001 package net.minecraft.src; 002 003 import net.minecraftforge.common.ForgeDirection; 004 import cpw.mods.fml.common.Side; 005 import cpw.mods.fml.common.asm.SideOnly; 006 007 public class BlockTrapDoor extends Block 008 { 009 /** Set this to allow trapdoors to remain free-floating */ 010 public static boolean disableValidation = false; 011 012 protected BlockTrapDoor(int par1, Material par2Material) 013 { 014 super(par1, par2Material); 015 this.blockIndexInTexture = 84; 016 017 if (par2Material == Material.iron) 018 { 019 ++this.blockIndexInTexture; 020 } 021 022 float var3 = 0.5F; 023 float var4 = 1.0F; 024 this.setBlockBounds(0.5F - var3, 0.0F, 0.5F - var3, 0.5F + var3, var4, 0.5F + var3); 025 this.setCreativeTab(CreativeTabs.tabRedstone); 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 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) 039 */ 040 public boolean renderAsNormalBlock() 041 { 042 return false; 043 } 044 045 public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) 046 { 047 return !isTrapdoorOpen(par1IBlockAccess.getBlockMetadata(par2, par3, par4)); 048 } 049 050 /** 051 * The type of render function that is called for this block 052 */ 053 public int getRenderType() 054 { 055 return 0; 056 } 057 058 @SideOnly(Side.CLIENT) 059 060 /** 061 * Returns the bounding box of the wired rectangular prism to render. 062 */ 063 public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4) 064 { 065 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); 066 return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4); 067 } 068 069 /** 070 * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been 071 * cleared to be reused) 072 */ 073 public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4) 074 { 075 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); 076 return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4); 077 } 078 079 /** 080 * Updates the blocks bounds based on its current state. Args: world, x, y, z 081 */ 082 public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) 083 { 084 this.setBlockBoundsForBlockRender(par1IBlockAccess.getBlockMetadata(par2, par3, par4)); 085 } 086 087 /** 088 * Sets the block's bounds for rendering it as an item 089 */ 090 public void setBlockBoundsForItemRender() 091 { 092 float var1 = 0.1875F; 093 this.setBlockBounds(0.0F, 0.5F - var1 / 2.0F, 0.0F, 1.0F, 0.5F + var1 / 2.0F, 1.0F); 094 } 095 096 public void setBlockBoundsForBlockRender(int par1) 097 { 098 float var2 = 0.1875F; 099 100 if ((par1 & 8) != 0) 101 { 102 this.setBlockBounds(0.0F, 1.0F - var2, 0.0F, 1.0F, 1.0F, 1.0F); 103 } 104 else 105 { 106 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, var2, 1.0F); 107 } 108 109 if (isTrapdoorOpen(par1)) 110 { 111 if ((par1 & 3) == 0) 112 { 113 this.setBlockBounds(0.0F, 0.0F, 1.0F - var2, 1.0F, 1.0F, 1.0F); 114 } 115 116 if ((par1 & 3) == 1) 117 { 118 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, var2); 119 } 120 121 if ((par1 & 3) == 2) 122 { 123 this.setBlockBounds(1.0F - var2, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); 124 } 125 126 if ((par1 & 3) == 3) 127 { 128 this.setBlockBounds(0.0F, 0.0F, 0.0F, var2, 1.0F, 1.0F); 129 } 130 } 131 } 132 133 /** 134 * Called when the block is clicked by a player. Args: x, y, z, entityPlayer 135 */ 136 public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {} 137 138 /** 139 * Called upon block activation (right click on the block.) 