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.item.ItemStack;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
public class BlockWall extends Block
{
/** The types of the wall. */
public static final String[] types = new String[] {"normal", "mossy"};
public BlockWall(int par1, Block par2Block)
{
super(par1, par2Block.blockIndexInTexture, par2Block.blockMaterial);
this.setHardness(par2Block.blockHardness);
this.setResistance(par2Block.blockResistance / 3.0F);
this.setStepSound(par2Block.stepSound);
this.setCreativeTab(CreativeTabs.tabBlock);
}
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public int getBlockTextureFromSideAndMetadata(int par1, int par2)
{
return par2 == 1 ? Block.cobblestoneMossy.blockIndexInTexture : super.getBlockTextureFromSide(par1);
}
/**
* The type of render function that is called for this block
*/
public int getRenderType()
{
return 32;
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return false;
}
public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
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;
}
/**
* 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)
{
boolean var5 = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 - 1);
boolean var6 = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 + 1);
boolean var7 = this.canConnectWallTo(par1IBlockAccess, par2 - 1, par3, par4);
boolean var8 = this.canConnectWallTo(par1IBlockAccess, par2 + 1, par3, par4);
float var9 = 0.25F;
float var10 = 0.75F;
float var11 = 0.25F;
float var12 = 0.75F;
float var13 = 1.0F;
if (var5)
{
var11 = 0.0F;
}
if (var6)
{
var12 = 1.0F;
}
if (var7)
{
var9 = 0.0F;
}
if (var8)
{
var10 = 1.0F;
}
if (var5 && var6 && !var7 && !var8)
{
var13 = 0.8125F;
var9 = 0.3125F;
var10 = 0.6875F;
}
else if (!var5 && !var6 && var7 && var8)
{
var13 = 0.8125F;
var11 = 0.3125F;
var12 = 0.6875F;
}
this.setBlockBounds(var9, 0.0F, var11, var10, var13, var12);
}
/**
* 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)
{
this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
this.maxY = 1.5D;
return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
}
/**
* Return whether an adjacent block can connect to a wall.
*/
public boolean canConnectWallTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
int var5 = par1IBlockAccess.getBlockId(par2, par3, par4);
if (var5 != this.blockID && var5 != Block.fenceGate.blockID)
{
Block var6 = Block.blocksList[var5];
return var6 != null && var6.blockMaterial.isOpaque() && var6.renderAsNormalBlock() ? var6.blockMaterial != Material.pumpkin : false;
}
else
{
return true;
}
}
@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));
}
/**
* Determines the damage on the item the block drops. Used in cloth and wood.
*/
public int damageDropped(int par1)
{
return par1;
}
@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 par5 == 0 ? super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) : true;
}
}