package net.minecraft.block;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraft.world.WorldProviderEnd;
import net.minecraftforge.common.ForgeDirection;
import static net.minecraftforge.common.ForgeDirection.*;
public class BlockFire extends Block
{
/** The chance this block will encourage nearby blocks to catch on fire */
private int[] chanceToEncourageFire = new int[256];
/**
* This is an array indexed by block ID the larger the number in the array the more likely a block type will catch
* fires
*/
private int[] abilityToCatchFire = new int[256];
@SideOnly(Side.CLIENT)
private Icon[] iconArray;
protected BlockFire(int par1)
{
super(par1, Material.fire);
this.setTickRandomly(true);
}
/**
* This method is called on a block after all other blocks gets already created. You can use it to reference and
* configure something on the block that needs the others ones.
*/
public void initializeBlock()
{
abilityToCatchFire = Block.blockFlammability;
chanceToEncourageFire = Block.blockFireSpreadSpeed;
this.setBurnRate(Block.planks.blockID, 5, 20);
this.setBurnRate(Block.woodDoubleSlab.blockID, 5, 20);
this.setBurnRate(Block.woodSingleSlab.blockID, 5, 20);
this.setBurnRate(Block.fence.blockID, 5, 20);
this.setBurnRate(Block.stairsWoodOak.blockID, 5, 20);
this.setBurnRate(Block.stairsWoodBirch.blockID, 5, 20);
this.setBurnRate(Block.stairsWoodSpruce.blockID, 5, 20);
this.setBurnRate(Block.stairsWoodJungle.blockID, 5, 20);
this.setBurnRate(Block.wood.blockID, 5, 5);
this.setBurnRate(Block.leaves.blockID, 30, 60);
this.setBurnRate(Block.bookShelf.blockID, 30, 20);
this.setBurnRate(Block.tnt.blockID, 15, 100);
this.setBurnRate(Block.tallGrass.blockID, 60, 100);
this.setBurnRate(Block.cloth.blockID, 30, 60);
this.setBurnRate(Block.vine.blockID, 15, 100);
}
/**
* Sets the burn rate for a block. The larger abilityToCatchFire the more easily it will catch. The larger
* chanceToEncourageFire the faster it will burn and spread to other blocks. Args: blockID, chanceToEncourageFire,
* abilityToCatchFire
*/
private void setBurnRate(int par1, int par2, int par3)
{
Block.setBurnProperties(par1, par2, par3);
}
/**
* Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
* cleared to be reused)
*/
public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
{
return null;
}
/**
* 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;
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return false;
}
/**
* The type of render function that is called for this block
*/
public int getRenderType()
{
return 3;
}
/**
* Returns the quantity of items to drop on block destruction.
*/
public int quantityDropped(Random par1Random)
{
return 0;
}
/**
* How many world ticks before ticking
*/
public int tickRate(World par1World)
{
return 30;
}
/**
* Ticks the block if it's been scheduled
*/
public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
{
if (par1World.getGameRules().getGameRuleBooleanValue("doFireTick"))
{
Block base = Block.blocksList[par1World.getBlockId(par2, par3 - 1, par4)];
boolean flag = (base != null && base.isFireSource(par1World, par2, par3 - 1, par4, par1World.getBlockMetadata(par2, par3 - 1, par4), UP));
if (!this.canPlaceBlockAt(par1World, par2, par3, par4))
{
par1World.setBlockToAir(par2, par3, par4);
}
if (!flag && par1World.isRaining() && (par1World.canLightningStrikeAt(par2, par3, par4) || par1World.canLightningStrikeAt(par2 - 1, par3, par4) || par1World.canLightningStrikeAt(par2 + 1, par3, par4) || par1World.canLightningStrikeAt(par2, par3, par4 - 1) || par1World.canLightningStrikeAt(par2, par3, par4 + 1)))
