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+/* $Id$ */
+
+/** @file effectvehicle_base.h Base class for all effect vehicles. */
+
+#ifndef EFFECTVEHICLE_BASE_H
+#define EFFECTVEHICLE_BASE_H
+
+#include "vehicle_base.h"
+
+/**
+ * This class 'wraps' Vehicle; you do not actually instantiate this class.
+ * You create a Vehicle using AllocateVehicle, so it is added to the pool
+ * and you reinitialize that to a Train using:
+ * v = new (v) Train();
+ *
+ * As side-effect the vehicle type is set correctly.
+ *
+ * A special vehicle is one of the following:
+ * - smoke
+ * - electric sparks for trains
+ * - explosions
+ * - bulldozer (road works)
+ * - bubbles (industry)
+ */
+struct EffectVehicle : public Vehicle {
+ /** Initializes the Vehicle to a special vehicle */
+ EffectVehicle() { this->type = VEH_EFFECT; }
+
+ /** We want to 'destruct' the right class. */
+ virtual ~EffectVehicle() {}
+
+ const char *GetTypeString() const { return "special vehicle"; }
+ void UpdateDeltaXY(Direction direction);
+ void Tick();
+};
+
+#endif /* EFFECTVEHICLE_BASE_H */