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-rw-r--r--src/game/base/game.cc6
-rw-r--r--src/game/base/savegame.cc7
-rw-r--r--src/game/base/ship.cc16
-rw-r--r--src/game/base/weapon.h15
4 files changed, 36 insertions, 8 deletions
diff --git a/src/game/base/game.cc b/src/game/base/game.cc
index a44650b..efb89fe 100644
--- a/src/game/base/game.cc
+++ b/src/game/base/game.cc
@@ -1213,7 +1213,7 @@ void Game::func_mount(core::Player *player, const std::string &args)
}
const Weapon *weapon = static_cast<const Weapon *>(item->info());
- if (!item->unique() || (weapon->subtype() != Weapon::Cannon)) {
+ if (!item->unique() || ((weapon->subtype() != Weapon::Cannon) && (weapon->subtype() != Weapon::Turret)) ) {
if (ship->owner()) {
std::stringstream msgstr;
msgstr << "^W" << weapon->name() << " can not be mounted";
@@ -1244,8 +1244,8 @@ void Game::func_mount(core::Player *player, const std::string &args)
// mount
core::Slot *slot = 0;
- for(core::Slots::iterator it = ship->slots()->begin(); (!slot) && (it != ship->slots()->end()); ++it) {
- if (!(*it)->has_flag(core::Slot::Mounted)) {
+ for(core::Slots::iterator it = ship->slots()->begin(); (!slot) && (it != ship->slots()->end()); ++it) {
+ if (((*it)->type() == weapon->slot_type()) && !(*it)->has_flag(core::Slot::Mounted)) {
slot = (*it);
}
}
diff --git a/src/game/base/savegame.cc b/src/game/base/savegame.cc
index ce08659..6d492d0 100644
--- a/src/game/base/savegame.cc
+++ b/src/game/base/savegame.cc
@@ -185,10 +185,13 @@ void SaveGame::load_game(core::Player *player, filesystem::IniFile & inifile)
}
}
} else if (inifile.got_key_long("slot", l)) {
+ // verify item type
+ const Weapon *weapon = ( item->info()->type() == Weapon::infotype() ? static_cast<const Weapon *>(item->info()) : 0);
+
if ((l > 0) && ((size_t) l <= ship->slots()->size())) {
+ // verify slot type
core::Slot *slot = ship->slots()->operator[]((size_t) (l - 1));
-
- if (slot) {
+ if (slot && (slot->type() == weapon->slot_type())) {
slot->set_item(item);
slot->set_flag(core::Slot::Active);
slot->set_flag(core::Slot::Mounted);
diff --git a/src/game/base/ship.cc b/src/game/base/ship.cc
index 4c3885a..7ce6d36 100644
--- a/src/game/base/ship.cc
+++ b/src/game/base/ship.cc
@@ -912,16 +912,26 @@ void Ship::frame(const unsigned long elapsed)
core::Slot *slot = (*it);
// create projectiles
- if (slot->has_flag(core::Slot::Mounted) && slot->item() && (slot->item()->info()->type() == Weapon::infotype())) {
+ if (!slot->has_flag(core::Slot::Mounted)) {
+ continue;
+
+ } else if ( !(slot->item() && (slot->item()->info()->type() == Weapon::infotype()))) {
+ continue;
+
+ } else {
const Weapon *weapon = static_cast<const Weapon *>(slot->item()->info());
- if ((weapon->subtype() == Weapon::Cannon) && (weapon->projectile_interval() > 0) && (slot->last_fired() + weapon->projectile_interval() <= core::server()->timestamp())) {
+
+ if ((weapon->subtype() != Weapon::Cannon) && (weapon->subtype() != Weapon::Turret) ) {
+ continue;
+
+ } else if ((weapon->projectile_interval() > 0) && (slot->last_fired() + weapon->projectile_interval() <= core::server()->timestamp())) {
// aim
const float projectile_radius = 0.01f; // FIXME this should be defined somewhere
math::Axis projectile_axis(axis() * slot->axis());
- math::Vector3f projectile_location(location() + (axis() * slot->location() * modelscale) + projectile_axis.forward() * projectile_radius);
+ math::Vector3f projectile_location(location() + (axis() * slot->location() * modelscale) + projectile_axis.forward() * projectile_radius);
math::Vector3f projectile_direction(target_aim - projectile_location);
projectile_direction.normalize();
float cosa = math::dotproduct(projectile_direction, projectile_axis.forward());
diff --git a/src/game/base/weapon.h b/src/game/base/weapon.h
index 31ce5de..ec071ad 100644
--- a/src/game/base/weapon.h
+++ b/src/game/base/weapon.h
@@ -83,6 +83,21 @@ public:
{
return weapon_projectile_soundname;
}
+
+ inline const model::Weapon::Type slot_type() const
+ {
+ switch (weapon_subtype) {
+ case Cannon:
+ return model::Weapon::Cannon;
+ break;
+ case Turret:
+ return model::Weapon::Turret;
+ break;
+ default:
+ return model::Weapon::Unmountable;
+ }
+ }
+
/* --- mutators -------------------------------------------- */