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

80 lines
3.2 KiB
C++

#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:
virtual void addLights(Level *level, int x, int y, int z);
virtual void animateTick(Level *level, int x, int y, int z, Random *random);
virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
virtual void destroy(Level *level, int x, int y, int z, int data);
virtual int getLightColor(LevelSource *level, int x, int y, int z, int tileId = -1);
virtual float getBrightness(LevelSource *level, int x, int y, int z);
virtual float getExplosionResistance(shared_ptr<Entity> source);
virtual int getRenderLayer();
virtual Icon *getTexture(int face, int data);
virtual int getTickDelay(Level *level);
virtual AABB *getTileAABB(Level *level, int x, int y, int z);
virtual void handleEntityInside(Level *level, int x, int y, int z, shared_ptr<Entity> e, Vec3 *current);
virtual bool mayPick();
virtual bool mayPick(int data, bool liquid);
virtual bool mayPlace(Level *level, int x, int y, int z);
virtual void onPlace(Level *level, int x, int y, int z);
virtual void onRemove(Level *level, int x, int y, int z, int id, int data);
virtual void prepareRender(Level *level, int x, int y, int z);
virtual void stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
virtual void tick(Level *level, int x, int y, int z, Random *random);
virtual 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
virtual void wasExploded(Level *level, int x, int y, int z, Explosion *explosion);
virtual void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance);
virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
virtual HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b);
virtual void registerIcons(IconRegister *iconRegister);
};