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 implements IProjectile
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.setThrowableHeading(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.setThrowableHeading(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         * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
105         */
106        public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8)
107        {
108            float var9 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
109            par1 /= (double)var9;
110            par3 /= (double)var9;
111            par5 /= (double)var9;
112            par1 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
113            par3 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
114            par5 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
115            par1 *= (double)par7;
116            par3 *= (double)par7;
117            par5 *= (double)par7;
118            this.motionX = par1;
119            this.motionY = par3;
120            this.motionZ = par5;
121            float var10 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
122            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
123            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var10) * 180.0D / Math.PI);
124            this.ticksInGround = 0;
125        }
126    
127        @SideOnly(Side.CLIENT)
128    
129        /**
130         * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX,
131         * posY, posZ, yaw, pitch
132         */
133        public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
134        {
135            this.setPosition(par1, par3, par5);
136            this.setRotation(par7, par8);
137        }
138    
139        @SideOnly(Side.CLIENT)
140    
141        /**
142         * Sets the velocity to the args. Args: x, y, z
143         */
144        public void setVelocity(double par1, double par3, double par5)
145        {
146            this.motionX = par1;
147            this.motionY = par3;
148            this.motionZ = par5;
149    
150            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
151            {
152                float var7 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
153                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
154                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var7) * 180.0D / Math.PI);
155                this.prevRotationPitch = this.rotationPitch;
156                this.prevRotationYaw = this.rotationYaw;
157                this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
158                this.ticksInGround = 0;
159            }
160        }
161    
162        /**
163         * Called to update the entity's position/logic.
164         */
165        public void onUpdate()
166        {
167            super.onUpdate();
168    
169            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
170            {
171                float var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
172                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
173                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var1) * 180.0D / Math.PI);
174            }
175    
176            int var16 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
177    
178            if (var16 > 0)
179            {
180                Block.blocksList[var16].setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile);
181                AxisAlignedBB var2 = Block.blocksList[var16].getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile);
182    
183                if (var2 != null && var2.isVecInside(this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ)))
184                {
185                    this.inGround = true;
186                }
187            }
188    
189            if (this.arrowShake > 0)
190            {
191                --this.arrowShake;
192            }
193    
194            if (this.inGround)
195            {
196                int var18 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
197                int var19 = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
198    
199                if (var18 == this.inTile && var19 == this.inData)
200                {
201                    ++this.ticksInGround;
202    
203                    if (this.ticksInGround == 1200)
204                    {
205                        this.setDead();
206                    }
207                }
208                else
209                {
210                    this.inGround = false;
211                    this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
212                    this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
213                    this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
214                    this.ticksInGround = 0;
215                    this.ticksInAir = 0;
216                }
217            }
218            else
219            {
220                ++this.ticksInAir;
221                Vec3 var17 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
222                Vec3 var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
223                MovingObjectPosition var4 = this.worldObj.rayTraceBlocks_do_do(var17, var3, false, true);
224                var17 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
225                var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
226    
227                if (var4 != null)
228                {
229                    var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(var4.hitVec.xCoord, var4.hitVec.yCoord, var4.hitVec.zCoord);
230                }
231    
232                Entity var5 = null;
233                List var6 = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
234                double var7 = 0.0D;
235                Iterator var9 = var6.iterator();
236                float var11;
237    
238                while (var9.hasNext())
239                {
240                    Entity var10 = (Entity)var9.next();
241    
242                    if (var10.canBeCollidedWith() && (var10 != this.shootingEntity || this.ticksInAir >= 5))
243                    {
244                        var11 = 0.3F;
245                        AxisAlignedBB var12 = var10.boundingBox.expand((double)var11, (double)var11, (double)var11);
246                        MovingObjectPosition var13 = var12.calculateIntercept(var17, var3);
247    
248                        if (var13 != null)
249                        {
250                            double var14 = var17.distanceTo(var13.hitVec);
251    
252                            if (var14 < var7 || var7 == 0.0D)
253                            {
254                                var5 = var10;
255                                var7 = var14;
256                            }
257                        }
258                    }
259                }
260    
261                if (var5 != null)
262                {
263                    var4 = new MovingObjectPosition(var5);
264                }
265    
