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.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.Icon; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockPane extends Block { /** * Holds the texture index of the side of the pane (the thin lateral side) */ private final String sideTextureIndex; /** * If this field is true, the pane block drops itself when destroyed (like the iron fences), otherwise, it's just * destroyed (like glass panes) */ private final boolean canDropItself; private final String field_94402_c; @SideOnly(Side.CLIENT) private Icon theIcon; protected BlockPane(int par1, String par2Str, String par3Str, Material par4Material, boolean par5) { super(par1, par4Material); this.sideTextureIndex = par3Str; this.canDropItself = par5; this.field_94402_c = par2Str; this.setCreativeTab(CreativeTabs.tabDecorations); } /** * Returns the ID of the items to drop on destruction. */ public int idDropped(int par1, Random par2Random, int par3) { return !this.canDropItself ? 0 : super.idDropped(par1, par2Random, par3); } /** * 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 18; } @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) { int i1 = par1IBlockAccess.getBlockId(par2, par3, par4); return i1 == this.blockID ? false : super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5); } /** * 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) { boolean flag = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 - 1)); boolean flag1 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 + 1)); boolean flag2 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 - 1, par3, par4)); boolean flag3 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 + 1, par3, par4)); if ((!flag2 || !flag3) && (flag2 || flag3 || flag || flag1)) { if (flag2 && !flag3) { this.setBlockBounds(0.0F, 0.0F, 0.4375F, 0.5F, 1.0F, 0.5625F); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } else if (!flag2 && flag3) { this.setBlockBounds(0.5F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } } else { this.setBlockBounds(0.0F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } if ((!flag || !flag1) && (flag2 || flag3 || flag || flag1)) { if (flag && !flag1) { this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 0.5F); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } else if (!flag && flag1) { this.setBlockBounds(0.4375F, 0.0F, 0.5F, 0.5625F, 1.0F, 1.0F); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } } else { this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 1.0F); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } } /** * Sets the block's bounds for rendering it as an item */ public void setBlockBoundsForItemRender() { this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); } /** * 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) { float f = 0.4375F; float f1 = 0.5625F; float f2 = 0.4375F; float f3 = 0.5625F; boolean flag = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 - 1)); boolean flag1 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 + 1)); boolean flag2 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 - 1, par3, par4)); boolean flag3 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 + 1, par3, par4)); if ((!flag2 || !flag3) && (flag2 || flag3 || flag || flag1)) { if (flag2 && !flag3) { f = 0.0F; } else if (!flag2 && flag3) { f1 = 1.0F; } } else { f = 0.0F; f1 = 1.0F; } if ((!flag || !flag1) && (flag2 || flag3 || flag || flag1)) { if (flag && !flag1) { f2 = 0.0F; } else if (!flag && flag1) { f3 = 1.0F; } } else { f2 = 0.0F; f3 = 1.0F; } this.setBlockBounds(f, 0.0F, f2, f1, 1.0F, f3); } @SideOnly(Side.CLIENT) /** * Returns the texture index of the thin side of the pane. */ public Icon getSideTextureIndex() { return this.theIcon; } /** * Gets passed in the blockID of the block adjacent and supposed to return true if its allowed to connect to the * type of blockID passed in. Args: blockID */ public final boolean canThisPaneConnectToThisBlockID(int par1) { return Block.opaqueCubeLookup[par1] || par1 == this.blockID || par1 == Block.glass.blockID; } /** * Return true if a player with Silk Touch can harvest this block directly, and not its normal drops. */ protected boolean canSilkHarvest() { return true; } /** * Returns an item stack containing a single instance of the current block type. 'i' is the block's subtype/damage * and is ignored for blocks which do not support subtypes. Blocks which cannot be harvested should return null. */ protected ItemStack createStackedBlock(int par1) { return new ItemStack(this.blockID, 1, par1); } @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(this.field_94402_c); this.theIcon = par1IconRegister.registerIcon(this.sideTextureIndex); } }