    001    package net.minecraft.block;
    002
    003    import cpw.mods.fml.relauncher.Side;
    004    import cpw.mods.fml.relauncher.SideOnly;
    005    import java.util.List;
    006    import net.minecraft.block.material.Material;
    007    import net.minecraft.creativetab.CreativeTabs;
    008    import net.minecraft.item.ItemStack;
    009    import net.minecraft.util.AxisAlignedBB;
    010    import net.minecraft.world.IBlockAccess;
    011    import net.minecraft.world.World;
    012
    013    public class BlockWall extends Block
    014    {
    015        /** The types of the wall. */
    016        public static final String[] types = new String[] {"normal", "mossy"};
    017
    018        public BlockWall(int par1, Block par2Block)
    019        {
    020            super(par1, par2Block.blockIndexInTexture, par2Block.blockMaterial);
    021            this.setHardness(par2Block.blockHardness);
    022            this.setResistance(par2Block.blockResistance / 3.0F);
    023            this.setStepSound(par2Block.stepSound);
    024            this.setCreativeTab(CreativeTabs.tabBlock);
    025        }
    026
    027        /**
    028         * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
    029         */
    030        public int getBlockTextureFromSideAndMetadata(int par1, int par2)
    031        {
    032            return par2 == 1 ? Block.cobblestoneMossy.blockIndexInTexture : super.getBlockTextureFromSide(par1);
    033        }
    034
    035        /**
    036         * The type of render function that is called for this block
    037         */
    038        public int getRenderType()
    039        {
    040            return 32;
    041        }
    042
    043        /**
    044         * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
    045         */
    046        public boolean renderAsNormalBlock()
    047        {
    048            return false;
    049        }
    050
    051        public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    052        {
    053            return false;
    054        }
    055
    056        /**
    057         * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
    058         * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
    059         */
    060        public boolean isOpaqueCube()
    061        {
    062            return false;
    063        }
    064
    065        /**
    066         * Updates the blocks bounds based on its current state. Args: world, x, y, z
    067         */
    068        public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    069        {
    070            boolean var5 = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 - 1);
    071            boolean var6 = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 + 1);
    072            boolean var7 = this.canConnectWallTo(par1IBlockAccess, par2 - 1, par3, par4);
    073            boolean var8 = this.canConnectWallTo(par1IBlockAccess, par2 + 1, par3, par4);
    074            float var9 = 0.25F;
    075            float var10 = 0.75F;
    076            float var11 = 0.25F;
    077            float var12 = 0.75F;
    078            float var13 = 1.0F;
    079
    080            if (var5)
    081            {
    082                var11 = 0.0F;
    083            }
    084
    085            if (var6)
    086            {
    087                var12 = 1.0F;
    088            }
    089
    090            if (var7)
    091            {
    092                var9 = 0.0F;
    093            }
    094
    095            if (var8)
    096            {
    097                var10 = 1.0F;
    098            }
    099
    100            if (var5 && var6 && !var7 && !var8)
    101            {
    102                var13 = 0.8125F;
    103                var9 = 0.3125F;
    104                var10 = 0.6875F;
    105            }
    106            else if (!var5 && !var6 && var7 && var8)
    107            {
    108                var13 = 0.8125F;
    109                var11 = 0.3125F;
    110                var12 = 0.6875F;
    111            }
    112
    113            this.setBlockBounds(var9, 0.0F, var11, var10, var13, var12);
    114        }
    115
    116        /**
    117         * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
    118         * cleared to be reused)
    119         */
    120        public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    121        {
    122            this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
    123            this.maxY = 1.5D;
    124            return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
    125        }
    126
    127        /**
    128         * Return whether an adjacent block can connect to a wall.
    129         */
    130        public boolean canConnectWallTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    131        {
    132            int var5 = par1IBlockAccess.getBlockId(par2, par3, par4);
    133
    134            if (var5 != this.blockID && var5 != Block.fenceGate.blockID)
    135            {
    136                Block var6 = Block.blocksList[var5];
    137                return var6 != null && var6.blockMaterial.isOpaque() && var6.renderAsNormalBlock() ? var6.blockMaterial != Material.pumpkin : false;
    138            }
    139            else
    140            {
    141                return true;
    142            }
    143        }
    144
    145        @SideOnly(Side.CLIENT)
    146
    147        /**
    148         * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
    149         */
    150        public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)
    151        {
    152            par3List.add(new ItemStack(par1, 1, 0));
    153            par3List.add(new ItemStack(par1, 1, 1));
    154        }
    155
    156        /**
    157         * Determines the damage on the item the block drops. Used in cloth and wood.
    158         */
    159        public int damageDropped(int par1)
    160        {
    161            return par1;
    162        }
    163
    164        @SideOnly(Side.CLIENT)
    165
    166        /**
    167         * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
    168         * coordinates.  Args: blockAccess, x, y, z, side
    169         */
    170        public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    171        {
    172            return par5 == 0 ? super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) : true;
    173        }
    174    }