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.client.renderer.texture.IconRegister;
009import net.minecraft.creativetab.CreativeTabs;
010import net.minecraft.entity.Entity;
011import net.minecraft.item.ItemStack;
012import net.minecraft.util.AxisAlignedBB;
013import net.minecraft.util.Icon;
014import net.minecraft.world.IBlockAccess;
015import net.minecraft.world.World;
016
017public class BlockPane extends Block
018{
019    /**
020     * Holds the texture index of the side of the pane (the thin lateral side)
021     */
022    private final String sideTextureIndex;
023
024    /**
025     * If this field is true, the pane block drops itself when destroyed (like the iron fences), otherwise, it's just
026     * destroyed (like glass panes)
027     */
028    private final boolean canDropItself;
029    private final String field_94402_c;
030    @SideOnly(Side.CLIENT)
031    private Icon theIcon;
032
033    protected BlockPane(int par1, String par2Str, String par3Str, Material par4Material, boolean par5)
034    {
035        super(par1, par4Material);
036        this.sideTextureIndex = par3Str;
037        this.canDropItself = par5;
038        this.field_94402_c = par2Str;
039        this.setCreativeTab(CreativeTabs.tabDecorations);
040    }
041
042    /**
043     * Returns the ID of the items to drop on destruction.
044     */
045    public int idDropped(int par1, Random par2Random, int par3)
046    {
047        return !this.canDropItself ? 0 : super.idDropped(par1, par2Random, par3);
048    }
049
050    /**
051     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
052     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
053     */
054    public boolean isOpaqueCube()
055    {
056        return false;
057    }
058
059    /**
060     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
061     */
062    public boolean renderAsNormalBlock()
063    {
064        return false;
065    }
066
067    /**
068     * The type of render function that is called for this block
069     */
070    public int getRenderType()
071    {
072        return 18;
073    }
074
075    @SideOnly(Side.CLIENT)
076
077    /**
078     * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
079     * coordinates.  Args: blockAccess, x, y, z, side
080     */
081    public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
082    {
083        int i1 = par1IBlockAccess.getBlockId(par2, par3, par4);
084        return i1 == this.blockID ? false : super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5);
085    }
086
087    /**
088     * Adds all intersecting collision boxes to a list. (Be sure to only add boxes to the list if they intersect the
089     * mask.) Parameters: World, X, Y, Z, mask, list, colliding entity
090     */
091    public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
092    {
093        boolean flag = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 - 1));
094        boolean flag1 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 + 1));
095        boolean flag2 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 - 1, par3, par4));
096        boolean flag3 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 + 1, par3, par4));
097
098        if ((!flag2 || !flag3) && (flag2 || flag3 || flag || flag1))
099        {
100            if (flag2 && !flag3)
101            {
102                this.setBlockBounds(0.0F, 0.0F, 0.4375F, 0.5F, 1.0F, 0.5625F);
103                super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
104            }
105            else if (!flag2 && flag3)
106            {
107                this.setBlockBounds(0.5F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F);
108                super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
109            }
110        }
111        else
112        {
113            this.setBlockBounds(0.0F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F);
114            super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
115        }
116
117        if ((!flag || !flag1) && (flag2 || flag3 || flag || flag1))
118        {
119            if (flag && !flag1)
120            {
121                this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 0.5F);
122                super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
123            }
124            else if (!flag && flag1)
125            {
126                this.setBlockBounds(0.4375F, 0.0F, 0.5F, 0.5625F, 1.0F, 1.0F);
127                super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
128            }
129        }
130        else
131        {
132            this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 1.0F);
133            super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
134        }
135    }
136
137    /**
138     * Sets the block's bounds for rendering it as an item
139     */
140    public void setBlockBoundsForItemRender()
141    {
142        this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
143    }
144
145    /**
146     * Updates the blocks bounds based on its current state. Args: world, x, y, z
147     */
148    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
149    {
150        float f = 0.4375F;
151        float f1 = 0.5625F;
152        float f2 = 0.4375F;
153        float f3 = 0.5625F;
154        boolean flag = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 - 1));
155        boolean flag1 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 + 1));
156        boolean flag2 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 - 1, par3, par4));
157        boolean flag3 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 + 1, par3, par4));
158
159        if ((!flag2 || !flag3) && (flag2 || flag3 || flag || flag1))
160        {
161            if (flag2 && !flag3)
162            {
163                f = 0.0F;
164            }
165            else if (!flag2 && flag3)
166            {
167                f1 = 1.0F;
168            }
169        }
170        else
171        {
172            f = 0.0F;
173            f1 = 1.0F;
174        }
175
176        if ((!flag || !flag1) && (flag2 || flag3 || flag || flag1))
177        {
178            if (flag && !flag1)
179            {
180                f2 = 0.0F;
181            }
182            else if (!flag && flag1)
183            {
184                f3 = 1.0F;
185            }
186        }
187        else
188        {
189            f2 = 0.0F;
190            f3 = 1.0F;
191        }
192
193        this.setBlockBounds(f, 0.0F, f2, f1, 1.0F, f3);
194    }
195
196    @SideOnly(Side.CLIENT)
197
198    /**
199     * Returns the texture index of the thin side of the pane.
200     */
201    public Icon getSideTextureIndex()
202    {
203        return this.theIcon;
204    }
205
206    /**
207     * Gets passed in the blockID of the block adjacent and supposed to return true if its allowed to connect to the
208     * type of blockID passed in. Args: blockID
209     */
210    public final boolean canThisPaneConnectToThisBlockID(int par1)
211    {
212        return Block.opaqueCubeLookup[par1] || par1 == this.blockID || par1 == Block.glass.blockID;
213    }
214
215    /**
216     * Return true if a player with Silk Touch can harvest this block directly, and not its normal drops.
217     */
218    protected boolean canSilkHarvest()
219    {
220        return true;
221    }
222
223    /**
224     * Returns an item stack containing a single instance of the current block type. 'i' is the block's subtype/damage
225     * and is ignored for blocks which do not support subtypes. Blocks which cannot be harvested should return null.
226     */
227    protected ItemStack createStackedBlock(int par1)
228    {
229        return new ItemStack(this.blockID, 1, par1);
230    }
231
232    @SideOnly(Side.CLIENT)
233
234    /**
235     * When this method is called, your block should register all the icons it needs with the given IconRegister. This
236     * is the only chance you get to register icons.
237     */
238    public void registerIcons(IconRegister par1IconRegister)
239    {
240        this.blockIcon = par1IconRegister.registerIcon(this.field_94402_c);
241        this.theIcon = par1IconRegister.registerIcon(this.sideTextureIndex);
242    }
243}