001    package net.minecraft.entity.projectile;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import java.util.List;
006    import net.minecraft.block.Block;
007    import net.minecraft.entity.Entity;
008    import net.minecraft.entity.EntityLiving;
009    import net.minecraft.entity.IProjectile;
010    import net.minecraft.entity.player.EntityPlayer;
011    import net.minecraft.item.Item;
012    import net.minecraft.item.ItemStack;
013    import net.minecraft.nbt.NBTTagCompound;
014    import net.minecraft.util.AxisAlignedBB;
015    import net.minecraft.util.DamageSource;
016    import net.minecraft.util.MathHelper;
017    import net.minecraft.util.MovingObjectPosition;
018    import net.minecraft.util.Vec3;
019    import net.minecraft.world.World;
020    
021    public class EntityArrow extends Entity implements IProjectile
022    {
023        private int xTile = -1;
024        private int yTile = -1;
025        private int zTile = -1;
026        private int inTile = 0;
027        private int inData = 0;
028        private boolean inGround = false;
029    
030        /** 1 if the player can pick up the arrow */
031        public int canBePickedUp = 0;
032    
033        /** Seems to be some sort of timer for animating an arrow. */
034        public int arrowShake = 0;
035    
036        /** The owner of this arrow. */
037        public Entity shootingEntity;
038        private int ticksInGround;
039        private int ticksInAir = 0;
040        private double damage = 2.0D;
041    
042        /** The amount of knockback an arrow applies when it hits a mob. */
043        private int knockbackStrength;
044    
045        public EntityArrow(World par1World)
046        {
047            super(par1World);
048            this.setSize(0.5F, 0.5F);
049        }
050    
051        public EntityArrow(World par1World, double par2, double par4, double par6)
052        {
053            super(par1World);
054            this.setSize(0.5F, 0.5F);
055            this.setPosition(par2, par4, par6);
056            this.yOffset = 0.0F;
057        }
058    
059        public EntityArrow(World par1World, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, float par4, float par5)
060        {
061            super(par1World);
062            this.shootingEntity = par2EntityLiving;
063    
064            if (par2EntityLiving instanceof EntityPlayer)
065            {
066                this.canBePickedUp = 1;
067            }
068    
069            this.posY = par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight() - 0.10000000149011612D;
070            double var6 = par3EntityLiving.posX - par2EntityLiving.posX;
071            double var8 = par3EntityLiving.posY + (double)par3EntityLiving.getEyeHeight() - 0.699999988079071D - this.posY;
072            double var10 = par3EntityLiving.posZ - par2EntityLiving.posZ;
073            double var12 = (double)MathHelper.sqrt_double(var6 * var6 + var10 * var10);
074    
075            if (var12 >= 1.0E-7D)
076            {
077                float var14 = (float)(Math.atan2(var10, var6) * 180.0D / Math.PI) - 90.0F;
078                float var15 = (float)(-(Math.atan2(var8, var12) * 180.0D / Math.PI));
079                double var16 = var6 / var12;
080                double var18 = var10 / var12;
081                this.setLocationAndAngles(par2EntityLiving.posX + var16, this.posY, par2EntityLiving.posZ + var18, var14, var15);
082                this.yOffset = 0.0F;
083                float var20 = (float)var12 * 0.2F;
084                this.setThrowableHeading(var6, var8 + (double)var20, var10, par4, par5);
085            }
086        }
087    
088        public EntityArrow(World par1World, EntityLiving par2EntityLiving, float par3)
089        {
090            super(par1World);
091            this.shootingEntity = par2EntityLiving;
092    
093            if (par2EntityLiving instanceof EntityPlayer)
094            {
095                this.canBePickedUp = 1;
096            }
097    
098            this.setSize(0.5F, 0.5F);
099            this.setLocationAndAngles(par2EntityLiving.posX, par2EntityLiving.posY + (double)par2EntityLiving.getEyeHeight(), par2EntityLiving.posZ, par2EntityLiving.rotationYaw, par2EntityLiving.rotationPitch);
100            this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
101            this.posY -= 0.10000000149011612D;
102            this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F);
103            this.setPosition(this.posX, this.posY, this.posZ);
104            this.yOffset = 0.0F;
105            this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
106            this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI));
107            this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI));
108            this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F);
109        }
110    
111        protected void entityInit()
112        {
113            this.dataWatcher.addObject(16, Byte.valueOf((byte)0));
114        }
115    
116        /**
117         * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
118         */
119        public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8)
120        {
121            float var9 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
122            par1 /= (double)var9;
123            par3 /= (double)var9;
124            par5 /= (double)var9;
125            par1 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
126            par3 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
127            par5 += this.rand.nextGaussian() * 0.007499999832361937D * (double)par8;
128            par1 *= (double)par7;
129            par3 *= (double)par7;
130            par5 *= (double)par7;
131            this.motionX = par1;
132            this.motionY = par3;
133            this.motionZ = par5;
134            float var10 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
135            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
136            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var10) * 180.0D / Math.PI);
137            this.ticksInGround = 0;
138        }
139    
140        @SideOnly(Side.CLIENT)
141    
142        /**
143         * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX,
144         * posY, posZ, yaw, pitch
