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[] anvilIconNames = 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 getIcon(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[anvilIconNames.length];
079
080        for (int i = 0; i < this.iconArray.length; ++i)
081        {
082            this.iconArray[i] = par1IconRegister.registerIcon(anvilIconNames[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}