#pragma once

#include "Tile.h"

class Mob;
class Player;

class StairTile : public Tile
{
	friend class Tile;

private:
	static const int DEAD_SPACE_COLUMN_COUNT = 2;
	static int DEAD_SPACES[8][DEAD_SPACE_COLUMN_COUNT];

public:
	static const int UPSIDEDOWN_BIT = 4;

	// the direction is the way going up (for normal non-upsidedown stairs)
	static const int DIR_EAST = 0;
	static const int DIR_WEST = 1;
	static const int DIR_SOUTH = 2;
	static const int DIR_NORTH = 3;

private:
	Tile *base;
	int basedata;
	bool isClipping;
	int clipStep;

protected:
	StairTile(int id, Tile *base, int basedata);

public:
	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
	bool isSolidRender(bool isServerLevel = false);

	bool isCubeShaped();

	int getRenderShape();

	void setBaseShape(LevelSource *level, int x, int y, int z);
	static bool isStairs(int id);

private:
	bool isLockAttached(LevelSource *level, int x, int y, int z, int data);

public:
	bool setStepShape(LevelSource *level, int x, int y, int z);
	bool setInnerPieceShape(LevelSource *level, int x, int y, int z);

	void addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source);


	/** DELEGATES: **/
public:
	void addLights(Level *level, int x, int y, int z);

	void animateTick(Level *level, int x, int y, int z, Random *random);

	void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);

	void destroy(Level *level, int x, int y, int z, int data);

	int getLightColor(LevelSource *level, int x, int y, int z, int tileId = -1);
	float getBrightness(LevelSource *level, int x, int y, int z);

	float getExplosionResistance(shared_ptr<Entity> source);

	int getRenderLayer();

	Icon *getTexture(int face, int data);

	int getTickDelay();

	AABB *getTileAABB(Level *level, int x, int y, int z);

	void handleEntityInside(Level *level, int x, int y, int z, shared_ptr<Entity> e, Vec3 *current);

	bool mayPick();

	bool mayPick(int data, bool liquid);

	bool mayPlace(Level *level, int x, int y, int z);

	void onPlace(Level *level, int x, int y, int z);

	void onRemove(Level *level, int x, int y, int z, int id, int data);

	void prepareRender(Level *level, int x, int y, int z);

	void stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity);

	void tick(Level *level, int x, int y, int z, Random *random);

	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

	void wasExploded(Level *level, int x, int y, int z);

	void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<Mob> by);
	int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);

	HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b);

	virtual void registerIcons(IconRegister *iconRegister);
};
