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Cytopia
0.3
A city building simulation game
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Go to the source code of this file.
Classes | |
struct | TileSize |
How many tiles are occupied by a building. More... | |
struct | std::hash< TileSize > |
struct | TileData |
Holds all releavted information to this specific tile. More... | |
Namespaces | |
std | |
Macros | |
#define | TD_PRICE_MIN 0 |
min and max values for tileData More... | |
#define | TD_PRICE_MAX 100000 |
#define | TD_UPKEEP_MIN -10000 |
#define | TD_UPKEEP_MAX 10000 |
#define | TD_POWER_MIN -100 |
#define | TD_POWER_MAX 1000 |
#define | TD_WATER_MIN -100 |
#define | TD_WATER_MAX 1000 |
#define | TD_EDUCATION_MIN -100 |
#define | TD_EDUCATION_MAX 100 |
#define | TD_POLLUTION_MIN -100 |
#define | TD_POLLUTION_MAX 100 |
#define | TD_CRIME_MIN -100 |
#define | TD_CRIME_MAX 100 |
#define | TD_HABITANTS_MIN 0 |
#define | TD_HABITANTS_MAX 10000 |
#define | TD_FIREDANGER_MIN -100 |
#define | TD_FIREDANGER_MAX 100 |
#define | TD_HAPPINESS_MIN -100 |
#define | TD_HAPPINESS_MAX 100 |
#define | TD_TITLE_MAX_CHARS 100 |
#define | TD_DESCRIPTION_MAX_CHARS 100 |
#define | TD_BIOME_MAX_CHARS 100 |
#define | TD_AUTHOR_MAX_CHARS 100 |
#define | TD_ID_MAX_CHARS 100 |
#define | TD_CATEGORY_MAX_CHARS 40 |
#define | TD_SUBCATEGORY_MAX_CHARS 40 |
#define | TD_REQUIREDTILES_MIN 1 |
#define | TD_REQUIREDTILES_MAX 20 |
Functions | |
BETTER_ENUM (TileType, int, DEFAULT, FLORA, TERRAIN, WATER, BLUEPRINT, AUTOTILE, ZONE, ROAD, POWERLINE, GROUNDDECORATION, UNDERGROUND, RCI) BETTER_ENUM(ZoneDensity | |
HIGH | BETTER_ENUM (Style, int, ALL, ASIAN, EUROPEAN, US) struct TileSetData |
< High density More... | |
Variables | |
int | |
LOW | |
Low density. More... | |
MEDIUM | |
Medium density. More... | |
#define TD_AUTHOR_MAX_CHARS 100 |
Definition at line 32 of file tileData.hxx.
#define TD_BIOME_MAX_CHARS 100 |
Definition at line 31 of file tileData.hxx.
#define TD_CATEGORY_MAX_CHARS 40 |
Definition at line 34 of file tileData.hxx.
#define TD_CRIME_MAX 100 |
Definition at line 22 of file tileData.hxx.
#define TD_CRIME_MIN -100 |
Definition at line 21 of file tileData.hxx.
#define TD_DESCRIPTION_MAX_CHARS 100 |
Definition at line 30 of file tileData.hxx.
#define TD_EDUCATION_MAX 100 |
Definition at line 18 of file tileData.hxx.
#define TD_EDUCATION_MIN -100 |
Definition at line 17 of file tileData.hxx.
#define TD_FIREDANGER_MAX 100 |
Definition at line 26 of file tileData.hxx.
#define TD_FIREDANGER_MIN -100 |
Definition at line 25 of file tileData.hxx.
#define TD_HABITANTS_MAX 10000 |
Definition at line 24 of file tileData.hxx.
#define TD_HABITANTS_MIN 0 |
Definition at line 23 of file tileData.hxx.
#define TD_HAPPINESS_MAX 100 |
Definition at line 28 of file tileData.hxx.
#define TD_HAPPINESS_MIN -100 |
Definition at line 27 of file tileData.hxx.
#define TD_ID_MAX_CHARS 100 |
Definition at line 33 of file tileData.hxx.
#define TD_POLLUTION_MAX 100 |
Definition at line 20 of file tileData.hxx.
#define TD_POLLUTION_MIN -100 |
Definition at line 19 of file tileData.hxx.
#define TD_POWER_MAX 1000 |
Definition at line 14 of file tileData.hxx.
#define TD_POWER_MIN -100 |
Definition at line 13 of file tileData.hxx.
#define TD_PRICE_MAX 100000 |
Definition at line 10 of file tileData.hxx.
#define TD_PRICE_MIN 0 |
min and max values for tileData
Definition at line 9 of file tileData.hxx.
#define TD_REQUIREDTILES_MAX 20 |
Definition at line 37 of file tileData.hxx.
#define TD_REQUIREDTILES_MIN 1 |
Definition at line 36 of file tileData.hxx.
#define TD_SUBCATEGORY_MAX_CHARS 40 |
Definition at line 35 of file tileData.hxx.
#define TD_TITLE_MAX_CHARS 100 |
Definition at line 29 of file tileData.hxx.
#define TD_UPKEEP_MAX 10000 |
Definition at line 12 of file tileData.hxx.
#define TD_UPKEEP_MIN -10000 |
Definition at line 11 of file tileData.hxx.
#define TD_WATER_MAX 1000 |
Definition at line 16 of file tileData.hxx.
#define TD_WATER_MIN -100 |
Definition at line 15 of file tileData.hxx.
HIGH BETTER_ENUM | ( | Style | , |
int | , | ||
ALL | , | ||
ASIAN | , | ||
EUROPEAN | , | ||
US | |||
) |
< High density
This struct holds all data related to the TileSet (Spritesheet)
< the filename of the spritesheet
< number of images that are in the tile set. This is for things that will have a random tile chosen from their set.
< the width of the clipRect. (Where the tile will be clipped from the spritesheet)
< the height of the clipRect. (Where the tile will be clipped from the spritesheet)
< where the first image in this tileset is, so a file could contain multiple tilesets and offset would define where to start this tileset and count would define how many images it has. offset = 0 is the first image, offset = 3 is the 4th tile.
< determines if a random tile of the tileset should be used, if set to true
< number of rotations that exist in this tileset (for buildings). this is not applicable for terrain and roads, their orientation is figured out differently. For buildings that have multiple orientations, this isn't implemented yet but it prevents buildings with multiple orientations from being placed with a random image (that might be the wrong size).
Definition at line 63 of file tileData.hxx.
BETTER_ENUM | ( | TileType | , |
int | , | ||
DEFAULT | , | ||
FLORA | , | ||
TERRAIN | , | ||
WATER | , | ||
BLUEPRINT | , | ||
AUTOTILE | , | ||
ZONE | , | ||
ROAD | , | ||
POWERLINE | , | ||
GROUNDDECORATION | , | ||
UNDERGROUND | , | ||
RCI | |||
) |
int |
Definition at line 57 of file tileData.hxx.
LOW |
Low density.
Definition at line 58 of file tileData.hxx.
MEDIUM |
Medium density.
Definition at line 59 of file tileData.hxx.