/* * 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 "OgreMath.h" #include "OgreVector3.h" #include "OgreStringConverter.h" #include "OgreSceneNode.h" #include "OgreEntity.h" #include "OgreSceneManager.h" #include "base_weapon.h" #include "weapon_station.h" namespace orxonox { namespace weapon { using namespace Ogre; WeaponStation::WeaponStation(int stationSize) : stationSize_(stationSize), lastActiveSlotIndex_(-1), slots_(new BaseWeapon*[stationSize]) { //slots_ = new BaseWeapon*[stationSize]; } WeaponStation::~WeaponStation() { if (slots_) delete slots_; // when factory available: delete weapons too } bool WeaponStation::addWeapon(BaseWeapon *weapon) { if (lastActiveSlotIndex_ = stationSize_ - 1) return false; // this is ugly, but for the time being, it has to fit. slots_[++lastActiveSlotIndex_] = weapon; selectedSlot_ = slots_ + lastActiveSlotIndex_; return true; } BaseWeapon* WeaponStation::selectWeapon(int slotNumber) { if (slotNumber < lastActiveSlotIndex_) return NULL; return slots_[slotNumber]; } } }