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2026-03-07 03:31:30 +07:00

729 lines
25 KiB
C++

#pragma once
#include "Material.h"
#include "Vec3.h"
#include "Definitions.h"
#include "SoundTypes.h"
using namespace std;
class GrassTile;
class LeafTile;
class TallGrass;
class DeadBushTile;
class FireTile;
class PortalTile;
class MycelTile;
class PistonExtensionTile;
class PistonMovingPiece;
class StoneTile;
class stoneBrick;
class Bush;
class StairTile;
class LiquidTile;
class PistonBaseTile;
class ChestTile;
class RedStoneDustTile;
class RepeaterTile;
class CauldronTile;
class TripWireSourceTile;
class BeaconTile;
class ComparatorTile;
class DaylightDetectorTile;
class Random;
class HitResult;
class Level;
class HopperTile;
class Player;
class LevelSource;
class Mob;
class TileEntity;
class HalfSlabTile;
class Icon;
class IconRegister;
class ChunkRebuildData;
class Tile
{
// 4J Stu - Stair tile accesses the protected members of a Tile object passed in
friend class StairTile;
friend class ChunkRebuildData;
friend class WallTile;
protected:
// 4J added so we can have separate shapes for different threads
class ThreadStorage
{
public:
double xx0, yy0, zz0, xx1, yy1, zz1;
int tileId;
ThreadStorage();
};
static DWORD tlsIdxShape;
public:
// Each new thread that needs to use Vec3 pools will need to call one of the following 2 functions, to either create its own
// local storage, or share the default storage already allocated by the main thread
static void CreateNewThreadStorage();
static void ReleaseThreadStorage();
public:
static const int TILE_NUM_COUNT = 4096;
static const int TILE_NUM_MASK = 0xfff; // 4096 - 1
static const int TILE_NUM_SHIFT = 12; // 4096 is 12 bits
// tile update flags
// neighbors: notify neighbors the block changed
static const int UPDATE_NEIGHBORS = (1 << 0);
// clients: send tile update over network connections
static const int UPDATE_CLIENTS = (1 << 1);
// invisible: this update is invisible, so don't rebuild graphics
static const int UPDATE_INVISIBLE = (1 << 2);
// clients: send tile update over network connections
static const int UPDATE_INVISIBLE_NO_LIGHT = (1 << 3) | UPDATE_INVISIBLE;
static const int UPDATE_NONE = UPDATE_INVISIBLE;
static const int UPDATE_ALL = UPDATE_NEIGHBORS | UPDATE_CLIENTS;
private:
// 4J Stu - Was const but had to change it so that we can initialise it in TileStaticInit
static wstring TILE_DESCRIPTION_PREFIX;
protected:
static const float INDESTRUCTIBLE_DESTROY_TIME;
wstring iconName;
public:
class SoundType
{
public:
// wstring name;
// wstring breakSound;
// wstring stepSound;
eMATERIALSOUND_TYPE eMaterialSound;
int iBreakSound,iStepSound,iPlaceSound;
float volume;
float pitch;
SoundType(eMATERIALSOUND_TYPE eMaterialSound, float volume, float pitch, int iBreakSound = -1, int iPlaceSound = -1);
float getVolume() const;
float getPitch() const;
//wstring getBreakSound() const { return breakSound; }
//wstring getStepSound() const { return stepSound; }
int getBreakSound() const;
int getStepSound() const;
int getPlaceSound() const;
};
static SoundType *SOUND_NORMAL;
static SoundType *SOUND_WOOD;
static SoundType *SOUND_GRAVEL;
static SoundType *SOUND_GRASS;
static SoundType *SOUND_STONE;
static SoundType *SOUND_METAL;
static SoundType *SOUND_GLASS;
static SoundType *SOUND_CLOTH;
static SoundType *SOUND_SAND;
static SoundType *SOUND_SNOW;
static SoundType *SOUND_LADDER;
static SoundType *SOUND_ANVIL;
static const int SHAPE_INVISIBLE = -1;
static const int SHAPE_BLOCK = 0;
static const int SHAPE_CROSS_TEXTURE = 1;
static const int SHAPE_TORCH = 2;
static const int SHAPE_FIRE = 3;
static const int SHAPE_WATER = 4;
static const int SHAPE_RED_DUST = 5;
static const int SHAPE_ROWS = 6;
static const int SHAPE_DOOR = 7;
static const int SHAPE_LADDER = 8;
static const int SHAPE_RAIL = 9;
static const int SHAPE_STAIRS = 10;
static const int SHAPE_FENCE = 11;
static const int SHAPE_LEVER = 12;
static const int SHAPE_CACTUS = 13;
static const int SHAPE_BED = 14;
static const int SHAPE_REPEATER = 15;
