/** Creates a new instance of the item manager. This is done at startup * of each race. */ ItemManager::ItemManager() { m_switch_time = -1.0f; // The actual loading is done in loadDefaultItems // Prepare the switch to array, which stores which item should be // switched to what other item. Initialise it with a mapping that // each item is switched to itself, so basically a no-op. m_switch_to.reserve(Item::ITEM_COUNT); for(unsigned int i=Item::ITEM_FIRST; i<Item::ITEM_COUNT; i++) m_switch_to.push_back((Item::ItemType)i); setSwitchItems(stk_config->m_switch_items); if(QuadGraph::get()) { m_items_in_quads = new std::vector<AllItemTypes>; // Entries 0 to n-1 are for the quads, entry // n is for all items that are not on a quad. m_items_in_quads->resize(QuadSet::get()->getNumberOfQuads()+1); } else { m_items_in_quads = NULL; } } // ItemManager
ItemManager::ItemManager() { m_switch_time = -1.0f; m_all_meshes.clear(); // The actual loading is done in loadDefaultItems // Prepare the switch to array, which stores which item should be // switched to what other item. Initialise it with a mapping that // each item is switched to itself, so basically a no-op. m_switch_to.reserve(Item::ITEM_COUNT); for(unsigned int i=Item::ITEM_FIRST; i<Item::ITEM_COUNT; i++) m_switch_to.push_back((Item::ItemType)i); setSwitchItems(stk_config->m_switch_items); } // ItemManager