145         */
146        public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9)
147        {
148            this.setPosition(par1, par3, par5);
149            this.setRotation(par7, par8);
150        }
151    
152        @SideOnly(Side.CLIENT)
153    
154        /**
155         * Sets the velocity to the args. Args: x, y, z
156         */
157        public void setVelocity(double par1, double par3, double par5)
158        {
159            this.motionX = par1;
160            this.motionY = par3;
161            this.motionZ = par5;
162    
163            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
164            {
165                float var7 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
166                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
167                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var7) * 180.0D / Math.PI);
168                this.prevRotationPitch = this.rotationPitch;
169                this.prevRotationYaw = this.rotationYaw;
170                this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch);
171                this.ticksInGround = 0;
172            }
173        }
174    
175        /**
176         * Called to update the entity's position/logic.
177         */
178        public void onUpdate()
179        {
180            super.onUpdate();
181    
182            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
183            {
184                float var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
185                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
186                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var1) * 180.0D / Math.PI);
187            }
188    
189            int var16 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
190    
191            if (var16 > 0)
192            {
193                Block.blocksList[var16].setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile);
194                AxisAlignedBB var2 = Block.blocksList[var16].getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile);
195    
196                if (var2 != null && var2.isVecInside(this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ)))
197                {
198                    this.inGround = true;
199                }
200            }
201    
202            if (this.arrowShake > 0)
203            {
204                --this.arrowShake;
205            }
206    
207            if (this.inGround)
208            {
209                int var18 = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
210                int var19 = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
211    
212                if (var18 == this.inTile && var19 == this.inData)
213                {
214                    ++this.ticksInGround;
215    
216                    if (this.ticksInGround == 1200)
217                    {
218                        this.setDead();
219                    }
220                }
221                else
222                {
223                    this.inGround = false;
224                    this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
225                    this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
226                    this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
227                    this.ticksInGround = 0;
228                    this.ticksInAir = 0;
229                }
230            }
231            else
232            {
233                ++this.ticksInAir;
234                Vec3 var17 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
235                Vec3 var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
236                MovingObjectPosition var4 = this.worldObj.rayTraceBlocks_do_do(var17, var3, false, true);
237                var17 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ);
238                var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
239    
240                if (var4 != null)
241                {
242                    var3 = this.worldObj.getWorldVec3Pool().getVecFromPool(var4.hitVec.xCoord, var4.hitVec.yCoord, var4.hitVec.zCoord);
243                }
244    
245                Entity var5 = null;
246                List var6 = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
247                double var7 = 0.0D;
248                int var9;
249                float var11;
250    
251                for (var9 = 0; var9 < var6.size(); ++var9)
252                {
253                    Entity var10 = (Entity)var6.get(var9);
254    
255                    if (var10.canBeCollidedWith() && (var10 != this.shootingEntity || this.ticksInAir >= 5))
256                    {
257                        var11 = 0.3F;
258                        AxisAlignedBB var12 = var10.boundingBox.expand((double)var11, (double)var11, (double)var11);
259                        MovingObjectPosition var13 = var12.calculateIntercept(var17, var3);
260    
261                        if (var13 != null)
262                        {
263                            double var14 = var17.distanceTo(var13.hitVec);
264    
265                            if (var14 < var7 || var7 == 0.0D)
266                            {
267                                var5 = var10;
268                                var7 = var14;
269                            }
270                        }
271                    }
272                }
273    
274                if (var5 != null)
275                {
276                    var4 = new MovingObjectPosition(var5);
277                }
278    
279                float var20;
280    
281                if (var4 != null)
282                {
283                    if (var4.entityHit != null)
284                    {
285                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
286                        int var23 = MathHelper.ceiling_double_int((double)var20 * this.damage);
287    
288                        if (this.getIsCritical())
289                        {
290                            var23 += this.rand.nextInt(var23 / 2 + 2);
291                        }
292    
293                        DamageSource var21 = null;
294    
295                        if (this.shootingEntity == null)
296                        {
