001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import java.util.List;
006    import java.util.Random;
007    
008    public class BlockPane extends Block
009    {
010        /**
011         * Holds the texture index of the side of the pane (the thin lateral side)
012         */
013        private int sideTextureIndex;
014    
015        /**
016         * If this field is true, the pane block drops itself when destroyed (like the iron fences), otherwise, it's just
017         * destroyed (like glass panes)
018         */
019        private final boolean canDropItself;
020    
021        protected BlockPane(int par1, int par2, int par3, Material par4Material, boolean par5)
022        {
023            super(par1, par2, par4Material);
024            this.sideTextureIndex = par3;
025            this.canDropItself = par5;
026            this.setCreativeTab(CreativeTabs.tabDecorations);
027        }
028    
029        /**
030         * Returns the ID of the items to drop on destruction.
031         */
032        public int idDropped(int par1, Random par2Random, int par3)
033        {
034            return !this.canDropItself ? 0 : super.idDropped(par1, par2Random, par3);
035        }
036    
037        /**
038         * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
039         * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
040         */
041        public boolean isOpaqueCube()
042        {
043            return false;
044        }
045    
046        /**
047         * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
048         */
049        public boolean renderAsNormalBlock()
050        {
051            return false;
052        }
053    
054        /**
055         * The type of render function that is called for this block
056         */
057        public int getRenderType()
058        {
059            return 18;
060        }
061    
062        @SideOnly(Side.CLIENT)
063    
064        /**
065         * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
066         * coordinates.  Args: blockAccess, x, y, z, side
067         */
068        public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
069        {
070            int var6 = par1IBlockAccess.getBlockId(par2, par3, par4);
071            return var6 == this.blockID ? false : super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5);
072        }
073    
074        /**
075         * if the specified block is in the given AABB, add its collision bounding box to the given list
076         */
077        public void addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
078        {
079            boolean var8 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 - 1));
080            boolean var9 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 + 1));
081            boolean var10 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 - 1, par3, par4));
082            boolean var11 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 + 1, par3, par4));
083    
084            if ((!var10 || !var11) && (var10 || var11 || var8 || var9))
085            {
086                if (var10 && !var11)
087                {
088                    this.setBlockBounds(0.0F, 0.0F, 0.4375F, 0.5F, 1.0F, 0.5625F);
089                    super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
090                }
091                else if (!var10 && var11)
092                {
093                    this.setBlockBounds(0.5F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F);
094                    super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
095                }
096            }
097            else
098            {
099                this.setBlockBounds(0.0F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F);
100                super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
101            }
102    
103            if ((!var8 || !var9) && (var10 || var11 || var8 || var9))
104            {
105                if (var8 && !var9)
106                {
107                    this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 0.5F);
108                    super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
109                }
110                else if (!var8 && var9)
111                {
112                    this.setBlockBounds(0.4375F, 0.0F, 0.5F, 0.5625F, 1.0F, 1.0F);
113                    super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
114                }
115            }
116            else
117            {
118                this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 1.0F);
119                super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
120            }
121        }
122    
123        /**
124         * Sets the block's bounds for rendering it as an item
125         */
126        public void setBlockBoundsForItemRender()
127        {
128            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
129        }
130    
131        /**
132         * Updates the blocks bounds based on its current state. Args: world, x, y, z
133         */
134        public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
135        {
136            float var5 = 0.4375F;
137            float var6 = 0.5625F;
138            float var7 = 0.4375F;
139            float var8 = 0.5625F;
140            boolean var9 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 - 1));
141            boolean var10 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 + 1));
142            boolean var11 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 - 1, par3, par4));
143            boolean var12 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 + 1, par3, par4));
144    
145            if ((!var11 || !var12) && (var11 || var12 || var9 || var10))
146            {
147                if (var11 && !var12)
148                {
149                    var5 = 0.0F;
150                }
151                else if (!var11 && var12)
152                {
153                    var6 = 1.0F;
154                }
155            }
156            else
157            {
158                var5 = 0.0F;
159                var6 = 1.0F;
160            }
161    
162            if ((!var9 || !var10) && (var11 || var12 || var9 || var10))
163            {
164                if (var9 && !var10)
165                {
166                    var7 = 0.0F;
167                }
168                else if (!var9 && var10)
169                {
170                    var8 = 1.0F;
171                }
172            }
173            else
174            {
175                var7 = 0.0F;
176                var8 = 1.0F;
177            }
178    
179            this.setBlockBounds(var5, 0.0F, var7, var6, 1.0F, var8);
180        }
181    
182        @SideOnly(Side.CLIENT)
183    
184        /**
185         * Returns the texture index of the thin side of the pane.
186         */
187        public int getSideTextureIndex()
188        {
189            return this.sideTextureIndex;
190        }
191    
192        /**
193         * Gets passed in the blockID of the block adjacent and supposed to return true if its allowed to connect to the
194         * type of blockID passed in. Args: blockID
195         */
196        public final boolean canThisPaneConnectToThisBlockID(int par1)
197        {
198            return Block.opaqueCubeLookup[par1] || par1 == this.blockID || par1 == Block.glass.blockID;
199        }
200    
201        /**
202         * Return true if a player with Silk Touch can harvest this block directly, and not its normal drops.
203         */
204        protected boolean canSilkHarvest()
205        {
206            return true;
207        }
208    
209        /**
210         * Returns an item stack containing a single instance of the current block type. 'i' is the block's subtype/damage
211         * and is ignored for blocks which do not support subtypes. Blocks which cannot be harvested should return null.
212         */
213        protected ItemStack createStackedBlock(int par1)
214        {
215            return new ItemStack(this.blockID, 1, par1);
216        }
217    }