001 package net.minecraft.src;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005 import net.minecraft.client.Minecraft;
006 import static net.minecraftforge.client.IItemRenderer.ItemRenderType.*;
007 import static net.minecraftforge.client.IItemRenderer.ItemRendererHelper.*;
008 import net.minecraftforge.client.IItemRenderer;
009 import net.minecraftforge.client.MinecraftForgeClient;
010 import net.minecraftforge.client.ForgeHooksClient;
011
012 import org.lwjgl.opengl.GL11;
013
014 @SideOnly(Side.CLIENT)
015 public class RenderPlayer extends RenderLiving
016 {
017 private ModelBiped modelBipedMain;
018 private ModelBiped modelArmorChestplate;
019 private ModelBiped modelArmor;
020 public static String[] armorFilenamePrefix = new String[] {"cloth", "chain", "iron", "diamond", "gold"};
021
022 public RenderPlayer()
023 {
024 super(new ModelBiped(0.0F), 0.5F);
025 this.modelBipedMain = (ModelBiped)this.mainModel;
026 this.modelArmorChestplate = new ModelBiped(1.0F);
027 this.modelArmor = new ModelBiped(0.5F);
028 }
029
030 /**
031 * Set the specified armor model as the player model. Args: player, armorSlot, partialTick
032 */
033 protected int setArmorModel(EntityPlayer par1EntityPlayer, int par2, float par3)
034 {
035 ItemStack var4 = par1EntityPlayer.inventory.armorItemInSlot(3 - par2);
036
037 if (var4 != null)
038 {
039 Item var5 = var4.getItem();
040
041 if (var5 instanceof ItemArmor)
042 {
043 ItemArmor var6 = (ItemArmor)var5;
044 this.loadTexture(ForgeHooksClient.getArmorTexture(var4, "/armor/" + armorFilenamePrefix[var6.renderIndex] + "_" + (par2 == 2 ? 2 : 1) + ".png"));
045 ModelBiped var7 = par2 == 2 ? this.modelArmor : this.modelArmorChestplate;
046 var7.bipedHead.showModel = par2 == 0;
047 var7.bipedHeadwear.showModel = par2 == 0;
048 var7.bipedBody.showModel = par2 == 1 || par2 == 2;
049 var7.bipedRightArm.showModel = par2 == 1;
050 var7.bipedLeftArm.showModel = par2 == 1;
051 var7.bipedRightLeg.showModel = par2 == 2 || par2 == 3;
052 var7.bipedLeftLeg.showModel = par2 == 2 || par2 == 3;
053 this.setRenderPassModel(var7);
054
055 if (var4.isItemEnchanted())
056 {
057 return 15;
058 }
059
060 return 1;
061 }
062 }
063
064 return -1;
065 }
066
067 public void renderPlayer(EntityPlayer par1EntityPlayer, double par2, double par4, double par6, float par8, float par9)
068 {
069 ItemStack var10 = par1EntityPlayer.inventory.getCurrentItem();
070 this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = var10 != null ? 1 : 0;
071
072 if (var10 != null && par1EntityPlayer.getItemInUseCount() > 0)
073 {
074 EnumAction var11 = var10.getItemUseAction();
075
076 if (var11 == EnumAction.block)
077 {
078 this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = 3;
079 }
080 else if (var11 == EnumAction.bow)
081 {
082 this.modelArmorChestplate.aimedBow = this.modelArmor.aimedBow = this.modelBipedMain.aimedBow = true;
083 }
084 }
085
086 this.modelArmorChestplate.isSneak = this.modelArmor.isSneak = this.modelBipedMain.isSneak = par1EntityPlayer.isSneaking();
087 double var13 = par4 - (double)par1EntityPlayer.yOffset;
088
089 if (par1EntityPlayer.isSneaking() && !(par1EntityPlayer instanceof EntityPlayerSP))
090 {
091 var13 -= 0.125D;
092 }
093
094 super.doRenderLiving(par1EntityPlayer, par2, var13, par6, par8, par9);
095 this.modelArmorChestplate.aimedBow = this.modelArmor.aimedBow = this.modelBipedMain.aimedBow = false;
