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80 lines
3.3 KiB
C
80 lines
3.3 KiB
C
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file tile_type.h Types related to tiles. */
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#ifndef TILE_TYPE_H
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#define TILE_TYPE_H
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static const uint TILE_SIZE = 16; ///< Tiles are 16x16 "units" in size
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static const uint TILE_UNIT_MASK = TILE_SIZE - 1; ///< For masking in/out the inner-tile units.
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static const uint TILE_PIXELS = 32; ///< a tile is 32x32 pixels
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static const uint TILE_HEIGHT = 8; ///< The standard height-difference between tiles on two levels is 8 (z-diff 8)
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static const uint MAX_TILE_HEIGHT = 15; ///< Maximum allowed tile height
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static const uint MIN_SNOWLINE_HEIGHT = 2; ///< Minimum snowline height
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static const uint DEF_SNOWLINE_HEIGHT = 7; ///< Default snowline height
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static const uint MAX_SNOWLINE_HEIGHT = (MAX_TILE_HEIGHT - 2); ///< Maximum allowed snowline height
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/**
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* The different types of tiles.
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*
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* Each tile belongs to one type, according whatever is build on it.
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*
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* @note A railway with a crossing street is marked as MP_ROAD.
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*/
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enum TileType {
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MP_CLEAR, ///< A tile without any structures, i.e. grass, rocks, farm fields etc.
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MP_RAILWAY, ///< A railway
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MP_ROAD, ///< A tile with road (or tram tracks)
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MP_HOUSE, ///< A house by a town
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MP_TREES, ///< Tile got trees
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MP_STATION, ///< A tile of a station
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MP_WATER, ///< Water tile
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MP_VOID, ///< Invisible tiles at the SW and SE border
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MP_INDUSTRY, ///< Part of an industry
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MP_TUNNELBRIDGE, ///< Tunnel entry/exit and bridge heads
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MP_OBJECT, ///< Contains objects such as transmitters and owned land
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};
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/**
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* Additional infos of a tile on a tropic game.
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*
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* The tropiczone is not modified during gameplay. It mainly affects tree growth. (desert tiles are visible though)
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*
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* In randomly generated maps:
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* TROPICZONE_DESERT: Generated everywhere, if there is neither water nor mountains (TileHeight >= 4) in a certain distance from the tile.
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* TROPICZONE_RAINFOREST: Generated everywhere, if there is no desert in a certain distance from the tile.
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* TROPICZONE_NORMAL: Everywhere else, i.e. between desert and rainforest and on sea (if you clear the water).
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*
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* In scenarios:
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* TROPICZONE_NORMAL: Default value.
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* TROPICZONE_DESERT: Placed manually.
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* TROPICZONE_RAINFOREST: Placed if you plant certain rainforest-trees.
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*/
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enum TropicZone {
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TROPICZONE_NORMAL = 0, ///< Normal tropiczone
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TROPICZONE_DESERT = 1, ///< Tile is desert
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TROPICZONE_RAINFOREST = 2, ///< Rainforest tile
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};
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/**
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* The index/ID of a Tile.
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*/
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typedef uint32 TileIndex;
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/**
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* The very nice invalid tile marker
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*/
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static const TileIndex INVALID_TILE = (TileIndex)-1;
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#endif /* TILE_TYPE_H */
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