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 }