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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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18 kB · 558 lines
C++
at main
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const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] = { 0xff000000, // WHITE (represents the "white" player, but using black as the colour) 0xff33cc33, // GREEN 0xffcc3333, // RED 0xff3333cc, // BLUE#ifndef __PSVITA__ // only 4 player on Vita 0xffcc33cc, // PINK 0xffcc6633, // ORANGE 0xffcccc33, // YELLOW 0xff33dccc, // TURQUOISE#endif};
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f ){ humanoidModel = (HumanoidModel *) model;
armorParts1 = new HumanoidModel(1.0f); armorParts2 = new HumanoidModel(0.5f);}
unsigned int PlayerRenderer::getNametagColour(int index){ if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS) { return s_nametagColors[index]; } return 0xFF000000;}
int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a){ // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks) unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask(); if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour)) { return -1; }
shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer); if (itemInstance != NULL) { Item *item = itemInstance->getItem(); if (dynamic_cast<ArmorItem *>(item)) { ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item); bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
armor->head->visible = layer == 0; armor->hair->visible = layer == 0; armor->body->visible = layer == 1 || layer == 2; armor->arm0->visible = layer == 1; armor->arm1->visible = layer == 1; armor->leg0->visible = layer == 2 || layer == 3; armor->leg1->visible = layer == 2 || layer == 3;
setArmor(armor); if (armor != NULL) armor->attackTime = model->attackTime; if (armor != NULL) armor->riding = model->riding; if (armor != NULL) armor->young = model->young;
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a); if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH) { int color = armorItem->getColor(itemInstance); float red = (float) ((color >> 16) & 0xFF) / 0xFF; float green = (float) ((color >> 8) & 0xFF) / 0xFF; float blue = (float) (color & 0xFF) / 0xFF; glColor3f(brightness * red, brightness * green, brightness * blue);
if (itemInstance->isEnchanted()) return 0x1f; return 0x10; } else { glColor3f(brightness, brightness, brightness); }
if (itemInstance->isEnchanted()) return 0xf;
return 1; } } return -1;
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a){ // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player); shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer); if (itemInstance != NULL) { Item *item = itemInstance->getItem(); if (dynamic_cast<ArmorItem *>(item)) { ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item); bindTexture(HumanoidMobRenderer::getArmorLocation((ArmorItem *)item, layer, true));
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a); glColor3f(brightness, brightness, brightness); } }}
void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a){ // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if(mob->hasInvisiblePrivilege()) return;
shared_ptr<ItemInstance> item = mob->inventory->getSelected(); armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0; if (item != NULL) { if (mob->getUseItemDuration() > 0) { UseAnim anim = item->getUseAnimation(); if (anim == UseAnim_block) { armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3; } else if (anim == UseAnim_bow) { armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true; } } } // 4J added, for 3rd person view of eating if( item != NULL && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat ) { // These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible float t = (mob->getUseItemDuration() - a + 1); float swing = 1 - (t / item->getUseDuration()); armorParts1->eating = armorParts2->eating = humanoidModel->eating = true; armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t; armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing; } else { armorParts1->eating = armorParts2->eating = humanoidModel->eating = false; }
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
double yp = y - mob->heightOffset; if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER)) { yp -= 2 / 16.0f; }
// Check if an idle animation is needed if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle)) { if(mob->isIdle()) { humanoidModel->idle=true; armorParts1->idle=true; armorParts2->idle=true; } else { humanoidModel->idle=false; armorParts1->idle=false; armorParts2->idle=false; } } else { humanoidModel->idle=false; armorParts1->idle=false; armorParts2->idle=false; }
// 4J-PB - any additional parts to turn on for this player (skin dependent) vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts(); //turn them on if(pAdditionalModelParts!=NULL) { for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it) { ModelPart *pModelPart=*it;
pModelPart->visible=true; } }
LivingEntityRenderer::render(mob, x, yp, z, rot, a);
// turn them off again if(pAdditionalModelParts && pAdditionalModelParts->size()!=0) { for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it) { ModelPart *pModelPart=*it;
pModelPart->visible=false; } } armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false; armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false; armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
}
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a){ float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : _mob->getBrightness(a); glColor3f(brightness, brightness, brightness);
LivingEntityRenderer::additionalRendering(_mob,a); LivingEntityRenderer::renderArrows(_mob, a);
// 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3); if (headGear != NULL) { // don't render the pumpkin for the skins unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());
if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0) { glPushMatrix(); humanoidModel->head->translateTo(1 / 16.0f);
if(headGear->getItem()->id < 256) { if (TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape())) { float s = 10 / 16.0f; glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f); glRotatef(90, 0, 1, 0); glScalef(s, -s, s); }
entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0); } else if (headGear->getItem()->id == Item::skull_Id) { float s = 17 / 16.0f; glScalef(s, -s, -s);
wstring extra = L""; if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner")) { extra = headGear->getTag()->getString(L"SkullOwner"); } SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra); }
glPopMatrix(); } }
