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 EntityDragon extends EntityDragonBase
009 {
010 public double targetX;
011 public double targetY;
012 public double targetZ;
013
014 /**
015 * Ring buffer array for the last 64 Y-positions and yaw rotations. Used to calculate offsets for the animations.
016 */
017 public double[][] ringBuffer = new double[64][3];
018
019 /**
020 * Index into the ring buffer. Incremented once per tick and restarts at 0 once it reaches the end of the buffer.
021 */
022 public int ringBufferIndex = -1;
023
024 /** An array containing all body parts of this dragon */
025 public EntityDragonPart[] dragonPartArray;
026
027 /** The head bounding box of a dragon */
028 public EntityDragonPart dragonPartHead;
029
030 /** The body bounding box of a dragon */
031 public EntityDragonPart dragonPartBody;
032 public EntityDragonPart dragonPartTail1;
033 public EntityDragonPart dragonPartTail2;
034 public EntityDragonPart dragonPartTail3;
035 public EntityDragonPart dragonPartWing1;
036 public EntityDragonPart dragonPartWing2;
037
038 /** Animation time at previous tick. */
039 public float prevAnimTime = 0.0F;
040
041 /**
042 * Animation time, used to control the speed of the animation cycles (wings flapping, jaw opening, etc.)
043 */
044 public float animTime = 0.0F;
045
046 /** Force selecting a new flight target at next tick if set to true. */
047 public boolean forceNewTarget = false;
048
049 /**
050 * Activated if the dragon is flying though obsidian, white stone or bedrock. Slows movement and animation speed.
051 */
052 public boolean slowed = false;
053 private Entity target;
054 public int deathTicks = 0;
055
056 /** The current endercrystal that is healing this dragon */
057 public EntityEnderCrystal healingEnderCrystal = null;
058
059 public EntityDragon(World par1World)
060 {
061 super(par1World);
062 this.dragonPartArray = new EntityDragonPart[] {this.dragonPartHead = new EntityDragonPart(this, "head", 6.0F, 6.0F), this.dragonPartBody = new EntityDragonPart(this, "body", 8.0F, 8.0F), this.dragonPartTail1 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail2 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail3 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartWing1 = new EntityDragonPart(this, "wing", 4.0F, 4.0F), this.dragonPartWing2 = new EntityDragonPart(this, "wing", 4.0F, 4.0F)};
063 this.maxHealth = 200;
064 this.setEntityHealth(this.maxHealth);
065 this.texture = "/mob/enderdragon/ender.png";
066 this.setSize(16.0F, 8.0F);
067 this.noClip = true;
068 this.isImmuneToFire = true;
069 this.targetY = 100.0D;
070 this.ignoreFrustumCheck = true;
071 }
072
073 protected void entityInit()
074 {
075 super.entityInit();
076 this.dataWatcher.addObject(16, new Integer(this.maxHealth));
077 }
078
079 /**
080 * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw
081 * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks.
082 */
083 public double[] getMovementOffsets(int par1, float par2)
084 {
085 if (this.health <= 0)
086 {
087 par2 = 0.0F;
088 }
089
090 par2 = 1.0F - par2;
091 int var3 = this.ringBufferIndex - par1 * 1 & 63;
092 int var4 = this.ringBufferIndex - par1 * 1 - 1 & 63;
093 double[] var5 = new double[3];
094 double var6 = this.ringBuffer[var3][0];
095 double var8 = MathHelper.wrapAngleTo180_double(this.ringBuffer[var4][0] - var6);
096 var5[0] = var6 + var8 * (double)par2;
097 var6 = this.ringBuffer[var3][1];
098 var8 = this.ringBuffer[var4][1] - var6;
099 var5[1] = var6 + var8 * (double)par2;
100 var5[2] = this.ringBuffer[var3][2] + (this.ringBuffer[var4][2] - this.ringBuffer[var3][2]) * (double)par2;
101 return var5;
102 }
103
104 /**
105 * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
106 * use this to react to sunlight and start to burn.
