fix tile type badness

develop
Petr Mrázek 2009-09-21 21:41:19 +00:00
parent 921802ce00
commit e85df7cfc0
1 changed files with 31 additions and 21 deletions

@ -304,22 +304,22 @@ bool isFloorTerrain(int in)
case 402: //stone boulder case 402: //stone boulder
case 403: //lavastone boulder case 403: //lavastone boulder
case 404: //featstone boulder case 404: //featstone boulder
case 405: //stone pebbles 1 case 405: //stone pebbles 1
case 406: //stone pebbles 2 case 406: //stone pebbles 2
case 407: //stone pebbles 3 case 407: //stone pebbles 3
case 408: //stone pebbles 4 case 408: //stone pebbles 4
case 409: //lavastone pebbles 1 case 409: //lavastone pebbles 1
case 410: //lavastone pebbles 2 case 410: //lavastone pebbles 2
case 411: //lavastone pebbles 3 case 411: //lavastone pebbles 3
case 412: //lavastone pebbles 4 case 412: //lavastone pebbles 4
case 413: //featstone pebbles 1 case 413: //featstone pebbles 1
case 414: //featstone pebbles 2 case 414: //featstone pebbles 2
case 415: //featstone pebbles 3 case 415: //featstone pebbles 3
case 416: //featstone pebbles 4 case 416: //featstone pebbles 4
case 441: //minstone floor 1 (cavern raw) case 441: //minstone floor 1 (cavern raw)
case 442: //minstone floor 2 (cavern raw) case 442: //minstone floor 2 (cavern raw)
case 443: //minstone floor 3 (cavern raw) case 443: //minstone floor 3 (cavern raw)
@ -369,37 +369,37 @@ bool isStairTerrain(int in)
case 25: //up-down stair frozen liquid case 25: //up-down stair frozen liquid
case 26: //down stair frozen liquid case 26: //down stair frozen liquid
case 27: //up stair frozen liquid case 27: //up stair frozen liquid
case 36: //up-down stair lavastone case 36: //up-down stair lavastone
case 37: //down stair lavastone case 37: //down stair lavastone
case 38: //up stair lavastone case 38: //up stair lavastone
case 39: //up-down stair soil case 39: //up-down stair soil
case 40: //down stair soil case 40: //down stair soil
case 41: //up stair soil case 41: //up stair soil
case 49: //up-down stair grass1 [muddy?] case 49: //up-down stair grass1 [muddy?]
case 50: //down stair grass1 [muddy?] case 50: //down stair grass1 [muddy?]
case 51: //up stair grass1 [muddy?] case 51: //up stair grass1 [muddy?]
case 52: //up-down stair grass2 case 52: //up-down stair grass2
case 53: //down stair grass2 case 53: //down stair grass2
case 54: //up stair grass2 case 54: //up stair grass2
case 55: //up-down stair stone case 55: //up-down stair stone
case 56: //down stair stone case 56: //down stair stone
case 57: //up stair stone case 57: //up stair stone
case 58: //up-down stair minstone case 58: //up-down stair minstone
case 59: //down stair minstone case 59: //down stair minstone
case 60: //up stair minstone case 60: //up stair minstone
case 61: //up-down stair featstone case 61: //up-down stair featstone
case 62: //down stair featstone case 62: //down stair featstone
case 63: //up stair featstone case 63: //up stair featstone
case 515: //stair up-down constructed case 515: //stair up-down constructed
case 516: //stair down constructed case 516: //stair down constructed
case 517: //stair up constructed case 517: //stair up constructed
@ -409,7 +409,17 @@ bool isStairTerrain(int in)
return false; return false;
} }
bool isOpenTerrain(int in)
{
switch (in)
{
case 1: // slope down
case 32: //open space
return true;
}
return false;
}
/*
bool isOpenTerrain(int in) bool isOpenTerrain(int in)
{ {
switch (in) switch (in)
@ -431,13 +441,13 @@ bool isOpenTerrain(int in)
case 40: //down stair soil case 40: //down stair soil
case 41: //up stair soil case 41: //up stair soil
case 42: //eerie pit case 42: //eerie pit
case 43: //stone floor detailed case 43: //stone floor detailed
case 44: //lavastone floor detailed case 44: //lavastone floor detailed
case 45: //featstone? floor detailed case 45: //featstone? floor detailed
case 46: //minstone? floor detailed [calcite] case 46: //minstone? floor detailed [calcite]
case 47: //frozen liquid floor detailed case 47: //frozen liquid floor detailed
case 49: //up-down stair grass1 [muddy?] case 49: //up-down stair grass1 [muddy?]
case 50: //down stair grass1 [muddy?] case 50: //down stair grass1 [muddy?]
case 51: //up stair grass1 [muddy?] case 51: //up stair grass1 [muddy?]
@ -461,7 +471,7 @@ bool isOpenTerrain(int in)
case 81: //featstone pillar case 81: //featstone pillar
case 82: //minstone pillar case 82: //minstone pillar
case 83: //frozen liquid pillar case 83: //frozen liquid pillar
*/ *//*
case 231: //sapling case 231: //sapling
case 233: //ramp grass dry case 233: //ramp grass dry
case 234: //ramp grass dead case 234: //ramp grass dead
@ -554,8 +564,8 @@ bool isOpenTerrain(int in)
} }
return false; return false;
} }*/
/*
int picktexture(int in) int picktexture(int in)
{ {
switch ( in ) switch ( in )
@ -1036,7 +1046,7 @@ int picktexture(int in)
} }
return 6; return 6;
} }*/
int getVegetationType(int in) int getVegetationType(int in)
{ {
switch(in) switch(in)