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);
}
}