lots of new features.

need debugging.
develop
zilpin 2010-10-21 17:25:24 -04:00
parent 92d0468694
commit 30b94dac87
1 changed files with 438 additions and 167 deletions

@ -39,8 +39,12 @@ void waitmsec (int delay)
#define PITTYPEMACRO \
X(pitTypeChasm,"Bottomless Chasm" ) \
X(pitTypeEerie,"Bottomless Eerie Pit" ) \
X(pitTypeFloor,"Pit with a floor" ) \
X(pitTypeMagma,"Magma Pit (similar to volcanoe, no hell access)" )
X(pitTypeFloor,"Pit with floor" ) \
X(pitTypeSolid,"Solid Pillar" ) \
X(pitTypeOasis,"Oasis, with partial aquifer (no hell access)" ) \
X(pitTypeOPool,"Oasis Pool, with partial aquifer (default 5 deep)" ) \
X(pitTypeMagma,"Magma Pit (similar to volcano, no hell access)" ) \
X(pitTypeMPool,"Magma Pool (default 5 z-levels)" )
//end PITTYPEMACRO
#define X(name,desc) name,
@ -99,21 +103,35 @@ int getint( const char * msg , int min, int max, int default_value ){
}
}
int getint( const char * msg , int min, int max ){
const int bufferlen=16;
static char buf[bufferlen];
int n=0;
memset(buf,0,bufferlen);
while(-1){
if(msg) printf("\n%s \n:" , msg );
fflush(stdin);
fgets(buf,bufferlen,stdin);
if( !buf[0] || 0x0a==buf[0] || 0x0d==buf[0] ) continue;
if( sscanf(buf,"%d", &n) ){
if(n>=min && n<=max ) return n;
}
}
}
//Interactive, get pit type from user
#define X( e , desc ) printf("%2d) %s\n", (e), (desc) );
e_pitType selectPitType(e_pitType default_value ){
e_pitType r=pitTypeInvalid;
int c=-1;
e_pitType selectPitType(){
while( -1 ){
printf("Enter the type of hole to dig (if no entry, default everything):\n" );
PITTYPEMACRO
printf("Enter the type of hole to dig:\n" );
for(int n=0;n<pitTypeCount;++n){
printf("%2d) %s\n", n, pitTypeDesc[n] );
}
printf(":");
return (e_pitType)getint(NULL, 0, pitTypeCount-1, default_value );
return (e_pitType)getint(NULL, 0, pitTypeCount-1 );
}
}
#undef X
void drawcircle(const int radius, unsigned char pattern[16][16], unsigned char v ){
@ -166,6 +184,28 @@ void drawcircle(const int radius, unsigned char pattern[16][16], unsigned char v
}
}
//Check all neighbors for a given value n.
//If found, and v>=0, replace with v.
//Returns number of neighbors found.
int checkneighbors(unsigned char pattern[16][16], int x, int y, unsigned char n , char v )
{
int r=0;
if( x>0 && y>0 && n==pattern[x-1][y-1] ){ ++r; if(v>-1) pattern[x][y]=v; }
if( x>0 && n==pattern[x-1][y ] ){ ++r; if(v>-1) pattern[x][y]=v; }
if( y>0 && n==pattern[x ][y-1] ){ ++r; if(v>-1) pattern[x][y]=v; }
if( x<15 && n==pattern[x+1][y ] ){ ++r; if(v>-1) pattern[x][y]=v; }
if( x<15 && y>0 && n==pattern[x+1][y-1] ){ ++r; if(v>-1) pattern[x][y]=v; }
if( x<15 && y<15 && n==pattern[x+1][y+1] ){ ++r; if(v>-1) pattern[x][y]=v; }
if( y<15 && n==pattern[x ][y+1] ){ ++r; if(v>-1) pattern[x][y]=v; }
if( x>0 && y<15 && n==pattern[x-1][y+1] ){ ++r; if(v>-1) pattern[x][y]=v; }
return r;
}
//convenience
int checkneighbors(unsigned char pattern[16][16], int x, int y, unsigned char n )
{
return checkneighbors(pattern,x,y,n,-1);
}
void settileat(unsigned char pattern[16][16], const unsigned char needle, const unsigned char v, const int index )
{
int ok=0;
@ -189,14 +229,37 @@ void settileat(unsigned char pattern[16][16], const unsigned char needle, const
}
//Is a given feature present at the given tile?
