Files
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

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Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

50 lines
1.4 KiB
C++

#pragma once
#include "HeavyTile.h"
class FallingTile;
class AnvilTile : public HeavyTile
{
friend class ChunkRebuildData;
friend class Tile;
public:
static const int PART_BASE = 0;
static const int PART_JOINT = 1;
static const int PART_COLUMN = 2;
static const int PART_TOP = 3;
static const int ANVIL_NAMES_LENGTH = 3;
static const unsigned int ANVIL_NAMES[ANVIL_NAMES_LENGTH];
private:
static wstring TEXTURE_DAMAGE_NAMES[ANVIL_NAMES_LENGTH];
public:
int part;
private:
Icon **icons;
protected:
AnvilTile(int id);
public:
bool isCubeShaped();
bool isSolidRender(bool isServerLevel = false);
Icon *getTexture(int face, int data);
void registerIcons(IconRegister *iconRegister);
void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance);
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);
int getRenderShape();
int getSpawnResourcesAuxValue(int data);
void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>());
protected:
void falling(shared_ptr<FallingTile> entity);
public:
void onLand(Level *level, int xt, int yt, int zt, int data);
bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face);
};