096 this.modelArmorChestplate.isSneak = this.modelArmor.isSneak = this.modelBipedMain.isSneak = false;
097 this.modelArmorChestplate.heldItemRight = this.modelArmor.heldItemRight = this.modelBipedMain.heldItemRight = 0;
098 }
099
100 /**
101 * Used to render a player's name above their head
102 */
103 protected void renderName(EntityPlayer par1EntityPlayer, double par2, double par4, double par6)
104 {
105 if (Minecraft.isGuiEnabled() && par1EntityPlayer != this.renderManager.livingPlayer)
106 {
107 float var8 = 1.6F;
108 float var9 = 0.016666668F * var8;
109 double var10 = par1EntityPlayer.getDistanceSqToEntity(this.renderManager.livingPlayer);
110 float var12 = par1EntityPlayer.isSneaking() ? 32.0F : 64.0F;
111
112 if (var10 < (double)(var12 * var12))
113 {
114 String var13 = par1EntityPlayer.username;
115
116 if (par1EntityPlayer.isSneaking())
117 {
118 FontRenderer var14 = this.getFontRendererFromRenderManager();
119 GL11.glPushMatrix();
120 GL11.glTranslatef((float)par2 + 0.0F, (float)par4 + 2.3F, (float)par6);
121 GL11.glNormal3f(0.0F, 1.0F, 0.0F);
122 GL11.glRotatef(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
123 GL11.glRotatef(this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
124 GL11.glScalef(-var9, -var9, var9);
125 GL11.glDisable(GL11.GL_LIGHTING);
126 GL11.glTranslatef(0.0F, 0.25F / var9, 0.0F);
127 GL11.glDepthMask(false);
128 GL11.glEnable(GL11.GL_BLEND);
129 GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
130 Tessellator var15 = Tessellator.instance;
131 GL11.glDisable(GL11.GL_TEXTURE_2D);
132 var15.startDrawingQuads();
133 int var16 = var14.getStringWidth(var13) / 2;
134 var15.setColorRGBA_F(0.0F, 0.0F, 0.0F, 0.25F);
135 var15.addVertex((double)(-var16 - 1), -1.0D, 0.0D);
136 var15.addVertex((double)(-var16 - 1), 8.0D, 0.0D);
137 var15.addVertex((double)(var16 + 1), 8.0D, 0.0D);
138 var15.addVertex((double)(var16 + 1), -1.0D, 0.0D);
139 var15.draw();
140 GL11.glEnable(GL11.GL_TEXTURE_2D);
141 GL11.glDepthMask(true);
142 var14.drawString(var13, -var14.getStringWidth(var13) / 2, 0, 553648127);
143 GL11.glEnable(GL11.GL_LIGHTING);
144 GL11.glDisable(GL11.GL_BLEND);
145 GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
146 GL11.glPopMatrix();
147 }
148 else if (par1EntityPlayer.isPlayerSleeping())
149 {
150 this.renderLivingLabel(par1EntityPlayer, var13, par2, par4 - 1.5D, par6, 64);
151 }
152 else
153 {
154 this.renderLivingLabel(par1EntityPlayer, var13, par2, par4, par6, 64);
155 }
156 }
157 }
158 }
159
160 /**
161 * Method for adding special render rules
162 */
163 protected void renderSpecials(EntityPlayer par1EntityPlayer, float par2)
164 {
165 super.renderEquippedItems(par1EntityPlayer, par2);
166 ItemStack var3 = par1EntityPlayer.inventory.armorItemInSlot(3);
167
168 if (var3 != null && var3.getItem() instanceof ItemBlock)
169 {
170 GL11.glPushMatrix();
171 this.modelBipedMain.bipedHead.postRender(0.0625F);
172 IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(var3, EQUIPPED);
173 boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, var3, BLOCK_3D));
174
175 if (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[var3.itemID].getRenderType()))
176 {
177 float var4 = 0.625F;
178 GL11.glTranslatef(0.0F, -0.25F, 0.0F);
179 GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