int isfeature(
vector<DFHack::t_feature> global_features,
std::map <DFHack::planecoord, std::vector<DFHack::t_feature *> > local_features,
const mapblock40d &block, const planecoord &pc, const int x, const int y, const e_feature Feat
)
{
//const TileRow * tp;
//tp = getTileTypeP(block.tiletypes[x][y]);
const t_designation * d;
d = &block.designation[x][y];
if( block.local_feature > -1 && d->bits.feature_local ){
if( Feat==local_features[pc][block.local_feature]->type ) return Feat;
}
if( block.global_feature > -1 && d->bits.feature_global ){
if( Feat==global_features[block.global_feature].type ) return Feat;
}
return 0;
}
int main (void)
{
srand ( (unsigned int)time(NULL) );
//Message of intent
cout <<
"DF Hell Hole" << endl <<
"This program will instantly dig a bottomless hole through hell, wherever your cursor is." << endl <<
"DF Hole" << endl <<
"This tool will instantly dig a chasm, pit, pipe, etc through hell, wherever your cursor is." << endl <<
"This can not be undone! End program now if you don't want hellish fun." << endl
;
@ -204,69 +267,22 @@ int main (void)
//sloppy mess, but this is just a demo utility.
//Pit Types.
e_pitType pittype = selectPitType(pitTypeInvalid);
e_pitType pittype = selectPitType();
//Hole Diameter
//Here are all the settings.
//Default values are set here.
int pitdepth=0;
int roof=-1;
int holeradius=6;
if( pitTypeInvalid != pittype ){
holeradius = getint( "Enter hole radius, 0 to 8", 0, 8, holeradius );
}
//Wall thickness
int wallthickness=1;
if( pitTypeInvalid != pittype ){
wallthickness = getint( "Enter wall thickness, 0 to 8", 0, 8, wallthickness );
}
//Obsidian Pillars
int pillarwall=1;
if( pitTypeInvalid != pittype ){
pillarwall = getint( "Number of Obsidian Pillars in wall, 0 to 255", 0, 255, pillarwall );
}
int pillarchasm=1;
if( pitTypeInvalid != pittype ){
pillarchasm = getint( "Number of Obsidian Pillars in hole, 0 to 255", 0, 255, pillarchasm );
}
//Open Hell?
int wallpillar=1;
int holepillar=1;
int exposehell = 0;
if( pitTypeInvalid != pittype && pitTypeMagma != pittype && wallthickness ){
exposehell=getyesno("Expose the pit to hell (no walls in hell)?",0);
}
//Fill?
int fillmagma=0;
if( pitTypeInvalid != pittype ){
fillmagma=getyesno("Fill with magma?",0);
}
int fillwater=0;
if( pitTypeInvalid != pittype && !fillmagma){
fillwater=getyesno("Fill with water?",0);
}
//If skipped all settings, fix the pit type
if( pitTypeInvalid == pittype ) pittype = pitTypeChasm;
///////////////////////////////////////////////////////////////////////////////////////////////
//Print settings.
//If a settings struct existed, this could be in a routine
printf("Using Settings:\n");
printf("Pit Type......: %d = %s\n", pittype, pitTypeDesc[pittype]);
printf("Hole Radius...: %d\n", holeradius);
printf("Wall Thickness: %d\n", wallthickness);
printf("Pillars, Wall.: %d\n", pillarwall);
printf("Pillars, Hole.: %d\n", pillarchasm);
printf("Expose Hell...: %c\n", (exposehell?'Y':'N') );
printf("Magma Fill....: %c\n", (fillmagma?'Y':'N') );
printf("Water Fill....: %c\n", (fillwater?'Y':'N') );
int64_t n;
uint32_t x_max,y_max,z_max;
int stopatmagma=0;
int exposemagma=0;
int aquify=0;
//The Tile Type to use for the walls lining the hole
//263 is semi-molten rock, 331 is obsidian
@ -274,10 +290,47 @@ int main (void)
//The Tile Type to use for the hole's floor at bottom of the map
//35 is chasm, 42 is eerie pit , 340 is obsidian floor, 344 is featstone floor, 264 is 'magma flow' floor
uint32_t floor=35, cap=340;
int floorvar=0;
//Modify default settings based on pit type.
