    001package net.minecraft.block;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.block.material.Material;
    006import net.minecraft.client.renderer.texture.IconRegister;
    007import net.minecraft.creativetab.CreativeTabs;
    008import net.minecraft.entity.EntityLiving;
    009import net.minecraft.entity.player.EntityPlayer;
    010import net.minecraft.item.ItemStack;
    011import net.minecraft.util.AxisAlignedBB;
    012import net.minecraft.util.Icon;
    013import net.minecraft.util.MathHelper;
    014import net.minecraft.world.IBlockAccess;
    015import net.minecraft.world.World;
    016
    017public class BlockFenceGate extends BlockDirectional
    018{
    019    public BlockFenceGate(int par1)
    020    {
    021        super(par1, Material.wood);
    022        this.setCreativeTab(CreativeTabs.tabRedstone);
    023    }
    024
    025    @SideOnly(Side.CLIENT)
    026
    027    /**
    028     * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
    029     */
    030    public Icon getIcon(int par1, int par2)
    031    {
    032        return Block.planks.getBlockTextureFromSide(par1);
    033    }
    034
    035    /**
    036     * Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
    037     */
    038    public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
    039    {
    040        return !par1World.getBlockMaterial(par2, par3 - 1, par4).isSolid() ? false : super.canPlaceBlockAt(par1World, par2, par3, par4);
    041    }
    042
    043    /**
    044     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
    045     * cleared to be reused)
    046     */
    047    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    048    {
    049        int l = par1World.getBlockMetadata(par2, par3, par4);
    050        return isFenceGateOpen(l) ? null : (l != 2 && l != 0 ? AxisAlignedBB.getAABBPool().getAABB((double)((float)par2 + 0.375F), (double)par3, (double)par4, (double)((float)par2 + 0.625F), (double)((float)par3 + 1.5F), (double)(par4 + 1)) : AxisAlignedBB.getAABBPool().getAABB((double)par2, (double)par3, (double)((float)par4 + 0.375F), (double)(par2 + 1), (double)((float)par3 + 1.5F), (double)((float)par4 + 0.625F)));
    051    }
    052
    053    /**
    054     * Updates the blocks bounds based on its current state. Args: world, x, y, z
    055     */
    056    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    057    {
    058        int l = getDirection(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    059
    060        if (l != 2 && l != 0)
    061        {
    062            this.setBlockBounds(0.375F, 0.0F, 0.0F, 0.625F, 1.0F, 1.0F);
    063        }
    064        else
    065        {
    066            this.setBlockBounds(0.0F, 0.0F, 0.375F, 1.0F, 1.0F, 0.625F);
    067        }
    068    }
    069
    070    /**
    071     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
    072     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
    073     */
    074    public boolean isOpaqueCube()
    075    {
    076        return false;
    077    }
    078
    079    /**
    080     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
    081     */
    082    public boolean renderAsNormalBlock()
    083    {
    084        return false;
    085    }
    086
    087    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    088    {
    089        return isFenceGateOpen(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
    090    }
    091
    092    /**
    093     * The type of render function that is called for this block
    094     */
    095    public int getRenderType()
    096    {
    097        return 21;
    098    }
    099
    100    /**
    101     * Called when the block is placed in the world.
    102     */
    103    public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving, ItemStack par6ItemStack)
    104    {
    105        int l = (MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3) % 4;
    106        par1World.setBlockMetadataWithNotify(par2, par3, par4, l, 2);
    107    }
    108
    109    /**
    110     * Called upon block activation (right click on the block.)
    111     */
    112    public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
    113    {
    114        int i1 = par1World.getBlockMetadata(par2, par3, par4);
    115
    116        if (isFenceGateOpen(i1))
    117        {
    118            par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 & -5, 2);
    119        }
    120        else
    121        {
    122            int j1 = (MathHelper.floor_double((double)(par5EntityPlayer.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3) % 4;
    123            int k1 = getDirection(i1);
    124
    125            if (k1 == (j1 + 2) % 4)
    126            {
    127                i1 = j1;
    128            }
    129
    130            par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 | 4, 2);
    131        }
    132
    133        par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0);
    134        return true;
    135    }
    136
    137    /**
    138     * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
    139     * their own) Args: x, y, z, neighbor blockID
    140     */
    141    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    142    {
    143        if (!par1World.isRemote)
    144        {
    145            int i1 = par1World.getBlockMetadata(par2, par3, par4);
    146            boolean flag = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4);
    147
    148            if (flag || par5 > 0 && Block.blocksList[par5].canProvidePower())
    149            {
    150                if (flag && !isFenceGateOpen(i1))
    151                {
    152                    par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 | 4, 2);
    153                    par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
    154                }
    155                else if (!flag && isFenceGateOpen(i1))
    156                {
    157                    par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 & -5, 2);
    158                    par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
    159                }
    160            }
    161        }
    162    }
    163
    164    /**
    165     * Returns if the fence gate is open according to its metadata.
    166     */
    167    public static boolean isFenceGateOpen(int par0)
    168    {
    169        return (par0 & 4) != 0;
    170    }
    171
    172    @SideOnly(Side.CLIENT)
    173
    174    /**
    175     * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
    176     * coordinates.  Args: blockAccess, x, y, z, side
    177     */
    178    public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    179    {
    180        return true;
    181    }
    182
    183    @SideOnly(Side.CLIENT)
    184
    185    /**
    186     * When this method is called, your block should register all the icons it needs with the given IconRegister. This
    187     * is the only chance you get to register icons.
    188     */
    189    public void registerIcons(IconRegister par1IconRegister) {}
    190}