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.List;
006    
007    public class EntityArrow extends Entity implements IProjectile
008    {
009        private int xTile = -1;
010        private int yTile = -1;
011        private int zTile = -1;
012        private int inTile = 0;
013        private int inData = 0;
014        private boolean inGround = false;
015    
016        /** 1 if the player can pick up the arrow */
017        public int canBePickedUp = 0;
018    
019        /** Seems to be some sort of timer for animating an arrow. */
020        public int arrowShake = 0;
021    
022        /** The owner of this arrow. */
023        public Entity shootingEntity;
024        private int ticksInGround;
025        private int ticksInAir = 0;
026        private double damage = 2.0D;
027    
028        /** The amount of knockback an arrow applies when it hits a mob. */
029        private int knockbackStrength;
030    
031        public EntityArrow(World par1World)
032        {
033            super(par1World);
034            this.setSize(0.5F, 0.5F);
035        }
036    
037        public EntityArrow(World par1World, double par2, double par4, double par6)
038        {
039            super(par1World);
040            this.setSize(0.5F, 0.5F);
041            this.setPosition(par2, par4, par6);
042            this.yOffset = 0.0F;
043        }
044    
045        public EntityArrow(World par1World, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, float par4, float par5)
046        {
047            super(par1World);
048            this.shootingEntity = par2EntityLiving;
049    
050            if (par2EntityLiving instanceof EntityPlayer)
051            {
052                this.canBePickedUp = 1;
053            }
054    
055            this.posY = par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight() - 0.10000000149011612D;
056            double var6 = par3EntityLiving.posX - par2EntityLiving.posX;
057            double var8 = par3EntityLiving.posY + (double)par3EntityLiving.getEyeHeight() - 0.699999988079071D - this.posY;
058            double var10 = par3EntityLiving.posZ - par2EntityLiving.posZ;
059            double var12 = (double)MathHelper.sqrt_double(var6 * var6 + var10 * var10);
060    
061            if (var12 >= 1.0E-7D)
062            {
063                float var14 = (float)(Math.atan2(var10, var6) * 180.0D / Math.PI) - 90.0F;
064                float var15 = (float)(-(Math.atan2(var8, var12) * 180.0D / Math.PI));
065                double var16 = var6 / var12;
066                double var18 = var10 / var12;
067                this.setLocationAndAngles(par2EntityLiving.posX + var16, this.posY, par2EntityLiving.posZ + var18, var14, var15);
068                this.yOffset = 0.0F;
069                float var20 = (float)var12 * 0.2F;
070                this.setThrowableHeading(var6, var8 + (double)var20, var10, par4, par5);
071            }
072        }
073    
074        public EntityArrow(World par1World, EntityLiving par2EntityLiving, float par3)
075        {
076            super(par1World);
077            this.shootingEntity = par2EntityLiving;
078    
079            if (par2EntityLiving instanceof EntityPlayer)
080            {
081                this.canBePickedUp = 1;
082            }
083    
084            this.setSize(0.5F, 0.5F);
085            this.setLocationAndAngles(par2EntityLiving.posX, par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight(), par2EntityLiving.posZ, par2EntityLiving.rotationYaw, par2EntityLiving.rotationPitch);
086            this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
087            this.posY -= 0.10000000149011612D;
088            this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
089            this.setPosition(this.posX, this.posY, this.posZ);
090            this.yOffset = 0.0F;
091            this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
092            this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
093            this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
094            this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F);
095        }
096    
097        protected void entityInit()
098        {
099            this.dataWatcher.addObject(16, Byte.valueOf((byte)0));
100        }
101    
102        /**
103         * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
104         */
105        public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8)
106        {
107            float var9 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
108            par1 /= (double)var9;
109            par3 /= (double)var9;
110            par5 /= (double)var9;
111            par1 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
112            par3 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
113            par5 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
114            par1 *= (double)par7;
115            par3 *= (double)par7;
116            par5 *= (double)par7;
117            this.motionX = par1;
118            this.motionY = par3;
119            this.motionZ = par5;
120            float var10 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
121            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
122            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var10) * 180.0D / Math.PI);
123            this.ticksInGround = 0;
124        }
125    
126        @SideOnly(Side.CLIENT)
127    
128        /**
129         * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX,
130         * posY, posZ, yaw, pitch
131         */
132        public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
133        {
134            this.setPosition(par1, par3, par5);
135            this.setRotation(par7, par8);
136        }
137    
138        @SideOnly(Side.CLIENT)
139    
140        /**
141         * Sets the velocity to the args. Args: x, y, z
142         */
143        public void setVelocity(double par1, double par3, double par5)
144        {
145            this.motionX = par1;
146            this.motionY = par3;
147            this.motionZ = par5;
148    
149            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
150            {
151                float var7 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
152                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
153                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var7) * 180.0D / Math.PI);
154                this.prevRotationPitch = this.rotationPitch;
155                this.prevRotationYaw = this.rotationYaw;
156                this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
157                this.ticksInGround = 0;
158            }
159        }
160    
161        /**
162         * Called to update the entity's position/logic.
