001package net.minecraft.block; 002 003import cpw.mods.fml.relauncher.Side; 004import cpw.mods.fml.relauncher.SideOnly; 005import java.util.List; 006import java.util.Random; 007import net.minecraft.block.material.Material; 008import net.minecraft.client.renderer.texture.IconRegister; 009import net.minecraft.creativetab.CreativeTabs; 010import net.minecraft.entity.Entity; 011import net.minecraft.item.ItemStack; 012import net.minecraft.util.AxisAlignedBB; 013import net.minecraft.util.Icon; 014import net.minecraft.world.IBlockAccess; 015import net.minecraft.world.World; 016 017public class BlockPane extends Block 018{ 019 /** 020 * Holds the texture index of the side of the pane (the thin lateral side) 021 */ 022 private final String sideTextureIndex; 023 024 /** 025 * If this field is true, the pane block drops itself when destroyed (like the iron fences), otherwise, it's just 026 * destroyed (like glass panes) 027 */ 028 private final boolean canDropItself; 029 private final String field_94402_c; 030 @SideOnly(Side.CLIENT) 031 private Icon theIcon; 032 033 protected BlockPane(int par1, String par2Str, String par3Str, Material par4Material, boolean par5) 034 { 035 super(par1, par4Material); 036 this.sideTextureIndex = par3Str; 037 this.canDropItself = par5; 038 this.field_94402_c = par2Str; 039 this.setCreativeTab(CreativeTabs.tabDecorations); 040 } 041 042 /** 043 * Returns the ID of the items to drop on destruction. 044 */ 045 public int idDropped(int par1, Random par2Random, int par3) 046 { 047 return !this.canDropItself ? 0 : super.idDropped(par1, par2Random, par3); 048 } 049 050 /** 051 * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two 052 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block. 053 */ 054 public boolean isOpaqueCube() 055 { 056 return false; 057 } 058 059 /** 060 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) 061 */ 062 public boolean renderAsNormalBlock() 063 { 064 return false; 065 } 066 067 /** 068 * The type of render function that is called for this block 069 */ 070 public int getRenderType() 071 { 072 return 18; 073 } 074 075 @SideOnly(Side.CLIENT) 076 077 /** 078 * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given 079 * coordinates. Args: blockAccess, x, y, z, side 080 */ 081 public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) 082 { 083 int i1 = par1IBlockAccess.getBlockId(par2, par3, par4); 084 return i1 == this.blockID ? false : super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5); 085 } 086 087 /** 088 * Adds all intersecting collision boxes to a list. (Be sure to only add boxes to the list if they intersect the 089 * mask.) Parameters: World, X, Y, Z, mask, list, colliding entity 090 */ 091 public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity) 092 { 093 boolean flag = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 - 1)); 094 boolean flag1 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2, par3, par4 + 1)); 095 boolean flag2 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 - 1, par3, par4)); 096 boolean flag3 = this.canThisPaneConnectToThisBlockID(par1World.getBlockId(par2 + 1, par3, par4)); 097 098 if ((!flag2 || !flag3) && (flag2 || flag3 || flag || flag1)) 099 { 100 if (flag2 && !flag3) 101 { 102 this.setBlockBounds(0.0F, 0.0F, 0.4375F, 0.5F, 1.0F, 0.5625F); 103 super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); 104 } 105 else if (!flag2 && flag3) 106 { 107 this.setBlockBounds(0.5F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F); 108 super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); 109 } 110 } 111 else 112 { 113 this.setBlockBounds(0.0F, 0.0F, 0.4375F, 1.0F, 1.0F, 0.5625F); 114 super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); 115 } 116 117 if ((!flag || !flag1) && (flag2 || flag3 || flag || flag1)) 118 { 119 if (flag && !flag1) 120 { 121 this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 0.5F); 122 super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); 123 } 124 else if (!flag && flag1) 125 { 126 this.setBlockBounds(0.4375F, 0.0F, 0.5F, 0.5625F, 1.0F, 1.0F); 127 super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); 128 } 129 } 130 else 131 { 132 this.setBlockBounds(0.4375F, 0.0F, 0.0F, 0.5625F, 1.0F, 1.0F); 133 super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); 134 } 135 } 136 137 /** 138 * Sets the block's bounds for rendering it as an item 139 */ 140 public void setBlockBoundsForItemRender() 141 { 142 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); 143 } 144 145 /** 146 * Updates the blocks bounds based on its current state. Args: world, x, y, z 147 */ 148 public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) 149 { 150 float f = 0.4375F; 151 float f1 = 0.5625F; 152 float f2 = 0.4375F; 153 float f3 = 0.5625F; 154 boolean flag = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 - 1)); 155 boolean flag1 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2, par3, par4 + 1)); 156 boolean flag2 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 - 1, par3, par4)); 157 boolean flag3 = this.canThisPaneConnectToThisBlockID(par1IBlockAccess.getBlockId(par2 + 1, par3, par4)); 158 159 if ((!flag2 || !flag3) && (flag2 || flag3 || flag || flag1)) 160 { 161 if (flag2 && !flag3) 162 { 163 f = 0.0F; 164 } 165 else if (!flag2 && flag3) 166 { 167 f1 = 1.0F; 168 } 169 } 170 else 171 { 172 f = 0.0F; 173 f1 = 1.0F; 174 } 175 176 if ((!flag || !flag1) && (flag2 || flag3 || flag || flag1)) 177 { 178 if (flag && !flag1) 179 { 180 f2 = 0.0F; 181 } 182 else if (!flag && flag1) 183 { 184 f3 = 1.0F; 185 } 186 } 187 else 188 { 189 f2 = 0.0F; 190 f3 = 1.0F; 191 } 192 193 this.setBlockBounds(f, 0.0F, f2, f1, 1.0F, f3); 194 } 195 196 @SideOnly(Side.CLIENT) 197 198 /** 199 * Returns the texture index of the thin side of the pane. 200 */ 201 public Icon getSideTextureIndex() 202 { 203 return this.theIcon; 204 } 205 206 /** 207 * Gets passed in the blockID of the block adjacent and supposed to return true if its allowed to connect to the 208 * type of blockID passed in. Args: blockID 209 */ 210 public final boolean canThisPaneConnectToThisBlockID(int par1) 211 { 212 return Block.opaqueCubeLookup[par1] || par1 == this.blockID || par1 == Block.glass.blockID; 213 } 214 215 /** 216 * Return true if a player with Silk Touch can harvest this block directly, and not its normal drops. 217 */ 218 protected boolean canSilkHarvest() 219 { 220 return true; 221 } 222 223 /** 224 * Returns an item stack containing a single instance of the current block type. 'i' is the block's subtype/damage 225 * and is ignored for blocks which do not support subtypes. Blocks which cannot be harvested should return null. 226 */ 227 protected ItemStack createStackedBlock(int par1) 228 { 229 return new ItemStack(this.blockID, 1, par1); 230 } 231 232 @SideOnly(Side.CLIENT) 233 234 /** 235 * When this method is called, your block should register all the icons it needs with the given IconRegister. This 236 * is the only chance you get to register icons. 237 */ 238 public void registerIcons(IconRegister par1IconRegister) 239 { 240 this.blockIcon = par1IconRegister.registerIcon(this.field_94402_c); 241 this.theIcon = par1IconRegister.registerIcon(this.sideTextureIndex); 242 } 243}