Files @ r25419:c885ebd51ddf
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Location: cpp/openttd-patchpack/source/src/effectvehicle_base.h

Patric Stout
Fix: don't do a network disconnect between two queries

This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @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<EffectVehicle, VEH_EFFECT> {
	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;
};

#endif /* EFFECTVEHICLE_BASE_H */