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 "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}