001 package net.minecraft.src; 002 003 import net.minecraftforge.common.ForgeDirection; 004 import cpw.mods.fml.common.Side; 005 import cpw.mods.fml.common.asm.SideOnly; 006 007 public class BlockTrapDoor extends Block 008 { 009 /** Set this to allow trapdoors to remain free-floating */ 010 public static boolean disableValidation = false; 011 012 protected BlockTrapDoor(int par1, Material par2Material) 013 { 014 super(par1, par2Material); 015 this.blockIndexInTexture = 84; 016 017 if (par2Material == Material.iron) 018 { 019 ++this.blockIndexInTexture; 020 } 021 022 float var3 = 0.5F; 023 float var4 = 1.0F; 024 this.setBlockBounds(0.5F - var3, 0.0F, 0.5F - var3, 0.5F + var3, var4, 0.5F + var3); 025 this.setCreativeTab(CreativeTabs.tabRedstone); 026 } 027 028 /** 029 * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two 030 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block. 031 */ 032 public boolean isOpaqueCube() 033 { 034 return false; 035 } 036 037 /** 038 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) 039 */ 040 public boolean renderAsNormalBlock() 041 { 042 return false; 043 } 044 045 public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) 046 { 047 return !isTrapdoorOpen(par1IBlockAccess.getBlockMetadata(par2, par3, par4)); 048 } 049 050 /** 051 * The type of render function that is called for this block 052 */ 053 public int getRenderType() 054 { 055 return 0; 056 } 057 058 @SideOnly(Side.CLIENT) 059 060 /** 061 * Returns the bounding box of the wired rectangular prism to render. 062 */ 063 public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4) 064 { 065 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); 066 return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4); 067 } 068 069 /** 070 * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been 071 * cleared to be reused) 072 */ 073 public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4) 074 { 075 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); 076 return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4); 077 } 078 079 /** 080 * Updates the blocks bounds based on its current state. Args: world, x, y, z 081 */ 082 public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) 083 { 084 this.setBlockBoundsForBlockRender(par1IBlockAccess.getBlockMetadata(par2, par3, par4)); 085 } 086 087 /** 088 * Sets the block's bounds for rendering it as an item 089 */ 090 public void setBlockBoundsForItemRender() 091 { 092 float var1 = 0.1875F; 093 this.setBlockBounds(0.0F, 0.5F - var1 / 2.0F, 0.0F, 1.0F, 0.5F + var1 / 2.0F, 1.0F); 094 } 095 096 public void setBlockBoundsForBlockRender(int par1) 097 { 098 float var2 = 0.1875F; 099 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, var2, 1.0F); 100 101 if (isTrapdoorOpen(par1)) 102 { 103 if ((par1 & 3) == 0) 104 { 105 this.setBlockBounds(0.0F, 0.0F, 1.0F - var2, 1.0F, 1.0F, 1.0F); 106 } 107 108 if ((par1 & 3) == 1) 109 { 110 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, var2); 111 } 112 113 if ((par1 & 3) == 2) 114 { 115 this.setBlockBounds(1.0F - var2, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); 116 } 117 118 if ((par1 & 3) == 3) 119 { 120 this.setBlockBounds(0.0F, 0.0F, 0.0F, var2, 1.0F, 1.0F); 121 } 122 } 123 } 124 125 /** 126 * Called when the block is clicked by a player. Args: x, y, z, entityPlayer 127 */ 128 public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) 129 { 130 this.onBlockActivated(par1World, par2, par3, par4, par5EntityPlayer, 0, 0.0F, 0.0F, 0.0F); 131 } 132 133 /** 134 * Called upon block activation (right click on the block.) 