package net.minecraft.block;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.item.EntityFallingSand;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
public class BlockAnvil extends BlockSand
{
/** List of types/statues the Anvil can be in. */
public static final String[] statuses = new String[] {"intact", "slightlyDamaged", "veryDamaged"};
private static final String[] anvilIconNames = new String[] {"anvil_top", "anvil_top_damaged_1", "anvil_top_damaged_2"};
public int field_82521_b = 0;
@SideOnly(Side.CLIENT)
private Icon[] iconArray;
protected BlockAnvil(int par1)
{
super(par1, Material.anvil);
this.setLightOpacity(0);
this.setCreativeTab(CreativeTabs.tabDecorations);
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return false;
}
/**
* Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two
* adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
*/
public boolean isOpaqueCube()
{
return false;
}
@SideOnly(Side.CLIENT)
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public Icon getIcon(int par1, int par2)
{
if (this.field_82521_b == 3 && par1 == 1)
{
int k = (par2 >> 2) % this.iconArray.length;
return this.iconArray[k];
}
else
{
return this.blockIcon;
}
}
@SideOnly(Side.CLIENT)
/**
* When this method is called, your block should register all the icons it needs with the given IconRegister. This
* is the only chance you get to register icons.
*/
public void registerIcons(IconRegister par1IconRegister)
{
this.blockIcon = par1IconRegister.registerIcon("anvil_base");
this.iconArray = new Icon[anvilIconNames.length];
for (int i = 0; i < this.iconArray.length; ++i)
{
this.iconArray[i] = par1IconRegister.registerIcon(anvilIconNames[i]);
}
}
/**
* Called when the block is placed in the world.
*/
public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving, ItemStack par6ItemStack)
{
int l = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
int i1 = par1World.getBlockMetadata(par2, par3, par4) >> 2;
++l;
l %= 4;
if (l == 0)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 2 | i1 << 2, 2);
}
if (l == 1)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 3 | i1 << 2, 2);
}
if (l == 2)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 0 | i1 << 2, 2);
}
if (l == 3)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 1 | i1 << 2, 2);
}
}
/**
* Called upon block activation (right click on the block.)
*/
public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
{
if (par1World.isRemote)
{
return true;
}
else
{
par5EntityPlayer.displayGUIAnvil(par2, par3, par4);
return true;
}
}
/**
* The type of render function that is called for this block
*/
public int getRenderType()
{
return 35;
}
/**
* Determines the damage on the item the block drops. Used in cloth and wood.
*/
public int damageDropped(int par1)
{
return par1 >> 2;
}
/**
* Updates the blocks bounds based on its current state. Args: world, x, y, z
*/
public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
int l = par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 3;
if (l != 3 && l != 1)
{
this.setBlockBounds(0.125F, 0.0F, 0.0F, 0.875F, 1.0F, 1.0F);
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.125F, 1.0F, 1.0F, 0.875F);
}
}
@SideOnly(Side.CLIENT)
/**
* returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
*/
public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)
{
par3List.add(new ItemStack(par1, 1, 0));
par3List.add(new ItemStack(par1, 1, 1));
par3List.add(new ItemStack(par1, 1, 2));
}
/**
* Called when the falling block entity for this block is created
*/
protected void onStartFalling(EntityFallingSand par1EntityFallingSand)
{
par1EntityFallingSand.setIsAnvil(true);
}
/**
* Called when the falling block entity for this block hits the ground and turns back into a block
*/
public void onFinishFalling(World par1World, int par2, int par3, int par4, int par5)
{
par1World.playAuxSFX(1022, par2, par3, par4, 0);
}
@SideOnly(Side.CLIENT)
/**
* Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
* coordinates. Args: blockAccess, x, y, z, side
*/
public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
{
return true;
}
}