Index: code/trunk/src/orxonox/objects/pickup/ShipEquipmentClasses.cc
===================================================================
--- code/trunk/src/orxonox/objects/pickup/ShipEquipmentClasses.cc	(revision 2089)
+++ code/trunk/src/orxonox/objects/pickup/ShipEquipmentClasses.cc	(revision 2094)
@@ -1,82 +1,92 @@
-const int maxweapons_ =2; //Weaponslots	 (provisorisch)
-const int maxslots_= 50; //Inventoryslots (provisorisch)
+namespace orxonox
+{
+    const int maxweapons_ =2; //Weaponslots	 (provisorisch)
+    const int maxslots_= 50; //Inventoryslots (provisorisch)
 
 
-bool CheckifSpace(){
-	if((Usable.size()+Trunk.size())>=maxslots_)
-		return false;
-	return true;
+    bool ShipEquipment::CheckifSpace()
+    {
+        if((Usable.size()+Trunk.size())>=maxslots_)
+            return false;
+        return true;
+    }
 
+    /* Checks if the Ship can pick an Item up. Permanents will give a "false" back unless the Ship doesnt carry a Item for that Slot (2 Weaponslots) yet.Others will be picked up unless there is no Space in the Trunk.*/
 
+    bool ShipEquipment::CheckifValid(Shipitem* toBeChecked)
+    {
+        switch(toBeChecked.CheckType())
+        {
+        case Powerups:
+            activatePowerUp(); //gibts noch nicht
+            return true;
+        case Permanent:
+            switch (toBeChecked.CheckSubType())
+            {
+            case Weapon:
+                int weaponcheck=0;
+                multimap<string, ShipItem*>::iterator it;
+                for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
+                    if((*it).second->CheckSubType()==Weapon)
+                        weaponcheck++;
+                };
+                if (weaponcheck>=maxweapons_){
+                    weaponcheck=0;
+                    return false;
+                }
+                break;
+            case Thrusters:
+                multimap<string, ShipItem*>::iterator it;
+                for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
+                    if((*it).second->CheckSubType()==Thrusters)
+                        return false;
+                }
+                break;
+            case Shields:
+                multimap<string, ShipItem*>::iterator it;
+                for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
+                    if((*it).second->CheckSubType()==Shields)
+                        return false;
+                }
+                break;
+            case Armor:
+                multimap<string, ShipItem*>::iterator it;
+                for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
+                    if((*it).second->CheckSubType()==Armor)
+                        return false;
+                }
+                break;
+            default:;
+            }
+        case Useable:
+            return CheckifSpace();
+        case default:;
+        }
+        return true;
+    }
+
+    /*Adds the Item to the Ship*/
+    void ShipEquipment::AddItem(Shipitem* toAddItem)
+    {
+        if(CheckifValid(toAddItem)==true)
+        {
+            switch(toAddItem.CheckType())
+            {
+                case Permanent:
+                    Equipment.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
+                    break;
+                case Usable:
+                    Usable.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
+                    break;
+                case Trunk:
+                    Trunk.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
+                    break;
+            }
+        }
+        else if(toAddItem.CheckType()==Permanent)
+        {
+            if(CheckifSpace()==true)
+                Trunk.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
+        }
+    }
 }
-
-/* Checks if the Ship can pick an Item up. Permanents will give a "false" back unless the Ship doesnt carry a Item for that Slot (2 Weaponslots) yet.Others will be picked up unless there is no Space in the Trunk.*/
-
-bool CheckifValid(Shipitem* toBeChecked){
-
-switch(toBeChecked.CheckType())
-{
-case Powerups:
-	activatePowerUp(); //gibts noch nicht
-		return true;
-case Permanent:
-	switch (toBeChecked.CheckSubType())
-	{
-	case Weapon:
-		int weaponcheck=0;
-		multimap<string, ShipItem*>::iterator it;
-		for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
-			if((*it).second->CheckSubType()==Weapon)
-			weaponcheck++;
-		};
-		if (weaponcheck>=maxweapons_){
-		weaponcheck=0;
-		return false;
-		}
-	case Thrusters:
-		multimap<string, ShipItem*>::iterator it;
-		for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
-			if((*it).second->CheckSubType()==Thrusters)
-			return false;
-		}
-	case Shields:
-		multimap<string, ShipItem*>::iterator it;
-		for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
-			if((*it).second->CheckSubType()==Shields)
-			return false;
-		}
-	case Armor:
-		multimap<string, ShipItem*>::iterator it;
-		for ( it=Equipment.begin() ; it != Equipment.end(); it++ ){
-			if((*it).second->CheckSubType()==Armor)
-			return false;
-		}
-	}
-case Useable:
-		return CheckifSpace();
-}
-return true;
-}
-/*Adds the Item to the Ship*/
-void AddItem(Shipitem* toAddItem){
-	if(CheckifValid(toAddItem)==true){
-		switch(toAddItem.CheckType()){
-			case Permanent:
-				Equipment.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
-				break;
-			case Usable:
-				Usable.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
-				break;
-			case Trunk:
-				Trunk.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
-				break;
-		}
-
-	}
-	else if(toAddItem.CheckType()==Permanent){
-		if(CheckifSpace()==true)
-			Trunk.insert ( pair<std::string, ShipItem*>(toAddItem.itemname,*toAddItem) );
-
-	}
-
-}
