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