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24 | |
24 | |
25 | #include "noise.h" |
25 | #include "noise.h" |
26 | |
26 | |
27 | ///////////////////////////////////////////////////////////////////////////// |
27 | ///////////////////////////////////////////////////////////////////////////// |
28 | |
28 | |
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29 | static bool |
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30 | has_floor (maptile *m, sint16 x, sint16 y) |
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31 | { |
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32 | mapxy pos (m, x, y); |
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33 | |
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34 | if (!pos.normalise ()) |
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35 | return true; |
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36 | |
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37 | mapspace &ms = pos.ms (); |
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38 | |
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39 | for (object *ob = ms.bot; ob; ob = ob->above) |
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40 | if (ob->arch->archname == shstr_quad_open_space) |
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41 | return false; |
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42 | else if (ob->flag [FLAG_IS_FLOOR]) |
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43 | return true; |
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44 | |
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45 | return false; |
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46 | } |
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47 | |
29 | void |
48 | void |
30 | move_into_wall (object *ob, object *wall) |
49 | move_into_wall (object *ob, object *wall) |
31 | { |
50 | { |
32 | bool visible = !wall->invisible && !ob->flag [FLAG_BLIND]; |
51 | bool visible = !wall->invisible && !ob->flag [FLAG_BLIND]; |
33 | |
52 | |
34 | if (wall->flag [FLAG_IS_QUAD] && visible) |
53 | if (wall->flag [FLAG_IS_QUAD] && visible) |
35 | { |
54 | { |
36 | maptile *m = wall->map; |
55 | maptile *m = wall->map; |
37 | printf ("hi\n");//D |
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38 | |
56 | |
39 | if (m->tile_path [TILE_UP]) |
57 | if (m->tile_path [TILE_UP]) |
40 | if (maptile *up = m->tile_available (TILE_UP)) |
58 | if (maptile *up = m->tile_available (TILE_UP)) |
41 | { |
59 | { |
42 | if (ob->blocked (up, ob->x, ob->y)) |
60 | if (ob->blocked (up, ob->x, ob->y) || has_floor (up, ob->x, ob->y)) |
43 | ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling?>", query_name (wall))); |
61 | ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling?>", query_name (wall))); |
44 | //TODO: reduce health |
62 | //TODO: reduce health |
45 | else if (ob->blocked (up, wall->x, wall->y)) |
63 | else if (ob->blocked (up, wall->x, wall->y)) |
46 | ob->failmsg (format ("You try to climb up, but the %s is too high for you!", query_name (wall))); |
64 | ob->failmsg (format ("You try to climb up, but the %s is too high for you!", query_name (wall))); |
47 | //TODO: reduce health |
65 | //TODO: reduce health |
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72 | } |
90 | } |
73 | } |
91 | } |
74 | |
92 | |
75 | ///////////////////////////////////////////////////////////////////////////// |
93 | ///////////////////////////////////////////////////////////////////////////// |
76 | |
94 | |
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95 | // this mapspace has changed - potentialyl activate dormant physics objects |
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96 | // in the vicinity |
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97 | |
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98 | void update_physics (maptile *m, int x, int y) |
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99 | { |
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100 | } |
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101 | |
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102 | // handle physics updates |
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103 | void move_physics (object *ob) |
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104 | { |
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105 | } |
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106 | |
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107 | ///////////////////////////////////////////////////////////////////////////// |
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108 | |
77 | #define FANCY_GRAPHICS 0 |
109 | #define FANCY_GRAPHICS 0 |
78 | |
110 | |
79 | static void |
111 | static void |
80 | gen_quadspace (maptile *m, int mx, int my, int x, int y, int z) |
112 | gen_quadspace (maptile *m, int mx, int my, int x, int y, int z) |
81 | { |
113 | { |
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122 | T_OCEAN, |
154 | T_OCEAN, |
123 | T_RIVER, |
155 | T_RIVER, |
124 | T_VALLEY, |
156 | T_VALLEY, |
125 | T_MOUNTAIN, |
157 | T_MOUNTAIN, |
126 | T_UNDERGROUND, |
158 | T_UNDERGROUND, |
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159 | T_AIR, // unused |
127 | T_ACQUIFER, |
160 | T_ACQUIFER, |
128 | } t = T_NONE; |
161 | } t = T_NONE; |
129 | |
162 | |
130 | vec3d c; |
163 | vec3d c; |
131 | int h0 = 0; // "water level" |
164 | int h0 = 0; // "water level" |
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185 | |
218 | |
186 | max_it (h0, h); |
219 | max_it (h0, h); |
187 | |
220 | |
188 | // everything below the surface is underground, or a variant |
221 | // everything below the surface is underground, or a variant |
189 | if (z < h) |
222 | if (z < h) |
190 | { |
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191 | t = T_UNDERGROUND; |
223 | t = T_UNDERGROUND; |
192 | } |
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193 | |
224 | |
194 | // put acquifers a bit below the surface, to reduce them leaking out (will still happen) |
225 | // put acquifers a bit below the surface, to reduce them leaking out (will still happen) |
195 | if (z < h - 3) |
226 | if (z < h - 3) |
196 | { |
227 | { |
197 | static frac3d acquifer_gen (4); |
228 | static frac3d acquifer_gen (4); |
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218 | putc (clamp<int> (255 * c[2], 0, 255), stdout); |
249 | putc (clamp<int> (255 * c[2], 0, 255), stdout); |
219 | #else |
250 | #else |
220 | shstr arch_floor = shstr ("quad_open_space"); |
251 | shstr arch_floor = shstr ("quad_open_space"); |
221 | shstr arch_wall; |
252 | shstr arch_wall; |
222 | |
253 | |
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254 | // TODO: this is shit - we should never generatea water surface, but only |
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255 | // water above the surface |
223 | switch (t) |
256 | switch (t) |
224 | { |
257 | { |
225 | case T_OCEAN: |
258 | case T_OCEAN: |
226 | if (z < h0) |
259 | if (z < h0) |
227 | arch_wall = shstr ("quad_water_wall"); |
260 | arch_wall = shstr ("quad_water_wall"); |
228 | else |
261 | else if (z == h0) |
229 | arch_floor = shstr ("quad_ocean_floor"); |
262 | arch_floor = shstr ("quad_ocean_floor"); |
230 | break; |
263 | break; |
231 | |
264 | |
232 | case T_RIVER: |
265 | case T_RIVER: |
233 | if (z < h0) |
266 | if (z < h0) |
234 | arch_wall = shstr ("quad_water_wall"); |
267 | arch_wall = shstr ("quad_water_wall"); |
235 | else |
268 | else if (z == h0) |
236 | arch_floor = shstr ("quad_water_floor"); |
269 | arch_floor = shstr ("quad_water_floor"); |
237 | break; |
270 | break; |
238 | |
271 | |
239 | case T_VALLEY: |
272 | case T_VALLEY: |
240 | if (z == h) |
273 | if (z == h) |