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    }