001 package net.minecraft.block;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import java.util.List;
006 import net.minecraft.block.material.Material;
007 import net.minecraft.creativetab.CreativeTabs;
008 import net.minecraft.entity.EntityLiving;
009 import net.minecraft.entity.item.EntityFallingSand;
010 import net.minecraft.entity.player.EntityPlayer;
011 import net.minecraft.item.ItemStack;
012 import net.minecraft.util.MathHelper;
013 import net.minecraft.world.IBlockAccess;
014 import net.minecraft.world.World;
015
016 public class BlockAnvil extends BlockSand
017 {
018 /** List of types/statues the Anvil can be in. */
019 public static final String[] statuses = new String[] {"intact", "slightlyDamaged", "veryDamaged"};
020 public int field_82521_b = 0;
021
022 protected BlockAnvil(int par1)
023 {
024 super(par1, 215, Material.anvil);
025 this.setLightOpacity(0);
026 this.setCreativeTab(CreativeTabs.tabDecorations);
027 }
028
029 /**
030 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
031 */
032 public boolean renderAsNormalBlock()
033 {
034 return false;
035 }
036
037 /**
038 * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two
039 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
040 */
041 public boolean isOpaqueCube()
042 {
043 return false;
044 }
045
046 /**
047 * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
048 */
049 public int getBlockTextureFromSideAndMetadata(int par1, int par2)
050 {
051 if (this.field_82521_b == 3 && par1 == 1)
052 {
053 int var3 = par2 >> 2;
054
055 switch (var3)
056 {
057 case 1:
058 return this.blockIndexInTexture + 1;
059 case 2:
060 return this.blockIndexInTexture + 16 + 1;
061 default:
062 return this.blockIndexInTexture + 16;
063 }
064 }
065 else
066 {
067 return this.blockIndexInTexture;
068 }
069 }
070
071 /**
072 * Returns the block texture based on the side being looked at. Args: side
073 */
074 public int getBlockTextureFromSide(int par1)
075 {
076 return super.getBlockTextureFromSide(par1);
077 }
078
079 /**
080 * Called when the block is placed in the world.
081 */
082 public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)
083 {
084 int var6 = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
085 int var7 = par1World.getBlockMetadata(par2, par3, par4) >> 2;
086 ++var6;
087 var6 %= 4;
088
089 if (var6 == 0)
090 {
091 par1World.setBlockMetadataWithNotify(par2, par3, par4, 2 | var7 << 2);
092 }
093
094 if (var6 == 1)
095 {
096 par1World.setBlockMetadataWithNotify(par2, par3, par4, 3 | var7 << 2);
097 }
098
099 if (var6 == 2)
100 {
101 par1World.setBlockMetadataWithNotify(par2, par3, par4, 0 | var7 << 2);
102 }
103
104 if (var6 == 3)
105 {
106 par1World.setBlockMetadataWithNotify(par2, par3, par4, 1 | var7 << 2);
107 }
108 }
109
110 /**
111 * Called upon block activation (right click on the block.)
112 */
113 public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
114 {
115 if (par1World.isRemote)
116 {
117 return true;
118 }
119 else
120 {
121 par5EntityPlayer.displayGUIAnvil(par2, par3, par4);
122 return true;
123 }
124 }
125
126 /**
127 * The type of render function that is called for this block
128 */
129 public int getRenderType()
130 {
131 return 35;
132 }
133
134 /**
135 * Determines the damage on the item the block drops. Used in cloth and wood.
136 */
137 public int damageDropped(int par1)
138 {
139 return par1 >> 2;
140 }
141
142 /**
143 * Updates the blocks bounds based on its current state. Args: world, x, y, z
144 */
145 public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
146 {
147 int var5 = par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 3;
148
149 if (var5 != 3 && var5 != 1)
150 {
151 this.setBlockBounds(0.125F, 0.0F, 0.0F, 0.875F, 1.0F, 1.0F);
152 }
153 else
154 {
155 this.setBlockBounds(0.0F, 0.0F, 0.125F, 1.0F, 1.0F, 0.875F);
156 }
157 }
158
159 @SideOnly(Side.CLIENT)
160
161 /**
162 * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
163 */
164 public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)
165 {
166 par3List.add(new ItemStack(par1, 1, 0));
167 par3List.add(new ItemStack(par1, 1, 1));
168 par3List.add(new ItemStack(par1, 1, 2));
169 }
170
171 /**
172 * Called when the falling block entity for this block is created
173 */
174 protected void onStartFalling(EntityFallingSand par1EntityFallingSand)
175 {
176 par1EntityFallingSand.setIsAnvil(true);
177 }
178
179 /**
180 * Called when the falling block entity for this block hits the ground and turns back into a block
181 */
182 public void onFinishFalling(World par1World, int par2, int par3, int par4, int par5)
183 {
184 par1World.playAuxSFX(1022, par2, par3, par4, 0);
185 }
186
187 @SideOnly(Side.CLIENT)
188
189 /**
190 * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
191 * coordinates. Args: blockAccess, x, y, z, side
192 */
193 public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
194 {
195 return true;
196 }
197 }