    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 EntityBlaze extends EntityMob
    007    {
    008        /** Random offset used in floating behaviour */
    009        private float heightOffset = 0.5F;
    010
    011        /** ticks until heightOffset is randomized */
    012        private int heightOffsetUpdateTime;
    013        private int field_70846_g;
    014
    015        public EntityBlaze(World par1World)
    016        {
    017            super(par1World);
    018            this.texture = "/mob/fire.png";
    019            this.isImmuneToFire = true;
    020            this.attackStrength = 6;
    021            this.experienceValue = 10;
    022        }
    023
    024        public int getMaxHealth()
    025        {
    026            return 20;
    027        }
    028
    029        protected void entityInit()
    030        {
    031            super.entityInit();
    032            this.dataWatcher.addObject(16, new Byte((byte)0));
    033        }
    034
    035        /**
    036         * Returns the sound this mob makes while it's alive.
    037         */
    038        protected String getLivingSound()
    039        {
    040            return "mob.blaze.breathe";
    041        }
    042
    043        /**
    044         * Returns the sound this mob makes when it is hurt.
    045         */
    046        protected String getHurtSound()
    047        {
    048            return "mob.blaze.hit";
    049        }
    050
    051        /**
    052         * Returns the sound this mob makes on death.
    053         */
    054        protected String getDeathSound()
    055        {
    056            return "mob.blaze.death";
    057        }
    058
    059        @SideOnly(Side.CLIENT)
    060        public int getBrightnessForRender(float par1)
    061        {
    062            return 15728880;
    063        }
    064
    065        /**
    066         * Gets how bright this entity is.
    067         */
    068        public float getBrightness(float par1)
    069        {
    070            return 1.0F;
    071        }
    072
    073        /**
    074         * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
    075         * use this to react to sunlight and start to burn.
    076         */
    077        public void onLivingUpdate()
    078        {
    079            if (!this.worldObj.isRemote)
    080            {
    081                if (this.isWet())
    082                {
    083                    this.attackEntityFrom(DamageSource.drown, 1);
    084                }
    085
    086                --this.heightOffsetUpdateTime;
    087
    088                if (this.heightOffsetUpdateTime <= 0)
    089                {
    090                    this.heightOffsetUpdateTime = 100;
    091                    this.heightOffset = 0.5F + (float)this.rand.nextGaussian() * 3.0F;
    092                }
    093
    094                if (this.getEntityToAttack() != null && this.getEntityToAttack().posY + (double)this.getEntityToAttack().getEyeHeight() > this.posY + (double)this.getEyeHeight() + (double)this.heightOffset)
    095                {
    096                    this.motionY += (0.30000001192092896D - this.motionY) * 0.30000001192092896D;
    097                }
    098            }
    099
    100            if (this.rand.nextInt(24) == 0)
    101            {
    102                this.worldObj.playSoundEffect(this.posX + 0.5D, this.posY + 0.5D, this.posZ + 0.5D, "fire.fire", 1.0F + this.rand.nextFloat(), this.rand.nextFloat() * 0.7F + 0.3F);
    103            }
    104
    105            if (!this.onGround && this.motionY < 0.0D)
    106            {
    107                this.motionY *= 0.6D;
    108            }
    109
    110            for (int var1 = 0; var1 < 2; ++var1)
    111            {
    112                this.worldObj.spawnParticle("largesmoke", this.posX + (this.rand.nextDouble() - 0.5D) * (double)this.width, this.posY + this.rand.nextDouble() * (double)this.height, this.posZ + (this.rand.nextDouble() - 0.5D) * (double)this.width, 0.0D, 0.0D, 0.0D);
    113            }
    114
    115            super.onLivingUpdate();
    116        }
    117
    118        /**
    119         * Basic mob attack. Default to touch of death in EntityCreature. Overridden by each mob to define their attack.
