//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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; either version 2 of the License, or // (at your option) any later version. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_EconomyNoneh_INCLUDE__) #define __INCLUDE_EconomyNoneh_INCLUDE__ #include /** A very simple economy. This economy never changes the prices of the weapons. They are fixed at the price specified in the accessories.xml file regardless of buys and sells. */ class EconomyNone : public Economy { public: EconomyNone(); virtual ~EconomyNone(); virtual bool loadPrices(); virtual bool savePrices(); virtual void calculatePrices(); virtual void accessoryBought(Tank *tank, const char *accessoryName); virtual void accessorySold(Tank *tank, const char *accessoryName); REGISTER_CLASS_HEADER(EconomyNone); }; #endif