package net.minecraft.block;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.entity.Entity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.Facing;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
public abstract class BlockHalfSlab extends Block
{
protected final boolean isDoubleSlab;
public BlockHalfSlab(int par1, boolean par2, Material par3Material)
{
super(par1, par3Material);
this.isDoubleSlab = par2;
if (par2)
{
opaqueCubeLookup[par1] = true;
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F);
}
this.setLightOpacity(255);
}
/**
* 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)
{
if (this.isDoubleSlab)
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
}
else
{
boolean flag = (par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 8) != 0;
if (flag)
{
this.setBlockBounds(0.0F, 0.5F, 0.0F, 1.0F, 1.0F, 1.0F);
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F);
}
}
}
/**
* Sets the block's bounds for rendering it as an item
*/
public void setBlockBoundsForItemRender()
{
if (this.isDoubleSlab)
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F);
}
}
/**
* Adds all intersecting collision boxes to a list. (Be sure to only add boxes to the list if they intersect the
* mask.) Parameters: World, X, Y, Z, mask, list, colliding entity
*/
public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
{
this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
}
/**
* 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 this.isDoubleSlab;
}
/**
* Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
*/
public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
{
return this.isDoubleSlab ? par9 : (par5 != 0 && (par5 == 1 || (double)par7 <= 0.5D) ? par9 : par9 | 8);
}
/**
* Returns the quantity of items to drop on block destruction.
*/
public int quantityDropped(Random par1Random)
{
return this.isDoubleSlab ? 2 : 1;
}
/**
* Determines the damage on the item the block drops. Used in cloth and wood.
*/
public int damageDropped(int par1)
{
return par1 & 7;
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return this.isDoubleSlab;
}
@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)
{
if (this.isDoubleSlab)
{
return super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5);
}
else if (par5 != 1 && par5 != 0 && !super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5))
{
return false;
}
else
{
int i1 = par2 + Facing.offsetsXForSide[Facing.oppositeSide[par5]];
int j1 = par3 + Facing.offsetsYForSide[Facing.oppositeSide[par5]];
int k1 = par4 + Facing.offsetsZForSide[Facing.oppositeSide[par5]];
boolean flag = (par1IBlockAccess.getBlockMetadata(i1, j1, k1) & 8) != 0;
return flag ? (par5 == 0 ? true : (par5 == 1 && super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) ? true : !isBlockSingleSlab(par1IBlockAccess.getBlockId(par2, par3, par4)) || (par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 8) == 0)) : (par5 == 1 ? true : (par5 == 0 && super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) ? true : !isBlockSingleSlab(par1IBlockAccess.getBlockId(par2, par3, par4)) || (par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 8) != 0));
}
}
@SideOnly(Side.CLIENT)
/**
* Takes a block ID, returns true if it's the same as the ID for a stone or wooden single slab.
*/
private static boolean isBlockSingleSlab(int par0)
{
return par0 == Block.stoneSingleSlab.blockID || par0 == Block.woodSingleSlab.blockID;
}
/**
* Returns the slab block name with step type.
*/
public abstract String getFullSlabName(int i);
/**
* Get the block's damage value (for use with pick block).
*/
public int getDamageValue(World par1World, int par2, int par3, int par4)
{
return super.getDamageValue(par1World, par2, par3, par4) & 7;
}
@SideOnly(Side.CLIENT)
/**
* only called by clickMiddleMouseButton , and passed to inventory.setCurrentItem (along with isCreative)
*/
public int idPicked(World par1World, int par2, int par3, int par4)
{
return isBlockSingleSlab(this.blockID) ? this.blockID : (this.blockID == Block.stoneDoubleSlab.blockID ? Block.stoneSingleSlab.blockID : (this.blockID == Block.woodDoubleSlab.blockID ? Block.woodSingleSlab.blockID : Block.stoneSingleSlab.blockID));
}
}