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source: code/branches/network/src/orxonox/objects/weapon/WeaponStation.cc @ 1494

Last change on this file since 1494 was 1494, checked in by rgrieder, 16 years ago
  • set the svn:eol-style property to all files so, that where ever you check out, you'll get the right line endings (had to change every file with mixed endings to windows in order to set the property)
  • Property svn:eol-style set to native
File size: 1.8 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
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
29#include "OrxonoxStableHeaders.h"
30#include "WeaponStation.h"
31
32#include "BaseWeapon.h"
33
34
35namespace orxonox {
36  WeaponStation::WeaponStation(int stationSize)
37        : slots_(new BaseWeapon*[stationSize]),
38          lastActiveSlotIndex_(-1), stationSize_(stationSize)
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  {
54    if (lastActiveSlotIndex_ == stationSize_ - 1)
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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