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.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.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"};
public int field_82521_b = 0;
protected BlockAnvil(int par1)
{
super(par1, 215, 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;
}
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public int getBlockTextureFromSideAndMetadata(int par1, int par2)
{
if (this.field_82521_b == 3 && par1 == 1)
{
int var3 = par2 >> 2;
switch (var3)
{
case 1:
return this.blockIndexInTexture + 1;
case 2:
return this.blockIndexInTexture + 16 + 1;
default:
return this.blockIndexInTexture + 16;
}
}
else
{
return this.blockIndexInTexture;
}
}
/**
* Returns the block texture based on the side being looked at. Args: side
*/
public int getBlockTextureFromSide(int par1)
{
return super.getBlockTextureFromSide(par1);
}
/**
* Called when the block is placed in the world.
*/
public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)
{
int var6 = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
int var7 = par1World.getBlockMetadata(par2, par3, par4) >> 2;
++var6;
var6 %= 4;
if (var6 == 0)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 2 | var7 << 2);
}
if (var6 == 1)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 3 | var7 << 2);
}
if (var6 == 2)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 0 | var7 << 2);
}
if (var6 == 3)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, 1 | var7 << 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 var5 = par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 3;
if (var5 != 3 && var5 != 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;
}
}