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49 lines
1.9 KiB
C++
49 lines
1.9 KiB
C++
#pragma once
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#include "Tile.h"
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#include "../Util/Definitions.h"
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class Random;
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class HitResult;
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class TorchTile : public Tile {
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friend class Tile;
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protected:
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TorchTile(int id);
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public:
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virtual std::optional<AABB> getAABB(Level* level, int x, int y, int z);
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virtual AABB getTileAABB(Level* level, int x, int y, int z);
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virtual void updateShape(
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LevelSource* level, int x, int y, int z, int forceData = -1,
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std::shared_ptr<TileEntity> forceEntity = std::shared_ptr<
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TileEntity>()); // 4J added forceData, forceEntity param
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using Tile::setShape;
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virtual void setShape(int data);
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual bool isCubeShaped();
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virtual int getRenderShape();
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virtual bool isConnection(Level* level, int x, int y, int z);
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virtual bool mayPlace(Level* level, int x, int y, int z);
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virtual int getPlacedOnFaceDataValue(Level* level, int x, int y, int z,
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int face, float clickX, float clickY,
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float clickZ, int itemValue);
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virtual void tick(Level* level, int x, int y, int z, Random* random);
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virtual void onPlace(Level* level, int x, int y, int z);
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virtual void neighborChanged(Level* level, int x, int y, int z, int type);
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protected:
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virtual bool checkDoPop(Level* level, int x, int y, int z, int type);
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virtual bool checkCanSurvive(Level* level, int x, int y, int z);
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public:
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virtual HitResult* clip(Level* level, int x, int y, int z, Vec3* a,
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Vec3* b);
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virtual void animateTick(Level* level, int xt, int yt, int zt,
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Random* random);
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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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