266                float var20;
267    
268                if (var4 != null)
269                {
270                    if (var4.entityHit != null)
271                    {
272                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
273                        int var24 = MathHelper.ceiling_double_int((double)var20 * this.damage);
274    
275                        if (this.getIsCritical())
276                        {
277                            var24 += this.rand.nextInt(var24 / 2 + 2);
278                        }
279    
280                        DamageSource var22 = null;
281    
282                        if (this.shootingEntity == null)
283                        {
284                            var22 = DamageSource.causeArrowDamage(this, this);
285                        }
286                        else
287                        {
288                            var22 = DamageSource.causeArrowDamage(this, this.shootingEntity);
289                        }
290    
291                        if (this.isBurning())
292                        {
293                            var4.entityHit.setFire(5);
294                        }
295    
296                        if (var4.entityHit.attackEntityFrom(var22, var24))
297                        {
298                            if (var4.entityHit instanceof EntityLiving)
299                            {
300                                if (!this.worldObj.isRemote)
301                                {
302                                    EntityLiving var25 = (EntityLiving)var4.entityHit;
303                                    var25.func_85034_r(var25.func_85035_bI() + 1);
304                                }
305    
306                                if (this.knockbackStrength > 0)
307                                {
308                                    float var26 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
309    
310                                    if (var26 > 0.0F)
311                                    {
312                                        var4.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)var26, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)var26);
313                                    }
314                                }
315                            }
316    
317                            this.func_85030_a("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
318                            this.setDead();
319                        }
320                        else
321                        {
322                            this.motionX *= -0.10000000149011612D;
323                            this.motionY *= -0.10000000149011612D;
324                            this.motionZ *= -0.10000000149011612D;
325                            this.rotationYaw += 180.0F;
326                            this.prevRotationYaw += 180.0F;
327                            this.ticksInAir = 0;
328                        }
329                    }
330                    else
331                    {
332                        this.xTile = var4.blockX;
333                        this.yTile = var4.blockY;
334                        this.zTile = var4.blockZ;
335                        this.inTile = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
336                        this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
337                        this.motionX = (double)((float)(var4.hitVec.xCoord - this.posX));
338                        this.motionY = (double)((float)(var4.hitVec.yCoord - this.posY));
339                        this.motionZ = (double)((float)(var4.hitVec.zCoord - this.posZ));
340                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
341                        this.posX -= this.motionX / (double)var20 * 0.05000000074505806D;
342                        this.posY -= this.motionY / (double)var20 * 0.05000000074505806D;
343                        this.posZ -= this.motionZ / (double)var20 * 0.05000000074505806D;
344                        this.func_85030_a("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
345                        this.inGround = true;
346                        this.arrowShake = 7;
347                        this.setIsCritical(false);
348    
349                        if (this.inTile != 0)
350                        {
351                            Block.blocksList[this.inTile].onEntityCollidedWithBlock(this.worldObj, this.xTile, this.yTile, this.zTile, this);
352                        }
353                    }
354                }
355    
356                if (this.getIsCritical())
357                {
358                    for (int var21 = 0; var21 < 4; ++var21)
359                    {
360                        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);
361                    }
362                }
363    
364                this.posX += this.motionX;
365                this.posY += this.motionY;
366                this.posZ += this.motionZ;
367                var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
368                this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
369    
370                for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var20) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
371                {
372                    ;
373                }
374    
375                while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
376                {
377                    this.prevRotationPitch += 360.0F;
378                }
379    
380                while (this.rotationYaw - this.prevRotationYaw < -180.0F)
381                {
382                    this.prevRotationYaw -= 360.0F;
383                }
384    
385                while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
386                {
387                    this.prevRotationYaw += 360.0F;
388                }
389    
390                this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
391                this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
392                float var23 = 0.99F;
393                var11 = 0.05F;
394    
395                if (this.isInWater())
396                {
397                    for (int var27 = 0; var27 < 4; ++var27)
398                    {
399                        float var28 = 0.25F;
400                        this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)var28, this.posY - this.motionY * (double)var28, this.posZ - this.motionZ * (double)var28, this.motionX, this.motionY, this.motionZ);
401                    }
402    
403                    var23 = 0.8F;
404                }
405    
406                this.motionX *= (double)var23;
407                this.motionY *= (double)var23;
408                this.motionZ *= (double)var23;
409                this.motionY -= (double)var11;
410                this.setPosition(this.posX, this.posY, this.posZ);
411                this.doBlockCollisions();
412            }
413        }
414    
415        /**
416         * (abstract) Protected helper method to write subclass entity data to NBT.
