|
|
|
@ -120,6 +120,19 @@ public:
|
|
|
|
|
BT_CLEAR_HOUSE, ///< Clear a tile with a house
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* The types of terrain a tile can have.
|
|
|
|
|
*
|
|
|
|
|
* @note When a desert or rainforest tile are changed, their terrain type will remain the same. In other words, a sea tile can be of the desert terrain type.
|
|
|
|
|
* @note The snow terrain type can change to the normal terrain type and vice versa based on landscaping or variable snow lines from NewGRFs.
|
|
|
|
|
*/
|
|
|
|
|
enum TerrainType {
|
|
|
|
|
TERRAIN_NORMAL, ///< A normal tile (default); not desert, rainforest or snow.
|
|
|
|
|
TERRAIN_DESERT, ///< A tile in the desert (manually set in in scenarios, below certain height and certain distance from water in random games).
|
|
|
|
|
TERRAIN_RAINFOREST, ///< A tile in the rainforest (manually set in scenarios, certain distance away from deserts in random games),
|
|
|
|
|
TERRAIN_SNOW ///< A tile on or above the snowline level.
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if this tile is buildable, i.e. no things on it that needs
|
|
|
|
|
* demolishing.
|
|
|
|
@ -222,7 +235,8 @@ public:
|
|
|
|
|
static bool IsRoughTile(TileIndex tile);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if the tile is a snow tile.
|
|
|
|
|
* Check if the tile without buildings or infrastructure is a snow tile.
|
|
|
|
|
* @note If you want to know if a tile (with or without buildings and infrastructure) is on or above the snowline, use ScriptTile::GetTerrainType(tile).
|
|
|
|
|
* @param tile The tile to check on.
|
|
|
|
|
* @pre ScriptMap::IsValidTile(tile).
|
|
|
|
|
* @return True if and only if the tile is snow tile.
|
|
|
|
@ -230,13 +244,24 @@ public:
|
|
|
|
|
static bool IsSnowTile(TileIndex tile);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Check if the tile is a desert tile.
|
|
|
|
|
* Check if the tile without buildings or infrastructure is a desert tile.
|
|
|
|
|
* @note If you want to know if a tile (with or without buildings and infrastructure) is in a desert, use ScriptTile::GetTerrainType(tile).
|
|
|
|
|
* @param tile The tile to check on.
|
|
|
|
|
* @pre ScriptMap::IsValidTile(tile).
|
|
|
|
|
* @return True if and only if the tile is desert tile.
|
|
|
|
|
*/
|
|
|
|
|
static bool IsDesertTile(TileIndex tile);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the type of terrain regardless of buildings or infrastructure.
|
|
|
|
|
* @note When a desert or rainforest tile are changed, their terrain type will remain the same. In other words, a sea tile can be of the desert terrain type.
|
|
|
|
|
* @note The snow terrain type can change to the normal terrain type and vice versa based on landscaping or variable snow lines from NewGRFs.
|
|
|
|
|
* @param tile The tile to check on.
|
|
|
|
|
* @pre ScriptMap::IsValidTile(tile).
|
|
|
|
|
* @return The #TerrainType.
|
|
|
|
|
*/
|
|
|
|
|
static TerrainType GetTerrainType(TileIndex tile);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the slope of a tile.
|
|
|
|
|
* This is the slope of the bare tile. A possible foundation on the tile does not influence this slope.
|
|
|
|
|