001package net.minecraft.block;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import java.util.List;
006import net.minecraft.block.material.Material;
007import net.minecraft.creativetab.CreativeTabs;
008import net.minecraft.entity.EntityLiving;
009import net.minecraft.entity.item.EntityFallingSand;
010import net.minecraft.entity.player.EntityPlayer;
011import net.minecraft.item.ItemStack;
012import net.minecraft.util.MathHelper;
013import net.minecraft.world.IBlockAccess;
014import net.minecraft.world.World;
015
016public 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}