the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#include "stdafx.h" 2#include "ChestRenderer.h" 3#include "ChestModel.h" 4#include "LargeChestModel.h" 5#include "ModelPart.h" 6#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h" 7#include "..\Minecraft.World\net.minecraft.world.level.tile.h" 8#include "..\Minecraft.World\Calendar.h" 9 10ResourceLocation ChestRenderer::CHEST_LARGE_TRAP_LOCATION = ResourceLocation(TN_TILE_LARGE_TRAP_CHEST); 11//ResourceLocation ChestRenderer::CHEST_LARGE_XMAS_LOCATION = ResourceLocation(TN_TILE_LARGE_XMAS_CHEST); 12ResourceLocation ChestRenderer::CHEST_LARGE_LOCATION = ResourceLocation(TN_TILE_LARGE_CHEST); 13ResourceLocation ChestRenderer::CHEST_TRAP_LOCATION = ResourceLocation(TN_TILE_TRAP_CHEST); 14//ResourceLocation ChestRenderer::CHEST_XMAS_LOCATION = ResourceLocation(TN_TILE_XMAS_CHEST); 15ResourceLocation ChestRenderer::CHEST_LOCATION = ResourceLocation(TN_TILE_CHEST); 16 17ChestRenderer::ChestRenderer() : TileEntityRenderer() 18{ 19 chestModel = new ChestModel(); 20 largeChestModel = new LargeChestModel(); 21 22 xmasTextures = false; 23 24 // 4J Stu - Disable this 25#if 0 26 if (Calendar::GetMonth() + 1 == 12 && Calendar::GetDayOfMonth() >= 24 && Calendar::GetDayOfMonth() <= 26) 27 { 28 xmasTextures = true; 29 } 30#endif 31} 32 33ChestRenderer::~ChestRenderer() 34{ 35 delete chestModel; 36 delete largeChestModel; 37} 38 39void ChestRenderer::render(shared_ptr<TileEntity> _chest, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled) 40{ 41 // 4J Convert as we aren't using a templated class 42 shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(_chest); 43 44 int data; 45 46 if (!chest->hasLevel()) 47 { 48 data = 0; 49 } 50 else 51 { 52 Tile *tile = chest->getTile(); 53 data = chest->getData(); 54 55 if (dynamic_cast<ChestTile*>(tile) != NULL && data == 0) 56 { 57 ((ChestTile *) tile)->recalcLockDir(chest->getLevel(), chest->x, chest->y, chest->z); 58 data = chest->getData(); 59 } 60 61 chest->checkNeighbors(); 62 } 63 if (chest->n.lock() != NULL || chest->w.lock() != NULL) return; 64 65 66 ChestModel *model; 67 if (chest->e.lock() != NULL || chest->s.lock() != NULL) 68 { 69 model = largeChestModel; 70 71 if (chest->getType() == ChestTile::TYPE_TRAP) 72 { 73 bindTexture(&CHEST_LARGE_TRAP_LOCATION); 74 } 75 //else if (xmasTextures) 76 //{ 77 // bindTexture(&CHEST_LARGE_XMAS_LOCATION); 78 //} 79 else 80 { 81 bindTexture(&CHEST_LARGE_LOCATION); 82 } 83 } 84 else 85 { 86 model = chestModel; 87 if (chest->getType() == ChestTile::TYPE_TRAP) 88 { 89 bindTexture(&CHEST_TRAP_LOCATION); 90 } 91 //else if (xmasTextures) 92 //{ 93 // bindTexture(&CHEST_XMAS_LOCATION); 94 //} 95 else 96 { 97 bindTexture(&CHEST_LOCATION); 98 } 99 } 100 101 glPushMatrix(); 102 glEnable(GL_RESCALE_NORMAL); 103 //if( setColor ) glColor4f(1, 1, 1, 1); 104 if( setColor ) glColor4f(1, 1, 1, alpha); 105 glTranslatef((float) x, (float) y + 1, (float) z + 1); 106 glScalef(1, -1, -1); 107 108 glTranslatef(0.5f, 0.5f, 0.5f); 109 int rot = 0; 110 if (data == 2) rot = 180; 111 if (data == 3) rot = 0; 112 if (data == 4) rot = 90; 113 if (data == 5) rot = -90; 114 115 if (data == 2 && chest->e.lock() != NULL) 116 { 117 glTranslatef(1, 0, 0); 118 } 119 if (data == 5 && chest->s.lock() != NULL) 120 { 121 glTranslatef(0, 0, -1); 122 } 123 glRotatef(rot, 0, 1, 0); 124 glTranslatef(-0.5f, -0.5f, -0.5f); 125 126 float open = chest->oOpenness + (chest->openness - chest->oOpenness) * a; 127 if (chest->n.lock() != NULL) 128 { 129 float open2 = chest->n.lock()->oOpenness + (chest->n.lock()->openness - chest->n.lock()->oOpenness) * a; 130 if (open2 > open) open = open2; 131 } 132 if (chest->w.lock() != NULL) 133 { 134 float open2 = chest->w.lock()->oOpenness + (chest->w.lock()->openness - chest->w.lock()->oOpenness) * a; 135 if (open2 > open) open = open2; 136 } 137 138 open = 1 - open; 139 open = 1 - open * open * open; 140 141 model->lid->xRot = -(open * PI / 2); 142 model->render(useCompiled); 143 glDisable(GL_RESCALE_NORMAL); 144 glPopMatrix(); 145 if( setColor ) glColor4f(1, 1, 1, 1); 146}