001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 006 public class EntityEnderEye extends Entity 007 { 008 public int field_70226_a = 0; 009 010 /** 'x' location the eye should float towards. */ 011 private double targetX; 012 013 /** 'y' location the eye should float towards. */ 014 private double targetY; 015 016 /** 'z' location the eye should float towards. */ 017 private double targetZ; 018 private int despawnTimer; 019 private boolean shatterOrDrop; 020 021 public EntityEnderEye(World par1World) 022 { 023 super(par1World); 024 this.setSize(0.25F, 0.25F); 025 } 026 027 protected void entityInit() {} 028 029 @SideOnly(Side.CLIENT) 030 031 /** 032 * Checks if the entity is in range to render by using the past in distance and comparing it to its average edge 033 * length * 64 * renderDistanceWeight Args: distance 034 */ 035 public boolean isInRangeToRenderDist(double par1) 036 { 037 double var3 = this.boundingBox.getAverageEdgeLength() * 4.0D; 038 var3 *= 64.0D; 039 return par1 < var3 * var3; 040 } 041 042 public EntityEnderEye(World par1World, double par2, double par4, double par6) 043 { 044 super(par1World); 045 this.despawnTimer = 0; 046 this.setSize(0.25F, 0.25F); 047 this.setPosition(par2, par4, par6); 048 this.yOffset = 0.0F; 049 } 050 051 /** 052 * The location the eye should float/move towards. Currently used for moving towards the nearest stronghold. Args: 053 * strongholdX, strongholdY, strongholdZ 054 */ 055 public void moveTowards(double par1, int par3, double par4) 056 { 057 double var6 = par1 - this.posX; 058 double var8 = par4 - this.posZ; 059 float var10 = MathHelper.sqrt_double(var6 * var6 + var8 * var8); 060 061 if (var10 > 12.0F) 062 { 063 this.targetX = this.posX + var6 / (double)var10 * 12.0D; 064 this.targetZ = this.posZ + var8 / (double)var10 * 12.0D; 065 this.targetY = this.posY + 8.0D; 066 } 067 else 068 { 069 this.targetX = par1; 070 this.targetY = (double)par3; 071 this.targetZ = par4; 072 } 073 074 this.despawnTimer = 0; 075 this.shatterOrDrop = this.rand.nextInt(5) > 0; 076 } 077 078 @SideOnly(Side.CLIENT) 079 080 /** 081 * Sets the velocity to the args. Args: x, y, z 082 */ 083 public void setVelocity(double par1, double par3, double par5) 084 { 085 this.motionX = par1; 086 this.motionY = par3; 087 this.motionZ = par5; 088 089 if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) 090 { 091 float var7 = MathHelper.sqrt_double(par1 * par1 + par5 * par5); 092 this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI); 093 this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var7) * 180.0D / Math.PI); 094 } 095 } 096 097 /** 098 * Called to update the entity's position/logic. 099 */ 100 public void onUpdate() 101 { 102 this.lastTickPosX = this.posX; 103 this.lastTickPosY = this.posY; 104 this.lastTickPosZ = this.posZ; 105 super.onUpdate(); 106 this.posX += this.motionX; 107 this.posY += this.motionY; 108 this.posZ += this.motionZ; 109 float var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); 110 this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); 111 112 for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var1) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F) 113 { 114 ; 115 } 116 117 while (this.rotationPitch - this.prevRotationPitch >= 180.0F) 118 { 119 this.prevRotationPitch += 360.0F; 120 } 121 122 while (this.rotationYaw - this.prevRotationYaw < -180.0F) 123 { 124 this.prevRotationYaw -= 360.0F; 125 } 126 127 while (this.rotationYaw - this.prevRotationYaw >= 180.0F) 128 { 129 this.prevRotationYaw += 360.0F; 130 } 131 132 this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; 133 this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; 134 135 if (!this.worldObj.isRemote) 136 { 137 double var2 = this.targetX - this.posX; 138 double var4 = this.targetZ - this.posZ; 139 float var6 = (float)Math.sqrt(var2 * var2 + var4 * var4); 140 float var7 = (float)Math.atan2(var4, var2); 141 double var8 = (double)var1 + (double)(var6 - var1) * 0.0025D; 142 143 if (var6 < 1.0F) 144 { 145 var8 *= 0.8D; 146 this.motionY *= 0.8D; 147 } 148 149 this.motionX = Math.cos((double)var7) * var8; 150 this.motionZ = Math.sin((double)var7) * var8; 151 152 if (this.posY < this.targetY) 153 { 154 this.motionY += (1.0D - this.motionY) * 0.014999999664723873D; 155 } 156 else 157 { 158 this.motionY += (-1.0D - this.motionY) * 0.014999999664723873D; 159 } 160 } 161 162 float var10 = 0.25F; 163 164 if (this.isInWater()) 165 { 166 for (int var3 = 0; var3 < 4; ++var3) 167 { 168 this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)var10, this.posY - this.motionY * (double)var10, this.posZ - this.motionZ * (double)var10, this.motionX, this.motionY, this.motionZ); 169 } 170 } 171 else 172 { 173 this.worldObj.spawnParticle("portal", this.posX - this.motionX * (double)var10 + this.rand.nextDouble() * 0.6D - 0.3D, this.posY - this.motionY * (double)var10 - 0.5D, this.posZ - this.motionZ * (double)var10 + this.rand.nextDouble() * 0.6D - 0.3D, this.motionX, this.motionY, this.motionZ); 174 } 175 176 if (!this.worldObj.isRemote) 177 { 178 this.setPosition(this.posX, this.posY, this.posZ); 179 ++this.despawnTimer; 180 181 if (this.despawnTimer > 80 && !this.worldObj.isRemote) 182 { 183 this.setDead(); 184 185 if (this.shatterOrDrop) 186 { 187 this.worldObj.spawnEntityInWorld(new EntityItem(this.worldObj, this.posX, this.posY, this.posZ, new ItemStack(Item.eyeOfEnder))); 188 } 189 else 190 { 191 this.worldObj.playAuxSFX(2003, (int)Math.round(this.posX), (int)Math.round(this.posY), (int)Math.round(this.posZ), 0); 192 } 193 } 194 } 195 } 196 197 /** 198 * (abstract) Protected helper method to write subclass entity data to NBT. 199 */ 200 public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) {} 201 202 /** 203 * (abstract) Protected helper method to read subclass entity data from NBT. 204 */ 205 public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) {} 206 207 @SideOnly(Side.CLIENT) 208 public float getShadowSize() 209 { 210 return 0.0F; 211 } 212 213 /** 214 * Gets how bright this entity is. 215 */ 216 public float getBrightness(float par1) 217 { 218 return 1.0F; 219 } 220 221 @SideOnly(Side.CLIENT) 222 public int getBrightnessForRender(float par1) 223 { 224 return 15728880; 225 } 226 227 /** 228 * If returns false, the item will not inflict any damage against entities. 229 */ 230 public boolean canAttackWithItem() 231 { 232 return false; 233 } 234 }