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.item.ItemStack;
009 import net.minecraft.util.AxisAlignedBB;
010 import net.minecraft.world.IBlockAccess;
011 import net.minecraft.world.World;
012
013 public class BlockWall extends Block
014 {
015 /** The types of the wall. */
016 public static final String[] types = new String[] {"normal", "mossy"};
017
018 public BlockWall(int par1, Block par2Block)
019 {
020 super(par1, par2Block.blockIndexInTexture, par2Block.blockMaterial);
021 this.setHardness(par2Block.blockHardness);
022 this.setResistance(par2Block.blockResistance / 3.0F);
023 this.setStepSound(par2Block.stepSound);
024 this.setCreativeTab(CreativeTabs.tabBlock);
025 }
026
027 /**
028 * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
029 */
030 public int getBlockTextureFromSideAndMetadata(int par1, int par2)
031 {
032 return par2 == 1 ? Block.cobblestoneMossy.blockIndexInTexture : super.getBlockTextureFromSide(par1);
033 }
034
035 /**
036 * The type of render function that is called for this block
037 */
038 public int getRenderType()
039 {
040 return 32;
041 }
042
043 /**
044 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
045 */
046 public boolean renderAsNormalBlock()
047 {
048 return false;
049 }
050
051 public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
052 {
053 return false;
054 }
055
056 /**
057 * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two
058 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
059 */
060 public boolean isOpaqueCube()
061 {
062 return false;
063 }
064
065 /**
066 * Updates the blocks bounds based on its current state. Args: world, x, y, z
067 */
068 public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
069 {
070 boolean var5 = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 - 1);
071 boolean var6 = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 + 1);
072 boolean var7 = this.canConnectWallTo(par1IBlockAccess, par2 - 1, par3, par4);
073 boolean var8 = this.canConnectWallTo(par1IBlockAccess, par2 + 1, par3, par4);
074 float var9 = 0.25F;
075 float var10 = 0.75F;
076 float var11 = 0.25F;
077 float var12 = 0.75F;
078 float var13 = 1.0F;
079
080 if (var5)
081 {
082 var11 = 0.0F;
083 }
084
085 if (var6)
086 {
087 var12 = 1.0F;
088 }
089
090 if (var7)
091 {
092 var9 = 0.0F;
093 }
094
095 if (var8)
096 {
097 var10 = 1.0F;
098 }
099
100 if (var5 && var6 && !var7 && !var8)
101 {
102 var13 = 0.8125F;
103 var9 = 0.3125F;
104 var10 = 0.6875F;
105 }
106 else if (!var5 && !var6 && var7 && var8)
107 {
108 var13 = 0.8125F;
109 var11 = 0.3125F;
110 var12 = 0.6875F;
111 }
112
113 this.setBlockBounds(var9, 0.0F, var11, var10, var13, var12);
114 }
115
116 /**
117 * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
118 * cleared to be reused)
119 */
120 public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
121 {
122 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
123 this.maxY = 1.5D;
124 return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
125 }
126
127 /**
128 * Return whether an adjacent block can connect to a wall.
129 */
130 public boolean canConnectWallTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
131 {
132 int var5 = par1IBlockAccess.getBlockId(par2, par3, par4);
133
134 if (var5 != this.blockID && var5 != Block.fenceGate.blockID)
135 {
136 Block var6 = Block.blocksList[var5];
137 return var6 != null && var6.blockMaterial.isOpaque() && var6.renderAsNormalBlock() ? var6.blockMaterial != Material.pumpkin : false;
138 }
139 else
140 {
141 return true;
142 }
143 }
144
145 @SideOnly(Side.CLIENT)
146
147 /**
148 * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
149 */
150 public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)
151 {
152 par3List.add(new ItemStack(par1, 1, 0));
153 par3List.add(new ItemStack(par1, 1, 1));
154 }
155
156 /**
157 * Determines the damage on the item the block drops. Used in cloth and wood.
158 */
159 public int damageDropped(int par1)
160 {
161 return par1;
162 }
163
164 @SideOnly(Side.CLIENT)
165
166 /**
167 * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
168 * coordinates. Args: blockAccess, x, y, z, side
169 */
170 public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
171 {
172 return par5 == 0 ? super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) : true;
173 }
174 }