switch( pittype ){
case pitTypeEerie: floor=42; break;
case pitTypeFloor: floor=344; break;
case pitTypeMagma: floor=264; break;
case pitTypeChasm:
floor=35;
break;
case pitTypeEerie:
floor=42;
break;
case pitTypeFloor:
floor=344;
floorvar=3;
break;
case pitTypeOasis:
stopatmagma=-1;
//fillwater=-1;
wallthickness=2;
aquify=-1;
floor=340;
floorvar=3;
break;
case pitTypeOPool:
//fillwater=-1;
wallthickness=2;
aquify=-1;
floor=340;
floorvar=3;
break;
case pitTypeMagma:
stopatmagma=-1;
exposemagma=-1;
fillmagma=-1;
floor=264;
break;
case pitTypeMPool:
fillmagma=-1;
floor=340;
floorvar=3;
break;
default:
floor=35;
}
@ -287,6 +340,59 @@ int main (void)
int reveal=0;
int accept = getyesno("Use default settings?",1);
while( !accept ){
//Pit Depth
pitdepth = getint( "Enter pit depth (0 for bottom of map)", 0, INT_MAX, pitdepth );
//Hole Size
holeradius = getint( "Enter hole radius, 0 to 16", 0, 8, holeradius );
//Wall thickness
wallthickness = getint( "Enter wall thickness, 0 to 16", 0, 8, wallthickness );
//Obsidian Pillars
holepillar = getint( "Number of Obsidian Pillars in hole, 0 to 255", 0, 255, holepillar );
wallpillar = getint( "Number of Obsidian Pillars in wall, 0 to 255", 0, 255, wallpillar );
//Open Hell?
exposehell=getyesno("Expose the pit to hell (no walls in hell)?",exposehell);
//Stop when magma sea is hit?
stopatmagma=getyesno("Stop at magma sea?",stopatmagma);
//Fill?
fillmagma=getyesno("Fill with magma?",fillmagma);
if(fillmagma) aquify=fillwater=0;
fillwater=getyesno("Fill with water?",fillwater);
aquify=getyesno("Aquifer?",aquify);
///////////////////////////////////////////////////////////////////////////////////////////////
//Print settings.
//If a settings struct existed, this could be in a routine
printf("Using Settings:\n");
printf("Pit Type......: %d = %s\n", pittype, pitTypeDesc[pittype]);
printf("Hole Radius...: %d\n", holeradius);
printf("Wall Thickness: %d\n", wallthickness);
printf("Pillars, Hole.: %d\n", holepillar);
printf("Pillars, Wall.: %d\n", wallpillar);
printf("Expose Hell...: %c\n", (exposehell?'Y':'N') );
printf("Stop at Magma.: %c\n", (stopatmagma?'Y':'N') );
printf("Magma Fill....: %c\n", (fillmagma?'Y':'N') );
printf("Water Fill....: %c\n", (fillwater?'Y':'N') );
printf("Aquifer.......: %c\n", (aquify?'Y':'N') );
accept = getyesno("Accept these settings?",1);
}
int64_t n;
uint32_t x_max,y_max,z_max;
//Pattern to dig
unsigned char pattern[16][16];
@ -322,38 +428,33 @@ int main (void)
}
}else if( 0==pattern[x][y] ){
//check neighbors
if( x>0 && y>0 && 1==pattern[x-1][y-1] ){ pattern[x][y]=2; continue; }
if( x>0 && 1==pattern[x-1][y ] ){ pattern[x][y]=2; continue; }
if( y>0 && 1==pattern[x ][y-1] ){ pattern[x][y]=2; continue; }
if( x<15 && 1==pattern[x+1][y ] ){ pattern[x][y]=2; continue; }
if( x<15 && y>0 && 1==pattern[x+1][y-1] ){ pattern[x][y]=2; continue; }
if( x<15 && y<15 && 1==pattern[x+1][y+1] ){ pattern[x][y]=2; continue; }
if( y<15 && 1==pattern[x ][y+1] ){ pattern[x][y]=2; continue; }
if( x>0 && y<15 && 1==pattern[x-1][y+1] ){ pattern[x][y]=2; continue; }
checkneighbors( pattern , x,y, 1, 2);
}
}
}
}
//Final pass, makes sure that somewhere random gets a vertical pillar of rock which is safe
//Makes sure that somewhere random gets a vertical pillar of rock which is safe
//to dig stairs down, to permit access to anywhere within the pit from the top.