107 */
108 public void onLivingUpdate()
109 {
110 this.prevAnimTime = this.animTime;
111
112 if (!this.worldObj.isRemote)
113 {
114 this.dataWatcher.updateObject(16, Integer.valueOf(this.health));
115 }
116
117 float var1;
118 float var3;
119 float var26;
120
121 if (this.health <= 0)
122 {
123 var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
124 var26 = (this.rand.nextFloat() - 0.5F) * 4.0F;
125 var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
126 this.worldObj.spawnParticle("largeexplode", this.posX + (double)var1, this.posY + 2.0D + (double)var26, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
127 }
128 else
129 {
130 this.updateDragonEnderCrystal();
131 var1 = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F);
132 var1 *= (float)Math.pow(2.0D, this.motionY);
133
134 if (this.slowed)
135 {
136 this.animTime += var1 * 0.5F;
137 }
138 else
139 {
140 this.animTime += var1;
141 }
142
143 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
144
145 if (this.ringBufferIndex < 0)
146 {
147 for (int var2 = 0; var2 < this.ringBuffer.length; ++var2)
148 {
149 this.ringBuffer[var2][0] = (double)this.rotationYaw;
150 this.ringBuffer[var2][1] = this.posY;
151 }
152 }
153
154 if (++this.ringBufferIndex == this.ringBuffer.length)
155 {
156 this.ringBufferIndex = 0;
157 }
158
159 this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw;
160 this.ringBuffer[this.ringBufferIndex][1] = this.posY;
161 double var4;
162 double var6;
163 double var8;
164 double var25;
165 float var33;
166
167 if (this.worldObj.isRemote)
168 {
169 if (this.newPosRotationIncrements > 0)
170 {
171 var25 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements;
172 var4 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements;
173 var6 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements;
174 var8 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw);
175 this.rotationYaw = (float)((double)this.rotationYaw + var8 / (double)this.newPosRotationIncrements);
176 this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements);
177 --this.newPosRotationIncrements;
178 this.setPosition(var25, var4, var6);
179 this.setRotation(this.rotationYaw, this.rotationPitch);
180 }
181 }
182 else
183 {
184 var25 = this.targetX - this.posX;
185 var4 = this.targetY - this.posY;
186 var6 = this.targetZ - this.posZ;
187 var8 = var25 * var25 + var4 * var4 + var6 * var6;
188
189 if (this.target != null)
190 {
191 this.targetX = this.target.posX;
192 this.targetZ = this.target.posZ;
193 double var10 = this.targetX - this.posX;
194 double var12 = this.targetZ - this.posZ;
195 double var14 = Math.sqrt(var10 * var10 + var12 * var12);
196 double var16 = 0.4000000059604645D + var14 / 80.0D - 1.0D;
197
198 if (var16 > 10.0D)
199 {
200 var16 = 10.0D;
201 }
202
203 this.targetY = this.target.boundingBox.minY + var16;
204 }
205 else
206 {
207 this.targetX += this.rand.nextGaussian() * 2.0D;
208 this.targetZ += this.rand.nextGaussian() * 2.0D;
209 }
210
211 if (this.forceNewTarget || var8 < 100.0D || var8 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically)
212 {
213 this.setNewTarget();
214 }
215
216 var4 /= (double)MathHelper.sqrt_double(var25 * var25 + var6 * var6);
217 var33 = 0.6F;
218
219 if (var4 < (double)(-var33))
220 {
221 var4 = (double)(-var33);
222 }
223
224 if (var4 > (double)var33)
225 {
226 var4 = (double)var33;
227 }
228
229 this.motionY += var4 * 0.10000000149011612D;
230 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
231 double var11 = 180.0D - Math.atan2(var25, var6) * 180.0D / Math.PI;
232 double var13 = MathHelper.wrapAngleTo180_double(var11 - (double)this.rotationYaw);
233
234 if (var13 > 50.0D)
235 {
236 var13 = 50.0D;
237 }
238
239 if (var13 < -50.0D)
240 {
241 var13 = -50.0D;
242 }
243
244 Vec3 var15 = Vec3.getVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize();
245 Vec3 var40 = Vec3.getVec3Pool().getVecFromPool((double)MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F), this.motionY, (double)(-MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F))).normalize();
246 float var17 = (float)(var40.dotProduct(var15) + 0.5D) / 1.5F;
247
248 if (var17 < 0.0F)
249 {
250 var17 = 0.0F;
251 }
252
