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() || par5 == 0)
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 /**
226 * called before onBlockPlacedBy by ItemBlock and ItemReed
227 */
228 public void updateBlockMetadata(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8)
229 {
230 int var9 = 0;
231
232 if (par5 == 2)
233 {
234 var9 = 0;
235 }
236
237 if (par5 == 3)
238 {
239 var9 = 1;
240 }
241
242 if (par5 == 4)
243 {
244 var9 = 2;
245 }
246
247 if (par5 == 5)
248 {
249 var9 = 3;
250 }
251
252 int var10 = Block.trapdoor.blockID;
253
254 if (par5 != 1 && par5 != 0 && par7 > 0.5F)
255 {
256 var9 |= 8;
257 }
258
259 par1World.setBlockAndMetadataWithNotify(par2, par3, par4, var10, var9);
260 }
261
262 /**
263 * checks to see if you can place this block can be placed on that side of a block: BlockLever overrides
264 */
265 public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5)
266 {
267 if (disableValidation)
268 {
269 return true;
270 }
271 if (par5 == 0)
272 {
273 return false;
274 }
275 else if (par5 == 1)
276 {
277 return false;
278 }
279 else
280 {
281 if (par5 == 2)
282 {
283 ++par4;
284 }
285
286 if (par5 == 3)
287 {
288 --par4;
289 }
290
291 if (par5 == 4)
292 {
293 ++par2;
294 }
295
296 if (par5 == 5)
297 {
298 --par2;
299 }
300
301 return isValidSupportBlock(par1World.getBlockId(par2, par3, par4)) || par1World.isBlockSolidOnSide(par2, par3, par4, ForgeDirection.UP);
302 }
303 }
304
305 public static boolean isTrapdoorOpen(int par0)
306 {
307 return (par0 & 4) != 0;
308 }
309
310 /**
311 * Checks if the block ID is a valid support block for the trap door to connect with. If it is not the trapdoor is
312 * dropped into the world.
313 */
314 private static boolean isValidSupportBlock(int par0)
315 {
316 if (disableValidation)
317 {
318 return true;
319 }
320 if (par0 <= 0)
321 {
322 return false;
323 }
324 else
325 {
326 Block var1 = Block.blocksList[par0];
327 return var1 != null && var1.blockMaterial.isOpaque() && var1.renderAsNormalBlock() || var1 == Block.glowStone;
328 }
329 }
330 }