| 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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