the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "HeavyTile.h"
4
5class FallingTile;
6
7class AnvilTile : public HeavyTile
8{
9 friend class ChunkRebuildData;
10 friend class Tile;
11public:
12 static const int PART_BASE = 0;
13 static const int PART_JOINT = 1;
14 static const int PART_COLUMN = 2;
15 static const int PART_TOP = 3;
16
17 static const int ANVIL_NAMES_LENGTH = 3;
18
19 static const unsigned int ANVIL_NAMES[ANVIL_NAMES_LENGTH];
20
21private:
22 static wstring TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH];
23
24public:
25 int part;
26
27private:
28 Icon **icons;
29
30protected:
31 AnvilTile(int id);
32
33public:
34 bool isCubeShaped();
35 bool isSolidRender(bool isServerLevel = false);
36 Icon *getTexture(int face, int data);
37 void registerIcons(IconRegister *iconRegister);
38 void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance);
39 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);
40 int getRenderShape();
41 int getSpawnResourcesAuxValue(int data);
42 void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
43
44protected:
45 void falling(shared_ptr<FallingTile> entity);
46
47public:
48 void onLand(Level *level, int xt, int yt, int zt, int data);
49 bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face);
50};