001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import java.util.Iterator;
006    import java.util.List;
007    
008    public abstract class EntityFireball extends Entity
009    {
010        private int xTile = -1;
011        private int yTile = -1;
012        private int zTile = -1;
013        private int inTile = 0;
014        private boolean inGround = false;
015        public EntityLiving shootingEntity;
016        private int ticksAlive;
017        private int ticksInAir = 0;
018        public double accelerationX;
019        public double accelerationY;
020        public double accelerationZ;
021    
022        public EntityFireball(World par1World)
023        {
024            super(par1World);
025            this.setSize(1.0F, 1.0F);
026        }
027    
028        protected void entityInit() {}
029    
030        @SideOnly(Side.CLIENT)
031    
032        /**
033         * Checks if the entity is in range to render by using the past in distance and comparing it to its average edge
034         * length * 64 * renderDistanceWeight Args: distance
035         */
036        public boolean isInRangeToRenderDist(double par1)
037        {
038            double var3 = this.boundingBox.getAverageEdgeLength() * 4.0D;
039            var3 *= 64.0D;
040            return par1 < var3 * var3;
041        }
042    
043        public EntityFireball(World par1World, double par2, double par4, double par6, double par8, double par10, double par12)
044        {
045            super(par1World);
046            this.setSize(1.0F, 1.0F);
047            this.setLocationAndAngles(par2, par4, par6, this.rotationYaw, this.rotationPitch);
048            this.setPosition(par2, par4, par6);
049            double var14 = (double)MathHelper.sqrt_double(par8 * par8 + par10 * par10 + par12 * par12);
050            this.accelerationX = par8 / var14 * 0.1D;
051            this.accelerationY = par10 / var14 * 0.1D;
052            this.accelerationZ = par12 / var14 * 0.1D;
053        }
054    
055        public EntityFireball(World par1World, EntityLiving par2EntityLiving, double par3, double par5, double par7)
056        {
057            super(par1World);
058            this.shootingEntity = par2EntityLiving;
059            this.setSize(1.0F, 1.0F);
060            this.setLocationAndAngles(par2EntityLiving.posX, par2EntityLiving.posY, par2EntityLiving.posZ, par2EntityLiving.rotationYaw, par2EntityLiving.rotationPitch);
061            this.setPosition(this.posX, this.posY, this.posZ);
062            this.yOffset = 0.0F;
063            this.motionX = this.motionY = this.motionZ = 0.0D;
064            par3 += this.rand.nextGaussian() * 0.4D;
065            par5 += this.rand.nextGaussian() * 0.4D;
066            par7 += this.rand.nextGaussian() * 0.4D;
067            double var9 = (double)MathHelper.sqrt_double(par3 * par3 + par5 * par5 + par7 * par7);
068            this.accelerationX = par3 / var9 * 0.1D;
069            this.accelerationY = par5 / var9 * 0.1D;
070            this.accelerationZ = par7 / var9 * 0.1D;
071        }
072    
073        /**
074         * Called to update the entity's position/logic.
075         */
076        public void onUpdate()
077        {
078            if (!this.worldObj.isRemote && (this.shootingEntity != null && this.shootingEntity.isDead || !this.worldObj.blockExists((int)this.posX, (int)this.posY, (int)this.posZ)))
079            {
080                this.setDead();
081            }
082            else
083            {
084                super.onUpdate();
085                this.setFire(1);
086    
087                if (this.inGround)
088                {
089                    int var1 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
090    
091                    if (var1 == this.inTile)
092                    {
093                        ++this.ticksAlive;
094    
095                        if (this.ticksAlive == 600)
096                        {
097                            this.setDead();
098                        }
099    
100                        return;
101                    }
102    
103                    this.inGround = false;
104                    this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
105                    this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
106                    this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
107                    this.ticksAlive = 0;
108                    this.ticksInAir = 0;
109                }
110                else
111                {
112                    ++this.ticksInAir;
113                }
114    
115                Vec3 var15 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
116                Vec3 var2 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
117                MovingObjectPosition var3 = this.worldObj.rayTraceBlocks(var15, var2);
118                var15 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
119                var2 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
120    
121                if (var3 != null)
122                {
123                    var2 = this.worldObj.getWorldVec3Pool().getVecFromPool(var3.hitVec.xCoord, var3.hitVec.yCoord, var3.hitVec.zCoord);
124                }
125    
126                Entity var4 = null;
127                List var5 = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
128                double var6 = 0.0D;
129                Iterator var8 = var5.iterator();
130    
131                while (var8.hasNext())
132                {
133                    Entity var9 = (Entity)var8.next();
134    
135                    if (var9.canBeCollidedWith() && (!var9.isEntityEqual(this.shootingEntity) || this.ticksInAir >= 25))
136                    {
137                        float var10 = 0.3F;
138                        AxisAlignedBB var11 = var9.boundingBox.expand((double)var10, (double)var10, (double)var10);
139                        MovingObjectPosition var12 = var11.calculateIntercept(var15, var2);
140    
141                        if (var12 != null)
142                        {
143                            double var13 = var15.distanceTo(var12.hitVec);
144    
145                            if (var13 < var6 || var6 == 0.0D)
146                            {
147                                var4 = var9;
148                                var6 = var13;
149                            }
150                        }
151                    }
152                }
153    
154                if (var4 != null)
155                {
156                    var3 = new MovingObjectPosition(var4);
157                }
158    
159                if (var3 != null)
160                {
161                    this.onImpact(var3);
162                }
163    
164                this.posX += this.motionX;
