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.client.renderer.texture.IconRegister; 008import net.minecraft.creativetab.CreativeTabs; 009import net.minecraft.entity.EntityLiving; 010import net.minecraft.entity.item.EntityFallingSand; 011import net.minecraft.entity.player.EntityPlayer; 012import net.minecraft.item.ItemStack; 013import net.minecraft.util.Icon; 014import net.minecraft.util.MathHelper; 015import net.minecraft.world.IBlockAccess; 016import net.minecraft.world.World; 017 018public class BlockAnvil extends BlockSand 019{ 020 /** List of types/statues the Anvil can be in. */ 021 public static final String[] statuses = new String[] {"intact", "slightlyDamaged", "veryDamaged"}; 022 private static final String[] field_94431_cO = new String[] {"anvil_top", "anvil_top_damaged_1", "anvil_top_damaged_2"}; 023 public int field_82521_b = 0; 024 @SideOnly(Side.CLIENT) 025 private Icon[] iconArray; 026 027 protected BlockAnvil(int par1) 028 { 029 super(par1, Material.anvil); 030 this.setLightOpacity(0); 031 this.setCreativeTab(CreativeTabs.tabDecorations); 032 } 033 034 /** 035 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) 036 */ 037 public boolean renderAsNormalBlock() 038 { 039 return false; 040 } 041 042 /** 043 * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two 044 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block. 045 */ 046 public boolean isOpaqueCube() 047 { 048 return false; 049 } 050 051 @SideOnly(Side.CLIENT) 052 053 /** 054 * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata 055 */ 056 public Icon getBlockTextureFromSideAndMetadata(int par1, int par2) 057 { 058 if (this.field_82521_b == 3 && par1 == 1) 059 { 060 int k = (par2 >> 2) % this.iconArray.length; 061 return this.iconArray[k]; 062 } 063 else 064 { 065 return this.blockIcon; 066 } 067 } 068 069 @SideOnly(Side.CLIENT) 070 071 /** 072 * When this method is called, your block should register all the icons it needs with the given IconRegister. This 073 * is the only chance you get to register icons. 074 */ 075 public void registerIcons(IconRegister par1IconRegister) 076 { 077 this.blockIcon = par1IconRegister.registerIcon("anvil_base"); 078 this.iconArray = new Icon[field_94431_cO.length]; 079 080 for (int i = 0; i < this.iconArray.length; ++i) 081 { 082 this.iconArray[i] = par1IconRegister.registerIcon(field_94431_cO[i]); 083 } 084 } 085 086 /** 087 * Called when the block is placed in the world. 088 */ 089 public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving, ItemStack par6ItemStack) 090 { 091 int l = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3; 092 int i1 = par1World.getBlockMetadata(par2, par3, par4) >> 2; 093 ++l; 094 l %= 4; 095 096 if (l == 0) 097 { 098 par1World.setBlockMetadataWithNotify(par2, par3, par4, 2 | i1 << 2, 2); 099 } 100 101 if (l == 1) 102 { 103 par1World.setBlockMetadataWithNotify(par2, par3, par4, 3 | i1 << 2, 2); 104 } 105 106 if (l == 2) 107 { 108 par1World.setBlockMetadataWithNotify(par2, par3, par4, 0 | i1 << 2, 2); 109 } 110 111 if (l == 3) 112 { 113 par1World.setBlockMetadataWithNotify(par2, par3, par4, 1 | i1 << 2, 2); 114 } 115 } 116 117 /** 118 * Called upon block activation (right click on the block.) 119 */ 120 public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9) 121 { 122 if (par1World.isRemote) 123 { 124 return true; 125 } 126 else 127 { 128 par5EntityPlayer.displayGUIAnvil(par2, par3, par4); 129 return true; 130 } 131 } 132 133 /** 134 * The type of render function that is called for this block 135 */ 136 public int getRenderType() 137 { 138 return 35; 139 } 140 141 /** 142 * Determines the damage on the item the block drops. Used in cloth and wood. 143 */ 144 public int damageDropped(int par1) 145 { 146 return par1 >> 2; 147 } 148 149 /** 150 * Updates the blocks bounds based on its current state. Args: world, x, y, z 151 */ 152 public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) 153 { 154 int l = par1IBlockAccess.getBlockMetadata(par2, par3, par4) & 3; 155 156 if (l != 3 && l != 1) 157 { 158 this.setBlockBounds(0.125F, 0.0F, 0.0F, 0.875F, 1.0F, 1.0F); 159 } 160 else 161 { 162 this.setBlockBounds(0.0F, 0.0F, 0.125F, 1.0F, 1.0F, 0.875F); 163 } 164 } 165 166 @SideOnly(Side.CLIENT) 167 168 /** 169 * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks) 170 */ 171 public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List) 172 { 173 par3List.add(new ItemStack(par1, 1, 0)); 174 par3List.add(new ItemStack(par1, 1, 1)); 175 par3List.add(new ItemStack(par1, 1, 2)); 176 } 177 178 /** 179 * Called when the falling block entity for this block is created 180 */ 181 protected void onStartFalling(EntityFallingSand par1EntityFallingSand) 182 { 183 par1EntityFallingSand.setIsAnvil(true); 184 } 185 186 /** 187 * Called when the falling block entity for this block hits the ground and turns back into a block 188 */ 189 public void onFinishFalling(World par1World, int par2, int par3, int par4, int par5) 190 { 191 par1World.playAuxSFX(1022, par2, par3, par4, 0); 192 } 193 194 @SideOnly(Side.CLIENT) 195 196 /** 197 * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given 198 * coordinates. Args: blockAccess, x, y, z, side 199 */ 200 public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) 201 { 202 return true; 203 } 204}