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 class EntityArrow 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 int inData = 0;
015        private boolean inGround = false;
016    
017        /** 1 if the player can pick up the arrow */
018        public int canBePickedUp = 0;
019    
020        /** Seems to be some sort of timer for animating an arrow. */
021        public int arrowShake = 0;
022    
023        /** The owner of this arrow. */
024        public Entity shootingEntity;
025        private int ticksInGround;
026        private int ticksInAir = 0;
027        private double damage = 2.0D;
028    
029        /** The amount of knockback an arrow applies when it hits a mob. */
030        private int knockbackStrength;
031    
032        public EntityArrow(World par1World)
033        {
034            super(par1World);
035            this.setSize(0.5F, 0.5F);
036        }
037    
038        public EntityArrow(World par1World, double par2, double par4, double par6)
039        {
040            super(par1World);
041            this.setSize(0.5F, 0.5F);
042            this.setPosition(par2, par4, par6);
043            this.yOffset = 0.0F;
044        }
045    
046        public EntityArrow(World par1World, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, float par4, float par5)
047        {
048            super(par1World);
049            this.shootingEntity = par2EntityLiving;
050    
051            if (par2EntityLiving instanceof EntityPlayer)
052            {
053                this.canBePickedUp = 1;
054            }
055    
056            this.posY = par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight() - 0.10000000149011612D;
057            double var6 = par3EntityLiving.posX - par2EntityLiving.posX;
058            double var8 = par3EntityLiving.posY + (double)par3EntityLiving.getEyeHeight() - 0.699999988079071D - this.posY;
059            double var10 = par3EntityLiving.posZ - par2EntityLiving.posZ;
060            double var12 = (double)MathHelper.sqrt_double(var6 * var6 + var10 * var10);
061    
062            if (var12 >= 1.0E-7D)
063            {
064                float var14 = (float)(Math.atan2(var10, var6) * 180.0D / Math.PI) - 90.0F;
065                float var15 = (float)(-(Math.atan2(var8, var12) * 180.0D / Math.PI));
066                double var16 = var6 / var12;
067                double var18 = var10 / var12;
068                this.setLocationAndAngles(par2EntityLiving.posX + var16, this.posY, par2EntityLiving.posZ + var18, var14, var15);
069                this.yOffset = 0.0F;
070                float var20 = (float)var12 * 0.2F;
071                this.setArrowHeading(var6, var8 + (double)var20, var10, par4, par5);
072            }
073        }
074    
075        public EntityArrow(World par1World, EntityLiving par2EntityLiving, float par3)
076        {
077            super(par1World);
078            this.shootingEntity = par2EntityLiving;
079    
080            if (par2EntityLiving instanceof EntityPlayer)
081            {
082                this.canBePickedUp = 1;
083            }
084    
085            this.setSize(0.5F, 0.5F);
086            this.setLocationAndAngles(par2EntityLiving.posX, par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight(), par2EntityLiving.posZ, par2EntityLiving.rotationYaw, par2EntityLiving.rotationPitch);
087            this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
088            this.posY -= 0.10000000149011612D;
089            this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
090            this.setPosition(this.posX, this.posY, this.posZ);
091            this.yOffset = 0.0F;
092            this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
093            this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
094            this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
095            this.setArrowHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F);
096        }
097    
098        protected void entityInit()
099        {
100            this.dataWatcher.addObject(16, Byte.valueOf((byte)0));
101        }
102    
103        /**
104         * Uses the provided coordinates as a heading and determines the velocity from it with the set force and random
105         * variance. Args: x, y, z, force, forceVariation
106         */
107        public void setArrowHeading(double par1, double par3, double par5, float par7, float par8)
108        {
109            float var9 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
110            par1 /= (double)var9;
111            par3 /= (double)var9;
112            par5 /= (double)var9;
113            par1 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
114            par3 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
115            par5 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
116            par1 *= (double)par7;
117            par3 *= (double)par7;
118            par5 *= (double)par7;
119            this.motionX = par1;
120            this.motionY = par3;
121            this.motionZ = par5;
122            float var10 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
123            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
124            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var10) * 180.0D / Math.PI);
125            this.ticksInGround = 0;
126        }
127    
128        @SideOnly(Side.CLIENT)
129    
130        /**
131         * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX,
132         * posY, posZ, yaw, pitch
133         */
134        public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
135        {
136            this.setPosition(par1, par3, par5);
137            this.setRotation(par7, par8);
138        }
139    
140        @SideOnly(Side.CLIENT)
141    
142        /**
143         * Sets the velocity to the args. Args: x, y, z
144         */
145        public void setVelocity(double par1, double par3, double par5)
146        {
147            this.motionX = par1;
148            this.motionY = par3;
149            this.motionZ = par5;
150    
151            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
152            {
153                float var7 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
154                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
155                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var7) * 180.0D / Math.PI);
156                this.prevRotationPitch = this.rotationPitch;
157                this.prevRotationYaw = this.rotationYaw;
158                this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
159                this.ticksInGround = 0;
160            }
161        }
162    
163        /**
164         * Called to update the entity's position/logic.