for(n=pillarchasm; n ; --n){
for(n=holepillar; n ; --n){
settileat( pattern , 1 , 3 , rand()&255 );
}
for(n=pillarwall; n ; --n){
for(n=wallpillar; n ; --n){
settileat( pattern , 2 , 3 , rand()&255 );
}
//Note:
//At this point, the pattern holds:
//0 for all tiles which will be ignored.
//1 for all tiles set to empty pit space.
//2 for all normal walls.
//3 for the straight obsidian top-to-bottom wall.
//4 is randomized between wall or floor (!not implemented!)
printf("\nPattern:\n");
const char patternkey[] = ".cW!4567890123";
const char patternkey[] = ".cW!?567890123";
//Print the pattern
for(y=0;y<16;++y){
@ -367,9 +468,15 @@ int main (void)
regen = !getyesno("Acceptable Pattern?",1);
}
//Post-process settings to fix problems here
if(pitdepth<1) pitdepth=INT_MAX;
///////////////////////////////////////////////////////////////////////////////////////////////
cerr << "Loading memory map..." << endl;
//Connect to DF!
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context *DF = DFMgr.getSingleContext();
@ -377,6 +484,7 @@ int main (void)
//Init
cerr << "Attaching to DF..." << endl;
try
{
DF->Attach();
@ -435,9 +543,9 @@ int main (void)
//Verify that every z-level at this location exists.
for(int32_t z = 0; z<= bz ;z++){
if( ! Mapz->isValidBlock(bx,by,z) ){
cout << "This block does't exist yet!" << endl << "Designate the lowest level for digging to make DF allocate the block, then try again." << endl;
for(int32_t Z = 0; Z<= bz ;Z++){
if( ! Mapz->isValidBlock(bx,by,Z) ){
cout << "This block does't exist! Exiting." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
@ -479,11 +587,12 @@ int main (void)
//Top level, cap.
//Might make this an option in the future
if(-1){
//For now, no wall means no cap.
if(wallthickness){
Mapz->ReadBlock40d( bx, by, bz , &block );
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
if(pattern[x][y]){
if( (pattern[x][y]>1) || (roof && pattern[x][y]) ){
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
//Only modify this level if it's 'empty'
@ -511,27 +620,32 @@ int main (void)
}
///////////////////////////////////////////////////////////////////////////////////////////////
//Various behaviour flags.
int magmacount=0;
int moltencount=0;
int solidcount=0;
int emptycount=0;
int hellcount=0;
int tpat;
//All levels in between.
uint32_t t;
for(int32_t z = bz-1; z>0 ; --z){
moltencount=0;
magmacount=0;
solidcount=0;
emptycount=0;
hellcount=0;
int done=0;
uint32_t t,v;
int32_t z = bz-1;
int32_t bottom = max(0,bz-pitdepth-1);
assert( bottom>=0 && bottom<=bz );
for( ; !done && z>=bottom ; --z){
int watercount=0;
int magmacount=0;
int moltencount=0;
int solidcount=0;
int veincount=0;
int emptycount=0;
int hellcount=0;
int templecount=0;
int adamcount=0;
int featcount=0;
int tpat;
cout << z << endl;
assert( Mapz->isValidBlock(bx,by,z) );
if(!Mapz->ReadBlock40d( bx, by, z , &block )){
cout << "Bad block! " << bx << "," << by << "," << z;
cout << "Bad block! " << bx << "," << by << "," << z << endl;
}
//Pre-process this z-level, to get some tile statistics.
for(int32_t x=0;x<16;++x){
for(int32_t y=0;y<16;++y){
t=0;
@ -539,59 +653,145 @@ int main (void)
d = &block.designation[x][y];
tpat=pattern[x][y];
//Manipulate behaviour based on settings and location
//Tile type material categories
switch( tp->m ){
case MAGMA:
++moltencount;
case FEATSTONE:
case HFS:
//Making a fake volcanoe/magma pipe?
