#pragma once #include "Tile_SPU.h" class FallingTile; class AnvilTile_SPU : public Tile_SPU { public: static const int PART_BASE = 0; static const int PART_JOINT = 1; static const int PART_COLUMN = 2; static const int PART_TOP = 3; static const int ANVIL_NAMES_LENGTH = 3; // public: //int part; AnvilTile_SPU(int id) : Tile_SPU(id) {} public: bool isCubeShaped() { return false; } bool isSolidRender(bool isServerLevel = false) { return false; } Icon_SPU *getTexture(int face, int data) { if (ms_pTileData->anvilPart == PART_TOP && face == Facing::UP) { int damage = (data >> 2) % ANVIL_NAMES_LENGTH; return &ms_pTileData->anvil_icons[damage]; } return icon(); } int getRenderShape() { return Tile_SPU::SHAPE_ANVIL; } void updateShape(ChunkRebuildData *level, int x, int y, int z) { int dir = level->getData(x, y, z) & 3; if (dir == Direction::EAST || dir == Direction::WEST) { setShape(0, 0, 2 / 16.0f, 1, 1, 1 - 2 / 16.0f); } else { setShape(2 / 16.0f, 0, 0, 1 - 2 / 16.0f, 1, 1); } } bool shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face) { return true; } };