297                            var21 = DamageSource.causeArrowDamage(this, this);
298                        }
299                        else
300                        {
301                            var21 = DamageSource.causeArrowDamage(this, this.shootingEntity);
302                        }
303    
304                        if (this.isBurning())
305                        {
306                            var4.entityHit.setFire(5);
307                        }
308    
309                        if (var4.entityHit.attackEntityFrom(var21, var23))
310                        {
311                            if (var4.entityHit instanceof EntityLiving)
312                            {
313                                if (!this.worldObj.isRemote)
314                                {
315                                    EntityLiving var24 = (EntityLiving)var4.entityHit;
316                                    var24.func_85034_r(var24.func_85035_bI() + 1);
317                                }
318    
319                                if (this.knockbackStrength > 0)
320                                {
321                                    float var25 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
322    
323                                    if (var25 > 0.0F)
324                                    {
325                                        var4.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)var25, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)var25);
326                                    }
327                                }
328                            }
329    
330                            this.func_85030_a("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
331                            this.setDead();
332                        }
333                        else
334                        {
335                            this.motionX *= -0.10000000149011612D;
336                            this.motionY *= -0.10000000149011612D;
337                            this.motionZ *= -0.10000000149011612D;
338                            this.rotationYaw += 180.0F;
339                            this.prevRotationYaw += 180.0F;
340                            this.ticksInAir = 0;
341                        }
342                    }
343                    else
344                    {
345                        this.xTile = var4.blockX;
346                        this.yTile = var4.blockY;
347                        this.zTile = var4.blockZ;
348                        this.inTile = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile);
349                        this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile);
350                        this.motionX = (double)((float)(var4.hitVec.xCoord - this.posX));
351                        this.motionY = (double)((float)(var4.hitVec.yCoord - this.posY));
352                        this.motionZ = (double)((float)(var4.hitVec.zCoord - this.posZ));
353                        var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
354                        this.posX -= this.motionX / (double)var20 * 0.05000000074505806D;
355                        this.posY -= this.motionY / (double)var20 * 0.05000000074505806D;
356                        this.posZ -= this.motionZ / (double)var20 * 0.05000000074505806D;
357                        this.func_85030_a("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
358                        this.inGround = true;
359                        this.arrowShake = 7;
360                        this.setIsCritical(false);
361    
362                        if (this.inTile != 0)
363                        {
364                            Block.blocksList[this.inTile].onEntityCollidedWithBlock(this.worldObj, this.xTile, this.yTile, this.zTile, this);
365                        }
366                    }
367                }
368    
369                if (this.getIsCritical())
370                {
371                    for (var9 = 0; var9 < 4; ++var9)
372                    {
373                        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);
374                    }
375                }
376    
377                this.posX += this.motionX;
378                this.posY += this.motionY;
379                this.posZ += this.motionZ;
380                var20 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
381                this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
382    
383                for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var20) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
384                {
385                    ;
386                }
387    
388                while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
389                {
390                    this.prevRotationPitch += 360.0F;
391                }
392    
393                while (this.rotationYaw - this.prevRotationYaw < -180.0F)
394                {
395                    this.prevRotationYaw -= 360.0F;
396                }
397    
398                while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
399                {
400                    this.prevRotationYaw += 360.0F;
401                }
402    
403                this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
404                this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
405                float var22 = 0.99F;
406                var11 = 0.05F;
407    
408                if (this.isInWater())
409                {
410                    for (int var26 = 0; var26 < 4; ++var26)
411                    {
412                        float var27 = 0.25F;
413                        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);
414                    }
415    
416                    var22 = 0.8F;
417                }
418    
419                this.motionX *= (double)var22;
420                this.motionY *= (double)var22;
421                this.motionZ *= (double)var22;
422                this.motionY -= (double)var11;
423                this.setPosition(this.posX, this.posY, this.posZ);
424                this.doBlockCollisions();
425            }
426        }
427    
428        /**
429         * (abstract) Protected helper method to write subclass entity data to NBT.
