/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * * Author: * Reto Grieder * Co-authors: * ... * */ #include "OgreSceneManager.h" #include "weapon.h" #include "weapon_manager.h" namespace orxonox { using namespace Ogre; Weapon** WeaponManager::weaponList_s = NULL; WeaponManager::WeaponManager(SceneManager *sceneMgr, SceneNode *node, int slotSize) : sceneMgr_(sceneMgr), node_(node), slotSize_(slotSize), slotIndex_(0) { slots_ = new Weapon*[slotSize]; } WeaponManager::~WeaponManager() { if (slots_) delete slots_; } bool WeaponManager::addWeapon(const Ogre::String &name) { if (name == weaponList_s[0]->name_) { // this is ugly, but for the time being, it has to fit. slots_[slotIndex_++] = weaponList_s[0]; return true; } else return false; } // static bool WeaponManager::loadWeapons() { weaponList_s[0] = new Weapon("Barrel Gun", 10, 2); return true; } // static void WeaponManager::destroyWeapons() { delete weaponList_s[0]; } }