{
par1World.setBlockToAir(par2, par3, par4);
}
else
{
int l = par1World.getBlockMetadata(par2, par3, par4);
if (l < 15)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, l + par5Random.nextInt(3) / 2, 4);
}
par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World) + par5Random.nextInt(10));
if (!flag && !this.canNeighborBurn(par1World, par2, par3, par4))
{
if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) || l > 3)
{
par1World.setBlockToAir(par2, par3, par4);
}
}
else if (!flag && !this.canBlockCatchFire(par1World, par2, par3 - 1, par4, UP) && l == 15 && par5Random.nextInt(4) == 0)
{
par1World.setBlockToAir(par2, par3, par4);
}
else
{
boolean flag1 = par1World.isBlockHighHumidity(par2, par3, par4);
byte b0 = 0;
if (flag1)
{
b0 = -50;
}
this.tryToCatchBlockOnFire(par1World, par2 + 1, par3, par4, 300 + b0, par5Random, l, WEST );
this.tryToCatchBlockOnFire(par1World, par2 - 1, par3, par4, 300 + b0, par5Random, l, EAST );
this.tryToCatchBlockOnFire(par1World, par2, par3 - 1, par4, 250 + b0, par5Random, l, UP );
this.tryToCatchBlockOnFire(par1World, par2, par3 + 1, par4, 250 + b0, par5Random, l, DOWN );
this.tryToCatchBlockOnFire(par1World, par2, par3, par4 - 1, 300 + b0, par5Random, l, SOUTH);
this.tryToCatchBlockOnFire(par1World, par2, par3, par4 + 1, 300 + b0, par5Random, l, NORTH);
for (int i1 = par2 - 1; i1 <= par2 + 1; ++i1)
{
for (int j1 = par4 - 1; j1 <= par4 + 1; ++j1)
{
for (int k1 = par3 - 1; k1 <= par3 + 4; ++k1)
{
if (i1 != par2 || k1 != par3 || j1 != par4)
{
int l1 = 100;
if (k1 > par3 + 1)
{
l1 += (k1 - (par3 + 1)) * 100;
}
int i2 = this.getChanceOfNeighborsEncouragingFire(par1World, i1, k1, j1);
if (i2 > 0)
{
int j2 = (i2 + 40 + par1World.difficultySetting * 7) / (l + 30);
if (flag1)
{
j2 /= 2;
}
if (j2 > 0 && par5Random.nextInt(l1) <= j2 && (!par1World.isRaining() || !par1World.canLightningStrikeAt(i1, k1, j1)) && !par1World.canLightningStrikeAt(i1 - 1, k1, par4) && !par1World.canLightningStrikeAt(i1 + 1, k1, j1) && !par1World.canLightningStrikeAt(i1, k1, j1 - 1) && !par1World.canLightningStrikeAt(i1, k1, j1 + 1))
{
int k2 = l + par5Random.nextInt(5) / 4;
if (k2 > 15)
{
k2 = 15;
}
par1World.setBlock(i1, k1, j1, this.blockID, k2, 3);
}
}
}
}
}
}
}
}
}
}
public boolean func_82506_l()
{
return false;
}
@Deprecated
private void tryToCatchBlockOnFire(World par1World, int par2, int par3, int par4, int par5, Random par6Random, int par7)
{
tryToCatchBlockOnFire(par1World, par2, par3, par4, par5, par6Random, par7, UP);
}
private void tryToCatchBlockOnFire(World par1World, int par2, int par3, int par4, int par5, Random par6Random, int par7, ForgeDirection face)
{
int j1 = 0;
Block block = Block.blocksList[par1World.getBlockId(par2, par3, par4)];
if (block != null)
{
j1 = block.getFlammability(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), face);
}
if (par6Random.nextInt(par5) < j1)
{
boolean flag = par1World.getBlockId(par2, par3, par4) == Block.tnt.blockID;
if (par6Random.nextInt(par7 + 10) < 5 && !par1World.canLightningStrikeAt(par2, par3, par4))
{
int k1 = par7 + par6Random.nextInt(5) / 4;
if (k1 > 15)
{
k1 = 15;
}
par1World.setBlock(par2, par3, par4, this.blockID, k1, 3);
}
else
{
par1World.setBlockToAir(par2, par3, par4);
}
if (flag)
{
Block.tnt.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1);
}
}
}
/**
* Returns true if at least one block next to this one can burn.