165                this.posY += this.motionY;
166                this.posZ += this.motionZ;
167                float var16 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
168                this.rotationYaw = (float)(Math.atan2(this.motionZ, this.motionX) * 180.0D / Math.PI) + 90.0F;
169    
170                for (this.rotationPitch = (float)(Math.atan2((double)var16, this.motionY) * 180.0D / Math.PI) - 90.0F; this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
171                {
172                    ;
173                }
174    
175                while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
176                {
177                    this.prevRotationPitch += 360.0F;
178                }
179    
180                while (this.rotationYaw - this.prevRotationYaw < -180.0F)
181                {
182                    this.prevRotationYaw -= 360.0F;
183                }
184    
185                while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
186                {
187                    this.prevRotationYaw += 360.0F;
188                }
189    
190                this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
191                this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
192                float var17 = this.getMotionFactor();
193    
194                if (this.isInWater())
195                {
196                    for (int var19 = 0; var19 < 4; ++var19)
197                    {
198                        float var18 = 0.25F;
199                        this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)var18, this.posY - this.motionY * (double)var18, this.posZ - this.motionZ * (double)var18, this.motionX, this.motionY, this.motionZ);
200                    }
201    
202                    var17 = 0.8F;
203                }
204    
205                this.motionX += this.accelerationX;
206                this.motionY += this.accelerationY;
207                this.motionZ += this.accelerationZ;
208                this.motionX *= (double)var17;
209                this.motionY *= (double)var17;
210                this.motionZ *= (double)var17;
211                this.worldObj.spawnParticle("smoke", this.posX, this.posY + 0.5D, this.posZ, 0.0D, 0.0D, 0.0D);
212                this.setPosition(this.posX, this.posY, this.posZ);
213            }
214        }
215    
216        /**
217         * Return the motion factor for this projectile. The factor is multiplied by the original motion.
218         */
219        protected float getMotionFactor()
220        {
221            return 0.95F;
222        }
223    
224        /**
225         * Called when this EntityFireball hits a block or entity.
226         */
227        protected abstract void onImpact(MovingObjectPosition var1);
228    
229        /**
230         * (abstract) Protected helper method to write subclass entity data to NBT.
231         */
232        public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
233        {
234            par1NBTTagCompound.setShort("xTile", (short)this.xTile);
235            par1NBTTagCompound.setShort("yTile", (short)this.yTile);
236            par1NBTTagCompound.setShort("zTile", (short)this.zTile);
237            par1NBTTagCompound.setByte("inTile", (byte)this.inTile);
238            par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0));
239            par1NBTTagCompound.setTag("direction", this.newDoubleNBTList(new double[] {this.motionX, this.motionY, this.motionZ}));
240        }
241    
242        /**
243         * (abstract) Protected helper method to read subclass entity data from NBT.
244         */
245        public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
246        {
247            this.xTile = par1NBTTagCompound.getShort("xTile");
248            this.yTile = par1NBTTagCompound.getShort("yTile");
249            this.zTile = par1NBTTagCompound.getShort("zTile");
250            this.inTile = par1NBTTagCompound.getByte("inTile") & 255;
251            this.inGround = par1NBTTagCompound.getByte("inGround") == 1;
252    
253            if (par1NBTTagCompound.hasKey("direction"))
254            {
255                NBTTagList var2 = par1NBTTagCompound.getTagList("direction");
256                this.motionX = ((NBTTagDouble)var2.tagAt(0)).data;
257                this.motionY = ((NBTTagDouble)var2.tagAt(1)).data;
258                this.motionZ = ((NBTTagDouble)var2.tagAt(2)).data;
259            }
260            else
261            {
262                this.setDead();
263            }
264        }
265    
266        /**
267         * Returns true if other Entities should be prevented from moving through this Entity.
268         */
269        public boolean canBeCollidedWith()
270        {
271            return true;
272        }
273    
274        public float getCollisionBorderSize()
275        {
276            return 1.0F;
277        }
278    
279        /**
280         * Called when the entity is attacked.
281         */
282        public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
283        {
284            if (this.func_85032_ar())
285            {
286                return false;
287            }
288            else
289            {
290                this.setBeenAttacked();
291    
292                if (par1DamageSource.getEntity() != null)
293                {
294                    Vec3 var3 = par1DamageSource.getEntity().getLookVec();
295    
296                    if (var3 != null)
297                    {
298                        this.motionX = var3.xCoord;
299                        this.motionY = var3.yCoord;
300                        this.motionZ = var3.zCoord;
301                        this.accelerationX = this.motionX * 0.1D;
302                        this.accelerationY = this.motionY * 0.1D;
303                        this.accelerationZ = this.motionZ * 0.1D;
304                    }
305    
306                    if (par1DamageSource.getEntity() instanceof EntityLiving)
307                    {
308                        this.shootingEntity = (EntityLiving)par1DamageSource.getEntity();
309                    }
310    
311                    return true;
312                }
313                else
314                {
315                    return false;
316                }
317            }
318        }
319    
320        @SideOnly(Side.CLIENT)
321        public float getShadowSize()
322        {
323            return 0.0F;
324        }
325    
326        /**
327         * Gets how bright this entity is.
328         */
329        public float getBrightness(float par1)
330        {
331            return 1.0F;
332        }
333    
334        @SideOnly(Side.CLIENT)
335        public int getBrightnessForRender(float par1)
336        {
337            return 15728880;
338        }
339    }