4jcraft/Minecraft.World/Blocks/ButtonTile.h

78 lines
2.7 KiB
C++

#pragma once
#include "Tile.h"
#include "../Util/Definitions.h"
class Player;
class Random;
class Level;
class ButtonTile : public Tile {
friend class Tile;
private:
bool sensitive;
protected:
ButtonTile(int id, bool sensitive);
public:
Icon* getTexture(int face, int data);
virtual std::optional<AABB> getAABB(Level* level, int x, int y, int z);
virtual int getTickDelay(Level* level);
virtual bool blocksLight();
virtual bool isSolidRender(bool isServerLevel = false);
virtual bool isCubeShaped();
virtual bool mayPlace(Level* level, int x, int y, int z, int face);
virtual bool mayPlace(Level* level, int x, int y, int z);
virtual int getPlacedOnFaceDataValue(Level* level, int x, int y, int z,
int face, float clickX, float clickY,
float clickZ, int itemValue);
private:
int findFace(Level* level, int x, int y, int z);
public:
virtual void neighborChanged(Level* level, int x, int y, int z, int type);
private:
bool checkCanSurvive(Level* level, int x, int y, int z);
public:
virtual void updateShape(
LevelSource* level, int x, int y, int z, int forceData = -1,
std::shared_ptr<TileEntity> forceEntity = std::shared_ptr<
TileEntity>()); // 4J added forceData, forceEntity param
private:
void updateShape(int data);
public:
virtual void attack(Level* level, int x, int y, int z,
std::shared_ptr<Player> player);
virtual bool TestUse();
virtual bool use(Level* level, int x, int y, int z,
std::shared_ptr<Player> player, int clickedFace,
float clickX, float clickY, float clickZ,
bool soundOnly = false); // 4J added soundOnly param
virtual void onRemove(Level* level, int x, int y, int z, int id, int data);
virtual int getSignal(LevelSource* level, int x, int y, int z, int dir);
virtual int getDirectSignal(LevelSource* level, int x, int y, int z,
int dir);
virtual bool isSignalSource();
virtual void tick(Level* level, int x, int y, int z, Random* random);
virtual void updateDefaultShape();
void entityInside(Level* level, int x, int y, int z,
std::shared_ptr<Entity> entity);
private:
void checkPressed(Level* level, int x, int y, int z);
void updateNeighbours(Level* level, int x, int y, int z, int dir);
public:
void registerIcons(IconRegister* iconRegister);
// 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);
};