180 GL11.glScalef(var4, -var4, var4);
181 }
182
183 this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var3, 0);
184 GL11.glPopMatrix();
185 }
186
187 float var6;
188
189 if (par1EntityPlayer.username.equals("deadmau5") && this.loadDownloadableImageTexture(par1EntityPlayer.skinUrl, (String)null))
190 {
191 for (int var19 = 0; var19 < 2; ++var19)
192 {
193 float var5 = par1EntityPlayer.prevRotationYaw + (par1EntityPlayer.rotationYaw - par1EntityPlayer.prevRotationYaw) * par2 - (par1EntityPlayer.prevRenderYawOffset + (par1EntityPlayer.renderYawOffset - par1EntityPlayer.prevRenderYawOffset) * par2);
194 var6 = par1EntityPlayer.prevRotationPitch + (par1EntityPlayer.rotationPitch - par1EntityPlayer.prevRotationPitch) * par2;
195 GL11.glPushMatrix();
196 GL11.glRotatef(var5, 0.0F, 1.0F, 0.0F);
197 GL11.glRotatef(var6, 1.0F, 0.0F, 0.0F);
198 GL11.glTranslatef(0.375F * (float)(var19 * 2 - 1), 0.0F, 0.0F);
199 GL11.glTranslatef(0.0F, -0.375F, 0.0F);
200 GL11.glRotatef(-var6, 1.0F, 0.0F, 0.0F);
201 GL11.glRotatef(-var5, 0.0F, 1.0F, 0.0F);
202 float var7 = 1.3333334F;
203 GL11.glScalef(var7, var7, var7);
204 this.modelBipedMain.renderEars(0.0625F);
205 GL11.glPopMatrix();
206 }
207 }
208
209 float var10;
210
211 if (this.loadDownloadableImageTexture(par1EntityPlayer.playerCloakUrl, (String)null))
212 {
213 GL11.glPushMatrix();
214 GL11.glTranslatef(0.0F, 0.0F, 0.125F);
215 double var22 = par1EntityPlayer.field_71091_bM + (par1EntityPlayer.field_71094_bP - par1EntityPlayer.field_71091_bM) * (double)par2 - (par1EntityPlayer.prevPosX + (par1EntityPlayer.posX - par1EntityPlayer.prevPosX) * (double)par2);
216 double var23 = par1EntityPlayer.field_71096_bN + (par1EntityPlayer.field_71095_bQ - par1EntityPlayer.field_71096_bN) * (double)par2 - (par1EntityPlayer.prevPosY + (par1EntityPlayer.posY - par1EntityPlayer.prevPosY) * (double)par2);
217 double var8 = par1EntityPlayer.field_71097_bO + (par1EntityPlayer.field_71085_bR - par1EntityPlayer.field_71097_bO) * (double)par2 - (par1EntityPlayer.prevPosZ + (par1EntityPlayer.posZ - par1EntityPlayer.prevPosZ) * (double)par2);
218 var10 = par1EntityPlayer.prevRenderYawOffset + (par1EntityPlayer.renderYawOffset - par1EntityPlayer.prevRenderYawOffset) * par2;
219 double var11 = (double)MathHelper.sin(var10 * (float)Math.PI / 180.0F);
220 double var13 = (double)(-MathHelper.cos(var10 * (float)Math.PI / 180.0F));
221 float var15 = (float)var23 * 10.0F;
222
223 if (var15 < -6.0F)
224 {
225 var15 = -6.0F;
226 }
227
228 if (var15 > 32.0F)
229 {
230 var15 = 32.0F;
231 }
232
233 float var16 = (float)(var22 * var11 + var8 * var13) * 100.0F;
234 float var17 = (float)(var22 * var13 - var8 * var11) * 100.0F;
235
236 if (var16 < 0.0F)
237 {
238 var16 = 0.0F;
239 }
240
241 float var18 = par1EntityPlayer.prevCameraYaw + (par1EntityPlayer.cameraYaw - par1EntityPlayer.prevCameraYaw) * par2;
242 var15 += MathHelper.sin((par1EntityPlayer.prevDistanceWalkedModified + (par1EntityPlayer.distanceWalkedModified - par1EntityPlayer.prevDistanceWalkedModified) * par2) * 6.0F) * 32.0F * var18;
243
244 if (par1EntityPlayer.isSneaking())
245 {
246 var15 += 25.0F;
247 }
248
249 GL11.glRotatef(6.0F + var16 / 2.0F + var15, 1.0F, 0.0F, 0.0F);
250 GL11.glRotatef(var17 / 2.0F, 0.0F, 0.0F, 1.0F);
251 GL11.glRotatef(-var17 / 2.0F, 0.0F, 1.0F, 0.0F);
252 GL11.glRotatef(180.0F, 0.0F, 1.0F, 0.0F);