*/
private boolean canNeighborBurn(World par1World, int par2, int par3, int par4)
{
return canBlockCatchFire(par1World, par2 + 1, par3, par4, WEST ) ||
canBlockCatchFire(par1World, par2 - 1, par3, par4, EAST ) ||
canBlockCatchFire(par1World, par2, par3 - 1, par4, UP ) ||
canBlockCatchFire(par1World, par2, par3 + 1, par4, DOWN ) ||
canBlockCatchFire(par1World, par2, par3, par4 - 1, SOUTH) ||
canBlockCatchFire(par1World, par2, par3, par4 + 1, NORTH);
}
/**
* Gets the highest chance of a neighbor block encouraging this block to catch fire
*/
private int getChanceOfNeighborsEncouragingFire(World par1World, int par2, int par3, int par4)
{
byte b0 = 0;
if (!par1World.isAirBlock(par2, par3, par4))
{
return 0;
}
else
{
int l = this.getChanceToEncourageFire(par1World, par2 + 1, par3, par4, b0, WEST);
l = this.getChanceToEncourageFire(par1World, par2 - 1, par3, par4, l, EAST);
l = this.getChanceToEncourageFire(par1World, par2, par3 - 1, par4, l, UP);
l = this.getChanceToEncourageFire(par1World, par2, par3 + 1, par4, l, DOWN);
l = this.getChanceToEncourageFire(par1World, par2, par3, par4 - 1, l, SOUTH);
l = this.getChanceToEncourageFire(par1World, par2, par3, par4 + 1, l, NORTH);
return l;
}
}
/**
* Returns if this block is collidable (only used by Fire). Args: x, y, z
*/
public boolean isCollidable()
{
return false;
}
/**
* Checks the specified block coordinate to see if it can catch fire. Args: blockAccess, x, y, z
* Deprecated for a side-sensitive version
*/
@Deprecated
public boolean canBlockCatchFire(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
return canBlockCatchFire(par1IBlockAccess, par2, par3, par4, UP);
}
/**
* Retrieves a specified block's chance to encourage their neighbors to burn and if the number is greater than the
* current number passed in it will return its number instead of the passed in one. Args: world, x, y, z,
* curChanceToEncourageFire
* Deprecated for a side-sensitive version
*/
@Deprecated
public int getChanceToEncourageFire(World par1World, int par2, int par3, int par4, int par5)
{
return getChanceToEncourageFire(par1World, par2, par3, par4, par5, UP);
}
/**
* Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
*/
public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
{
return par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) || this.canNeighborBurn(par1World, par2, par3, par4);
}
/**
* Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
* their own) Args: x, y, z, neighbor blockID
*/
public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
{
if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && !this.canNeighborBurn(par1World, par2, par3, par4))
{
par1World.setBlockToAir(par2, par3, par4);
}
}
/**
* Called whenever the block is added into the world. Args: world, x, y, z
*/
public void onBlockAdded(World par1World, int par2, int par3, int par4)
{
if (par1World.provider.dimensionId > 0 || par1World.getBlockId(par2, par3 - 1, par4) != Block.obsidian.blockID || !Block.portal.tryToCreatePortal(par1World, par2, par3, par4))
{
if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && !this.canNeighborBurn(par1World, par2, par3, par4))
{
par1World.setBlockToAir(par2, par3, par4);
}
else
{
par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World) + par1World.rand.nextInt(10));
}
}
}
@SideOnly(Side.CLIENT)
/**
* A randomly called display update to be able to add particles or other items for display
*/
public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random)
{
if (par5Random.nextInt(24) == 0)
{
par1World.playSound((double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F), "fire.fire", 1.0F + par5Random.nextFloat(), par5Random.nextFloat() * 0.7F + 0.3F, false);
}
int l;
float f;
float f1;