    120         */
    121        protected void attackEntity(Entity par1Entity, float par2)
    122        {
    123            if (this.attackTime <= 0 && par2 < 2.0F && par1Entity.boundingBox.maxY > this.boundingBox.minY && par1Entity.boundingBox.minY < this.boundingBox.maxY)
    124            {
    125                this.attackTime = 20;
    126                this.attackEntityAsMob(par1Entity);
    127            }
    128            else if (par2 < 30.0F)
    129            {
    130                double var3 = par1Entity.posX - this.posX;
    131                double var5 = par1Entity.boundingBox.minY + (double)(par1Entity.height / 2.0F) - (this.posY + (double)(this.height / 2.0F));
    132                double var7 = par1Entity.posZ - this.posZ;
    133
    134                if (this.attackTime == 0)
    135                {
    136                    ++this.field_70846_g;
    137
    138                    if (this.field_70846_g == 1)
    139                    {
    140                        this.attackTime = 60;
    141                        this.func_70844_e(true);
    142                    }
    143                    else if (this.field_70846_g <= 4)
    144                    {
    145                        this.attackTime = 6;
    146                    }
    147                    else
    148                    {
    149                        this.attackTime = 100;
    150                        this.field_70846_g = 0;
    151                        this.func_70844_e(false);
    152                    }
    153
    154                    if (this.field_70846_g > 1)
    155                    {
    156                        float var9 = MathHelper.sqrt_float(par2) * 0.5F;
    157                        this.worldObj.playAuxSFXAtEntity((EntityPlayer)null, 1009, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
    158
    159                        for (int var10 = 0; var10 < 1; ++var10)
    160                        {
    161                            EntitySmallFireball var11 = new EntitySmallFireball(this.worldObj, this, var3 + this.rand.nextGaussian() * (double)var9, var5, var7 + this.rand.nextGaussian() * (double)var9);
    162                            var11.posY = this.posY + (double)(this.height / 2.0F) + 0.5D;
    163                            this.worldObj.spawnEntityInWorld(var11);
    164                        }
    165                    }
    166                }
    167
    168                this.rotationYaw = (float)(Math.atan2(var7, var3) * 180.0D / Math.PI) - 90.0F;
    169                this.hasAttacked = true;
    170            }
    171        }
    172
    173        /**
    174         * Called when the mob is falling. Calculates and applies fall damage.
    175         */
    176        protected void fall(float par1) {}
    177
    178        /**
    179         * Returns the item ID for the item the mob drops on death.
    180         */
    181        protected int getDropItemId()
    182        {
    183            return Item.blazeRod.shiftedIndex;
    184        }
    185
    186        /**
    187         * Returns true if the entity is on fire. Used by render to add the fire effect on rendering.
    188         */
    189        public boolean isBurning()
    190        {
    191            return this.func_70845_n();
    192        }
    193
    194        /**
    195         * Drop 0-2 items of this living's type
    196         */
    197        protected void dropFewItems(boolean par1, int par2)
    198        {
    199            if (par1)
    200            {
    201                int var3 = this.rand.nextInt(2 + par2);
    202
    203                for (int var4 = 0; var4 < var3; ++var4)
    204                {
    205                    this.dropItem(Item.blazeRod.shiftedIndex, 1);
    206                }
    207            }
    208        }
    209
    210        public boolean func_70845_n()
    211        {
    212            return (this.dataWatcher.getWatchableObjectByte(16) & 1) != 0;
    213        }
    214
    215        public void func_70844_e(boolean par1)
    216        {
    217            byte var2 = this.dataWatcher.getWatchableObjectByte(16);
    218
    219            if (par1)
    220            {
    221                var2 = (byte)(var2 | 1);
    222            }
    223            else
    224            {
    225                var2 &= -2;
    226            }
    227
    228            this.dataWatcher.updateObject(16, Byte.valueOf(var2));
    229        }
    230
    231        /**
    232         * Checks to make sure the light is not too bright where the mob is spawning
    233         */
    234        protected boolean isValidLightLevel()
    235        {
    236            return true;
    237        }
    238    }