001package net.minecraft.block;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import java.util.List;
006import java.util.Random;
007import net.minecraft.block.material.Material;
008import net.minecraft.entity.Entity;
009import net.minecraft.util.AxisAlignedBB;
010import net.minecraft.util.Facing;
011import net.minecraft.world.IBlockAccess;
012import net.minecraft.world.World;
013
014public abstract class BlockHalfSlab extends Block
015{
016    private final boolean isDoubleSlab;
017
018    public BlockHalfSlab(int par1, boolean par2, Material par3Material)
019    {
020        super(par1, 6, par3Material);
021        this.isDoubleSlab = par2;
022
023        if (par2)
024        {
025            opaqueCubeLookup[par1] = true;
026        }
027        else
028        {
029            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F);
030        }
031
032        this.setLightOpacity(255);
033    }
034
035    /**
036     * Updates the blocks bounds based on its current state. Args: world, x, y, z
037     */
038    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
039    {
040        if (this.isDoubleSlab)
041        {
042            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
043        }
044        else
045        {
046            boolean var5 = (par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 8) != 0;
047
048            if (var5)
049            {
050                this.setBlockBounds(0.0F, 0.5F, 0.0F, 1.0F, 1.0F, 1.0F);
051            }
052            else
053            {
054                this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F);
055            }
056        }
057    }
058
059    /**
060     * Sets the block's bounds for rendering it as an item
061     */
062    public void setBlockBoundsForItemRender()
063    {
064        if (this.isDoubleSlab)
065        {
066            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
067        }
068        else
069        {
070            this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F);
071        }
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        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
080        super.addCollidingBlockToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
081    }
082
083    /**
084     * Returns the block texture based on the side being looked at.  Args: side
085     */
086    public int getBlockTextureFromSide(int par1)
087    {
088        return this.getBlockTextureFromSideAndMetadata(par1, 0);
089    }
090
091    /**
092     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
093     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
094     */
095    public boolean isOpaqueCube()
096    {
097        return this.isDoubleSlab;
098    }
099
100    /**
101     * Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
102     */
103    public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
104    {
105        return this.isDoubleSlab ? par9 : (par5 != 0 && (par5 == 1 || (double)par7 <= 0.5D) ? par9 : par9 | 8);
106    }
107
108    /**
109     * Returns the quantity of items to drop on block destruction.
110     */
111    public int quantityDropped(Random par1Random)
112    {
113        return this.isDoubleSlab ? 2 : 1;
114    }
115
116    /**
117     * Determines the damage on the item the block drops. Used in cloth and wood.
118     */
119    public int damageDropped(int par1)
120    {
121        return par1 & 7;
122    }
123
124    /**
125     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
126     */
127    public boolean renderAsNormalBlock()
128    {
129        return this.isDoubleSlab;
130    }
131
132    @SideOnly(Side.CLIENT)
133
134    /**
135     * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
136     * coordinates.  Args: blockAccess, x, y, z, side
137     */
138    public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
139    {
140        if (this.isDoubleSlab)
141        {
142            return super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5);
143        }
144        else if (par5 != 1 && par5 != 0 && !super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5))
145        {
146            return false;
147        }
148        else
149        {
150            int var6 = par2 + Facing.offsetsXForSide[Facing.faceToSide[par5]];
151            int var7 = par3 + Facing.offsetsYForSide[Facing.faceToSide[par5]];
152            int var8 = par4 + Facing.offsetsZForSide[Facing.faceToSide[par5]];
153            boolean var9 = (par1IBlockAccess.getBlockMetadata(var6, var7, var8) & 8) != 0;
154            return var9 ? (par5 == 0 ? true : (par5 == 1 && super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) ? true : !isBlockSingleSlab(par1IBlockAccess.getBlockId(par2, par3, par4)) || (par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 8) == 0)) : (par5 == 1 ? true : (par5 == 0 && super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) ? true : !isBlockSingleSlab(par1IBlockAccess.getBlockId(par2, par3, par4)) || (par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 8) != 0));
155        }
156    }
157
158    @SideOnly(Side.CLIENT)
159
160    /**
161     * Takes a block ID, returns true if it's the same as the ID for a stone or wooden single slab.
162     */
163    private static boolean isBlockSingleSlab(int par0)
164    {
165        return par0 == Block.stoneSingleSlab.blockID || par0 == Block.woodSingleSlab.blockID;
166    }
167
168    /**
169     * Returns the slab block name with step type.
170     */
171    public abstract String getFullSlabName(int var1);
172
173    /**
174     * Get the block's damage value (for use with pick block).
175     */
176    public int getDamageValue(World par1World, int par2, int par3, int par4)
177    {
178        return super.getDamageValue(par1World, par2, par3, par4) & 7;
179    }
180
181    @SideOnly(Side.CLIENT)
182
183    /**
184     * only called by clickMiddleMouseButton , and passed to inventory.setCurrentItem (along with isCreative)
185     */
186    public int idPicked(World par1World, int par2, int par3, int par4)
187    {
188        return isBlockSingleSlab(this.blockID) ? this.blockID : (this.blockID == Block.stoneDoubleSlab.blockID ? Block.stoneSingleSlab.blockID : (this.blockID == Block.woodDoubleSlab.blockID ? Block.woodSingleSlab.blockID : Block.stoneSingleSlab.blockID));
189    }
190}