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 "PlayerRenderer.h"
3#include "SkullTileRenderer.h"
4#include "HumanoidMobRenderer.h"
5#include "HumanoidModel.h"
6#include "ModelPart.h"
7#include "LocalPlayer.h"
8#include "MultiPlayerLocalPlayer.h"
9#include "entityRenderDispatcher.h"
10#include "..\Minecraft.World\net.minecraft.world.entity.h"
11#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
12#include "..\Minecraft.World\net.minecraft.world.item.h"
13#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
14#include "..\Minecraft.World\net.minecraft.h"
15#include "..\Minecraft.World\StringHelpers.h"
16
17const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] =
18{
19 0xff000000, // WHITE (represents the "white" player, but using black as the colour)
20 0xff33cc33, // GREEN
21 0xffcc3333, // RED
22 0xff3333cc, // BLUE
23#ifndef __PSVITA__ // only 4 player on Vita
24 0xffcc33cc, // PINK
25 0xffcc6633, // ORANGE
26 0xffcccc33, // YELLOW
27 0xff33dccc, // TURQUOISE
28#endif
29};
30
31ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
32
33PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f )
34{
35 humanoidModel = (HumanoidModel *) model;
36
37 armorParts1 = new HumanoidModel(1.0f);
38 armorParts2 = new HumanoidModel(0.5f);
39}
40
41unsigned int PlayerRenderer::getNametagColour(int index)
42{
43 if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
44 {
45 return s_nametagColors[index];
46 }
47 return 0xFF000000;
48}
49
50int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a)
51{
52 // 4J - dynamic cast required because we aren't using templates/generics in our version
53 shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
54
55 // 4J-PB - need to disable rendering armour for some special skins (Daleks)
56 unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
57 if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
58 {
59 return -1;
60 }
61
62 shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
63 if (itemInstance != NULL)
64 {
65 Item *item = itemInstance->getItem();
66 if (dynamic_cast<ArmorItem *>(item))
67 {
68 ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
69 bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
70
71 HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
72
73 armor->head->visible = layer == 0;
74 armor->hair->visible = layer == 0;
75 armor->body->visible = layer == 1 || layer == 2;
76 armor->arm0->visible = layer == 1;
77 armor->arm1->visible = layer == 1;
78 armor->leg0->visible = layer == 2 || layer == 3;
79 armor->leg1->visible = layer == 2 || layer == 3;
80
81 setArmor(armor);
82 if (armor != NULL) armor->attackTime = model->attackTime;
83 if (armor != NULL) armor->riding = model->riding;
84 if (armor != NULL) armor->young = model->young;
85
86 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
87 if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
88 {
89 int color = armorItem->getColor(itemInstance);
90 float red = (float) ((color >> 16) & 0xFF) / 0xFF;
91 float green = (float) ((color >> 8) & 0xFF) / 0xFF;
92 float blue = (float) (color & 0xFF) / 0xFF;
93 glColor3f(brightness * red, brightness * green, brightness * blue);
94
95 if (itemInstance->isEnchanted()) return 0x1f;
96 return 0x10;
97 }
98 else
99 {
100 glColor3f(brightness, brightness, brightness);
101 }
102
103 if (itemInstance->isEnchanted()) return 0xf;
104
105 return 1;
106 }
107 }
108 return -1;
109
110}
111
112void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a)
113{
114 // 4J - dynamic cast required because we aren't using templates/generics in our version
115 shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
116 shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
117 if (itemInstance != NULL)
118 {
119 Item *item = itemInstance->getItem();
120 if (dynamic_cast<ArmorItem *>(item))
121 {
122 ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
123 bindTexture(HumanoidMobRenderer::getArmorLocation((ArmorItem *)item, layer, true));
124
125 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
126 glColor3f(brightness, brightness, brightness);
127 }
128 }
129}
130
131void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
132{
133 // 4J - dynamic cast required because we aren't using templates/generics in our version
134 shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
135
136 if(mob->hasInvisiblePrivilege()) return;
137
138 shared_ptr<ItemInstance> item = mob->inventory->getSelected();
139 armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
140 if (item != NULL)
141 {
142 if (mob->getUseItemDuration() > 0)
143 {
144 UseAnim anim = item->getUseAnimation();
145 if (anim == UseAnim_block)
146 {
147 armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3;
148 }
149 else if (anim == UseAnim_bow)
150 {
151 armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true;
152 }
153 }
154 }
155 // 4J added, for 3rd person view of eating
156 if( item != NULL && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
157 {
158 // These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
159 float t = (mob->getUseItemDuration() - a + 1);
160 float swing = 1 - (t / item->getUseDuration());
161 armorParts1->eating = armorParts2->eating = humanoidModel->eating = true;
162 armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t;
163 armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing;
164 }
165 else
166 {
167 armorParts1->eating = armorParts2->eating = humanoidModel->eating = false;
