/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "WeaponStation.h" #include "BaseWeapon.h" namespace orxonox { WeaponStation::WeaponStation(int stationSize) : slots_(new BaseWeapon*[stationSize]), lastActiveSlotIndex_(-1), stationSize_(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]; } }