#pragma once #include "Tile.h" #include "Definitions.h" class Player; class Random; class Level; class ButtonTile : public Tile { friend class Tile; private: bool sensitive; protected: ButtonTile(int id, bool sensitive); public: Icon *getTexture(int face, int data); virtual AABB *getAABB(Level *level, int x, int y, int z); virtual int getTickDelay(); virtual bool blocksLight(); virtual bool isSolidRender(bool isServerLevel = false); virtual bool isCubeShaped(); 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 int getPlacedOnFaceDataValue(Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, int itemValue); private: int findFace(Level *level, int x, int y, int z); public: virtual void neighborChanged(Level *level, int x, int y, int z, int type); private: bool checkCanSurvive(Level *level, int x, int y, int z); public: virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr forceEntity = shared_ptr()); // 4J added forceData, forceEntity param private: void updateShape(int data); public: virtual void attack(Level *level, int x, int y, int z, shared_ptr player); virtual bool TestUse(); virtual bool use(Level *level, int x, int y, int z, shared_ptr player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly = false); // 4J added soundOnly param virtual void onRemove(Level *level, int x, int y, int z, int id, int data); virtual bool getSignal(LevelSource *level, int x, int y, int z, int dir); virtual bool getDirectSignal(Level *level, int x, int y, int z, int dir); virtual bool isSignalSource(); virtual void tick(Level *level, int x, int y, int z, Random *random); virtual void updateDefaultShape(); void entityInside(Level *level, int x, int y, int z, shared_ptr entity); private: void checkPressed(Level *level, int x, int y, int z); void updateNeighbours(Level *level, int x, int y, int z, int dir); public: void registerIcons(IconRegister *iconRegister); // 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 virtual bool shouldTileTick(Level *level, int x,int y,int z); };