135 */ 136 public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) 137 { 138 if (this.blockMaterial == Material.iron) 139 { 140 return true; 141 } 142 else 143 { 144 int var10 = par1World.getBlockMetadata(par2, par3, par4); 145 par1World.setBlockMetadataWithNotify(par2, par3, par4, var10 ^ 4); 146 par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0); 147 return true; 148 } 149 } 150 151 public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5) 152 { 153 int var6 = par1World.getBlockMetadata(par2, par3, par4); 154 boolean var7 = (var6 & 4) > 0; 155 156 if (var7 != par5) 157 { 158 par1World.setBlockMetadataWithNotify(par2, par3, par4, var6 ^ 4); 159 par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0); 160 } 161 } 162 163 /** 164 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are 165 * their own) Args: x, y, z, neighbor blockID 166 */ 167 public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) 168 { 169 if (!par1World.isRemote) 170 { 171 int var6 = par1World.getBlockMetadata(par2, par3, par4); 172 int var7 = par2; 173 int var8 = par4; 174 175 if ((var6 & 3) == 0) 176 { 177 var8 = par4 + 1; 178 } 179 180 if ((var6 & 3) == 1) 181 { 182 --var8; 183 } 184 185 if ((var6 & 3) == 2) 186 { 187 var7 = par2 + 1; 188 } 189 190 if ((var6 & 3) == 3) 191 { 192 --var7; 193 } 194 195 if (!(isValidSupportBlock(par1World.getBlockId(var7, par3, var8)) || par1World.isBlockSolidOnSide(var7, par3, var8, ForgeDirection.getOrientation((var6 & 3) + 2)))) 196 { 197 par1World.setBlockWithNotify(par2, par3, par4, 0); 198 this.dropBlockAsItem(par1World, par2, par3, par4, var6, 0); 199 } 200 201 boolean var9 = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4); 202 203 if (var9 || par5 > 0 && Block.blocksList[par5].canProvidePower() || par5 == 0) 204 { 205 this.onPoweredBlockChange(par1World, par2, par3, par4, var9); 206 } 207 } 208 } 209 210 /** 211 * Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world, 212 * x, y, z, startVec, endVec 213 */ 214 public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3) 215 { 216 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); 217 return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3); 218 } 219 220 /** 221 * called before onBlockPlacedBy by ItemBlock and ItemReed 222 */ 223 public void updateBlockMetadata(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8) 224 { 225 byte var9 = 0; 226 227 if (par5 == 2) 228 { 229 var9 = 0; 230 } 231 232 if (par5 == 3) 233 { 234 var9 = 1; 235 } 236 237 if (par5 == 4) 238 { 239 var9 = 2; 240 } 241 242 if (par5 == 5) 243 { 244 var9 = 3; 245 } 246 247 par1World.setBlockMetadataWithNotify(par2, par3, par4, var9); 248 } 249 250 /** 251 * checks to see if you can place this block can be placed on that side of a block: BlockLever overrides 252 */ 253 public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5) 254 { 255 if (disableValidation) 256 { 257 return true; 258 } 259 if (par5 == 0) 260 { 261 return false; 262 } 263 else if (par5 == 1) 264 { 265 return false; 266 } 267 else 268 { 269 if (par5 == 2) 270 { 271 ++par4; 272 } 273 274 if (par5 == 3) 275 { 276 --par4; 277 } 278 279 if (par5 == 4) 280 { 281 ++par2; 282 } 283 284 if (par5 == 5) 285 { 286 --par2; 287 } 288 289 return isValidSupportBlock(par1World.getBlockId(par2, par3, par4)) || par1World.isBlockSolidOnSide(par2, par3, par4, ForgeDirection.UP); 290 } 291 } 292 293 public static boolean isTrapdoorOpen(int par0) 294 { 295 return (par0 & 4) != 0; 296 } 297 298 /** 299 * Checks if the block ID is a valid support block for the trap door to connect with. If it is not the trapdoor is 300 * dropped into the world. 301 */ 302 private static boolean isValidSupportBlock(int par0) 303 { 304 if (disableValidation) 305 { 306 return true; 307 } 308 if (par0 <= 0) 309 { 310 return false; 311 } 312 else 313 { 314 Block var1 = Block.blocksList[par0]; 315 return var1 != null && var1.blockMaterial.isOpaque() && var1.renderAsNormalBlock() || var1 == Block.glowStone; 316 } 317 } 318 }