/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file effectvehicle_base.h Base class for all effect vehicles. */
#ifndef EFFECTVEHICLE_BASE_H
#define EFFECTVEHICLE_BASE_H
#include "vehicle_base.h"
#include "transparency.h"
/**
* A special vehicle is one of the following:
* - smoke
* - electric sparks for trains
* - explosions
* - bulldozer (road works)
* - bubbles (industry)
*/
struct EffectVehicle FINAL : public SpecializedVehicle {
uint16 animation_state; ///< State primarily used to change the graphics/behaviour.
byte animation_substate; ///< Sub state to time the change of the graphics/behaviour.
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
EffectVehicle() : SpecializedVehicleBase() {}
/** We want to 'destruct' the right class. */
virtual ~EffectVehicle() {}
void UpdateDeltaXY();
bool Tick();
TransparencyOption GetTransparencyOption() const;
};
/**
* Iterate over disaster vehicles.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_EFFECTVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(EffectVehicle, var)
#endif /* EFFECTVEHICLE_BASE_H */