package net.minecraft.block;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.ItemStack;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockWall extends Block
{
    /** The types of the wall. */
    public static final String[] types = new String[] {"normal", "mossy"};

    public BlockWall(int par1, Block par2Block)
    {
        super(par1, par2Block.blockMaterial);
        this.setHardness(par2Block.blockHardness);
        this.setResistance(par2Block.blockResistance / 3.0F);
        this.setStepSound(par2Block.stepSound);
        this.setCreativeTab(CreativeTabs.tabBlock);
    }

    @SideOnly(Side.CLIENT)

    /**
     * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
     */
    public Icon getIcon(int par1, int par2)
    {
        return par2 == 1 ? Block.cobblestoneMossy.getBlockTextureFromSide(par1) : Block.cobblestone.getBlockTextureFromSide(par1);
    }

    /**
     * The type of render function that is called for this block
     */
    public int getRenderType()
    {
        return 32;
    }

    /**
     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
     */
    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        return false;
    }

    /**
     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
     */
    public boolean isOpaqueCube()
    {
        return false;
    }

    /**
     * Updates the blocks bounds based on its current state. Args: world, x, y, z
     */
    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        boolean flag = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 - 1);
        boolean flag1 = this.canConnectWallTo(par1IBlockAccess, par2, par3, par4 + 1);
        boolean flag2 = this.canConnectWallTo(par1IBlockAccess, par2 - 1, par3, par4);
        boolean flag3 = this.canConnectWallTo(par1IBlockAccess, par2 + 1, par3, par4);
        float f = 0.25F;
        float f1 = 0.75F;
        float f2 = 0.25F;
        float f3 = 0.75F;
        float f4 = 1.0F;

        if (flag)
        {
            f2 = 0.0F;
        }

        if (flag1)
        {
            f3 = 1.0F;
        }

        if (flag2)
        {
            f = 0.0F;
        }

        if (flag3)
        {
            f1 = 1.0F;
        }

        if (flag && flag1 && !flag2 && !flag3)
        {
            f4 = 0.8125F;
            f = 0.3125F;
            f1 = 0.6875F;
        }
        else if (!flag && !flag1 && flag2 && flag3)
        {
            f4 = 0.8125F;
            f2 = 0.3125F;
            f3 = 0.6875F;
        }

        this.setBlockBounds(f, 0.0F, f2, f1, f4, f3);
    }

    /**
     * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
     * cleared to be reused)
     */
    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        this.maxY = 1.5D;
        return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
    }

    /**
     * Return whether an adjacent block can connect to a wall.
     */
    public boolean canConnectWallTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        int l = par1IBlockAccess.getBlockId(par2, par3, par4);

        if (l != this.blockID && l != Block.fenceGate.blockID)
        {
            Block block = Block.blocksList[l];
            return block != null && block.blockMaterial.isOpaque() && block.renderAsNormalBlock() ? block.blockMaterial != Material.pumpkin : false;
        }
        else
        {
            return true;
        }
    }

    @SideOnly(Side.CLIENT)

    /**
     * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
     */
    public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)
    {
        par3List.add(new ItemStack(par1, 1, 0));
        par3List.add(new ItemStack(par1, 1, 1));
    }

    /**
     * Determines the damage on the item the block drops. Used in cloth and wood.
     */
    public int damageDropped(int par1)
    {
        return par1;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
     * coordinates.  Args: blockAccess, x, y, z, side
     */
    public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    {
        return par5 == 0 ? super.shouldSideBeRendered(par1IBlockAccess, par2, par3, par4, par5) : true;
    }

    @SideOnly(Side.CLIENT)

    /**
     * When this method is called, your block should register all the icons it needs with the given IconRegister. This
     * is the only chance you get to register icons.
     */
    public void registerIcons(IconRegister par1IconRegister) {}
}