163         */
164        public void onUpdate()
165        {
166            super.onUpdate();
167    
168            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
169            {
170                float var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
171                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
172                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var1) * 180.0D / Math.PI);
173            }
174    
175            int var16 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
176    
177            if (var16 > 0)
178            {
179                Block.blocksList[var16].setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile);
180                AxisAlignedBB var2 = Block.blocksList[var16].getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile);
181    
182                if (var2 != null && var2.isVecInside(this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ)))
183                {
184                    this.inGround = true;
185                }
186            }
187    
188            if (this.arrowShake > 0)
189            {
190                --this.arrowShake;
191            }
192    
193            if (this.inGround)
194            {
195                int var18 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
196                int var19 = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
197    
198                if (var18 == this.inTile && var19 == this.inData)
199                {
200                    ++this.ticksInGround;
201    
202                    if (this.ticksInGround == 1200)
203                    {
204                        this.setDead();
205                    }
206                }
207                else
208                {
209                    this.inGround = false;
210                    this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
211                    this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
212                    this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
213                    this.ticksInGround = 0;
214                    this.ticksInAir = 0;
215                }
216            }
217            else
218            {
219                ++this.ticksInAir;
220                Vec3 var17 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
221                Vec3 var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
222                MovingObjectPosition var4 = this.worldObj.rayTraceBlocks_do_do(var17, var3, false, true);
223                var17 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
224                var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
225    
226                if (var4 != null)
227                {
228                    var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(var4.hitVec.xCoord, var4.hitVec.yCoord, var4.hitVec.zCoord);
229                }
230    
231                Entity var5 = null;
232                List var6 = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
233                double var7 = 0.0D;
234                int var9;
235                float var11;
236    
237                for (var9 = 0; var9 < var6.size(); ++var9)
238                {
239                    Entity var10 = (Entity)var6.get(var9);
240    
241                    if (var10.canBeCollidedWith() && (var10 != this.shootingEntity || this.ticksInAir >= 5))
242                    {
243                        var11 = 0.3F;
244                        AxisAlignedBB var12 = var10.boundingBox.expand((double)var11, (double)var11, (double)var11);
245                        MovingObjectPosition var13 = var12.calculateIntercept(var17, var3);
246    
247                        if (var13 != null)
248                        {
249                            double var14 = var17.distanceTo(var13.hitVec);
250    
251                            if (var14 < var7 || var7 == 0.0D)
252                            {
253                                var5 = var10;
254                                var7 = var14;
255                            }
256                        }
257                    }
258                }
259    
260                if (var5 != null)
261                {
262                    var4 = new MovingObjectPosition(var5);
263                }
264    
265                float var20;
266    
267                if (var4 != null)
268                {
269                    if (var4.entityHit != null)
270                    {
271                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
272                        int var23 = MathHelper.ceiling_double_int((double)var20 * this.damage);
273    
274                        if (this.getIsCritical())
275                        {
276                            var23 += this.rand.nextInt(var23 / 2 + 2);
277                        }
278    
279                        DamageSource var21 = null;
280    
281                        if (this.shootingEntity == null)
282                        {
283                            var21 = DamageSource.causeArrowDamage(this, this);
284                        }
285                        else
286                        {
287                            var21 = DamageSource.causeArrowDamage(this, this.shootingEntity);
288                        }
289    
290                        if (this.isBurning())
291                        {
292                            var4.entityHit.setFire(5);
293                        }
294    
295                        if (var4.entityHit.attackEntityFrom(var21, var23))
296                        {
297                            if (var4.entityHit instanceof EntityLiving)
298                            {
299                                if (!this.worldObj.isRemote)
300                                {