// need to add a custom texture for deadmau5 if (mob != NULL && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" )) { for (int i = 0; i < 2; i++) { float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a); float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a; glPushMatrix(); glRotatef(yr, 0, 1, 0); glRotatef(xr, 1, 0, 0); glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0); glTranslatef(0, -6 / 16.0f, 0); glRotatef(-xr, 1, 0, 0); glRotatef(-yr, 0, 1, 0);
float s = 8 / 6.0f; glScalef(s, s, s); humanoidModel->renderEars(1 / 16.0f,true); glPopMatrix(); } }
// 4J: removed /*boolean loaded = mob->getCloakTexture()->isLoaded(); boolean b1 = !mob->isInvisible(); boolean b2 = !mob->isCapeHidden();*/ if (bindTexture(mob->customTextureUrl2, L"") && !mob->isInvisible()) { glPushMatrix(); glTranslatef(0, 0, 2 / 16.0f);
double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a); double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a); double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
double xa = Mth::sin(yr * PI / 180); double za = -Mth::cos(yr * PI / 180);
float flap = (float) yd * 10; if (flap < -6) flap = -6; if (flap > 32) flap = 32; float lean = (float) (xd * xa + zd * za) * 100; float lean2 = (float) (xd * za - zd * xa) * 100; if (lean < 0) lean = 0;
float pow = mob->oBob + (mob->bob - mob->oBob) * a;
flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow; if (mob->isSneaking()) { flap += 25; }
// 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 degrees or more float xRot = 6.0f + lean / 2 + flap; if(xRot > 64.0f) xRot = 64.0f;
glRotatef(xRot, 1, 0, 0); glRotatef(lean2 / 2, 0, 0, 1); glRotatef(-lean2 / 2, 0, 1, 0); glRotatef(180, 0, 1, 0); humanoidModel->renderCloak(1 / 16.0f,true); glPopMatrix(); } shared_ptr<ItemInstance> item = mob->inventory->getSelected();
if (item != NULL) { glPushMatrix(); humanoidModel->arm0->translateTo(1 / 16.0f); glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != NULL) { item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) ); }
UseAnim anim = UseAnim_none;//null; if (mob->getUseItemDuration() > 0) { anim = item->getUseAnimation(); }
if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape())) { float s = 8 / 16.0f; glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f); s *= 0.75f; glRotatef(20, 1, 0, 0); glRotatef(45, 0, 1, 0); glScalef(-s, -s, s); } else if (item->id == Item::bow->id) { float s = 10 / 16.0f; glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f); glRotatef(-20, 0, 1, 0); glScalef(s, -s, s); glRotatef(-100, 1, 0, 0); glRotatef(45, 0, 1, 0); } else if (Item::items[item->id]->isHandEquipped()) { float s = 10 / 16.0f; if (Item::items[item->id]->isMirroredArt()) { glRotatef(180, 0, 0, 1); glTranslatef(0, -2 / 16.0f, 0); } if (mob->getUseItemDuration() > 0) { if (anim == UseAnim_block) { glTranslatef(0.05f, 0, -0.1f); glRotatef(-50, 0, 1, 0); glRotatef(-10, 1, 0, 0); glRotatef(-60, 0, 0, 1); } } glTranslatef(0, 3 / 16.0f, 0); glScalef(s, -s, s); glRotatef(-100, 1, 0, 0); glRotatef(45, 0, 1, 0); } else { float s = 6 / 16.0f; glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f); glScalef(s, s, s); glRotatef(60, 0, 0, 1); glRotatef(-90, 1, 0, 0); glRotatef(20, 0, 0, 1); }
if (item->getItem()->hasMultipleSpriteLayers()) { for (int layer = 0; layer <= 1; layer++) { int col = item->getItem()->getColor(item,layer); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f;
glColor4f(red, g, b, 1); this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, layer, false); } } else { int col = item->getItem()->getColor(item, 0); float red = ((col >> 16) & 0xff) / 255.0f; float g = ((col >> 8) & 0xff) / 255.0f; float b = ((col) & 0xff) / 255.0f;
glColor4f(red, g, b, 1); this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0); }
glPopMatrix(); }}
void PlayerRenderer::renderNameTags(shared_ptr<LivingEntity> player, double x, double y, double z, wstring msg, float scale, double dist){#if 0 if (dist < 10 * 10) { Scoreboard *scoreboard = player->getScoreboard(); Objective *objective = scoreboard->getDisplayObjective(Scoreboard::DISPLAY_SLOT_BELOW_NAME);
if (objective != NULL) { Score *score = scoreboard->getPlayerScore(player->getAName(), objective);
if (player->isSleeping()) { renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y - 1.5f, z, 64); } else { renderNameTag(player, score->getScore() + " " + objective->getDisplayName(), x, y, z, 64); }
y += getFont()->lineHeight * 1.15f * scale; } }#endif
LivingEntityRenderer::renderNameTags(player, x, y, z, msg, scale, dist);}
void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a){ float s = 15 / 16.0f; glScalef(s, s, s);}
void PlayerRenderer::renderHand(){ float brightness = 1; glColor3f(brightness, brightness, brightness);
humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask(); armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false; humanoidModel->attackTime = 0; humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player); // 4J-PB - does this skin have its arm0 disabled? (Dalek, etc) if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0) { humanoidModel->arm0->render(1 / 16.0f,true); }}
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z){ // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping()) { LivingEntityRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);
} else { if(mob->isRiding() && (mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SmallModel))!=0) { y += 0.5f; } LivingEntityRenderer::setupPosition(mob, x, y, z); }}
void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a){ // 4J - dynamic cast required because we aren't using templates/generics in our version shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
if (mob->isAlive() && mob->isSleeping()) { glRotatef(mob->getSleepRotation(), 0, 1, 0); glRotatef(getFlipDegrees(mob), 0, 0, 1); glRotatef(270, 0, 1, 0); } else { LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a); }}
// 4J Added override to stop rendering shadow if player is invisiblevoid PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a){ if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0) { shared_ptr<Player> player = dynamic_pointer_cast<Player>(e); if(player != NULL && player->hasInvisiblePrivilege()) return; } EntityRenderer::renderShadow(e,x,y,z,pow,a);}
// 4J Added overridevoid PlayerRenderer::bindTexture(shared_ptr<Entity> entity){ shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity); bindTexture(player->customTextureUrl, player->getTexture());}
ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity){ shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity); return new ResourceLocation((_TEXTURE_NAME)player->getTexture());}