#pragma once #include "Tile_SPU.h" class LeafTile_SPU : public Tile_SPU { friend class Tile; public: static const int REQUIRED_WOOD_RANGE = 4; static const int UPDATE_LEAF_BIT = 8; static const int PERSISTENT_LEAF_BIT = 4; // player-placed static const int NORMAL_LEAF = 0; static const int EVERGREEN_LEAF = 1; static const int BIRCH_LEAF = 2; static const int JUNGLE_LEAF = 3; static const int LEAF_NAMES_LENGTH = 3; static const int LEAF_TYPE_MASK = 3; // pppppppppp ppppppppppp pppppppppp ppppppp // ssssssssss sssssssssss s LeafTile_SPU(int id) : Tile_SPU(id) {} public: virtual bool isSolidRender(bool isServerLevel = false); virtual bool shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face); // from TransparentTile, since we're no longer inheriting virtual bool blocksLight() { return false; } // virtual int getColor() const; // virtual int getColor(int data); virtual int getColor(ChunkRebuildData *level, int x, int y, int z); virtual int getColor(ChunkRebuildData *level, int x, int y, int z, int data); // 4J added public: virtual Icon_SPU *getTexture(int face, int data); static void setFancy(bool fancyGraphics); };