static const int SHAPE_PISTON_BASE = 16;
static const int SHAPE_PISTON_EXTENSION = 17;
static const int SHAPE_IRON_FENCE = 18;
static const int SHAPE_STEM = 19;
static const int SHAPE_VINE = 20;
static const int SHAPE_FENCE_GATE = 21;
static const int SHAPE_ENTITYTILE_ANIMATED = 22;
static const int SHAPE_LILYPAD = 23;
static const int SHAPE_CAULDRON = 24;
static const int SHAPE_BREWING_STAND = 25;
static const int SHAPE_PORTAL_FRAME = 26;
static const int SHAPE_EGG = 27;
static const int SHAPE_COCOA = 28;
static const int SHAPE_TRIPWIRE_SOURCE = 29;
static const int SHAPE_TRIPWIRE = 30;
static const int SHAPE_TREE = 31;
static const int SHAPE_WALL = 32;
static const int SHAPE_FLOWER_POT = 33;
static const int SHAPE_BEACON = 34;
static const int SHAPE_ANVIL = 35;
static const int SHAPE_DIODE = 36;
static const int SHAPE_COMPARATOR = 37;
static const int SHAPE_HOPPER = 38;
static const int SHAPE_QUARTZ = 39;
static const int SHAPE_THIN_PANE = 40;
static const int SHAPE_COUNT = 41;
static Tile **tiles;
static bool mipmapEnable[TILE_NUM_COUNT];
static bool solid[TILE_NUM_COUNT];
static int lightBlock[TILE_NUM_COUNT];
static bool transculent[TILE_NUM_COUNT];
static int lightEmission[TILE_NUM_COUNT];
static unsigned char _sendTileData[TILE_NUM_COUNT]; // 4J - was bool, changed to bitfield so we can indicate which bits are important to be sent
static bool propagate[TILE_NUM_COUNT];
// 4J - this array of simple constants made so the compiler can optimise references to Ids that were previous of the form Tile::<whatever>->id, and are now simply Tile::whatever_Id
static const int stone_Id = 1;
static const int grass_Id = 2;
static const int dirt_Id = 3;
static const int cobblestone_Id = 4;
static const int wood_Id = 5;
static const int sapling_Id = 6;
static const int unbreakable_Id = 7;
static const int water_Id = 8;
static const int calmWater_Id = 9;
static const int lava_Id = 10;
static const int calmLava_Id = 11;
static const int sand_Id = 12;
static const int gravel_Id = 13;
static const int goldOre_Id = 14;
static const int ironOre_Id = 15;
static const int coalOre_Id = 16;
static const int treeTrunk_Id = 17;
static const int leaves_Id = 18;
static const int sponge_Id = 19;
static const int glass_Id = 20;
static const int lapisOre_Id = 21;
static const int lapisBlock_Id = 22;
static const int dispenser_Id = 23;
static const int sandStone_Id = 24;
static const int noteblock_Id = 25;
static const int bed_Id = 26;
static const int goldenRail_Id = 27;
static const int detectorRail_Id = 28;
static const int pistonStickyBase_Id = 29;
static const int web_Id = 30;
static const int tallgrass_Id = 31;
static const int deadBush_Id = 32;
static const int pistonBase_Id = 33;
static const int pistonExtensionPiece_Id = 34;
static const int wool_Id = 35;
static const int pistonMovingPiece_Id = 36;
static const int flower_Id = 37;
static const int rose_Id = 38;
static const int mushroom_brown_Id = 39;
static const int mushroom_red_Id = 40;
static const int goldBlock_Id = 41;
static const int ironBlock_Id = 42;
static const int stoneSlab_Id = 43;
static const int stoneSlabHalf_Id = 44;
static const int redBrick_Id = 45;
static const int tnt_Id = 46;
static const int bookshelf_Id = 47;
static const int mossyCobblestone_Id = 48;
static const int obsidian_Id = 49;
static const int torch_Id = 50;
static const int fire_Id = 51;
static const int mobSpawner_Id = 52;
static const int stairs_wood_Id = 53;
static const int chest_Id = 54;
static const int redStoneDust_Id = 55;
static const int diamondOre_Id = 56;
static const int diamondBlock_Id = 57;
static const int workBench_Id = 58;
static const int wheat_Id = 59;
static const int farmland_Id = 60;
static const int furnace_Id = 61;
static const int furnace_lit_Id = 62;
static const int sign_Id = 63;
static const int door_wood_Id = 64;
static const int ladder_Id = 65;
static const int rail_Id = 66;
static const int stairs_stone_Id = 67;
static const int wallSign_Id = 68;
static const int lever_Id = 69;
static const int pressurePlate_stone_Id = 70;