253 this.randomYawVelocity *= 0.8F;
254 float var18 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F;
255 double var19 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D;
256
257 if (var19 > 40.0D)
258 {
259 var19 = 40.0D;
260 }
261
262 this.randomYawVelocity = (float)((double)this.randomYawVelocity + var13 * (0.699999988079071D / var19 / (double)var18));
263 this.rotationYaw += this.randomYawVelocity * 0.1F;
264 float var21 = (float)(2.0D / (var19 + 1.0D));
265 float var22 = 0.06F;
266 this.moveFlying(0.0F, -1.0F, var22 * (var17 * var21 + (1.0F - var21)));
267
268 if (this.slowed)
269 {
270 this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D);
271 }
272 else
273 {
274 this.moveEntity(this.motionX, this.motionY, this.motionZ);
275 }
276
277 Vec3 var23 = Vec3.getVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize();
278 float var24 = (float)(var23.dotProduct(var40) + 1.0D) / 2.0F;
279 var24 = 0.8F + 0.15F * var24;
280 this.motionX *= (double)var24;
281 this.motionZ *= (double)var24;
282 this.motionY *= 0.9100000262260437D;
283 }
284
285 this.renderYawOffset = this.rotationYaw;
286 this.dragonPartHead.width = this.dragonPartHead.height = 3.0F;
287 this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F;
288 this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F;
289 this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F;
290 this.dragonPartBody.height = 3.0F;
291 this.dragonPartBody.width = 5.0F;
292 this.dragonPartWing1.height = 2.0F;
293 this.dragonPartWing1.width = 4.0F;
294 this.dragonPartWing2.height = 3.0F;
295 this.dragonPartWing2.width = 4.0F;
296 var26 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI;
297 var3 = MathHelper.cos(var26);
298 float var28 = -MathHelper.sin(var26);
299 float var5 = this.rotationYaw * (float)Math.PI / 180.0F;
300 float var27 = MathHelper.sin(var5);
301 float var7 = MathHelper.cos(var5);
302 this.dragonPartBody.onUpdate();
303 this.dragonPartBody.setLocationAndAngles(this.posX + (double)(var27 * 0.5F), this.posY, this.posZ - (double)(var7 * 0.5F), 0.0F, 0.0F);
304 this.dragonPartWing1.onUpdate();
305 this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ + (double)(var27 * 4.5F), 0.0F, 0.0F);
306 this.dragonPartWing2.onUpdate();
307 this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ - (double)(var27 * 4.5F), 0.0F, 0.0F);
308
309 if (!this.worldObj.isRemote && this.hurtTime == 0)
310 {
311 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
312 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
313 this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D)));
314 }
315
316 double[] var29 = this.getMovementOffsets(5, 1.0F);
317 double[] var9 = this.getMovementOffsets(0, 1.0F);
318 var33 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
319 float var32 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
320 this.dragonPartHead.onUpdate();
321 this.dragonPartHead.setLocationAndAngles(this.posX + (double)(var33 * 5.5F * var3), this.posY + (var9[1] - var29[1]) * 1.0D + (double)(var28 * 5.5F), this.posZ - (double)(var32 * 5.5F * var3), 0.0F, 0.0F);
322
323 for (int var30 = 0; var30 < 3; ++var30)
324 {
325 EntityDragonPart var31 = null;
326
327 if (var30 == 0)
328 {
329 var31 = this.dragonPartTail1;
330 }
331
332 if (var30 == 1)
333 {
334 var31 = this.dragonPartTail2;
335 }
336
337 if (var30 == 2)
338 {
339 var31 = this.dragonPartTail3;
340 }
341
342 double[] var35 = this.getMovementOffsets(12 + var30 * 2, 1.0F);
343 float var34 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(var35[0] - var29[0]) * (float)Math.PI / 180.0F * 1.0F;
344 float var38 = MathHelper.sin(var34);
345 float var37 = MathHelper.cos(var34);
346 float var36 = 1.5F;
347 float var39 = (float)(var30 + 1) * 2.0F;
348 var31.onUpdate();
349 var31.setLocationAndAngles(this.posX - (double)((var27 * var36 + var38 * var39) * var3), this.posY + (var35[1] - var29[1]) * 1.0D - (double)((var39 + var36) * var28) + 1.5D, this.posZ + (double)((var7 * var36 + var37 * var39) * var3), 0.0F, 0.0F);
350 }
351
352 if (!this.worldObj.isRemote)
353 {
354 this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox);
355 }
356 }
357 }
358
359 /**
360 * Updates the state of the enderdragon's current endercrystal.