301                                    EntityLiving var24 = (EntityLiving)var4.entityHit;
302                                    var24.func_85034_r(var24.func_85035_bI() + 1);
303                                }
304    
305                                if (this.knockbackStrength > 0)
306                                {
307                                    float var25 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
308    
309                                    if (var25 > 0.0F)
310                                    {
311                                        var4.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)var25, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)var25);
312                                    }
313                                }
314                            }
315    
316                            this.func_85030_a("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
317                            this.setDead();
318                        }
319                        else
320                        {
321                            this.motionX *= -0.10000000149011612D;
322                            this.motionY *= -0.10000000149011612D;
323                            this.motionZ *= -0.10000000149011612D;
324                            this.rotationYaw += 180.0F;
325                            this.prevRotationYaw += 180.0F;
326                            this.ticksInAir = 0;
327                        }
328                    }
329                    else
330                    {
331                        this.xTile = var4.blockX;
332                        this.yTile = var4.blockY;
333                        this.zTile = var4.blockZ;
334                        this.inTile = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
335                        this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
336                        this.motionX = (double)((float)(var4.hitVec.xCoord - this.posX));
337                        this.motionY = (double)((float)(var4.hitVec.yCoord - this.posY));
338                        this.motionZ = (double)((float)(var4.hitVec.zCoord - this.posZ));
339                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
340                        this.posX -= this.motionX / (double)var20 * 0.05000000074505806D;
341                        this.posY -= this.motionY / (double)var20 * 0.05000000074505806D;
342                        this.posZ -= this.motionZ / (double)var20 * 0.05000000074505806D;
343                        this.func_85030_a("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
344                        this.inGround = true;
345                        this.arrowShake = 7;
346                        this.setIsCritical(false);
347    
348                        if (this.inTile != 0)
349                        {
350                            Block.blocksList[this.inTile].onEntityCollidedWithBlock(this.worldObj, this.xTile, this.yTile, this.zTile, this);
351                        }
352                    }
353                }
354    
355                if (this.getIsCritical())
356                {
357                    for (var9 = 0; var9 < 4; ++var9)
358                    {
359                        this.worldObj.spawnParticle("crit", this.posX + this.motionX * (double)var9 / 4.0D, this.posY + this.motionY * (double)var9 / 4.0D, this.posZ + this.motionZ * (double)var9 / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ);
360                    }
361                }
362    
363                this.posX += this.motionX;
364                this.posY += this.motionY;
365                this.posZ += this.motionZ;
366                var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
367                this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
368    
369                for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var20) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
370                {
371                    ;
372                }
373    
374                while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
375                {
376                    this.prevRotationPitch += 360.0F;
377                }
378    
379                while (this.rotationYaw - this.prevRotationYaw < -180.0F)
380                {
381                    this.prevRotationYaw -= 360.0F;
382                }
383    
384                while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
385                {
386                    this.prevRotationYaw += 360.0F;
387                }
388    
389                this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
390                this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
391                float var22 = 0.99F;
392                var11 = 0.05F;
393    
394                if (this.isInWater())
395                {
396                    for (int var26 = 0; var26 < 4; ++var26)
397                    {
398                        float var27 = 0.25F;
399                        this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)var27, this.posY - this.motionY * (double)var27, this.posZ - this.motionZ * (double)var27, this.motionX, this.motionY, this.motionZ);
400                    }
401    
402                    var22 = 0.8F;
403                }
404    
405                this.motionX *= (double)var22;
406                this.motionY *= (double)var22;
407                this.motionZ *= (double)var22;
408                this.motionY -= (double)var11;
409                this.setPosition(this.posX, this.posY, this.posZ);
410                this.doBlockCollisions();
411            }
412        }
413    
414        /**
415         * (abstract) Protected helper method to write subclass entity data to NBT.