if( pitTypeMagma == pittype ){
//Leave tile unchanged.
tpat=0;
}
break;
case VEIN:
++veincount;
break;
case FEATSTONE:
case HFS:
case OBSIDIAN:
default:
if( EMPTY != tp->c ){
if( EMPTY == tp->c || RAMP_TOP == tp->c || STAIR_DOWN == tp->c ){
++emptycount;
}else{
++solidcount;
}
}
//No walls if magma found anywhere for a magma pipe
if( d->bits.flow_size && liquid_magma==d->bits.liquid_type ){
++magmacount;
if(pitTypeMagma == pittype){
tpat=0;
//Magma and water
if( d->bits.flow_size ){
if(d->bits.liquid_type){
++magmacount;
}else{
++watercount;
}
}
//Check hell status
if(
(block.local_feature > -1 && feature_Underworld==local_features[pc][block.local_feature]->type )
||
(block.global_feature > -1 && feature_Underworld==global_features[block.global_feature].type )
){
++hellcount;
//Check for Features
if( block.local_feature > -1 || block.global_feature > -1 ){
//Count tiles which actually are in the feature.
//It is possible for a block to have a feature, but no tiles to be feature.
if( d->bits.feature_global || d->bits.feature_local ){
//All features
++featcount;
if( d->bits.feature_global && d->bits.feature_local ){
cout << "warn:tile is global and local at same time!" << endl;
}
//Are we leaving hell open?
n=0;
if( block.global_feature > -1 && d->bits.feature_global ){
n=global_features[block.global_feature].type;
switch( n ){
case feature_Other:
//no count
break;
case feature_Adamantine_Tube:
++adamcount;
break;
case feature_Underworld:
++hellcount;
break;
case feature_Hell_Temple:
++templecount;
break;
default:
//something here. for debugging, it may be interesting to know.
if(n) cout << '(' << n << ')';
}
}
n=0;
if( block.local_feature > -1 && d->bits.feature_local ){
n=local_features[pc][block.local_feature]->type;
switch( n ){
case feature_Other:
//no count
break;
case feature_Adamantine_Tube:
++adamcount;
break;
case feature_Underworld:
++hellcount;
break;
case feature_Hell_Temple:
++templecount;
break;
default:
//something here. for debugging, it may be interesting to know.
if(n) cout << '[' << n << ']';
}
}
}
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//Some checks, based on settings and stats collected
//First check, are we at illegal depth?
if( hellcount && stopatmagma ){
//Panic!
done=-1;
tpat=0;
cout << "error: illegal breach of hell!";
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//Actually process the current z-level.
//These loops do the work.
for(int32_t x=0;!done && x<16;++x){
for(int32_t y=0;!done && y<16;++y){
t=0;
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
tpat=pattern[x][y];
//Change behaviour based on settings and stats from this z-level
//In hell?
if( tpat && isfeature(global_features, local_features,block,pc,x,y,feature_Underworld ) ){
if( exposehell ){
//Leave tile unchanged.
tpat=0;
}
}
//Never should have gotten here
if(pitTypeMagma == pittype){
x=y=255;
z=0;
//Expose magma?
if( tpat && exposemagma ){
//Leave certain tiles unchanged.
switch( tp->m ){
case MAGMA:
case VEIN:
case FEATSTONE:
case HFS:
tpat=0;
}
//Leave magma sea unchanged.
if( d->bits.flow_size && d->bits.liquid_type){
tpat=0;
continue;
}
}
//Stop at magma?
if( tpat && stopatmagma ){
//Processed normally, but tricky at end.
}
@ -623,12 +823,12 @@ int main (void)
//Otherwise, remove all liquids.
d->bits.flow_size=0;
d->bits.liquid_character = liquid_fresh;
d->bits.liquid_type=liquid_water;
d->bits.liquid_type = liquid_water;
}
break;
case 2:
//Border.
//Wall.
//First guess based on current material
switch( tp->m ){
case OBSIDIAN:
@ -664,9 +864,6 @@ int main (void)
d->bits.feature_local = 1;
t=335;
break;
default:
//something here. for debugging, it may be interesting to know.
if(n) cout << '(' << n << ')';
}
}
//Global Feature?
