mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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f05e2e0d40
At least, TGP will try to reach it. It heavily depends on the map if it is reachable at all. But for sure it will do its atmost to get there!
91 lines
4.6 KiB
C
91 lines
4.6 KiB
C
/*
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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; ///< Tile size in world coordinates.
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static const uint TILE_UNIT_MASK = TILE_SIZE - 1; ///< For masking in/out the inner-tile world coordinate units.
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static const uint TILE_PIXELS = 32; ///< Pixel distance between tile columns/rows in #ZOOM_LVL_BASE.
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static const uint TILE_HEIGHT = 8; ///< Height of a height level in world coordinate AND in pixels in #ZOOM_LVL_BASE.
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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.)
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static const int MAX_VEHICLE_PIXEL_X = 192; ///< Maximum width of a vehicle in pixels in #ZOOM_LVL_BASE.
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static const int MAX_VEHICLE_PIXEL_Y = 96; ///< Maximum height of a vehicle in pixels in #ZOOM_LVL_BASE.
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static const uint MAX_TILE_HEIGHT = 255; ///< Maximum allowed tile height
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static const uint MIN_HEIGHTMAP_HEIGHT = 1; ///< Lowest possible peak value for heightmap creation
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static const uint MIN_CUSTOM_TERRAIN_TYPE = 1; ///< Lowest possible peak value for world generation
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static const uint MIN_MAP_HEIGHT_LIMIT = 15; ///< Lower bound of maximum allowed heightlevel (in the construction settings)
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static const uint MAX_MAP_HEIGHT_LIMIT = MAX_TILE_HEIGHT; ///< Upper bound of maximum allowed heightlevel (in the construction settings)
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static const uint MIN_SNOWLINE_HEIGHT = 2; ///< Minimum snowline height
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static const uint DEF_SNOWLINE_HEIGHT = 10; ///< 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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static const uint DEF_SNOW_COVERAGE = 40; ///< Default snow coverage.
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static const uint DEF_DESERT_COVERAGE = 50; ///< Default desert coverage.
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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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