253 this.modelBipedMain.renderCloak(0.0625F);
254 GL11.glPopMatrix();
255 }
256
257 ItemStack var21 = par1EntityPlayer.inventory.getCurrentItem();
258
259 if (var21 != null)
260 {
261 GL11.glPushMatrix();
262 this.modelBipedMain.bipedRightArm.postRender(0.0625F);
263 GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);
264
265 if (par1EntityPlayer.fishEntity != null)
266 {
267 var21 = new ItemStack(Item.stick);
268 }
269
270 EnumAction var20 = null;
271
272 if (par1EntityPlayer.getItemInUseCount() > 0)
273 {
274 var20 = var21.getItemUseAction();
275 }
276
277 IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(var21, EQUIPPED);
278 boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, var21, BLOCK_3D));
279
280 if (var21.getItem() instanceof ItemBlock && (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[var21.itemID].getRenderType())))
281 {
282 var6 = 0.5F;
283 GL11.glTranslatef(0.0F, 0.1875F, -0.3125F);
284 var6 *= 0.75F;
285 GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F);
286 GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
287 GL11.glScalef(var6, -var6, var6);
288 }
289 else if (var21.itemID == Item.bow.shiftedIndex)
290 {
291 var6 = 0.625F;
292 GL11.glTranslatef(0.0F, 0.125F, 0.3125F);
293 GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);
294 GL11.glScalef(var6, -var6, var6);
295 GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
296 GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
297 }
298 else if (Item.itemsList[var21.itemID].isFull3D())
299 {
300 var6 = 0.625F;
301
302 if (Item.itemsList[var21.itemID].shouldRotateAroundWhenRendering())
303 {
304 GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
305 GL11.glTranslatef(0.0F, -0.125F, 0.0F);
306 }
307
308 if (par1EntityPlayer.getItemInUseCount() > 0 && var20 == EnumAction.block)
309 {
310 GL11.glTranslatef(0.05F, 0.0F, -0.1F);
311 GL11.glRotatef(-50.0F, 0.0F, 1.0F, 0.0F);
312 GL11.glRotatef(-10.0F, 1.0F, 0.0F, 0.0F);
313 GL11.glRotatef(-60.0F, 0.0F, 0.0F, 1.0F);
314 }
315
316 GL11.glTranslatef(0.0F, 0.1875F, 0.0F);
317 GL11.glScalef(var6, -var6, var6);
318 GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);
319 GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);
320 }
321 else
322 {
323 var6 = 0.375F;
324 GL11.glTranslatef(0.25F, 0.1875F, -0.1875F);
325 GL11.glScalef(var6, var6, var6);
326 GL11.glRotatef(60.0F, 0.0F, 0.0F, 1.0F);
327 GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);
328 GL11.glRotatef(20.0F, 0.0F, 0.0F, 1.0F);
329 }
330
331 if (var21.getItem().requiresMultipleRenderPasses())
332 {
333 for (int var25 = 0; var25 < var21.getItem().getRenderPasses(var21.getItemDamage()); ++var25)
334 {
335 int var24 = var21.getItem().getColorFromDamage(var21.getItemDamage(), var25);
336 float var26 = (float)(var24 >> 16 & 255) / 255.0F;
337 float var9 = (float)(var24 >> 8 & 255) / 255.0F;
338 var10 = (float)(var24 & 255) / 255.0F;
339 GL11.glColor4f(var26, var9, var10, 1.0F);
340 this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var21, var25);
341 }
342 }
343 else
344 {
345 this.renderManager.itemRenderer.renderItem(par1EntityPlayer, var21, 0);
346 }
347
348 GL11.glPopMatrix();
349 }
350 }
351
352 protected void renderPlayerScale(EntityPlayer par1EntityPlayer, float par2)
353 {
354 float var3 = 0.9375F;
355 GL11.glScalef(var3, var3, var3);
356 }
357
