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n>name_) { type = PLAYER; name = name_; } void setNodeMeta(const v3s16 &p_) { type = NODEMETA; p = p_; } void setDetached(const std::string &name_) { type = DETACHED; name = name_; } bool operator==(const InventoryLocation &other) const { if(type != other.type) return false; switch(type){ case UNDEFINED: return false; case CURRENT_PLAYER: return true; case PLAYER: return (name == other.name); case NODEMETA: return (p == other.p); case DETACHED: return (name == other.name); } return false; } bool operator!=(const InventoryLocation &other) const { return !(*this == other); } void applyCurrentPlayer(const std::string &name_) { if(type == CURRENT_PLAYER) setPlayer(name_); } std::string dump() const; void serialize(std::ostream &os) const; void deSerialize(std::istream &is); void deSerialize(const std::string &s); }; struct InventoryAction; class InventoryManager { public: InventoryManager() = default; virtual ~InventoryManager() = default; // Get an inventory (server and client) virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;} // Set modified (will be saved and sent over network; only on server) virtual void setInventoryModified(const InventoryLocation &loc) {} // Send inventory action to server (only on client) virtual void inventoryAction(InventoryAction *a){} }; enum class IAction : u16 { Move, Drop, Craft }; struct InventoryAction { static InventoryAction *deSerialize(std::istream &is); virtual IAction getType() const = 0; virtual void serialize(std::ostream &os) const = 0; virtual void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef) = 0; virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0; virtual ~InventoryAction() = default;; }; struct MoveAction { InventoryLocation from_inv; std::string from_list; s16 from_i = -1; InventoryLocation to_inv; std::string to_list; s16 to_i = -1; }; struct IMoveAction : public InventoryAction, public MoveAction { // count=0 means "everything" u16 count = 0; bool move_somewhere = false; // treat these as private // related to movement to somewhere bool caused_by_move_somewhere = false; u32 move_count = 0; IMoveAction() = default; IMoveAction(std::istream &is, bool somewhere); IAction getType() const { return IAction::Move; } void serialize(std::ostream &os) const { if (!move_somewhere) os << "Move "; else os << "MoveSomewhere "; os << count << " "; os << from_inv.dump() << " "; os << from_list << " "; os << from_i << " "; os << to_inv.dump() << " "; os << to_list; if (!move_somewhere) os << " " << to_i; } void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void clientApply(InventoryManager *mgr, IGameDef *gamedef); void swapDirections(); void onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const; void onMove(int count, ServerActiveObject *player) const; int allowPut(const ItemStack &dst_item, ServerActiveObject *player) const; int allowTake(const ItemStack &src_item, ServerActiveObject *player) const; int allowMove(int try_take_count, ServerActiveObject *player) const; }; struct IDropAction : public InventoryAction, public MoveAction { // count=0 means "everything" u16 count = 0; IDropAction() = default; IDropAction(std::istream &is); IAction getType() const { return IAction::Drop; } void serialize(std::ostream &os) const { os<<"Drop "; os<<count<<" "; os<<from_inv.dump()<<" "; os<<from_list<<" "; os<<from_i; } void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void clientApply(InventoryManager *mgr, IGameDef *gamedef); }; struct ICraftAction : public InventoryAction { // count=0 means "everything" u16 count = 0; InventoryLocation craft_inv; ICraftAction() = default; ICraftAction(std::istream &is); IAction getType() const { return IAction::Craft; } void serialize(std::ostream &os) const { os<<"Craft "; os<<count<<" "; os<<craft_inv.dump()<<" "; } void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void clientApply(InventoryManager *mgr, IGameDef *gamedef); }; // Crafting helper bool getCraftingResult(Inventory *inv, ItemStack &result, std::vector<ItemStack> &output_replacements, bool decrementInput, IGameDef *gamedef);