
185 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
517 | t = valley < 0 ? T_VALLEY : T_MOUNTAIN; |
186 | c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
518 | c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); |
187 | h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); |
519 | h = blend0 (base_height + continent * 3, base_height + mountain * xy_gradient * 100, valley, 0.1f); |
188 | |
520 | |
189 | if (river1 < 0.01f) |
521 | if (river1 < 0.01f) |
190 | { |
522 | { |
191 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
523 | // main rivers - they cut deeply into the mountains (base_height * 0.9f) |
192 | t = T_RIVER; |
524 | t = T_RIVER; |
193 | c = vec3d (0.2, 0.2, 1); |
525 | c = vec3d (0.2, 0.2, 1); |
194 | h0 = river_height; |
526 | h0 = river_height; |
195 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); |
527 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -10, -1)); |
196 | } |
528 | } |
197 | |
529 | |
198 | if (river2 > 0) |
530 | if (river2 > 0) |
199 | { |
531 | { |
200 | t = T_RIVER; |
532 | t = T_RIVER; |
201 | c = vec3d (0.2, 0.2, 1); |
533 | c = vec3d (0.2, 0.2, 1); |
202 | h0 = river_height; |
534 | h0 = river_height; |
203 | min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); |
535 | min_it (h, river_height + max (-5, lerp<float> (river2, 0.01f, 0, -4, -1))); |
204 | } |
536 | } |
205 | |
537 | |
206 | if (continent < 0) |
538 | if (continent < 0) |
207 | { |
539 | { |
208 | t = T_OCEAN; |
540 | t = T_OCEAN; |
|
|
541 | h0 = 0; |
209 | min_it (h, min (continent * 200, -1)); |
542 | min_it (h, min (continent * 200, -1)); |
210 | c = vec3d (0, 0, 1); |
543 | c = vec3d (0, 0, 1); |
211 | } |
544 | } |
212 | |
545 | |
213 | // now we have the base height, and base terrain |
546 | // now we have the base height, and base terrain |
… | |
… | |
232 | { |
565 | { |
233 | t = T_ACQUIFER; |
566 | t = T_ACQUIFER; |
234 | c = vec3d (1,1,1); |
567 | c = vec3d (1,1,1); |
235 | } |
568 | } |
236 | } |
569 | } |
|
|
570 | |
|
|
571 | //printf ("+%d+%d %d z %d h %d,%d\n", mx, my, t, z, h,h0);//D |
237 | |
572 | |
238 | // TODO: caves |
573 | // TODO: caves |
239 | // TODO: chees areas |
574 | // TODO: chees areas |
240 | // TODO: minerals |
575 | // TODO: minerals |
241 | // TODO: monsters |
576 | // TODO: monsters |
… | |
… | |
255 | // water above the surface |
590 | // water above the surface |
256 | switch (t) |
591 | switch (t) |
257 | { |
592 | { |
258 | case T_OCEAN: |
593 | case T_OCEAN: |
259 | if (z < h0) |
594 | if (z < h0) |
260 | arch_wall = shstr ("quad_water_wall"); |
595 | arch_wall = shstr_quad_water_source; |
261 | else if (z == h0) |
596 | else if (z == h0) |
262 | arch_floor = shstr ("quad_ocean_floor"); |
597 | arch_floor = shstr ("quad_ocean_floor"); |
263 | break; |
598 | break; |
264 | |
599 | |
265 | case T_RIVER: |
600 | case T_RIVER: |
266 | if (z < h0) |
601 | if (z < h0) |
267 | arch_wall = shstr ("quad_water_wall"); |
602 | arch_wall = shstr_quad_water_source; |
268 | else if (z == h0) |
603 | else if (z == h0) |
269 | arch_floor = shstr ("quad_water_floor"); |
604 | arch_floor = shstr ("quad_water_floor"); |
270 | break; |
605 | break; |
271 | |
606 | |
272 | case T_VALLEY: |
607 | case T_VALLEY: |
… | |
… | |
281 | |
616 | |
282 | case T_UNDERGROUND: |
617 | case T_UNDERGROUND: |
283 | // todo, use a fractal |
618 | // todo, use a fractal |
284 | if (z < h - 10) |
619 | if (z < h - 10) |
285 | { |
620 | { |
|
|
621 | arch_floor = shstr ("quad_stone_floor"); |
|
|
622 | arch_wall = shstr ("quad_stone_wall"); |
|
|
623 | } |
|
|
624 | else |
|
|
625 | { |
286 | arch_floor = shstr ("quad_dirt_floor"); |
626 | arch_floor = shstr ("quad_dirt_floor"); |
287 | arch_wall = shstr ("quad_dirt_wall"); |
627 | arch_wall = shstr ("quad_dirt_wall"); |
288 | } |
628 | } |
289 | else |
|
|
290 | { |
|
|
291 | arch_floor = shstr ("quad_stone_floor"); |
|
|
292 | arch_wall = shstr ("quad_stone_wall"); |
|
|
293 | } |
|
|
294 | break; |
629 | break; |
295 | |
630 | |
296 | case T_ACQUIFER: |
631 | case T_ACQUIFER: |
297 | arch_wall = shstr ("quad_water_wall"); |
632 | arch_wall = shstr_quad_water_source; |
298 | break; |
633 | break; |
299 | |
634 | |
300 | default: |
635 | default: |
301 | abort (); |
636 | abort (); |
302 | } |
637 | } |
… | |
… | |
412 | } |
747 | } |
413 | #endif |
748 | #endif |
414 | |
749 | |
415 | exit (0); |
750 | exit (0); |
416 | } |
751 | } |
|
|
752 | |