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#pragma once
using namespace std;
#include "Entity.h"
#include "HangingEntity.h"
class Level;
class CompoundTag;
class DamageSource;
class Painting : public HangingEntity
{
public:
eINSTANCEOF GetType() { return eTYPE_PAINTING; }
static Entity *create(Level *level) { return new Painting(level); }
private:
//int checkInterval;
public:
enum MotiveEnum {
Kebab = 0, //
Aztec, //
Alban, //
Aztec2, //
Bomb, //
Plant, //
Wasteland, //
Pool, //
Courbet, //
Sea, //
Sunset, //
Creebet, //
Wanderer, //
Graham, //
Match, //
Bust, //
Stage, //
Void, //
SkullAndRoses, //
Wither,
Fighters, //
Pointer, //
Pigscene, //
BurningSkull, //
Skeleton, //
DonkeyKong, //
LAST_VALUE
};
// TODO 4J Replace the ENUM with static consts
class Motive
{
public:
static const Motive *values[];
static const int MAX_MOTIVE_NAME_LENGTH;
const wstring name;
const int w, h;
const int uo, vo;
//private:
Motive(wstring name, int w, int h, int uo, int vo) : name( name ), w( w ), h( h ), uo( uo ), vo( vo ) {};
};
public:
// int dir;
//
// int xTile, yTile, zTile;
Motive *motive;
private:
// 4J - added for common ctor code
void _init( Level *level );
public:
Painting(Level *level);
Painting(Level *level, int xTile, int yTile, int zTile, int dir);
Painting(Level *level, int x, int y, int z, int dir, wstring motiveName);
// 4J Stu - Added this so that we can use some shared_ptr functions that were needed in the ctor
void PaintingPostConstructor(int dir);
protected:
//void defineSynchedData();
public:
//void setDir(int dir);
private:
//float offs(int w);
public:
//virtual void tick();
//bool survives();
//virtual bool isPickable();
//virtual bool hurt(DamageSource *source, int damage);
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditionalSaveData(CompoundTag *tag);
//static Motive *randomMotive();
//virtual void move(double xa, double ya, double za, bool noEntityCubes=false); // 4J - added noEntityCubes parameter
//virtual void push(double xa, double ya, double za);
virtual int getWidth();
virtual int getHeight();
virtual void dropItem();
};
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