the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "HugeExplosionParticle.h"
3#include "..\Minecraft.World\Random.h"
4#include "Textures.h"
5#include "Tesselator.h"
6#include "Lighting.h"
7#include "ResourceLocation.h"
8
9ResourceLocation HugeExplosionParticle::EXPLOSION_LOCATION = ResourceLocation(TN_MISC_EXPLOSION);
10
11HugeExplosionParticle::HugeExplosionParticle(Textures *textures, Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level,x,y,z,0,0,0)
12{
13 life = 0;
14
15 this->textures = textures;
16 lifeTime = 6 + random->nextInt(4);
17
18 // rCol = gCol = bCol = random->nextFloat() * 0.6f + 0.4f;
19
20 unsigned int clr = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Particle_HugeExplosion ); //0x999999
21 double r = ( (clr>>16)&0xFF )/255.0f, g = ( (clr>>8)&0xFF )/255.0, b = ( clr&0xFF )/255.0;
22
23 double br = random->nextFloat() * 0.6 + 0.4;
24 rCol = r * br;
25 gCol = g * br;
26 bCol = b * br;
27
28 size = 1 - (float) xa * 0.5f;
29}
30
31void HugeExplosionParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
32{
33 int tex = (int) ((life + a) * 15 / lifeTime);
34 if (tex > 15) return;
35 textures->bindTexture(&EXPLOSION_LOCATION);
36
37 float u0 = (tex % 4) / 4.0f;
38 float u1 = u0 + 0.999f / 4.0f;
39 float v0 = (tex / 4) / 4.0f;
40 float v1 = v0 + 0.999f / 4.0f;
41
42 float r = 2.0f * size;
43
44 float x = (float) (xo + (this->x - xo) * a - xOff);
45 float y = (float) (yo + (this->y - yo) * a - yOff);
46 float z = (float) (zo + (this->z - zo) * a - zOff);
47
48 // 4J - don't render explosion particles that are less than 3 metres away, to try and avoid large particles that are causing us problems with photosensitivity testing
49 float distSq = (x*x + y*y + z*z);
50 if( distSq < ( 3.0f * 3.0f )) return;
51
52 glColor4f(1, 1, 1, 1);
53 glDisable(GL_LIGHTING);
54 Lighting::turnOff();
55 t->begin();
56 t->color(rCol, gCol, bCol, 1.0f);
57 t->normal(0, 1, 0);
58 t->tex2(0x00f0);
59 t->vertexUV(x - xa * r - xa2 * r, y - ya * r, z - za * r - za2 * r, u1, v1);
60 t->vertexUV(x - xa * r + xa2 * r, y + ya * r, z - za * r + za2 * r, u1, v0);
61 t->vertexUV(x + xa * r + xa2 * r, y + ya * r, z + za * r + za2 * r, u0, v0);
62 t->vertexUV(x + xa * r - xa2 * r, y - ya * r, z + za * r - za2 * r, u0, v1);
63 t->end();
64 glPolygonOffset(0, 0.0f);
65 glEnable(GL_LIGHTING);
66}
67
68int HugeExplosionParticle::getLightColor(float a)
69{
70 return 0xf0f0;
71}
72
73void HugeExplosionParticle::tick()
74{
75 xo = x;
76 yo = y;
77 zo = z;
78 life++;
79 if (life == lifeTime) remove();
80}
81
82int HugeExplosionParticle::getParticleTexture()
83{
84 return ParticleEngine::ENTITY_PARTICLE_TEXTURE;
85}