417         */
418        public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
419        {
420            par1NBTTagCompound.setShort("xTile", (short)this.xTile);
421            par1NBTTagCompound.setShort("yTile", (short)this.yTile);
422            par1NBTTagCompound.setShort("zTile", (short)this.zTile);
423            par1NBTTagCompound.setByte("inTile", (byte)this.inTile);
424            par1NBTTagCompound.setByte("inData", (byte)this.inData);
425            par1NBTTagCompound.setByte("shake", (byte)this.arrowShake);
426            par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0));
427            par1NBTTagCompound.setByte("pickup", (byte)this.canBePickedUp);
428            par1NBTTagCompound.setDouble("damage", this.damage);
429        }
430    
431        /**
432         * (abstract) Protected helper method to read subclass entity data from NBT.
433         */
434        public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
435        {
436            this.xTile = par1NBTTagCompound.getShort("xTile");
437            this.yTile = par1NBTTagCompound.getShort("yTile");
438            this.zTile = par1NBTTagCompound.getShort("zTile");
439            this.inTile = par1NBTTagCompound.getByte("inTile") & 255;
440            this.inData = par1NBTTagCompound.getByte("inData") & 255;
441            this.arrowShake = par1NBTTagCompound.getByte("shake") & 255;
442            this.inGround = par1NBTTagCompound.getByte("inGround") == 1;
443    
444            if (par1NBTTagCompound.hasKey("damage"))
445            {
446                this.damage = par1NBTTagCompound.getDouble("damage");
447            }
448    
449            if (par1NBTTagCompound.hasKey("pickup"))
450            {
451                this.canBePickedUp = par1NBTTagCompound.getByte("pickup");
452            }
453            else if (par1NBTTagCompound.hasKey("player"))
454            {
455                this.canBePickedUp = par1NBTTagCompound.getBoolean("player") ? 1 : 0;
456            }
457        }
458    
459        /**
460         * Called by a player entity when they collide with an entity
461         */
462        public void onCollideWithPlayer(EntityPlayer par1EntityPlayer)
463        {
464            if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0)
465            {
466                boolean var2 = this.canBePickedUp == 1 || this.canBePickedUp == 2 && par1EntityPlayer.capabilities.isCreativeMode;
467    
468                if (this.canBePickedUp == 1 && !par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.arrow, 1)))
469                {
470                    var2 = false;
471                }
472    
473                if (var2)
474                {
475                    this.func_85030_a("random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F);
476                    par1EntityPlayer.onItemPickup(this, 1);
477                    this.setDead();
478                }
479            }
480        }
481    
482        /**
483         * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
484         * prevent them from trampling crops
485         */
486        protected boolean canTriggerWalking()
487        {
488            return false;
489        }
490    
491        @SideOnly(Side.CLIENT)
492        public float getShadowSize()
493        {
494            return 0.0F;
495        }
496    
497        public void setDamage(double par1)
498        {
499            this.damage = par1;
500        }
501    
502        public double getDamage()
503        {
504            return this.damage;
505        }
506    
507        /**
508         * Sets the amount of knockback the arrow applies when it hits a mob.
509         */
510        public void setKnockbackStrength(int par1)
511        {
512            this.knockbackStrength = par1;
513        }
514    
515        /**
516         * If returns false, the item will not inflict any damage against entities.
517         */
518        public boolean canAttackWithItem()
519        {
520            return false;
521        }
522    
523        /**
524         * Whether the arrow has a stream of critical hit particles flying behind it.
525         */
526        public void setIsCritical(boolean par1)
527        {
528            byte var2 = this.dataWatcher.getWatchableObjectByte(16);
529    
530            if (par1)
531            {
532                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 | 1)));
533            }
534            else
535            {
536                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 & -2)));
537            }
538        }
539    
540        /**
541         * Whether the arrow has a stream of critical hit particles flying behind it.
542         */
543        public boolean getIsCritical()
544        {
545            byte var1 = this.dataWatcher.getWatchableObjectByte(16);
546            return (var1 & 1) != 0;
547        }
548    }