168 }
169
170 armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
171
172 double yp = y - mob->heightOffset;
173 if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER))
174 {
175 yp -= 2 / 16.0f;
176 }
177
178 // Check if an idle animation is needed
179 if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
180 {
181 if(mob->isIdle())
182 {
183 humanoidModel->idle=true;
184 armorParts1->idle=true;
185 armorParts2->idle=true;
186 }
187 else
188 {
189 humanoidModel->idle=false;
190 armorParts1->idle=false;
191 armorParts2->idle=false;
192 }
193 }
194 else
195 {
196 humanoidModel->idle=false;
197 armorParts1->idle=false;
198 armorParts2->idle=false;
199 }
200
201 // 4J-PB - any additional parts to turn on for this player (skin dependent)
202 vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
203 //turn them on
204 if(pAdditionalModelParts!=NULL)
205 {
206 for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
207 {
208 ModelPart *pModelPart=*it;
209
210 pModelPart->visible=true;
211 }
212 }
213
214 LivingEntityRenderer::render(mob, x, yp, z, rot, a);
215
216 // turn them off again
217 if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
218 {
219 for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
220 {
221 ModelPart *pModelPart=*it;
222
223 pModelPart->visible=false;
224 }
225 }
226 armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
227 armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
228 armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
229
230}
231
232void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
233{
234 float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a);
235 glColor3f(brightness, brightness, brightness);
236
237 LivingEntityRenderer::additionalRendering(_mob,a);
238 LivingEntityRenderer::renderArrows(_mob, a);
239
240 // 4J - dynamic cast required because we aren't using templates/generics in our version
241 shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
242
243 shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
244 if (headGear != NULL)
245 {
246 // don't render the pumpkin for the skins
247 unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
248
249 if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
250 {
251 glPushMatrix();
252 humanoidModel->head->translateTo(1 / 16.0f);
253
254 if(headGear->getItem()->id < 256)
255 {
256 if (TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
257 {
258 float s = 10 / 16.0f;
259 glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
260 glRotatef(90, 0, 1, 0);
261 glScalef(s, -s, s);
262 }
263
264 entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
265 }
266 else if (headGear->getItem()->id == Item::skull_Id)
267 {
268 float s = 17 / 16.0f;
269 glScalef(s, -s, -s);
270
271 wstring extra = L"";
272 if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
273 {
274 extra = headGear->getTag()->getString(L"SkullOwner");
275 }
276 SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
277 }
278
279 glPopMatrix();
280 }
281 }
282
283 // need to add a custom texture for deadmau5
284 if (mob != NULL && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
285 {
286 for (int i = 0; i < 2; i++)
287 {
288 float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
289 float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a;
290 glPushMatrix();
291 glRotatef(yr, 0, 1, 0);
292 glRotatef(xr, 1, 0, 0);
293 glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0);
294 glTranslatef(0, -6 / 16.0f, 0);
295 glRotatef(-xr, 1, 0, 0);
296 glRotatef(-yr, 0, 1, 0);
297
298 float s = 8 / 6.0f;
299 glScalef(s, s, s);
300 humanoidModel->renderEars(1 / 16.0f,true);
301 glPopMatrix();
302 }
303 }
304
305 // 4J: removed
306 /*boolean loaded = mob->getCloakTexture()->isLoaded();
307 boolean b1 = !mob->isInvisible();
308 boolean b2 = !mob->isCapeHidden();*/
309 if (bindTexture(mob->customTextureUrl2, L"") && !mob->isInvisible())
310 {
311 glPushMatrix();
312 glTranslatef(0, 0, 2 / 16.0f);
313
314 double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
315 double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
316 double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
317
318 float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
319
320 double xa = Mth::sin(yr * PI / 180);
321 double za = -Mth::cos(yr * PI / 180);
322
323 float flap = (float) yd * 10;
324 if (flap < -6) flap = -6;
325 if (flap > 32) flap = 32;
326 float lean = (float) (xd * xa + zd * za) * 100;
327 float lean2 = (float) (xd * za - zd * xa) * 100;
328 if (lean < 0) lean = 0;
329
330 float pow = mob->oBob + (mob->bob - mob->oBob) * a;
331
332 flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
333 if (mob->isSneaking())
334 {
335 flap += 25;
336 }
337
338 // 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 degrees or more
339 float xRot = 6.0f + lean / 2 + flap;
340 if(xRot > 64.0f) xRot = 64.0f;
341
342 glRotatef(xRot, 1, 0, 0);
343 glRotatef(lean2 / 2, 0, 0, 1);
344 glRotatef(-lean2 / 2, 0, 1, 0);
345 glRotatef(180, 0, 1, 0);
346 humanoidModel->renderCloak(1 / 16.0f,true);
347 glPopMatrix();
348 }
349
350 shared_ptr<ItemInstance> item = mob->inventory->getSelected();
351
352 if (item != NULL)
353 {
354 glPushMatrix();
355 humanoidModel->arm0->translateTo(1 / 16.0f);
356 glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
357
358 if (mob->fishing != NULL)
359 {
360 item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
361 }
362
