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source: code/trunk/src/orxonox/objects/weapon/WeaponStation.cc @ 1107

Last change on this file since 1107 was 1056, checked in by landauf, 17 years ago

don't panic, no codechanges!
added a link to www.orxonox.net

File size: 1.9 KB
RevLine 
[668]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
[1056]3 *                    > www.orxonox.net <
[668]4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
[786]29#include "OrxonoxStableHeaders.h"
[1039]30#include "WeaponStation.h"
[784]31
[668]32#include "BaseWeapon.h"
33
34
35namespace orxonox {
36  WeaponStation::WeaponStation(int stationSize)
[680]37        : slots_(new BaseWeapon*[stationSize]),
38          lastActiveSlotIndex_(-1), stationSize_(stationSize)
[668]39  {
40        //slots_ = new BaseWeapon*[stationSize];
41  }
42
43
44  WeaponStation::~WeaponStation()
45  {
46    if (slots_)
47      delete slots_;
48    // when factory available: delete weapons too
49  }
50
51
52  bool WeaponStation::addWeapon(BaseWeapon *weapon)
53  {
[680]54    if (lastActiveSlotIndex_ == stationSize_ - 1)
[668]55      return false;
56
57    // this is ugly, but for the time being, it has to fit.
58    slots_[++lastActiveSlotIndex_] = weapon;
59    selectedSlot_ = slots_ + lastActiveSlotIndex_;
60    return true;
61  }
62
63
64  BaseWeapon* WeaponStation::selectWeapon(int slotNumber)
65  {
66    if (slotNumber < lastActiveSlotIndex_)
67      return NULL;
68    return slots_[slotNumber];
69  }
70
71}
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