165         */
166        public void onUpdate()
167        {
168            super.onUpdate();
169    
170            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
171            {
172                float var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
173                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
174                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var1) * 180.0D / Math.PI);
175            }
176    
177            int var16 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
178    
179            if (var16 > 0)
180            {
181                Block.blocksList[var16].setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile);
182                AxisAlignedBB var2 = Block.blocksList[var16].getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile);
183    
184                if (var2 != null && var2.isVecInside(Vec3.getVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ)))
185                {
186                    this.inGround = true;
187                }
188            }
189    
190            if (this.arrowShake > 0)
191            {
192                --this.arrowShake;
193            }
194    
195            if (this.inGround)
196            {
197                int var18 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
198                int var19 = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
199    
200                if (var18 == this.inTile && var19 == this.inData)
201                {
202                    ++this.ticksInGround;
203    
204                    if (this.ticksInGround == 1200)
205                    {
206                        this.setDead();
207                    }
208                }
209                else
210                {
211                    this.inGround = false;
212                    this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
213                    this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
214                    this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
215                    this.ticksInGround = 0;
216                    this.ticksInAir = 0;
217                }
218            }
219            else
220            {
221                ++this.ticksInAir;
222                Vec3 var17 = Vec3.getVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
223                Vec3 var3 = Vec3.getVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
224                MovingObjectPosition var4 = this.worldObj.rayTraceBlocks_do_do(var17, var3, false, true);
225                var17 = Vec3.getVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
226                var3 = Vec3.getVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
227    
228                if (var4 != null)
229                {
230                    var3 = Vec3.getVec3Pool().getVecFromPool(var4.hitVec.xCoord, var4.hitVec.yCoord, var4.hitVec.zCoord);
231                }
232    
233                Entity var5 = null;
234                List var6 = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
235                double var7 = 0.0D;
236                Iterator var9 = var6.iterator();
237                float var11;
238    
239                while (var9.hasNext())
240                {
241                    Entity var10 = (Entity)var9.next();
242    
243                    if (var10.canBeCollidedWith() && (var10 != this.shootingEntity || this.ticksInAir >= 5))
244                    {
245                        var11 = 0.3F;
246                        AxisAlignedBB var12 = var10.boundingBox.expand((double)var11, (double)var11, (double)var11);
247                        MovingObjectPosition var13 = var12.calculateIntercept(var17, var3);
248    
249                        if (var13 != null)
250                        {
251                            double var14 = var17.distanceTo(var13.hitVec);
252    
253                            if (var14 < var7 || var7 == 0.0D)
254                            {
255                                var5 = var10;
256                                var7 = var14;
257                            }
258                        }
259                    }
260                }
261    
262                if (var5 != null)
263                {
264                    var4 = new MovingObjectPosition(var5);
265                }
266    
267                float var20;
268    
269                if (var4 != null)
270                {
271                    if (var4.entityHit != null)
272                    {
273                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
274                        int var24 = MathHelper.ceiling_double_int((double)var20 * this.damage);
275    
276                        if (this.func_70241_g())
277                        {
278                            var24 += this.rand.nextInt(var24 / 2 + 2);
279                        }
280    
281                        DamageSource var22 = null;
282    
283                        if (this.shootingEntity == null)
284                        {
285                            var22 = DamageSource.causeArrowDamage(this, this);
286                        }
287                        else
288                        {
289                            var22 = DamageSource.causeArrowDamage(this, this.shootingEntity);
290                        }
291    
292                        if (this.isBurning())
293                        {
294                            var4.entityHit.setFire(5);
295                        }
296    
