text: #include "Globals.h"
  
  class WorldTile
  {
  public:
      WorldTile() : x(0), y(0), z(0)
      {
          rainfall = 0;
      }
  
      ~WorldTile();
  
      int x;
      int y;
      int z;
  
      int WindowX;
      int WindowY;
  
      int WindAngle;
  
      float rainfall = 0;
      float temperature;
      int Biome = 0;
      int region;
  
      int Slope = 0;
  
      int MapWidth;
      int MapHeight;
  
      bool InBiomeRegion;
      bool InHeightRegion;
  
      int HeightTier;
  
      bool IsRiver;
      bool IsRiverStartPoint;
      int RiverID;
  
      bool InWaterRegion;
  
      bool FlattenedWater;
      bool Blended = 0;
  
      bool HasForeground = 1;
      bool SeparateForeground;
      sf::Color BaseColor;//Background
      sf::Color ForeColor;//Foreground
  
      sf::Sprite TileSprite;
  
      int TileID;
      int TileID2; //For separate foreground if it exists.
  
      int ConvertToAbsolute(int xpos, int ypos)
      {
          return ((ypos * MapWidth) + xpos);
      }
  
      int Left();
      int Right();
      int Above();
      int Below();
      int UpperLeft();
      int UpperRight();
      int LowerLeft();
      int LowerRight();
      bool IsBorderTile();
      int IsCorner();
      int IsSide();
  
  protected:
  
  private:
  
  };
  