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path: root/src/tile_type.h
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2021-03-26Feature: allow setting a custom terrain type to define highest peakPatric Stout
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!
2021-03-26Add: allow setting the highest mountain for heightmapsPatric Stout
It will add some slack to the map height limit if that was set to auto.
2021-03-26Feature: auto-detect map height limit based on generated mapPatric Stout
This opens up the true power of the TGP terrain generator, as it is no longer constrainted by an arbitrary low map height limit, especially for extreme terrain types. In other words: on a 1kx1k map with "Alpinist" terrain type, the map is now really hilly with default settings. People can still manually limit the map height if they so wish, and after the terrain generation the limit is stored in the savegame as if the user set it. Cheats still allow you to change this value.
2021-03-26Change: rename setting "max_heightlevel" to "map_height_limit"Patric Stout
This better reflects what it is, and hopefully removes a bit of the confusion people are having what this setting actually does. Additionally, update the text on the setting to better inform users what it is doing exactly, so they can make an educated decision on how to change it. Next commit will introduce an "auto" value, which should be the new default. The rename has as added benefit that everyone will start out on the "auto" value.
2021-03-26Feature: setting to indicate desert coverage for tropic climatePatric Stout
This is an indication value; the game tries to get as close as it can, but due to the complex tropic rules, that is unlikely to be exact. In the end, it picks a height-level to base the desert/tropic line on. This is strictly seen not needed, as we can convert any tile to either. But it is the simplest way to get started with this without redoing all related functions.
2021-03-26Feature: setting to indicate snow coverage for arctic climate (replaces snow ↵Patric Stout
line height) Setting the snow coverage (in % of the map) makes a lot more sense to the human, while still allowing the niche player to set (by finding the correct %) a snow line height they like. This makes for easier defaults, as it decoupled terrain height from amount of snow. Maps can never be 100% snow, as we do not have sprites for coastal tiles. Internally, this calculates the best snow line height to approach this coverage as close as possible.
2021-01-08Fix: for arctic and tropic, make sure we have at least a few hills (#8513)Patric Stout
Without hills, not all industries can be generated, which means that with a default configuration you get errors. This is far from optimal, of course. This now forces that there is at least some hills, even when you are using very-flat. This is a stopgap solution, but a proper solution requires a full rewrite of the terrain generator, which is not a 2 minute (or even 2 week) job. To make sure flat is still flat-ish, reduce the default snow-line-height to 10, making it look a lot better on smaller maps. This is a compromise between being able to have flat maps and still having all industries on arctic.
2019-11-10Cleanup: Removed SVN headersS. D. Cloudt
2018-03-11(svn r27987) -Change: Increase maximum allowed vehicle sprite size to reduce ↵frosch
clipping of ships.
2018-03-11(svn r27986) -Codechange: Name magic constants in the vehicle position hash ↵frosch
functions.
2015-02-14(svn r27148) -Fix: Rounding and unit-conversion inconsistencies in calls to ↵frosch
MarkAllViewportsDirty.
2014-10-13(svn r27010) -Feature [FS#4126]: more height levels (ic111, ChillCore, ↵rubidium
CommanderZ)
2014-09-21(svn r26880) -Add: stub settings for limiting bridge and map heightrubidium
2013-01-08(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by ↵planetmaker
Eagle_rainbow)
2012-09-21(svn r24540) -Codechange: Remove the not-so-useful HALF_TILE_SIZE constant.alberth
2011-01-21(svn r21877) -Codechange: move definition of HALF_TILE_SIZE to tile_type.hsmatz
2010-08-08(svn r20411) -Codechange: rename unmovables as quite a lot of them are ↵rubidium
actually movable; e.g. HQ and owned land are pretty movable.
2010-05-13(svn r19816) -Codechange: use static const uint for the unnamed 'tile ↵rubidium
consts' enum as well
2010-01-15(svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, ↵rubidium
if a header require a header make it include that header
2009-12-21(svn r18585) -Codechange: replace some magic numbers by constantsrubidium
2009-08-21(svn r17248) -Fix: add GPL license notice where appropriaterubidium
2009-04-18(svn r16086) -Codechange: magic numbers substitutes by enums and some type ↵rubidium
safety
2008-10-13(svn r14461) -Document: add some doxygen comments (Albert)rubidium
2008-01-30(svn r12020) -Documentation: Correct description of TropicZone.frosch
2007-12-25(svn r11700) -Codechange: reduce the amount of unnecessary includes.rubidium
2007-12-19(svn r11669) -Codechange: refactor tile.h -> tile_type.h and tile_map.hrubidium