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#pragma once
#include "Tile.h"
class Player;
class Random;
class RedStoneOreTile : public Tile
{
private:
bool lit;
public:
RedStoneOreTile(int id, bool lit);
virtual int getTickDelay(Level *level);
virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
virtual void stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
virtual bool TestUse();
virtual 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
private:
virtual void interact(Level *level, int x, int y, int z);
public:
virtual void tick(Level *level, int x, int y, int z, Random* random);
virtual int getResource(int data, Random *random, int playerBonusLevel);
virtual int getResourceCountForLootBonus(int bonusLevel, Random *random);
virtual int getResourceCount(Random *random);
virtual void spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonusLevel);
virtual void animateTick(Level *level, int x, int y, int z, Random *random);
// 4J Added so we can check before we try to add a tile to the tick list if it's actually going to do seomthing
virtual bool shouldTileTick(Level *level, int x,int y,int z);
private:
void poofParticles(Level *level, int x, int y, int z);
protected:
virtual shared_ptr<ItemInstance> getSilkTouchItemInstance(int data);
};
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