105 lines
2.2 KiB
C++
105 lines
2.2 KiB
C++
#pragma once
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#include "Tile_SPU.h"
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class WallTile_SPU : public Tile_SPU
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{
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public:
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static const float WALL_WIDTH = 3.0f / 16.0f;
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static const float WALL_HEIGHT = 13.0f / 16.0f;
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static const float POST_WIDTH = 4.0f / 16.0f;
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static const float POST_HEIGHT = 16.0f / 16.0f;
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static const int TYPE_NORMAL = 0;
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static const int TYPE_MOSSY = 1;
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static const unsigned int COBBLE_NAMES[2];
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WallTile_SPU(int id) : Tile_SPU(id) {}
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Icon_SPU *getTexture(int face, int data)
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{
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if (data == TYPE_MOSSY)
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{
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return TileRef_SPU(mossStone_Id)->getTexture(face);
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}
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return TileRef_SPU(stoneBrick_Id)->getTexture(face);
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}
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int getRenderShape() { return SHAPE_WALL; }
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bool isCubeShaped() { return false; }
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bool isSolidRender(bool isServerLevel = false) { return false; }
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void updateShape(ChunkRebuildData *level, int x, int y, int z)
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{
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bool n = connectsTo(level, x, y, z - 1);
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bool s = connectsTo(level, x, y, z + 1);
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bool w = connectsTo(level, x - 1, y, z);
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bool e = connectsTo(level, x + 1, y, z);
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float west = .5f - POST_WIDTH;
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float east = .5f + POST_WIDTH;
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float north = .5f - POST_WIDTH;
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float south = .5f + POST_WIDTH;
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float up = POST_HEIGHT;
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if (n)
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{
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north = 0;
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}
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if (s)
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{
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south = 1;
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}
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if (w)
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{
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west = 0;
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}
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if (e)
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{
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east = 1;
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}
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if (n && s && !w && !e)
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{
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up = WALL_HEIGHT;
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west = .5f - WALL_WIDTH;
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east = .5f + WALL_WIDTH;
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}
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else if (!n && !s && w && e)
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{
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up = WALL_HEIGHT;
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north = .5f - WALL_WIDTH;
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south = .5f + WALL_WIDTH;
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}
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setShape(west, 0, north, east, up, south);
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}
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bool connectsTo(ChunkRebuildData *level, int x, int y, int z)
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{
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int tile = level->getTile(x, y, z);
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if (tile == id || tile == Tile_SPU::fenceGate_Id)
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{
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return true;
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}
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TileRef_SPU tileInstance(tile);
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if (tileInstance.getPtr() != NULL)
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{
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if (tileInstance->getMaterial()->isSolidBlocking() && tileInstance->isCubeShaped())
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{
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return tileInstance->getMaterial()->getID() != Material_SPU::vegetable_Id;
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}
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}
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return false;
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}
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bool shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face)
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{
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if (face == Facing::DOWN)
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{
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return Tile_SPU::shouldRenderFace(level, x, y, z, face);
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}
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return true;
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}
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}; |