static const int door_iron_Id = 71;
static const int pressurePlate_wood_Id = 72;
static const int redStoneOre_Id = 73;
static const int redStoneOre_lit_Id = 74;
static const int redstoneTorch_off_Id = 75;
static const int redstoneTorch_on_Id = 76;
static const int button_stone_Id = 77;
static const int topSnow_Id = 78;
static const int ice_Id = 79;
static const int snow_Id = 80;
static const int cactus_Id = 81;
static const int clay_Id = 82;
static const int reeds_Id = 83;
static const int jukebox_Id = 84;
static const int fence_Id = 85;
static const int pumpkin_Id = 86;
static const int netherRack_Id = 87;
static const int soulsand_Id = 88;
static const int glowstone_Id = 89;
static const int portalTile_Id = 90;
static const int litPumpkin_Id = 91;
static const int cake_Id = 92;
static const int diode_off_Id = 93;
static const int diode_on_Id = 94;
static const int stained_glass_Id = 95;
static const int trapdoor_Id = 96;
static const int monsterStoneEgg_Id = 97;
static const int stoneBrick_Id = 98;
static const int hugeMushroom_brown_Id = 99;
static const int hugeMushroom_red_Id = 100;
static const int ironFence_Id = 101;
static const int thinGlass_Id = 102;
static const int melon_Id = 103;
static const int pumpkinStem_Id = 104;
static const int melonStem_Id = 105;
static const int vine_Id = 106;
static const int fenceGate_Id = 107;
static const int stairs_bricks_Id = 108;
static const int stairs_stoneBrick_Id = 109;
static const int mycel_Id = 110;
static const int waterLily_Id = 111;
static const int netherBrick_Id = 112;
static const int netherFence_Id = 113;
static const int stairs_netherBricks_Id = 114;
static const int netherStalk_Id = 115;
static const int enchantTable_Id = 116;
static const int brewingStand_Id = 117;
static const int cauldron_Id = 118;
static const int endPortalTile_Id = 119;
static const int endPortalFrameTile_Id = 120;
static const int endStone_Id = 121;
static const int dragonEgg_Id = 122;
static const int redstoneLight_Id = 123;
static const int redstoneLight_lit_Id = 124;
static const int woodSlab_Id = 125;
static const int woodSlabHalf_Id = 126;
static const int cocoa_Id = 127;
static const int stairs_sandstone_Id = 128;
static const int emeraldOre_Id = 129;
static const int enderChest_Id = 130;
static const int tripWireSource_Id = 131;
static const int tripWire_Id = 132;
static const int emeraldBlock_Id = 133;
static const int stairs_sprucewood_Id = 134;
static const int stairs_birchwood_Id = 135;
static const int stairs_junglewood_Id = 136;
static const int commandBlock_Id = 137;
static const int beacon_Id = 138;
static const int cobbleWall_Id = 139;
static const int flowerPot_Id = 140;
static const int carrots_Id = 141;
static const int potatoes_Id = 142;
static const int button_wood_Id = 143;
static const int skull_Id = 144;
static const int anvil_Id = 145;
static const int chest_trap_Id = 146;
static const int weightedPlate_light_Id = 147;
static const int weightedPlate_heavy_Id = 148;
static const int comparator_off_Id = 149;
static const int comparator_on_Id = 150;
static const int daylightDetector_Id = 151;
static const int redstoneBlock_Id = 152;
static const int netherQuartz_Id = 153;
static const int hopper_Id = 154;
static const int quartzBlock_Id = 155;
static const int stairs_quartz_Id = 156;
static const int activatorRail_Id = 157;
static const int dropper_Id = 158;
static const int clayHardened_colored_Id = 159;
static const int stained_glass_pane_Id = 160;
static const int hayBlock_Id = 170;
static const int woolCarpet_Id = 171;
static const int clayHardened_Id = 172;
static const int coalBlock_Id = 173;
static Tile *stone;
static GrassTile *grass;
static Tile *dirt;
static Tile *cobblestone;
static Tile *wood;
static Tile *sapling;
static Tile *unbreakable;
static LiquidTile *water;
static Tile *calmWater;
static LiquidTile *lava;
static Tile *calmLava;
static Tile *sand;
static Tile *gravel;
static Tile *goldOre;
static Tile *ironOre;
static Tile *coalOre;
static Tile *treeTrunk;
static LeafTile *leaves;
