#include "vec2i.h"
#include <string>
#include <vector>
Go to the source code of this file.
◆ MapFieldAirUnit
#define MapFieldAirUnit 0x2000 |
◆ MapFieldBuilding
#define MapFieldBuilding 0x8000 |
◆ MapFieldCoastAllowed
#define MapFieldCoastAllowed 0x0020 |
◆ MapFieldCost4
◆ MapFieldCost5
◆ MapFieldCost6
◆ MapFieldDecorative
#define MapFieldDecorative 0x10000 |
◆ MapFieldForest
#define MapFieldForest 0x0800 |
◆ MapFieldHuman
#define MapFieldHuman 0x0008 |
◆ MapFieldLandAllowed
#define MapFieldLandAllowed 0x0010 |
◆ MapFieldLandUnit
#define MapFieldLandUnit 0x1000 |
◆ MapFieldNoBuilding
#define MapFieldNoBuilding 0x0080 |
◆ MapFieldOpaque
#define MapFieldOpaque 0x0004 |
◆ MapFieldRocks
#define MapFieldRocks 0x0400 |
◆ MapFieldSeaUnit
#define MapFieldSeaUnit 0x4000 |
◆ MapFieldSpeedMask
#define MapFieldSpeedMask 0x0003 |
◆ MapFieldUnpassable
#define MapFieldUnpassable 0x0100 |
◆ MapFieldWall
#define MapFieldWall 0x0200 |
◆ MapFieldWaterAllowed
#define MapFieldWaterAllowed 0x0040 |
◆ TileType
These are used for lookup tiles types mainly used for the FOW implementation of the seen woods/rocks
- Todo:
- I think this can be removed, we can use the flags? I'm not sure, if we have seen and real time to considere.
Enumerator |
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TileTypeUnknown | |
TileTypeWood | Unknown tile type.
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TileTypeRock | Any wood tile.
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TileTypeCoast | Any rock tile.
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TileTypeHumanWall | Any coast tile.
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TileTypeOrcWall | Any human wall tile.
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TileTypeWater | Any orc wall tile.
Any water tile
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◆ ParseTilesetTileFlags()
void ParseTilesetTileFlags |
( |
lua_State * |
l, |
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int * |
back, |
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int * |
j |
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) |
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