140 */ 141 public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) 142 { 143 if (this.blockMaterial == Material.iron) 144 { 145 return true; 146 } 147 else 148 { 149 int var10 = par1World.getBlockMetadata(par2, par3, par4); 150 par1World.setBlockMetadataWithNotify(par2, par3, par4, var10 ^ 4); 151 par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0); 152 return true; 153 } 154 } 155 156 public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5) 157 { 158 int var6 = par1World.getBlockMetadata(par2, par3, par4); 159 boolean var7 = (var6 & 4) > 0; 160 161 if (var7 != par5) 162 { 163 par1World.setBlockMetadataWithNotify(par2, par3, par4, var6 ^ 4); 164 par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0); 165 } 166 } 167 168 /** 169 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are 170 * their own) Args: x, y, z, neighbor blockID 171 */ 172 public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) 173 { 174 if (!par1World.isRemote) 175 { 176 int var6 = par1World.getBlockMetadata(par2, par3, par4); 177 int var7 = par2; 178 int var8 = par4; 179 180 if ((var6 & 3) == 0) 181 { 182 var8 = par4 + 1; 183 } 184 185 if ((var6 & 3) == 1) 186 { 187 --var8; 188 } 189 190 if ((var6 & 3) == 2) 191 { 192 var7 = par2 + 1; 193 } 194 195 if ((var6 & 3) == 3) 196 { 197 --var7; 198 } 199 200 if (!(isValidSupportBlock(par1World.getBlockId(var7, par3, var8)) || par1World.isBlockSolidOnSide(var7, par3, var8, ForgeDirection.getOrientation((var6 & 3) + 2)))) 201 { 202 par1World.setBlockWithNotify(par2, par3, par4, 0); 203 this.dropBlockAsItem(par1World, par2, par3, par4, var6, 0); 204 } 205 206 boolean var9 = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4); 207 208 if (var9 || par5 > 0 && Block.blocksList[par5].canProvidePower()) 209 { 210 this.onPoweredBlockChange(par1World, par2, par3, par4, var9); 211 } 212 } 213 } 214 215 /** 216 * Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world, 217 * x, y, z, startVec, endVec 218 */ 219 public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3) 220 { 221 this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); 222 return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3); 223 } 224 225 public int func_85104_a(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9) 226 { 227 int var10 = 0; 228 229 if (par5 == 2) 230 { 231 var10 = 0; 232 } 233 234 if (par5 == 3) 235 { 236 var10 = 1; 237 } 238 239 if (par5 == 4) 240 { 241 var10 = 2; 242 } 243 244 if (par5 == 5) 245 { 246 var10 = 3; 247 } 248 249 if (par5 != 1 && par5 != 0 && par7 > 0.5F) 250 { 251 var10 |= 8; 252 } 253 254 return var10; 255 } 256 257 /** 258 * checks to see if you can place this block can be placed on that side of a block: BlockLever overrides 259 */ 260 public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5) 261 { 262 if (disableValidation) 263 { 264 return true; 265 } 266 if (par5 == 0) 267 { 268 return false; 269 } 270 else if (par5 == 1) 271 { 272 return false; 273 } 274 else 275 { 276 if (par5 == 2) 277 { 278 ++par4; 279 } 280 281 if (par5 == 3) 282 { 283 --par4; 284 } 285 286 if (par5 == 4) 287 { 288 ++par2; 289 } 290 291 if (par5 == 5) 292 { 293 --par2; 294 } 295 296 return isValidSupportBlock(par1World.getBlockId(par2, par3, par4)) || par1World.isBlockSolidOnSide(par2, par3, par4, ForgeDirection.UP); 297 } 298 } 299 300 public static boolean isTrapdoorOpen(int par0) 301 { 302 return (par0 & 4) != 0; 303 } 304 305 /** 306 * Checks if the block ID is a valid support block for the trap door to connect with. If it is not the trapdoor is 307 * dropped into the world. 308 */ 309 private static boolean isValidSupportBlock(int par0) 310 { 311 if (disableValidation) 312 { 313 return true; 314 } 315 if (par0 <= 0) 316 { 317 return false; 318 } 319 else 320 { 321 Block var1 = Block.blocksList[par0]; 322 return var1 != null && var1.blockMaterial.isOpaque() && var1.renderAsNormalBlock() || var1 == Block.glowStone || var1 instanceof BlockHalfSlab || var1 instanceof BlockStairs; 323 } 324 } 325 }