001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import java.util.List;
006    
007    public class BlockAnvil extends BlockSand
008    {
009        /** List of types/statues the Anvil can be in. */
010        public static final String[] statuses = new String[] {"intact", "slightlyDamaged", "veryDamaged"};
011        public int field_82521_b = 0;
012    
013        protected BlockAnvil(int par1)
014        {
015            super(par1, 215, Material.anvil);
016            this.setLightOpacity(0);
017            this.setCreativeTab(CreativeTabs.tabDecorations);
018        }
019    
020        /**
021         * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
022         */
023        public boolean renderAsNormalBlock()
024        {
025            return false;
026        }
027    
028        /**
029         * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
030         * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
031         */
032        public boolean isOpaqueCube()
033        {
034            return false;
035        }
036    
037        /**
038         * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
039         */
040        public int getBlockTextureFromSideAndMetadata(int par1, int par2)
041        {
042            if (this.field_82521_b == 3 && par1 == 1)
043            {
044                int var3 = par2 >> 2;
045    
046                switch (var3)
047                {
048                    case 1:
049                        return this.blockIndexInTexture + 1;
050                    case 2:
051                        return this.blockIndexInTexture + 16 + 1;
052                    default:
053                        return this.blockIndexInTexture + 16;
054                }
055            }
056            else
057            {
058                return this.blockIndexInTexture;
059            }
060        }
061    
062        /**
063         * Returns the block texture based on the side being looked at.  Args: side
064         */
065        public int getBlockTextureFromSide(int par1)
066        {
067            return super.getBlockTextureFromSide(par1);
068        }
069    
070        /**
071         * Called when the block is placed in the world.
072         */
073        public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)
074        {
075            int var6 = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
076            int var7 = par1World.getBlockMetadata(par2, par3, par4) >> 2;
077            ++var6;
078            var6 %= 4;
079    
080            if (var6 == 0)
081            {
082                par1World.setBlockMetadataWithNotify(par2, par3, par4, 2 | var7 << 2);
083            }
084    
085            if (var6 == 1)
086            {
087                par1World.setBlockMetadataWithNotify(par2, par3, par4, 3 | var7 << 2);
088            }
089    
090            if (var6 == 2)
091            {
092                par1World.setBlockMetadataWithNotify(par2, par3, par4, 0 | var7 << 2);
093            }
094    
095            if (var6 == 3)
096            {
097                par1World.setBlockMetadataWithNotify(par2, par3, par4, 1 | var7 << 2);
098            }
099        }
100    
101        /**
102         * Called upon block activation (right click on the block.)
103         */
104        public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
105        {
106            if (par1World.isRemote)
107            {
108                return true;
109            }
110            else
111            {
112                par5EntityPlayer.displayGUIAnvil(par2, par3, par4);
113                return true;
114            }
115        }
116    
117        /**
118         * The type of render function that is called for this block
119         */
120        public int getRenderType()
121        {
122            return 35;
123        }
124    
125        /**
126         * Determines the damage on the item the block drops. Used in cloth and wood.
127         */
128        public int damageDropped(int par1)
129        {
130            return par1 >> 2;
131        }
132    
133        /**
134         * Updates the blocks bounds based on its current state. Args: world, x, y, z
135         */
136        public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
137        {
138            int var5 = par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 3;
139    
140            if (var5 != 3 && var5 != 1)
141            {
142                this.setBlockBounds(0.125F, 0.0F, 0.0F, 0.875F, 1.0F, 1.0F);
143            }
144            else
145            {
146                this.setBlockBounds(0.0F, 0.0F, 0.125F, 1.0F, 1.0F, 0.875F);
147            }
148        }
149    
150        @SideOnly(Side.CLIENT)
151    
152        /**
153         * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
154         */
155        public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)
156        {
157            par3List.add(new ItemStack(par1, 1, 0));
158            par3List.add(new ItemStack(par1, 1, 1));
159            par3List.add(new ItemStack(par1, 1, 2));
160        }
161    
162        /**
163         * Called when the falling block entity for this block is created
164         */
165        protected void onStartFalling(EntityFallingSand par1EntityFallingSand)
166        {
167            par1EntityFallingSand.func_82154_e(true);
168        }
169    
170        /**
171         * Called when the falling block entity for this block hits the ground and turns back into a block
172         */
173        public void onFinishFalling(World par1World, int par2, int par3, int par4, int par5)
174        {
175            par1World.playAuxSFX(1022, par2, par3, par4, 0);
176        }
177    
178        @SideOnly(Side.CLIENT)
179    
180        /**
181         * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
182         * coordinates.  Args: blockAccess, x, y, z, side
183         */
184        public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
185        {
186            return true;
187        }
188    }