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#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);
};
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