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 |
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8 | * modify it under the terms of the GNU General Public License |
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9 | * as published by the Free Software Foundation; either version 2 |
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10 | * of the License, or (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, write to the Free Software |
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19 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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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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