/* $Id$ */ /** @file tile_type.h Types related to tiles. */ #ifndef TILE_TYPE_H #define TILE_TYPE_H #include "core/enum_type.hpp" /** Maximum allowed tile height */ #define MAX_TILE_HEIGHT 15 /** Maximum allowed snowline height */ #define MAX_SNOWLINE_HEIGHT (MAX_TILE_HEIGHT - 2) /** * The different type of a tile. * * 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. * * Each non-water tile in a tropic game is either a rainforest tile or a * desert one. */ enum TropicZone { TROPICZONE_INVALID = 0, ///< Invalid tropiczone-type TROPICZONE_DESERT = 1, ///< Tile is desert TROPICZONE_RAINFOREST = 2, ///< Rainforest tile }; /** * The index/ID of a Tile. */ typedef uint32 TileIndex; #endif /* TILE_TYPE_H */