diff --git a/src/newgrf_object.h b/src/newgrf_object.h index 77b80894b3..36b7d420e1 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 42c3d56967..16f9ee6498 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),