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