Room Terrains
SMAUG sets room terrain by number, which is exactly what MSDP reports as well. Those number to terrain mappings are explained in | Herne's SMAUG Building Guide
1...Inside (Weather doesn't show) 2...City 3...Field 4...Forest 5...Hills 6...Swimming (Herne says "Water_swim: PC needs aqua_breath/fly/float or boat) 7...Water (Herne says "Water_noswim: PC needs aqua_breath/fly/float or boat) 8...Underwater 9...Air 10..Desert 11..Unknown 12..OceanFloor (PC needs aqua_breath. Can dig here) 13..Underground (Can dig here) 14..Lava 15..Swamp
I'm not really sure on the difference between 6 and 7, they're both 'watery', both seem to have the same requirements.
If you're running tintin++ you can also just nab the function below and call it anytime you want to know the room terrain by doing something like:
#SHOWME @GetRoomTerrain{$msdp_info[ROOM_TERRAIN]}
Or:
#ALIAS {terrain} {#SHOWME @GetRoomTerrain{$msdp_info[ROOM_TERRAIN]}}
- FUNCTION {GetRoomTerrain}
{
#VAR terrain {};
#SWITCH {"$msdp_info[ROOM_TERRAIN]"}
{
#CASE {"0"} {#var terrain Inside};
#CASE {"1"} {#var terrain City};
#CASE {"2"} {#var terrain Field};
#CASE {"3"} {#var terrain Forest};
#CASE {"4"} {#var terrain Hills};
#CASE {"5"} {#var terrain Mountains};
#CASE {"6"} {#var terrain Swimming};
#CASE {"7"} {#var terrain Water};
#CASE {"8"} {#var terrain Underwater};
#CASE {"9"} {#var terrain Air};
#CASE {"10"} {#var terrain Desert};
#CASE {"11"} {#var terrain Unknown};
#CASE {"12"} {#var terrain Seafloor};
#CASE {"13"} {#var terrain Underground};
#CASE {"14"} {#var terrain Lava};
#CASE {"15"} {#var terrain Swamp};
#DEFAULT {#var terrain NONE};
};
#RETURN {$terrain};