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73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
#pragma once
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#include "Tile.h"
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class Player;
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class TopSnowTile : public Tile {
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friend class Tile;
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public:
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static const int MAX_HEIGHT;
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static const int HEIGHT_MASK;
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protected:
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TopSnowTile(int id);
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public:
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void registerIcons(IconRegister* iconRegister);
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AABB* getAABB(Level* level, int x, int y, int z);
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public:
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static float getHeight(Level* level, int x, int y, int z);
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public:
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bool blocksLight();
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public:
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bool isSolidRender(bool isServerLevel = false);
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public:
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bool isCubeShaped();
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public:
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void updateDefaultShape();
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void updateShape(LevelSource* level, int x, int y, int z,
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int forceData = -1,
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std::shared_ptr<TileEntity> forceEntity =
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std::shared_ptr<TileEntity>()); // 4J added forceData,
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// forceEntity param
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protected:
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void updateShape(int data);
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public:
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bool mayPlace(Level* level, int x, int y, int z);
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public:
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void neighborChanged(Level* level, int x, int y, int z, int type);
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private:
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bool checkCanSurvive(Level* level, int x, int y, int z);
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public:
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void playerDestroy(Level* level, std::shared_ptr<Player> player, int x,
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int y, int z, int data);
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public:
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int getResource(int data, Random* random, int playerBonusLevel);
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public:
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int getResourceCount(Random* random);
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public:
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void tick(Level* level, int x, int y, int z, Random* random);
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public:
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bool shouldRenderFace(LevelSource* level, int x, int y, int z, int face);
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// 4J Added so we can check before we try to add a tile to the tick list if
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// it's actually going to do seomthing
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virtual bool shouldTileTick(Level* level, int x, int y, int z);
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};
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