static Tile *sponge;
static Tile *glass;
static Tile *lapisOre;
static Tile *lapisBlock;
static Tile *dispenser;
static Tile *sandStone;
static Tile *noteblock;
static Tile *bed;
static Tile *goldenRail;
static Tile *detectorRail;
static PistonBaseTile *pistonStickyBase;
static Tile *web;
static TallGrass *tallgrass;
static DeadBushTile *deadBush;
static PistonBaseTile *pistonBase;
static PistonExtensionTile *pistonExtension;
static Tile *wool;
static PistonMovingPiece *pistonMovingPiece;
static Bush *flower;
static Bush *rose;
static Bush *mushroom_brown;
static Bush *mushroom_red;
static Tile *goldBlock;
static Tile *ironBlock;
// static Tile *stoneSlab;
// static Tile *stoneSlabHalf;
static Tile *redBrick;
static Tile *tnt;
static Tile *bookshelf;
static Tile *mossyCobblestone;
static Tile *obsidian;
static Tile *torch;
static FireTile *fire;
static Tile *mobSpawner;
static Tile *stairs_wood;
static ChestTile *chest;
static RedStoneDustTile *redStoneDust;
static Tile *diamondOre;
static Tile *diamondBlock;
static Tile *workBench;
static Tile *wheat;
static Tile *farmland;
static Tile *furnace;
static Tile *furnace_lit;
static Tile *sign;
static Tile *door_wood;
static Tile *ladder;
static Tile *rail;
static Tile *stairs_stone;
static Tile *wallSign;
static Tile *lever;
static Tile *pressurePlate_stone;
static Tile *door_iron;
static Tile *pressurePlate_wood;
static Tile *redStoneOre;
static Tile *redStoneOre_lit;
static Tile *redstoneTorch_off;
static Tile *redstoneTorch_on;
static Tile *button;
static Tile *topSnow;
static Tile *ice;
static Tile *snow;
static Tile *cactus;
static Tile *clay;
static Tile *reeds;
static Tile *jukebox;
static Tile *fence;
static Tile *pumpkin;
static Tile *netherRack;
static Tile *soulsand;
static Tile *glowstone;
static PortalTile *portalTile;
static Tile *litPumpkin;
static Tile *cake;
static RepeaterTile *diode_off;
static RepeaterTile *diode_on;
static Tile *stained_glass;
static Tile *trapdoor;
static Tile *monsterStoneEgg;
static Tile *stoneBrick;
static Tile *hugeMushroom_brown;
static Tile *hugeMushroom_red;
static Tile *ironFence;
static Tile *thinGlass;
static Tile *melon;
static Tile *pumpkinStem;
static Tile *melonStem;
static Tile *vine;
static Tile *fenceGate;
static Tile *stairs_bricks;
static Tile *stairs_stoneBrickSmooth;
static MycelTile *mycel;
static Tile *waterLily;
static Tile *netherBrick;
static Tile *netherFence;
static Tile *stairs_netherBricks;
static Tile *netherStalk;
static Tile *enchantTable;
static Tile *brewingStand;
static CauldronTile *cauldron;
static Tile *endPortalTile;
static Tile *endPortalFrameTile;
static Tile *endStone;
static Tile *dragonEgg;
static Tile *redstoneLight;
static Tile *redstoneLight_lit;
static Tile *stairs_sandstone;
static Tile *woodStairsDark;
static Tile *woodStairsBirch;
static Tile *woodStairsJungle;
static Tile *commandBlock;
static BeaconTile *beacon;
static Tile *button_wood;
static HalfSlabTile *woodSlab;
static HalfSlabTile *woodSlabHalf;
static HalfSlabTile *stoneSlab;
static HalfSlabTile *stoneSlabHalf;
static Tile *emeraldOre;
static Tile *enderChest;
static TripWireSourceTile *tripWireSource;
static Tile *tripWire;
static Tile *emeraldBlock;
static Tile *cocoa;
static Tile *skull;
static Tile *cobbleWall;
static Tile *flowerPot;
static Tile *carrots;
static Tile *potatoes;
static Tile *anvil;
static Tile *chest_trap;
static Tile *weightedPlate_light;
static Tile *weightedPlate_heavy;
static ComparatorTile *comparator_off;
static ComparatorTile *comparator_on;
static DaylightDetectorTile *daylightDetector;
static Tile *redstoneBlock;
static Tile *netherQuartz;
static HopperTile *hopper;
static Tile *quartzBlock;
static Tile *stairs_quartz;
static Tile *activatorRail;
static Tile *dropper;
static Tile *clayHardened_colored;
static Tile *stained_glass_pane;
static Tile *hayBlock;
static Tile *woolCarpet;
static Tile *clayHardened;
static Tile *coalBlock;
static void staticCtor();
int id;
protected:
float destroySpeed;
float explosionResistance;
