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 }