Add NewGRF object properties to set viewport map mode/smallmap tile type
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@@ -45,6 +45,7 @@ enum ObjectCtrlFlags {
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OBJECT_CTRL_FLAG_USE_LAND_GROUND = 1 << 0, ///< Use land for ground sprite.
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OBJECT_CTRL_FLAG_EDGE_FOUNDATION = 1 << 1, ///< Use edge foundation mode.
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OBJECT_CTRL_FLAG_FLOOD_RESISTANT = 1 << 2, ///< Object is flood-resistant.
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OBJECT_CTRL_FLAG_VPORT_MAP_TYPE = 1 << 3, ///< Viewport map type is set.
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};
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DECLARE_ENUM_AS_BIT_SET(ObjectCtrlFlags)
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@@ -67,6 +68,20 @@ enum ObjectClassID {
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/** Allow incrementing of ObjectClassID variables */
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DECLARE_POSTFIX_INCREMENT(ObjectClassID)
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enum ObjectViewportMapType {
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OVMT_DEFAULT = 0,
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OVMT_CLEAR,
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OVMT_GRASS,
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OVMT_ROUGH,
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OVMT_ROCKS,
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OVMT_FIELDS,
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OVMT_SNOW,
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OVMT_DESERT,
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OVMT_TREES,
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OVMT_HOUSE,
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OVMT_WATER,
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};
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/** An object that isn't use for transport, industries or houses.
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* @note If you change this struct, adopt the initialization of
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* default objects in table/object_land.h
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@@ -92,6 +107,8 @@ struct ObjectSpec {
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uint8 views; ///< The number of views.
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uint8 generate_amount; ///< Number of objects which are attempted to be generated per 256^2 map during world generation.
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bool enabled; ///< Is this spec enabled?
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ObjectViewportMapType vport_map_type; ///< Viewport map type
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uint16 vport_map_subtype; ///< Viewport map subtype
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/**
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* Get the cost for building a structure of this type.
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