bool isInventoryItem;
bool collectStatistics;
bool _isTicking;
bool _isEntityTile;
int m_iMaterial;
int m_iBaseItemType;
// 4J Stu - Removed this in favour of a TLS version
//double xx0, yy0, zz0, xx1, yy1, zz1;
public:
const SoundType *soundType;
float gravity;
Material *material;
float friction;
private:
unsigned int descriptionId;
unsigned int useDescriptionId; // 4J Added
protected:
Icon *icon;
protected:
void _init(int id, Material *material, bool isSolidRender);
Tile(int id, Material *material, bool isSolidRender = true);
virtual ~Tile() {}
protected:
virtual Tile *sendTileData(unsigned char importantMask=15); // 4J - added importantMask to indicate which bits in the data are important
protected:
virtual void init();
virtual Tile *setSoundType(const SoundType *soundType);
virtual Tile *setLightBlock(int i);
virtual Tile *setLightEmission(float f);
virtual Tile *setExplodeable(float explosionResistance);
Tile *setBaseItemTypeAndMaterial(int iType,int iMaterial);
public:
static bool isSolidBlockingTile(int t);
virtual bool isCubeShaped();
virtual bool isPathfindable(LevelSource *level, int x, int y, int z);
virtual int getRenderShape();
// 4J-PB added
int getBaseItemType();
int getMaterial();
protected:
virtual Tile *setDestroyTime(float destroySpeed);
virtual Tile *setIndestructible();
public:
virtual float getDestroySpeed(Level *level, int x, int y, int z);
protected:
virtual Tile *setTicking(bool tick);
virtual Tile *disableMipmap();
public:
virtual bool isTicking();
virtual bool isEntityTile();
virtual void setShape(float x0, float y0, float z0, float x1, float y1, float z1);
virtual float getBrightness(LevelSource *level, int x, int y, int z);
virtual int getLightColor(LevelSource *level, int x, int y, int z, int tileId=-1); // 4J - brought forward from 1.8.2
static bool isFaceVisible(Level *level, int x, int y, int z, int f);
virtual bool shouldRenderFace(LevelSource *level, int x, int y, int z, int face);
virtual bool isSolidFace(LevelSource *level, int x, int y, int z, int face);
virtual Icon *getTexture(LevelSource *level, int x, int y, int z, int face);
virtual Icon *getTexture(int face, int data);
virtual Icon *getTexture(int face);
virtual AABB *getTileAABB(Level *level, int x, int y, int z);
virtual void addAABBs(Level *level, int x, int y, int z, AABB *box, AABBList *boxes, shared_ptr<Entity> source);
virtual AABB *getAABB(Level *level, int x, int y, int z);
virtual bool isSolidRender(bool isServerLevel = false); // 4J - Added isServerLevel param
virtual bool mayPick(int data, bool liquid);
virtual bool mayPick();
virtual void tick(Level *level, int x, int y, int z, Random *random);
virtual void animateTick(Level *level, int x, int y, int z, Random *random);
virtual void destroy(Level *level, int x, int y, int z, int data);
virtual void neighborChanged(Level *level, int x, int y, int z, int type);
virtual void addLights(Level *level, int x, int y, int z);
virtual int getTickDelay(Level *level);
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 int getResourceCount(Random *random);
virtual int getResource(int data, Random *random, int playerBonusLevel);
virtual float getDestroyProgress(shared_ptr<Player> player, Level *level, int x, int y, int z);
virtual void spawnResources(Level *level, int x, int y, int z, int data, int playerBonusLevel);
virtual void spawnResources(Level *level, int x, int y, int z, int data, float odds, int playerBonusLevel);
protected:
virtual void popResource(Level *level, int x, int y, int z, shared_ptr<ItemInstance> itemInstance);
virtual void popExperience(Level *level, int x, int y, int z, int amount);
public:
virtual int getSpawnResourcesAuxValue(int data);
virtual float getExplosionResistance(shared_ptr<Entity> source);
virtual HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b);
private:
virtual bool containsX(Vec3 *v);
virtual bool containsY(Vec3 *v);
virtual bool containsZ(Vec3 *v);
public:
virtual void wasExploded(Level *level, int x, int y, int z, Explosion *explosion);
