OpenTTD-patches/src/tile_type.h
Jonathan G Rennison f39b6f4ba3 Merge branch 'master' into jgrpp
# Conflicts:
#	src/cheat_gui.cpp
#	src/genworld_gui.cpp
#	src/landscape.cpp
#	src/lang/english.txt
#	src/saveload/afterload.cpp
#	src/screenshot.cpp
#	src/settings_gui.cpp
#	src/settings_internal.h
#	src/settings_type.h
#	src/table/settings.ini
#	src/tile_type.h
#	src/widgets/genworld_widget.h
2021-04-10 18:29:36 +01:00

95 lines
4.8 KiB
C

/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file tile_type.h Types related to tiles. */
#ifndef TILE_TYPE_H
#define TILE_TYPE_H
static const uint TILE_SIZE = 16; ///< Tile size in world coordinates.
static const uint TILE_UNIT_MASK = TILE_SIZE - 1; ///< For masking in/out the inner-tile world coordinate units.
static const uint TILE_PIXELS = 32; ///< Pixel distance between tile columns/rows in #ZOOM_LVL_BASE.
static const uint TILE_HEIGHT = 8; ///< Height of a height level in world coordinate AND in pixels in #ZOOM_LVL_BASE.
static const uint MAX_BUILDING_PIXELS = 200; ///< Maximum height of a building in pixels in #ZOOM_LVL_BASE. (Also applies to "bridge buildings" on the bridge floor.)
static const int MAX_VEHICLE_PIXEL_X = 192; ///< Maximum width of a vehicle in pixels in #ZOOM_LVL_BASE.
static const int MAX_VEHICLE_PIXEL_Y = 96; ///< Maximum height of a vehicle in pixels in #ZOOM_LVL_BASE.
static const uint MAX_TILE_HEIGHT = 255; ///< Maximum allowed tile height
static const uint MIN_HEIGHTMAP_HEIGHT = 1; ///< Lowest possible peak value for heightmap creation
static const uint MIN_CUSTOM_TERRAIN_TYPE = 1; ///< Lowest possible peak value for world generation
static const uint MIN_MAP_HEIGHT_LIMIT = 15; ///< Lower bound of maximum allowed heightlevel (in the construction settings)
static const uint MAX_MAP_HEIGHT_LIMIT = MAX_TILE_HEIGHT; ///< Upper bound of maximum allowed heightlevel (in the construction settings)
static const uint MIN_SNOWLINE_HEIGHT = 2; ///< Minimum snowline height
static const uint DEF_SNOWLINE_HEIGHT = 10; ///< Default snowline height
static const uint MAX_SNOWLINE_HEIGHT = (MAX_TILE_HEIGHT - 2); ///< Maximum allowed snowline height
static const uint MIN_RAINFOREST_HEIGHT = 1; ///< Minimum rainforest height
static const uint DEF_RAINFOREST_HEIGHT = 8; ///< Default rainforest height
static const uint MAX_RAINFOREST_HEIGHT = 255; ///< Maximum rainforest height
static const uint DEF_SNOW_COVERAGE = 40; ///< Default snow coverage.
static const uint DEF_DESERT_COVERAGE = 50; ///< Default desert coverage.
/**
* The different types of tiles.
*
* Each tile belongs to one type, according whatever is build on it.
*
* @note A railway with a crossing street is marked as MP_ROAD.
*/
enum TileType {
MP_CLEAR, ///< A tile without any structures, i.e. grass, rocks, farm fields etc.
MP_RAILWAY, ///< A railway
MP_ROAD, ///< A tile with road (or tram tracks)
MP_HOUSE, ///< A house by a town
MP_TREES, ///< Tile got trees
MP_STATION, ///< A tile of a station
MP_WATER, ///< Water tile
MP_VOID, ///< Invisible tiles at the SW and SE border
MP_INDUSTRY, ///< Part of an industry
MP_TUNNELBRIDGE, ///< Tunnel entry/exit and bridge heads
MP_OBJECT, ///< Contains objects such as transmitters and owned land
};
/**
* Additional infos of a tile on a tropic game.
*
* The tropiczone is not modified during gameplay. It mainly affects tree growth. (desert tiles are visible though)
*
* In randomly generated maps:
* TROPICZONE_DESERT: Generated everywhere, if there is neither water nor mountains (TileHeight >= 4) in a certain distance from the tile.
* TROPICZONE_RAINFOREST: Generated everywhere, if there is no desert in a certain distance from the tile.
* TROPICZONE_NORMAL: Everywhere else, i.e. between desert and rainforest and on sea (if you clear the water).
*
* In scenarios:
* TROPICZONE_NORMAL: Default value.
* TROPICZONE_DESERT: Placed manually.
* TROPICZONE_RAINFOREST: Placed if you plant certain rainforest-trees.
*/
enum TropicZone {
TROPICZONE_NORMAL = 0, ///< Normal tropiczone
TROPICZONE_DESERT = 1, ///< Tile is desert
TROPICZONE_RAINFOREST = 2, ///< Rainforest tile
};
/**
* The index/ID of a Tile.
*/
typedef uint32 TileIndex;
/**
* The very nice invalid tile marker
*/
static const TileIndex INVALID_TILE = (TileIndex)-1;
#endif /* TILE_TYPE_H */