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authorplanetmaker <planetmaker@openttd.org>2013-10-17 21:31:53 +0000
committerplanetmaker <planetmaker@openttd.org>2013-10-17 21:31:53 +0000
commit547b1fba45cb7a877cd4966a6854aeebffef0c71 (patch)
treefbca4630773c17b068670db4760bceba54b81f59
parent88286d33ab7d94c14896388790956321ac9cda52 (diff)
downloadopenttd-547b1fba45cb7a877cd4966a6854aeebffef0c71.tar.xz
(svn r25874) -Add: [NewGRF] NewObject property 0x10, bit 13 indicating that object amount scales with water content of map border (e.g. used for lighthouses)
-rw-r--r--src/newgrf_object.h3
-rw-r--r--src/table/object_land.h2
2 files changed, 3 insertions, 2 deletions
diff --git a/src/newgrf_object.h b/src/newgrf_object.h
index 77b80894b..36b7d420e 100644
--- a/src/newgrf_object.h
+++ b/src/newgrf_object.h
@@ -37,7 +37,8 @@ enum ObjectFlags {
OBJECT_FLAG_NOT_ON_LAND = 1 << 9, ///< Object can not be on land, implicitly sets #OBJECT_FLAG_BUILT_ON_WATER.
OBJECT_FLAG_DRAW_WATER = 1 << 10, ///< Object wants to be drawn on water.
OBJECT_FLAG_ALLOW_UNDER_BRIDGE = 1 << 11, ///< Object can built under a bridge.
- OBJECT_FLAG_ANIM_RANDOM_BITS = 1 << 12, ///< Object wants random bits in "next animation frame" callback
+ OBJECT_FLAG_ANIM_RANDOM_BITS = 1 << 12, ///< Object wants random bits in "next animation frame" callback.
+ OBJECT_FLAG_SCALE_BY_WATER = 1 << 13, ///< Object count is roughly scaled by water amount at edges.
};
DECLARE_ENUM_AS_BIT_SET(ObjectFlags)
diff --git a/src/table/object_land.h b/src/table/object_land.h
index 42c3d5696..16f9ee649 100644
--- a/src/table/object_land.h
+++ b/src/table/object_land.h
@@ -137,7 +137,7 @@ static const DrawTileSprites _object_hq[] = {
/** Specification of the original object structures. */
extern const ObjectSpec _original_objects[] = {
M(STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, 10, T|A|S , 15, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT),
- M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, 8, T|A , 7, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT),
+ M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, 8, T|A , 7, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT | OBJECT_FLAG_SCALE_BY_WATER),
M(STR_TOWN_BUILDING_NAME_STATUE_1, 0x11, 0, 0, 5, T|S|A|Y, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_ONLY_IN_SCENEDIT), // Yes, we disallow building this everywhere. Happens in "special" case!
M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND, 0x11, 10, 10, 0, T|S|A|Y, 0, OBJECT_FLAG_AUTOREMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_CLEAR_INCOME | OBJECT_FLAG_HAS_NO_FOUNDATION ), // Only non-silly use case is to use it when you cannot build a station, so disallow bridges
M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS, 0x22, 0, 0, 7, T|S|A|Y, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME),