001 package net.minecraft.block;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.block.material.Material;
006 import net.minecraft.creativetab.CreativeTabs;
007 import net.minecraft.entity.player.EntityPlayer;
008 import net.minecraft.util.AxisAlignedBB;
009 import net.minecraft.util.MovingObjectPosition;
010 import net.minecraft.util.Vec3;
011 import net.minecraft.world.IBlockAccess;
012 import net.minecraft.world.World;
013
014 import net.minecraftforge.common.ForgeDirection;
015
016 public class BlockTrapDoor extends Block
017 {
018 /** Set this to allow trapdoors to remain free-floating */
019 public static boolean disableValidation = false;
020
021 protected BlockTrapDoor(int par1, Material par2Material)
022 {
023 super(par1, par2Material);
024 this.blockIndexInTexture = 84;
025
026 if (par2Material == Material.iron)
027 {
028 ++this.blockIndexInTexture;
029 }
030
031 float var3 = 0.5F;
032 float var4 = 1.0F;
033 this.setBlockBounds(0.5F - var3, 0.0F, 0.5F - var3, 0.5F + var3, var4, 0.5F + var3);
034 this.setCreativeTab(CreativeTabs.tabRedstone);
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 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
048 */
049 public boolean renderAsNormalBlock()
050 {
051 return false;
052 }
053
054 public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
055 {
056 return !isTrapdoorOpen(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
057 }
058
059 /**
060 * The type of render function that is called for this block
061 */
062 public int getRenderType()
063 {
064 return 0;
065 }
066
067 @SideOnly(Side.CLIENT)
068
069 /**
070 * Returns the bounding box of the wired rectangular prism to render.
071 */
072 public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
073 {
074 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
075 return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4);
076 }
077
078 /**
079 * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
080 * cleared to be reused)
081 */
082 public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
083 {
084 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
085 return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
086 }
087
088 /**
089 * Updates the blocks bounds based on its current state. Args: world, x, y, z
090 */
091 public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
092 {
093 this.setBlockBoundsForBlockRender(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
094 }
095
096 /**
097 * Sets the block's bounds for rendering it as an item
098 */
099 public void setBlockBoundsForItemRender()
100 {
101 float var1 = 0.1875F;
102 this.setBlockBounds(0.0F, 0.5F - var1 / 2.0F, 0.0F, 1.0F, 0.5F + var1 / 2.0F, 1.0F);
103 }
104
105 public void setBlockBoundsForBlockRender(int par1)
106 {
107 float var2 = 0.1875F;
108
109 if ((par1 & 8) != 0)
110 {
111 this.setBlockBounds(0.0F, 1.0F - var2, 0.0F, 1.0F, 1.0F, 1.0F);
112 }
113 else
114 {
115 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, var2, 1.0F);
116 }
117
118 if (isTrapdoorOpen(par1))
119 {
120 if ((par1 & 3) == 0)
121 {
122 this.setBlockBounds(0.0F, 0.0F, 1.0F - var2, 1.0F, 1.0F, 1.0F);
123 }
124
125 if ((par1 & 3) == 1)
126 {
127 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, var2);
128 }
129
130 if ((par1 & 3) == 2)
131 {
132 this.setBlockBounds(1.0F - var2, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
133 }
134
135 if ((par1 & 3) == 3)
136 {
137 this.setBlockBounds(0.0F, 0.0F, 0.0F, var2, 1.0F, 1.0F);
138 }
139 }
140 }
141
142 /**
143 * Called when the block is clicked by a player. Args: x, y, z, entityPlayer
144 */
145 public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {}
146
147 /**
148 * Called upon block activation (right click on the block.)
149 */
150 public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
151 {
152 if (this.blockMaterial == Material.iron)
153 {
154 return true;
155 }
156 else
157 {
158 int var10 = par1World.getBlockMetadata(par2, par3, par4);
159 par1World.setBlockMetadataWithNotify(par2, par3, par4, var10 ^ 4);
160 par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0);
161 return true;
162 }
163 }
164
165 public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5)
166 {
167 int var6 = par1World.getBlockMetadata(par2, par3, par4);
168 boolean var7 = (var6 & 4) > 0;
169
170 if (var7 != par5)
171 {
172 par1World.setBlockMetadataWithNotify(par2, par3, par4, var6 ^ 4);
173 par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
174 }
175 }
176
177 /**
178 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
179 * their own) Args: x, y, z, neighbor blockID
180 */
181 public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
182 {
183 if (!par1World.isRemote)
184 {
185 int var6 = par1World.getBlockMetadata(par2, par3, par4);
186 int var7 = par2;
187 int var8 = par4;
188
189 if ((var6 & 3) == 0)
190 {
191 var8 = par4 + 1;
192 }
193
194 if ((var6 & 3) == 1)
195 {
196 --var8;
197 }
198
199 if ((var6 & 3) == 2)
200 {
201 var7 = par2 + 1;
202 }
203
204 if ((var6 & 3) == 3)
205 {
206 --var7;
207 }
208
209 if (!(isValidSupportBlock(par1World.getBlockId(var7, par3, var8)) || par1World.isBlockSolidOnSide(var7, par3, var8, ForgeDirection.getOrientation((var6 & 3) + 2))))
210 {
211 par1World.setBlockWithNotify(par2, par3, par4, 0);
212 this.dropBlockAsItem(par1World, par2, par3, par4, var6, 0);
213 }
214
215 boolean var9 = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4);
216
217 if (var9 || par5 > 0 && Block.blocksList[par5].canProvidePower())
218 {
219 this.onPoweredBlockChange(par1World, par2, par3, par4, var9);
220 }
221 }
222 }
223
224 /**
225 * Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world,
226 * x, y, z, startVec, endVec
227 */
228 public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3)
229 {
230 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
231 return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3);
232 }
233
234 /**
235 * Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
236 */
237 public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
238 {
239 int var10 = 0;
240
241 if (par5 == 2)
242 {
243 var10 = 0;
244 }
245
246 if (par5 == 3)
247 {
248 var10 = 1;
249 }
250
251 if (par5 == 4)
252 {
253 var10 = 2;
254 }
255
256 if (par5 == 5)
257 {
258 var10 = 3;
259 }
260
261 if (par5 != 1 && par5 != 0 && par7 > 0.5F)
262 {
263 var10 |= 8;
264 }
265
266 return var10;
267 }
268
269 /**
270 * checks to see if you can place this block can be placed on that side of a block: BlockLever overrides
271 */
272 public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5)
273 {
274 if (disableValidation)
275 {
276 return true;
277 }
278 if (par5 == 0)
279 {
280 return false;
281 }
282 else if (par5 == 1)
283 {
284 return false;
285 }
286 else
287 {
288 if (par5 == 2)
289 {
290 ++par4;
291 }
292
293 if (par5 == 3)
294 {
295 --par4;
296 }
297
298 if (par5 == 4)
299 {
300 ++par2;
301 }
302
303 if (par5 == 5)
304 {
305 --par2;
306 }
307
308 return isValidSupportBlock(par1World.getBlockId(par2, par3, par4)) || par1World.isBlockSolidOnSide(par2, par3, par4, ForgeDirection.UP);
309 }
310 }
311
312 public static boolean isTrapdoorOpen(int par0)
313 {
314 return (par0 & 4) != 0;
315 }
316
317 /**
318 * Checks if the block ID is a valid support block for the trap door to connect with. If it is not the trapdoor is
319 * dropped into the world.
320 */
321 private static boolean isValidSupportBlock(int par0)
322 {
323 if (disableValidation)
324 {
325 return true;
326 }
327 if (par0 <= 0)
328 {
329 return false;
330 }
331 else
332 {
333 Block var1 = Block.blocksList[par0];
334 return var1 != null && var1.blockMaterial.isOpaque() && var1.renderAsNormalBlock() || var1 == Block.glowStone || var1 instanceof BlockHalfSlab || var1 instanceof BlockStairs;
335 }
336 }
337 }