416         */
417        public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
418        {
419            par1NBTTagCompound.setShort("xTile", (short)this.xTile);
420            par1NBTTagCompound.setShort("yTile", (short)this.yTile);
421            par1NBTTagCompound.setShort("zTile", (short)this.zTile);
422            par1NBTTagCompound.setByte("inTile", (byte)this.inTile);
423            par1NBTTagCompound.setByte("inData", (byte)this.inData);
424            par1NBTTagCompound.setByte("shake", (byte)this.arrowShake);
425            par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0));
426            par1NBTTagCompound.setByte("pickup", (byte)this.canBePickedUp);
427            par1NBTTagCompound.setDouble("damage", this.damage);
428        }
429    
430        /**
431         * (abstract) Protected helper method to read subclass entity data from NBT.
432         */
433        public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
434        {
435            this.xTile = par1NBTTagCompound.getShort("xTile");
436            this.yTile = par1NBTTagCompound.getShort("yTile");
437            this.zTile = par1NBTTagCompound.getShort("zTile");
438            this.inTile = par1NBTTagCompound.getByte("inTile") & 255;
439            this.inData = par1NBTTagCompound.getByte("inData") & 255;
440            this.arrowShake = par1NBTTagCompound.getByte("shake") & 255;
441            this.inGround = par1NBTTagCompound.getByte("inGround") == 1;
442    
443            if (par1NBTTagCompound.hasKey("damage"))
444            {
445                this.damage = par1NBTTagCompound.getDouble("damage");
446            }
447    
448            if (par1NBTTagCompound.hasKey("pickup"))
449            {
450                this.canBePickedUp = par1NBTTagCompound.getByte("pickup");
451            }
452            else if (par1NBTTagCompound.hasKey("player"))
453            {
454                this.canBePickedUp = par1NBTTagCompound.getBoolean("player") ? 1 : 0;
455            }
456        }
457    
458        /**
459         * Called by a player entity when they collide with an entity
460         */
461        public void onCollideWithPlayer(EntityPlayer par1EntityPlayer)
462        {
463            if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0)
464            {
465                boolean var2 = this.canBePickedUp == 1 || this.canBePickedUp == 2 && par1EntityPlayer.capabilities.isCreativeMode;
466    
467                if (this.canBePickedUp == 1 && !par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.arrow, 1)))
468                {
469                    var2 = false;
470                }
471    
472                if (var2)
473                {
474                    this.func_85030_a("random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F);
475                    par1EntityPlayer.onItemPickup(this, 1);
476                    this.setDead();
477                }
478            }
479        }
480    
481        /**
482         * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
483         * prevent them from trampling crops
484         */
485        protected boolean canTriggerWalking()
486        {
487            return false;
488        }
489    
490        @SideOnly(Side.CLIENT)
491        public float getShadowSize()
492        {
493            return 0.0F;
494        }
495    
496        public void setDamage(double par1)
497        {
498            this.damage = par1;
499        }
500    
501        public double getDamage()
502        {
503            return this.damage;
504        }
505    
506        /**
507         * Sets the amount of knockback the arrow applies when it hits a mob.
508         */
509        public void setKnockbackStrength(int par1)
510        {
511            this.knockbackStrength = par1;
512        }
513    
514        /**
515         * If returns false, the item will not inflict any damage against entities.
516         */
517        public boolean canAttackWithItem()
518        {
519            return false;
520        }
521    
522        /**
523         * Whether the arrow has a stream of critical hit particles flying behind it.
524         */
525        public void setIsCritical(boolean par1)
526        {
527            byte var2 = this.dataWatcher.getWatchableObjectByte(16);
528    
529            if (par1)
530            {
531                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 | 1)));
532            }
533            else
534            {
535                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 & -2)));
536            }
537        }
538    
539        /**
540         * Whether the arrow has a stream of critical hit particles flying behind it.
541         */
542        public boolean getIsCritical()
543        {
544            byte var1 = this.dataWatcher.getWatchableObjectByte(16);
545            return (var1 & 1) != 0;
546        }
547    }