430         */
431        public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
432        {
433            par1NBTTagCompound.setShort("xTile", (short)this.xTile);
434            par1NBTTagCompound.setShort("yTile", (short)this.yTile);
435            par1NBTTagCompound.setShort("zTile", (short)this.zTile);
436            par1NBTTagCompound.setByte("inTile", (byte)this.inTile);
437            par1NBTTagCompound.setByte("inData", (byte)this.inData);
438            par1NBTTagCompound.setByte("shake", (byte)this.arrowShake);
439            par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0));
440            par1NBTTagCompound.setByte("pickup", (byte)this.canBePickedUp);
441            par1NBTTagCompound.setDouble("damage", this.damage);
442        }
443    
444        /**
445         * (abstract) Protected helper method to read subclass entity data from NBT.
446         */
447        public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
448        {
449            this.xTile = par1NBTTagCompound.getShort("xTile");
450            this.yTile = par1NBTTagCompound.getShort("yTile");
451            this.zTile = par1NBTTagCompound.getShort("zTile");
452            this.inTile = par1NBTTagCompound.getByte("inTile") & 255;
453            this.inData = par1NBTTagCompound.getByte("inData") & 255;
454            this.arrowShake = par1NBTTagCompound.getByte("shake") & 255;
455            this.inGround = par1NBTTagCompound.getByte("inGround") == 1;
456    
457            if (par1NBTTagCompound.hasKey("damage"))
458            {
459                this.damage = par1NBTTagCompound.getDouble("damage");
460            }
461    
462            if (par1NBTTagCompound.hasKey("pickup"))
463            {
464                this.canBePickedUp = par1NBTTagCompound.getByte("pickup");
465            }
466            else if (par1NBTTagCompound.hasKey("player"))
467            {
468                this.canBePickedUp = par1NBTTagCompound.getBoolean("player") ? 1 : 0;
469            }
470        }
471    
472        /**
473         * Called by a player entity when they collide with an entity
474         */
475        public void onCollideWithPlayer(EntityPlayer par1EntityPlayer)
476        {
477            if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0)
478            {
479                boolean var2 = this.canBePickedUp == 1 || this.canBePickedUp == 2 && par1EntityPlayer.capabilities.isCreativeMode;
480    
481                if (this.canBePickedUp == 1 && !par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.arrow, 1)))
482                {
483                    var2 = false;
484                }
485    
486                if (var2)
487                {
488                    this.func_85030_a("random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F);
489                    par1EntityPlayer.onItemPickup(this, 1);
490                    this.setDead();
491                }
492            }
493        }
494    
495        /**
496         * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
497         * prevent them from trampling crops
498         */
499        protected boolean canTriggerWalking()
500        {
501            return false;
502        }
503    
504        @SideOnly(Side.CLIENT)
505        public float getShadowSize()
506        {
507            return 0.0F;
508        }
509    
510        public void setDamage(double par1)
511        {
512            this.damage = par1;
513        }
514    
515        public double getDamage()
516        {
517            return this.damage;
518        }
519    
520        /**
521         * Sets the amount of knockback the arrow applies when it hits a mob.
522         */
523        public void setKnockbackStrength(int par1)
524        {
525            this.knockbackStrength = par1;
526        }
527    
528        /**
529         * If returns false, the item will not inflict any damage against entities.
530         */
531        public boolean canAttackWithItem()
532        {
533            return false;
534        }
535    
536        /**
537         * Whether the arrow has a stream of critical hit particles flying behind it.
538         */
539        public void setIsCritical(boolean par1)
540        {
541            byte var2 = this.dataWatcher.getWatchableObjectByte(16);
542    
543            if (par1)
544            {
545                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 | 1)));
546            }
547            else
548            {
549                this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 & -2)));
550            }
551        }
552    
553        /**
554         * Whether the arrow has a stream of critical hit particles flying behind it.
555         */
556        public boolean getIsCritical()
557        {
558            byte var1 = this.dataWatcher.getWatchableObjectByte(16);
559            return (var1 & 1) != 0;
560        }
561    }