@ -679,9 +876,6 @@ int main (void)
d->bits.feature_global = 1;
t=335;
break;
default:
//something here. for debugging, it may be interesting to know.
if(n) cout << '[' << n << ']';
}
}
}
@ -691,9 +885,25 @@ int main (void)
d->bits.liquid_character = liquid_fresh;
d->bits.liquid_type=liquid_water;
//Placing an aquifer?
if( aquify ){
//Only normal stone types can be aquified
if( tp->m!=MAGMA && tp->m!=FEATSTONE && tp->m!=HFS ){
//Only place next to the hole.
//If no hole, place in middle.
if( checkneighbors(pattern,x,y,1) || (7==x && 7==y) ){
d->bits.water_table = 1;
t=265; //soil wall
}
}
}
break;
case 3:
//No obsidian walls on bottom of map!
if(z<1) continue;
//Special wall, always sets to obsidian, to give a stairway
t=331;
@ -735,45 +945,106 @@ int main (void)
Mapz->WriteDirtyBit(bx,by,z,1);
//Making a fake volcanoe/magma pipe?
if( pitTypeMagma == pittype && !solidcount && (moltencount || magmacount) ){
//Nothing «solid», we're making a magma pipe, we're done.
z=0;
if( stopatmagma && (moltencount || magmacount) && (!exposemagma || !solidcount) ){
//If not exposing magma, quit at the first sign of magma.
//If exposing magma, quite once magma is exposed.
done=-1;
}
}
//Re-process the last z-level handled above.
z++;
assert( z>=0 );
///////////////////////////////////////////////////////////////////////////////////////////////
//The bottom level is special.
if(-1){
Mapz->ReadBlock40d( bx, by, 0 , &block );
Mapz->ReadBlock40d( bx, by, z , &block );
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
//Only the portion below the empty space is handled.
if(1==pattern[x][y]){
//if( 1==pattern[x][y] ) t=floor;
//else if( 3==pattern[x][y] ) t=331;
//else continue;
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
t=floor;
v=floorvar;
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
//Special handling for magma pipe.
//Need to be sure that solid blocks have a floor above them.
//Only solid blocks will have a floor drawn; empty blocks will be ignored.
if( pitTypeMagma == pittype ) {
if( EMPTY == tp->c || RAMP_TOP == tp->c || STAIR_DOWN == tp->c ) continue;
if( exposehell ){
//Leave hell tiles unchanged when exposing hell.
if( isfeature(global_features,local_features,block,pc,x,y,feature_Underworld) ){
continue;
}
}
//For all tiles.
if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
//Always clear the dig designation.
d->bits.dig=designation_no;
//unlock fluids
d->bits.flow_forbid = d->bits.liquid_static=0;
block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
//Set the tile.
block.tiletypes[x][y] = floor;
switch(pattern[x][y]){
case 0:
continue;
break;
case 1:
//Empty becomes floor.
//Base floor type on the z-level first, features, then tile type.
if(!z){
//Bottom of map, use the floor specified, always.
break;
}
if(exposemagma){
//Only place floor where ground is already solid when exposing
if( EMPTY == tp->c || RAMP_TOP == tp->c || STAIR_DOWN == tp->c ){
continue;
}
}
if( d->bits.feature_global || d->bits.feature_global ){
//Feature Floor!
t=344;
break;
}
//Tile material check.
switch( tp->m ){
case OBSIDIAN:
t=340;
v=3;
break;
case MAGMA:
v=0;
t=264; //magma flow
break;
case HFS:
//should only happen at bottom of map
break;
case VEIN:
t=441; //vein floor
v=3;
break;
case FEATSTONE:
t=344;
v=3;
break;
}
break;
case 2:
case 3:
//Walls already drawn.
//Ignore.
continue;
break;
}
//For all tiles.
if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
//Always clear the dig designation.
d->bits.dig=designation_no;
//unlock fluids
d->bits.flow_forbid = d->bits.liquid_static=0;
block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
//Set the tile.
block.tiletypes[x][y] = t + ( v ? rand()&v : 0 ) ;
}
}
//Write the block.