363 UseAnim anim = UseAnim_none;//null;
364 if (mob->getUseItemDuration() > 0)
365 {
366 anim = item->getUseAnimation();
367 }
368
369 if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()))
370 {
371 float s = 8 / 16.0f;
372 glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
373 s *= 0.75f;
374 glRotatef(20, 1, 0, 0);
375 glRotatef(45, 0, 1, 0);
376 glScalef(-s, -s, s);
377 }
378 else if (item->id == Item::bow->id)
379 {
380 float s = 10 / 16.0f;
381 glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
382 glRotatef(-20, 0, 1, 0);
383 glScalef(s, -s, s);
384 glRotatef(-100, 1, 0, 0);
385 glRotatef(45, 0, 1, 0);
386 }
387 else if (Item::items[item->id]->isHandEquipped())
388 {
389 float s = 10 / 16.0f;
390 if (Item::items[item->id]->isMirroredArt())
391 {
392 glRotatef(180, 0, 0, 1);
393 glTranslatef(0, -2 / 16.0f, 0);
394 }
395 if (mob->getUseItemDuration() > 0)
396 {
397 if (anim == UseAnim_block)
398 {
399 glTranslatef(0.05f, 0, -0.1f);
400 glRotatef(-50, 0, 1, 0);
401 glRotatef(-10, 1, 0, 0);
402 glRotatef(-60, 0, 0, 1);
403 }
404 }
405 glTranslatef(0, 3 / 16.0f, 0);
406 glScalef(s, -s, s);
407 glRotatef(-100, 1, 0, 0);
408 glRotatef(45, 0, 1, 0);
409 }
410 else
411 {
412 float s = 6 / 16.0f;
413 glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
414 glScalef(s, s, s);
415 glRotatef(60, 0, 0, 1);
416 glRotatef(-90, 1, 0, 0);
417 glRotatef(20, 0, 0, 1);
418 }
419
420 if (item->getItem()->hasMultipleSpriteLayers())
421 {
422 for (int layer = 0; layer <= 1; layer++)
423 {
424 int col = item->getItem()->getColor(item,layer);
425 float red = ((col >> 16) & 0xff) / 255.0f;
426 float g = ((col >> 8) & 0xff) / 255.0f;
427 float b = ((col) & 0xff) / 255.0f;
428
429 glColor4f(red, g, b, 1);
430 this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, layer, false);
431 }
432 }
433 else
434 {
435 int col = item->getItem()->getColor(item, 0);
436 float red = ((col >> 16) & 0xff) / 255.0f;
437 float g = ((col >> 8) & 0xff) / 255.0f;
438 float b = ((col) & 0xff) / 255.0f;
439
440 glColor4f(red, g, b, 1);
441 this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
442 }
443
444 glPopMatrix();
445 }
446}
447
448void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, wstring msg, float scale, double dist)
449{
450#if 0
451 if (dist < 10 * 10)
452 {
453 Scoreboard *scoreboard = player->getScoreboard();
454 Objective *objective = scoreboard->getDisplayObjective(Scoreboard::DISPLAY_SLOT_BELOW_NAME);
455
456 if (objective != NULL)
457 {
458 Score *score = scoreboard->getPlayerScore(player->getAName(), objective);
459
460 if (player->isSleeping())
461 {
462 renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y - 1.5f, z, 64);
463 }
464 else
465 {
466 renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y, z, 64);
467 }
468
469 y += getFont()->lineHeight * 1.15f * scale;
470 }
471 }
472#endif
473
474 LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);
475}
476
477void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
478{
479 float s = 15 / 16.0f;
480 glScalef(s, s, s);
481}
482
483void PlayerRenderer::renderHand()
484{
485 float brightness = 1;
486 glColor3f(brightness, brightness, brightness);
487
488 humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
489 armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false;
490 humanoidModel->attackTime = 0;
491 humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
492 // 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
493 if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
494 {
495 humanoidModel->arm0->render(1 / 16.0f,true);
496 }
497}
498
499void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
500{
501 // 4J - dynamic cast required because we aren't using templates/generics in our version
502 shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
503
504 if (mob->isAlive() && mob->isSleeping())
505 {
506 LivingEntityRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
507
508 }
509 else
510 {
511 if(mob->isRiding() && (mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SmallModel))!=0)
512 {
513 y += 0.5f;
514 }
515 LivingEntityRenderer::setupPosition(mob, x, y, z);
516 }
517}
518
519void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
520{
521 // 4J - dynamic cast required because we aren't using templates/generics in our version
522 shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
523
524 if (mob->isAlive() && mob->isSleeping())
525 {
526 glRotatef(mob->getSleepRotation(), 0, 1, 0);
527 glRotatef(getFlipDegrees(mob), 0, 0, 1);
528 glRotatef(270, 0, 1, 0);
529 }
530 else
531 {
532 LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a);
533 }
534}
535
536// 4J Added override to stop rendering shadow if player is invisible
537void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
538{
539 if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
540 {
541 shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
542 if(player != NULL && player->hasInvisiblePrivilege()) return;
543 }
544 EntityRenderer::renderShadow(e,x,y,z,pow,a);
545}
546
547// 4J Added override
548void PlayerRenderer::bindTexture(shared_ptr<Entity> entity)
549{
550 shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
551 bindTexture(player->customTextureUrl, player->getTexture());
552}
553
554ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
555{
556 shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
557 return new ResourceLocation((_TEXTURE_NAME)player->getTexture());
558}