virtual int getRenderLayer();
virtual bool mayPlace(Level *level, int x, int y, int z, int face, shared_ptr<ItemInstance> item);
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 bool TestUse();
virtual bool TestUse(Level *level, int x, int y, int z, shared_ptr<Player> player);
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 stepOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
virtual int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue);
virtual void prepareRender(Level *level, int x, int y, int z);
virtual void attack(Level *level, int x, int y, int z, shared_ptr<Player> player);
virtual void handleEntityInside(Level *level, int x, int y, int z, shared_ptr<Entity> e, Vec3 *current);
virtual 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
virtual double getShapeX0();
virtual double getShapeX1();
virtual double getShapeY0();
virtual double getShapeY1();
virtual double getShapeZ0();
virtual double getShapeZ1();
virtual int getColor() const;
virtual int getColor(int auxData);
virtual int getColor(LevelSource *level, int x, int y, int z);
virtual int getColor(LevelSource *level, int x, int y, int z, int data); // 4J added
virtual int getSignal(LevelSource *level, int x, int y, int z, int dir);
virtual bool isSignalSource();
virtual void entityInside(Level *level, int x, int y, int z, shared_ptr<Entity> entity);
virtual int getDirectSignal(LevelSource *level, int x, int y, int z, int dir);
virtual void updateDefaultShape();
virtual void playerDestroy(Level *level, shared_ptr<Player> player, int x, int y, int z, int data);
virtual bool canSurvive(Level *level, int x, int y, int z);
protected:
virtual bool isSilkTouchable();
virtual shared_ptr<ItemInstance> getSilkTouchItemInstance(int data);
public:
virtual int getResourceCountForLootBonus(int bonusLevel, Random *random);
virtual void setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance);
virtual void finalizePlacement(Level *level, int x, int y, int z, int data);
virtual Tile *setDescriptionId(unsigned int id);
virtual wstring getName();
virtual unsigned int getDescriptionId(int iData = -1);
virtual Tile *setUseDescriptionId(unsigned int id); // 4J Added
virtual unsigned int getUseDescriptionId(); // 4J Added
virtual bool triggerEvent(Level *level, int x, int y, int z, int b0, int b1);
virtual bool isCollectStatistics();
// 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
// Default to true (it's also checking a bool array) and just override when we need to be able to say no
virtual bool shouldTileTick(Level *level, int x,int y,int z) { return true; }
protected:
virtual Tile *setNotCollectStatistics();
public:
virtual int getPistonPushReaction();
virtual float getShadeBrightness(LevelSource *level, int x, int y, int z); // 4J - brought forward from 1.8.2
virtual void fallOn(Level *level, int x, int y, int z, shared_ptr<Entity> entity, float fallDistance);
virtual int cloneTileId(Level *level, int x, int y, int z);
virtual int cloneTileData(Level *level, int x, int y, int z);
virtual void playerWillDestroy(Level *level, int x, int y, int z, int data, shared_ptr<Player> player);
virtual void onRemoving(Level *level, int x, int y, int z, int data);
virtual void handleRain(Level *level, int x, int y, int z);
virtual void levelTimeChanged(Level *level, int64_t delta, int64_t newTime);
virtual bool useOwnCloneData();
virtual bool canInstantlyTick();
virtual bool dropFromExplosion(Explosion *explosion);
virtual bool isMatching(int id);
static bool isMatching(int tileIdA, int tileIdB);
virtual bool hasAnalogOutputSignal();
virtual int getAnalogOutputSignal(Level *level, int x, int y, int z, int dir);
protected:
virtual Tile *setIconName(const wstring &iconName);
virtual wstring getIconName();
public:
virtual void registerIcons(IconRegister *iconRegister);
virtual wstring getTileItemIconName();
// AP - added this function so we can generate the faceFlags for a block in a single fast function
int getFaceFlags(LevelSource *level, int x, int y, int z);
};
class stoneBrick : public Tile {};