[267] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * |
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| 4 | * |
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| 5 | * License notice: |
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| 6 | * |
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| 7 | * This program is free software: you can redistribute it and/or modify |
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| 8 | * it under the terms of the GNU General Public License as published by |
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| 9 | * the Free Software Foundation, either version 3 of the License, or |
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| 10 | * (at your option) any later version. |
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| 11 | * |
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| 12 | * This program is distributed in the hope that it will be useful, |
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| 13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 15 | * GNU General Public License for more details. |
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| 16 | * |
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| 17 | * You should have received a copy of the GNU General Public License |
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| 18 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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| 19 | * |
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| 20 | * |
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| 21 | * Author: |
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| 22 | * Reto Grieder |
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| 23 | * Co-authors: |
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| 24 | * ... |
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| 25 | * |
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| 26 | */ |
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| 27 | |
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| 28 | #include "OgreMath.h" |
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| 29 | #include "OgreVector3.h" |
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| 30 | #include "OgreStringConverter.h" |
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| 31 | #include "OgreSceneNode.h" |
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| 32 | #include "OgreEntity.h" |
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| 33 | #include "OgreSceneManager.h" |
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| 34 | |
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| 35 | #include "base_weapon.h" |
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| 36 | |
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| 37 | #include "weapon_station.h" |
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| 38 | |
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| 39 | |
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| 40 | namespace orxonox { |
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| 41 | namespace weapon { |
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| 42 | using namespace Ogre; |
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| 43 | |
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| 44 | WeaponStation::WeaponStation(int stationSize) |
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| 45 | : stationSize_(stationSize), lastActiveSlotIndex_(-1), |
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| 46 | slots_(new BaseWeapon*[stationSize]) |
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| 47 | { |
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| 48 | //slots_ = new BaseWeapon*[stationSize]; |
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| 49 | } |
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| 50 | |
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| 51 | |
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| 52 | WeaponStation::~WeaponStation() |
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| 53 | { |
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| 54 | if (slots_) |
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| 55 | delete slots_; |
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| 56 | // when factory available: delete weapons too |
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| 57 | } |
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| 58 | |
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| 59 | |
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| 60 | bool WeaponStation::addWeapon(BaseWeapon *weapon) |
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| 61 | { |
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| 62 | if (lastActiveSlotIndex_ = stationSize_ - 1) |
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| 63 | return false; |
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| 64 | |
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| 65 | // this is ugly, but for the time being, it has to fit. |
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| 66 | slots_[++lastActiveSlotIndex_] = weapon; |
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| 67 | selectedSlot_ = slots_ + lastActiveSlotIndex_; |
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| 68 | return true; |
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| 69 | } |
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| 70 | |
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| 71 | |
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| 72 | BaseWeapon* WeaponStation::selectWeapon(int slotNumber) |
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| 73 | { |
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| 74 | if (slotNumber < lastActiveSlotIndex_) |
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| 75 | return NULL; |
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| 76 | return slots_[slotNumber]; |
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| 77 | } |
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| 78 | |
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| 79 | } |
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| 80 | } |
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