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; } }