297                        if (var4.entityHit.attackEntityFrom(var22, var24))
298                        {
299                            if (var4.entityHit instanceof EntityLiving)
300                            {
301                                ++((EntityLiving)var4.entityHit).arrowHitTempCounter;
302    
303                                if (this.knockbackStrength > 0)
304                                {
305                                    float var25 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
306    
307                                    if (var25 > 0.0F)
308                                    {
309                                        var4.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)var25, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)var25);
310                                    }
311                                }
312                            }
313    
314                            this.worldObj.playSoundAtEntity(this, "random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
315                            this.setDead();
316                        }
317                        else
318                        {
319                            this.motionX *= -0.10000000149011612D;
320                            this.motionY *= -0.10000000149011612D;
321                            this.motionZ *= -0.10000000149011612D;
322                            this.rotationYaw += 180.0F;
323                            this.prevRotationYaw += 180.0F;
324                            this.ticksInAir = 0;
325                        }
326                    }
327                    else
328                    {
329                        this.xTile = var4.blockX;
330                        this.yTile = var4.blockY;
331                        this.zTile = var4.blockZ;
332                        this.inTile = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
333                        this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
334                        this.motionX = (double)((float)(var4.hitVec.xCoord - this.posX));
335                        this.motionY = (double)((float)(var4.hitVec.yCoord - this.posY));
336                        this.motionZ = (double)((float)(var4.hitVec.zCoord - this.posZ));
337                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
338                        this.posX -= this.motionX / (double)var20 * 0.05000000074505806D;
339                        this.posY -= this.motionY / (double)var20 * 0.05000000074505806D;
340                        this.posZ -= this.motionZ / (double)var20 * 0.05000000074505806D;
341                        this.worldObj.playSoundAtEntity(this, "random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
342                        this.inGround = true;
343                        this.arrowShake = 7;
344                        this.func_70243_d(false);
345                    }
346                }
347    
348                if (this.func_70241_g())
349                {
350                    for (int var21 = 0; var21 < 4; ++var21)
351                    {
352                        this.worldObj.spawnParticle("crit", this.posX + this.motionX * (double)var21 / 4.0D, this.posY + this.motionY * (double)var21 / 4.0D, this.posZ + this.motionZ * (double)var21 / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ);
353                    }
354                }
355    
356                this.posX += this.motionX;
357                this.posY += this.motionY;
358                this.posZ += this.motionZ;
359                var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
360                this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
361    
362                for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var20) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
363                {
364                    ;
365                }
366    
367                while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
368                {
369                    this.prevRotationPitch += 360.0F;
370                }
371    
372                while (this.rotationYaw - this.prevRotationYaw < -180.0F)
373                {
374                    this.prevRotationYaw -= 360.0F;
375                }
376    
377                while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
378                {
379                    this.prevRotationYaw += 360.0F;
380                }
381    
382                this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
383                this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
384                float var23 = 0.99F;
385                var11 = 0.05F;
386    
387                if (this.isInWater())
388                {
389                    for (int var26 = 0; var26 < 4; ++var26)
390                    {
391                        float var27 = 0.25F;
392                        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);
393                    }
394    
395                    var23 = 0.8F;
396                }
397    
398                this.motionX *= (double)var23;
399                this.motionY *= (double)var23;
400                this.motionZ *= (double)var23;
401                this.motionY -= (double)var11;
402                this.setPosition(this.posX, this.posY, this.posZ);
403                this.doBlockCollisions();
404            }
405        }
406    
407        /**
408         * (abstract) Protected helper method to write subclass entity data to NBT.