358 public void drawFirstPersonHand()
359 {
360 this.modelBipedMain.onGround = 0.0F;
361 this.modelBipedMain.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);
362 this.modelBipedMain.bipedRightArm.render(0.0625F);
363 }
364
365 /**
366 * Renders player with sleeping offset if sleeping
367 */
368 protected void renderPlayerSleep(EntityPlayer par1EntityPlayer, double par2, double par4, double par6)
369 {
370 if (par1EntityPlayer.isEntityAlive() && par1EntityPlayer.isPlayerSleeping())
371 {
372 super.renderLivingAt(par1EntityPlayer, par2 + (double)par1EntityPlayer.field_71079_bU, par4 + (double)par1EntityPlayer.field_71082_cx, par6 + (double)par1EntityPlayer.field_71089_bV);
373 }
374 else
375 {
376 super.renderLivingAt(par1EntityPlayer, par2, par4, par6);
377 }
378 }
379
380 /**
381 * Rotates the player if the player is sleeping. This method is called in rotateCorpse.
382 */
383 protected void rotatePlayer(EntityPlayer par1EntityPlayer, float par2, float par3, float par4)
384 {
385 if (par1EntityPlayer.isEntityAlive() && par1EntityPlayer.isPlayerSleeping())
386 {
387 GL11.glRotatef(par1EntityPlayer.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
388 GL11.glRotatef(this.getDeathMaxRotation(par1EntityPlayer), 0.0F, 0.0F, 1.0F);
389 GL11.glRotatef(270.0F, 0.0F, 1.0F, 0.0F);
390 }
391 else
392 {
393 super.rotateCorpse(par1EntityPlayer, par2, par3, par4);
394 }
395 }
396
397 /**
398 * Passes the specialRender and renders it
399 */
400 protected void passSpecialRender(EntityLiving par1EntityLiving, double par2, double par4, double par6)
401 {
402 this.renderName((EntityPlayer)par1EntityLiving, par2, par4, par6);
403 }
404
405 /**
406 * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
407 * entityLiving, partialTickTime
408 */
409 protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
410 {
411 this.renderPlayerScale((EntityPlayer)par1EntityLiving, par2);
412 }
413
414 /**
415 * Queries whether should render the specified pass or not.
416 */
417 protected int shouldRenderPass(EntityLiving par1EntityLiving, int par2, float par3)
418 {
419 return this.setArmorModel((EntityPlayer)par1EntityLiving, par2, par3);
420 }
421
422 protected void renderEquippedItems(EntityLiving par1EntityLiving, float par2)
423 {
424 this.renderSpecials((EntityPlayer)par1EntityLiving, par2);
425 }
426
427 protected void rotateCorpse(EntityLiving par1EntityLiving, float par2, float par3, float par4)
428 {
429 this.rotatePlayer((EntityPlayer)par1EntityLiving, par2, par3, par4);
430 }
431
432 /**
433 * Sets a simple glTranslate on a LivingEntity.
434 */
435 protected void renderLivingAt(EntityLiving par1EntityLiving, double par2, double par4, double par6)
436 {
437 this.renderPlayerSleep((EntityPlayer)par1EntityLiving, par2, par4, par6);
438 }
439
440 public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
441 {
442 this.renderPlayer((EntityPlayer)par1EntityLiving, par2, par4, par6, par8, par9);
443 }
444
445 /**
446 * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
447 * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
448 * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
449 * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
450 */
451 public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
452 {
453 this.renderPlayer((EntityPlayer)par1Entity, par2, par4, par6, par8, par9);
454 }
455 }