the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#pragma once 2 3#include "Tile.h" 4 5class Mob; 6class Player; 7 8class StairTile : public Tile 9{ 10 friend class Tile; 11 12private: 13 static const int DEAD_SPACE_COLUMN_COUNT = 2; 14 static int DEAD_SPACES[8][DEAD_SPACE_COLUMN_COUNT]; 15 16public: 17 static const int UPSIDEDOWN_BIT = 4; 18 19 // the direction is the way going up (for normal non-upsidedown stairs) 20 static const int DIR_EAST = 0; 21 static const int DIR_WEST = 1; 22 static const int DIR_SOUTH = 2; 23 static const int DIR_NORTH = 3; 24 25private: 26 Tile *base; 27 int basedata; 28 bool isClipping; 29 int clipStep; 30 31protected: 32 StairTile(int id, Tile *base, int basedata); 33 34public: 35 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 36 bool isSolidRender(bool isServerLevel = false); 37 bool isCubeShaped(); 38 int getRenderShape(); 39 void setBaseShape(LevelSource *level, int x, int y, int z); 40 static bool isStairs(int id); 41 42private: 43 bool isLockAttached(LevelSource *level, int x, int y, int z, int data); 44 45public: 46 bool setStepShape(LevelSource *level, int x, int y, int z); 47 bool setInnerPieceShape(LevelSource *level, int x, int y, int z); 48 void addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source); 49 50 51 /** DELEGATES: **/ 52public: 53 virtual void addLights(Level *level, int x, int y, int z); 54 virtual void animateTick(Level *level, int x, int y, int z, Random *random); 55 virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player); 56 virtual void destroy(Level *level, int x, int y, int z, int data); 57 virtual int getLightColor(LevelSource *level, int x, int y, int z, int tileId = -1); 58 virtual float getBrightness(LevelSource *level, int x, int y, int z); 59 virtual float getExplosionResistance(shared_ptr<Entity> source); 60 virtual int getRenderLayer(); 61 virtual Icon *getTexture(int face, int data); 62 virtual int getTickDelay(Level *level); 63 virtual AABB *getTileAABB(Level *level, int x, int y, int z); 64 virtual void handleEntityInside(Level *level, int x, int y, int z, shared_ptr<Entity> e, Vec3 *current); 65 virtual bool mayPick(); 66 virtual bool mayPick(int data, bool liquid); 67 virtual bool mayPlace(Level *level, int x, int y, int z); 68 virtual void onPlace(Level *level, int x, int y, int z); 69 virtual void onRemove(Level *level, int x, int y, int z, int id, int data); 70 virtual void prepareRender(Level *level, int x, int y, int z); 71 virtual void stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity); 72 virtual void tick(Level *level, int x, int y, int z, Random *random); 73 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 74 virtual void wasExploded(Level *level, int x, int y, int z, Explosion *explosion); 75 virtual void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance); 76 virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue); 77 virtual HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b); 78 virtual void registerIcons(IconRegister *iconRegister); 79};