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/* $Id$ */
/** @file tile_type.h Types related to tiles. */
#ifndef TILE_TYPE_H
#define TILE_TYPE_H
#include "core/enum_type.hpp"
enum {
TILE_SIZE = 16, ///< Tiles are 16x16 "units" in size
TILE_UNIT_MASK = TILE_SIZE - 1, ///< for masking in/out the inner-tile units.
TILE_PIXELS = 32, ///< a tile is 32x32 pixels
TILE_HEIGHT = 8, ///< The standard height-difference between tiles on two levels is 8 (z-diff 8)
MAX_TILE_HEIGHT = 15, ///< Maximum allowed tile height
MAX_SNOWLINE_HEIGHT = (MAX_TILE_HEIGHT - 2), ///< Maximum allowed snowline height
};
/**
* 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_UNMOVABLE, ///< Contains an object with cannot be removed like transmitters
};
/**
* 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: Genereated 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 */
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