361 */
362 private void updateDragonEnderCrystal()
363 {
364 if (this.healingEnderCrystal != null)
365 {
366 if (this.healingEnderCrystal.isDead)
367 {
368 if (!this.worldObj.isRemote)
369 {
370 this.attackEntityFromPart(this.dragonPartHead, DamageSource.explosion, 10);
371 }
372
373 this.healingEnderCrystal = null;
374 }
375 else if (this.ticksExisted % 10 == 0 && this.health < this.maxHealth)
376 {
377 ++this.health;
378 }
379 }
380
381 if (this.rand.nextInt(10) == 0)
382 {
383 float var1 = 32.0F;
384 List var2 = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)var1, (double)var1, (double)var1));
385 EntityEnderCrystal var3 = null;
386 double var4 = Double.MAX_VALUE;
387 Iterator var6 = var2.iterator();
388
389 while (var6.hasNext())
390 {
391 EntityEnderCrystal var7 = (EntityEnderCrystal)var6.next();
392 double var8 = var7.getDistanceSqToEntity(this);
393
394 if (var8 < var4)
395 {
396 var4 = var8;
397 var3 = var7;
398 }
399 }
400
401 this.healingEnderCrystal = var3;
402 }
403 }
404
405 /**
406 * Pushes all entities inside the list away from the enderdragon.
407 */
408 private void collideWithEntities(List par1List)
409 {
410 double var2 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D;
411 double var4 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D;
412 Iterator var6 = par1List.iterator();
413
414 while (var6.hasNext())
415 {
416 Entity var7 = (Entity)var6.next();
417
418 if (var7 instanceof EntityLiving)
419 {
420 double var8 = var7.posX - var2;
421 double var10 = var7.posZ - var4;
422 double var12 = var8 * var8 + var10 * var10;
423 var7.addVelocity(var8 / var12 * 4.0D, 0.20000000298023224D, var10 / var12 * 4.0D);
424 }
425 }
426 }
427
428 /**
429 * Attacks all entities inside this list, dealing 5 hearts of damage.
430 */
431 private void attackEntitiesInList(List par1List)
432 {
433 Iterator var2 = par1List.iterator();
434
435 while (var2.hasNext())
436 {
437 Entity var3 = (Entity)var2.next();
438
439 if (var3 instanceof EntityLiving)
440 {
441 var3.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
442 }
443 }
444 }
445
446 /**
447 * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
448 */
449 private void setNewTarget()
450 {
451 this.forceNewTarget = false;
452
453 if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
454 {
455 this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
456 }
457 else
458 {
459 boolean var1 = false;
460
461 do
462 {
463 this.targetX = 0.0D;
464 this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
465 this.targetZ = 0.0D;
466 this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
467 this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
468 double var2 = this.posX - this.targetX;
469 double var4 = this.posY - this.targetY;
470 double var6 = this.posZ - this.targetZ;
471 var1 = var2 * var2 + var4 * var4 + var6 * var6 > 100.0D;
472 }
473 while (!var1);
474
475 this.target = null;
476 }
477 }
478
479 /**
480 * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
481 */
482 private float simplifyAngle(double par1)
483 {
484 return (float)MathHelper.wrapAngleTo180_double(par1);
485 }
486
487 /**
488 * Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
489 */
490 private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB)
491 {
492 int var2 = MathHelper.floor_double(par1AxisAlignedBB.minX);
493 int var3 = MathHelper.floor_double(par1AxisAlignedBB.minY);
494 int var4 = MathHelper.floor_double(par1AxisAlignedBB.minZ);
495 int var5 = MathHelper.floor_double(par1AxisAlignedBB.maxX);
496 int var6 = MathHelper.floor_double(par1AxisAlignedBB.maxY);
497 int var7 = MathHelper.floor_double(par1AxisAlignedBB.maxZ);
498 boolean var8 = false;
499 boolean var9 = false;
500
501 for (int var10 = var2; var10 <= var5; ++var10)
502 {
503 for (int var11 = var3; var11 <= var6; ++var11)
504 {
505 for (int var12 = var4; var12 <= var7; ++var12)
506 {
507 int var13 = this.worldObj.getBlockId(var10, var11, var12);
508 Block block = Block.blocksList[var13];
509
510 if (block != null)
511 {
512 if (block.canDragonDestroy(worldObj, var10, var11, var12))
513 {
514 var9 = true;
515 this.worldObj.setBlockWithNotify(var10, var11, var12, 0);
516 }
517 else
518 {
519 var8 = true;
520 }
521 }
522 }
523 }
524 }
525
526 if (var9)
527 {
528 double var16 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat();
529 double var17 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat();
530 double var14 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat();
531 this.worldObj.spawnParticle("largeexplode", var16, var17, var14, 0.0D, 0.0D, 0.0D);
532 }
533
534 return var8;
535 }
536
537 public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3)