float f2;
if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && !Block.fire.canBlockCatchFire(par1World, par2, par3 - 1, par4, UP))
{
if (Block.fire.canBlockCatchFire(par1World, par2 - 1, par3, par4, EAST))
{
for (l = 0; l < 2; ++l)
{
f = (float)par2 + par5Random.nextFloat() * 0.1F;
f1 = (float)par3 + par5Random.nextFloat();
f2 = (float)par4 + par5Random.nextFloat();
par1World.spawnParticle("largesmoke", (double)f, (double)f1, (double)f2, 0.0D, 0.0D, 0.0D);
}
}
if (Block.fire.canBlockCatchFire(par1World, par2 + 1, par3, par4, WEST))
{
for (l = 0; l < 2; ++l)
{
f = (float)(par2 + 1) - par5Random.nextFloat() * 0.1F;
f1 = (float)par3 + par5Random.nextFloat();
f2 = (float)par4 + par5Random.nextFloat();
par1World.spawnParticle("largesmoke", (double)f, (double)f1, (double)f2, 0.0D, 0.0D, 0.0D);
}
}
if (Block.fire.canBlockCatchFire(par1World, par2, par3, par4 - 1, SOUTH))
{
for (l = 0; l < 2; ++l)
{
f = (float)par2 + par5Random.nextFloat();
f1 = (float)par3 + par5Random.nextFloat();
f2 = (float)par4 + par5Random.nextFloat() * 0.1F;
par1World.spawnParticle("largesmoke", (double)f, (double)f1, (double)f2, 0.0D, 0.0D, 0.0D);
}
}
if (Block.fire.canBlockCatchFire(par1World, par2, par3, par4 + 1, NORTH))
{
for (l = 0; l < 2; ++l)
{
f = (float)par2 + par5Random.nextFloat();
f1 = (float)par3 + par5Random.nextFloat();
f2 = (float)(par4 + 1) - par5Random.nextFloat() * 0.1F;
par1World.spawnParticle("largesmoke", (double)f, (double)f1, (double)f2, 0.0D, 0.0D, 0.0D);
}
}
if (Block.fire.canBlockCatchFire(par1World, par2, par3 + 1, par4, DOWN))
{
for (l = 0; l < 2; ++l)
{
f = (float)par2 + par5Random.nextFloat();
f1 = (float)(par3 + 1) - par5Random.nextFloat() * 0.1F;
f2 = (float)par4 + par5Random.nextFloat();
par1World.spawnParticle("largesmoke", (double)f, (double)f1, (double)f2, 0.0D, 0.0D, 0.0D);
}
}
}
else
{
for (l = 0; l < 3; ++l)
{
f = (float)par2 + par5Random.nextFloat();
f1 = (float)par3 + par5Random.nextFloat() * 0.5F + 0.5F;
f2 = (float)par4 + par5Random.nextFloat();
par1World.spawnParticle("largesmoke", (double)f, (double)f1, (double)f2, 0.0D, 0.0D, 0.0D);
}
}
}
@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.iconArray = new Icon[] {par1IconRegister.registerIcon("fire_0"), par1IconRegister.registerIcon("fire_1")};
}
@SideOnly(Side.CLIENT)
public Icon func_94438_c(int par1)
{
return this.iconArray[par1];
}
@SideOnly(Side.CLIENT)
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public Icon getIcon(int par1, int par2)
{
return this.iconArray[0];
}
/**
* Side sensitive version that calls the block function.
*
* @param world The current world
* @param x X Position
* @param y Y Position
* @param z Z Position
* @param face The side the fire is coming from
* @return True if the face can catch fire.
*/
public boolean canBlockCatchFire(IBlockAccess world, int x, int y, int z, ForgeDirection face)
{
Block block = Block.blocksList[world.getBlockId(x, y, z)];
if (block != null)
{
return block.isFlammable(world, x, y, z, world.getBlockMetadata(x, y, z), face);
}
return false;
}
/**
* Side sensitive version that calls the block function.
*
* @param world The current world
* @param x X Position
* @param y Y Position
* @param z Z Position
* @param oldChance The previous maximum chance.
* @param face The side the fire is coming from
* @return The chance of the block catching fire, or oldChance if it is higher
*/
public int getChanceToEncourageFire(World world, int x, int y, int z, int oldChance, ForgeDirection face)
{
int newChance = 0;
Block block = Block.blocksList[world.getBlockId(x, y, z)];
if (block != null)
{
newChance = block.getFireSpreadSpeed(world, x, y, z, world.getBlockMetadata(x, y, z), face);
}
return (newChance > oldChance ? newChance : oldChance);
}
}