107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
#pragma once
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#include "Tile.h"
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class Mob;
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class Player;
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class StairTile : public Tile
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{
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friend class Tile;
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private:
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static const int DEAD_SPACE_COLUMN_COUNT = 2;
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static int DEAD_SPACES[8][DEAD_SPACE_COLUMN_COUNT];
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public:
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static const int UPSIDEDOWN_BIT = 4;
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// the direction is the way going up (for normal non-upsidedown stairs)
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static const int DIR_EAST = 0;
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static const int DIR_WEST = 1;
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static const int DIR_SOUTH = 2;
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static const int DIR_NORTH = 3;
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private:
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Tile *base;
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int basedata;
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bool isClipping;
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int clipStep;
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protected:
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StairTile(int id, Tile *base, int basedata);
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public:
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void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>()); // 4J added forceData, forceEntity param
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bool isSolidRender(bool isServerLevel = false);
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bool isCubeShaped();
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int getRenderShape();
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void setBaseShape(LevelSource *level, int x, int y, int z);
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static bool isStairs(int id);
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private:
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bool isLockAttached(LevelSource *level, int x, int y, int z, int data);
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public:
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bool setStepShape(LevelSource *level, int x, int y, int z);
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bool setInnerPieceShape(LevelSource *level, int x, int y, int z);
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void addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source);
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/** DELEGATES: **/
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public:
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void addLights(Level *level, int x, int y, int z);
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void animateTick(Level *level, int x, int y, int z, Random *random);
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void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
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void destroy(Level *level, int x, int y, int z, int data);
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int getLightColor(LevelSource *level, int x, int y, int z, int tileId = -1);
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float getBrightness(LevelSource *level, int x, int y, int z);
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float getExplosionResistance(shared_ptr<Entity> source);
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int getRenderLayer();
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Icon *getTexture(int face, int data);
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int getTickDelay();
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AABB *getTileAABB(Level *level, int x, int y, int z);
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void handleEntityInside(Level *level, int x, int y, int z, shared_ptr<Entity> e, Vec3 *current);
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bool mayPick();
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bool mayPick(int data, bool liquid);
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bool mayPlace(Level *level, int x, int y, int z);
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void onPlace(Level *level, int x, int y, int z);
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void onRemove(Level *level, int x, int y, int z, int id, int data);
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void prepareRender(Level *level, int x, int y, int z);
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void stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
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void tick(Level *level, int x, int y, int z, Random *random);
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bool use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false); // 4J added soundOnly param
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void wasExploded(Level *level, int x, int y, int z);
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void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<Mob> by);
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int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
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HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b);
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virtual void registerIcons(IconRegister *iconRegister);
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};
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