538 {
539 if (par1EntityDragonPart != this.dragonPartHead)
540 {
541 par3 = par3 / 4 + 1;
542 }
543
544 float var4 = this.rotationYaw * (float)Math.PI / 180.0F;
545 float var5 = MathHelper.sin(var4);
546 float var6 = MathHelper.cos(var4);
547 this.targetX = this.posX + (double)(var5 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
548 this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D;
549 this.targetZ = this.posZ - (double)(var6 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
550 this.target = null;
551
552 if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource == DamageSource.explosion)
553 {
554 this.superAttackFrom(par2DamageSource, par3);
555 }
556
557 return true;
558 }
559
560 /**
561 * handles entity death timer, experience orb and particle creation
562 */
563 protected void onDeathUpdate()
564 {
565 ++this.deathTicks;
566
567 if (this.deathTicks >= 180 && this.deathTicks <= 200)
568 {
569 float var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
570 float var2 = (this.rand.nextFloat() - 0.5F) * 4.0F;
571 float var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
572 this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
573 }
574
575 int var4;
576 int var5;
577
578 if (!this.worldObj.isRemote && this.deathTicks > 150 && this.deathTicks % 5 == 0)
579 {
580 var4 = 1000;
581
582 while (var4 > 0)
583 {
584 var5 = EntityXPOrb.getXPSplit(var4);
585 var4 -= var5;
586 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
587 }
588 }
589
590 this.moveEntity(0.0D, 0.10000000149011612D, 0.0D);
591 this.renderYawOffset = this.rotationYaw += 20.0F;
592
593 if (this.deathTicks == 200 && !this.worldObj.isRemote)
594 {
595 var4 = 2000;
596
597 while (var4 > 0)
598 {
599 var5 = EntityXPOrb.getXPSplit(var4);
600 var4 -= var5;
601 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
602 }
603
604 this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ));
605 this.setDead();
606 }
607 }
608
609 /**
610 * Creates the ender portal leading back to the normal world after defeating the enderdragon.
611 */
612 private void createEnderPortal(int par1, int par2)
613 {
614 byte var3 = 64;
615 BlockEndPortal.bossDefeated = true;
616 byte var4 = 4;
617
618 for (int var5 = var3 - 1; var5 <= var3 + 32; ++var5)
619 {
620 for (int var6 = par1 - var4; var6 <= par1 + var4; ++var6)
621 {
622 for (int var7 = par2 - var4; var7 <= par2 + var4; ++var7)
623 {
624 double var8 = (double)(var6 - par1);
625 double var10 = (double)(var7 - par2);
626 double var12 = var8 * var8 + var10 * var10;
627
628 if (var12 <= ((double)var4 - 0.5D) * ((double)var4 - 0.5D))
629 {
630 if (var5 < var3)
631 {
632 if (var12 <= ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
633 {
634 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
635 }
636 }
637 else if (var5 > var3)
638 {
639 this.worldObj.setBlockWithNotify(var6, var5, var7, 0);
640 }
641 else if (var12 > ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
642 {
643 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
644 }
645 else
646 {
647 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.endPortal.blockID);
648 }
649 }
650 }
651 }
652 }
653
654 this.worldObj.setBlockWithNotify(par1, var3 + 0, par2, Block.bedrock.blockID);
655 this.worldObj.setBlockWithNotify(par1, var3 + 1, par2, Block.bedrock.blockID);
656 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2, Block.bedrock.blockID);
657 this.worldObj.setBlockWithNotify(par1 - 1, var3 + 2, par2, Block.torchWood.blockID);
658 this.worldObj.setBlockWithNotify(par1 + 1, var3 + 2, par2, Block.torchWood.blockID);
659 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 - 1, Block.torchWood.blockID);
660 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 + 1, Block.torchWood.blockID);
661 this.worldObj.setBlockWithNotify(par1, var3 + 3, par2, Block.bedrock.blockID);
662 this.worldObj.setBlockWithNotify(par1, var3 + 4, par2, Block.dragonEgg.blockID);
663 BlockEndPortal.bossDefeated = false;
664 }
665
666 /**
667 * Makes the entity despawn if requirements are reached
668 */
669 protected void despawnEntity() {}
670
671 /**
672 * Return the Entity parts making up this Entity (currently only for dragons)
673 */
674 public Entity[] getParts()
675 {
676 return this.dragonPartArray;
677 }
678
679 /**
680 * Returns true if other Entities should be prevented from moving through this Entity.
681 */
682 public boolean canBeCollidedWith()
683 {
684 return false;
685 }
686
687 @SideOnly(Side.CLIENT)
688
689 /**
690 * Returns the health points of the dragon.
691 */
692 public int getDragonHealth()
693 {
694 return this.dataWatcher.getWatchableObjectInt(16);
695 }
696 }