409         */
410        public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
411        {
412            par1NBTTagCompound.setShort("xTile", (short)this.xTile);
413            par1NBTTagCompound.setShort("yTile", (short)this.yTile);
414            par1NBTTagCompound.setShort("zTile", (short)this.zTile);
415            par1NBTTagCompound.setByte("inTile", (byte)this.inTile);
416            par1NBTTagCompound.setByte("inData", (byte)this.inData);
417            par1NBTTagCompound.setByte("shake", (byte)this.arrowShake);
418            par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0));
419            par1NBTTagCompound.setByte("pickup", (byte)this.canBePickedUp);
420            par1NBTTagCompound.setDouble("damage", this.damage);
421        }
422    
423        /**
424         * (abstract) Protected helper method to read subclass entity data from NBT.
425         */
426        public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
427        {
428            this.xTile = par1NBTTagCompound.getShort("xTile");
429            this.yTile = par1NBTTagCompound.getShort("yTile");
430            this.zTile = par1NBTTagCompound.getShort("zTile");
431            this.inTile = par1NBTTagCompound.getByte("inTile") & 255;
432            this.inData = par1NBTTagCompound.getByte("inData") & 255;
433            this.arrowShake = par1NBTTagCompound.getByte("shake") & 255;
434            this.inGround = par1NBTTagCompound.getByte("inGround") == 1;
435    
436            if (par1NBTTagCompound.hasKey("damage"))
437            {
438                this.damage = par1NBTTagCompound.getDouble("damage");
439            }
440    
441            if (par1NBTTagCompound.hasKey("pickup"))
442            {
443                this.canBePickedUp = par1NBTTagCompound.getByte("pickup");
444            }
445            else if (par1NBTTagCompound.hasKey("player"))
446            {
447                this.canBePickedUp = par1NBTTagCompound.getBoolean("player") ? 1 : 0;
448            }
449        }
450    
451        /**
452         * Called by a player entity when they collide with an entity
453         */
454        public void onCollideWithPlayer(EntityPlayer par1EntityPlayer)
455        {
456            if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0)
457            {
458                boolean var2 = this.canBePickedUp == 1 || this.canBePickedUp == 2 && par1EntityPlayer.capabilities.isCreativeMode;
459    
460                if (this.canBePickedUp == 1 && !par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.arrow, 1)))
461                {
462                    var2 = false;
463                }
464    
465                if (var2)
466                {
467                    this.worldObj.playSoundAtEntity(this, "random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F);
468                    par1EntityPlayer.onItemPickup(this, 1);
469                    this.setDead();
470                }
471            }
472        }
473    
474        @SideOnly(Side.CLIENT)
475        public float getShadowSize()
476        {
477            return 0.0F;
478        }
479    
480        public void setDamage(double par1)
481        {
482            this.damage = par1;
483        }
484    
485        public double getDamage()
486        {
487            return this.damage;
488        }
489    
490        /**
491         * Sets the amount of knockback the arrow applies when it hits a mob.
492         */
493        public void setKnockbackStrength(int par1)
494        {
495            this.knockbackStrength = par1;
496        }
497    
498        /**
499         * If returns false, the item will not inflict any damage against entities.
500         */
501        public boolean canAttackWithItem()
502        {
503            return false;
504        }
505    
506        public void func_70243_d(boolean par1)
507        {
508            byte var2 = this.dataWatcher.getWatchableObjectByte(16);
509    
510            if (par1)
511            {
512                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 | 1)));
513            }
514            else
515            {
516                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 & -2)));
517            }
518        }
519    
520        public boolean func_70241_g()
521        {
522            byte var1 = this.dataWatcher.getWatchableObjectByte(16);
523            return (var1 & 1) != 0;
524        }
525    }