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https://github.com/neoStudiosLCE/neoLegacy.git
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* feat: rotation in 8 directions i implemented rotation in 8 directions for the item frames using decompilation * fix: map render + normal items map renders only explorated zones. also fixed the size of the item and place inside item frame * feat: itemframe drops items when hurt * feat: comparator detects itemframe
185 lines
6.1 KiB
C++
185 lines
6.1 KiB
C++
#include "stdafx.h"
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#include "ItemRenderer.h"
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#include "TileRenderer.h"
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#include "EntityRenderDispatcher.h"
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//#include "ItemFrame"
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#include "ItemFrameRenderer.h"
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#include "TextureAtlas.h"
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#include "../Minecraft.World/JavaMath.h"
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#include "../Minecraft.World/net.minecraft.world.entity.item.h"
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#include "../Minecraft.World/net.minecraft.world.item.h"
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#include "../Minecraft.World/net.minecraft.world.item.alchemy.h"
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#include "../Minecraft.World/net.minecraft.world.level.tile.h"
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#include "../Minecraft.World/StringHelpers.h"
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#include "Minecraft.h"
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#include "../Minecraft.World/Item.h"
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#include "../Minecraft.World/net.minecraft.world.h"
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#include "../Minecraft.World/net.minecraft.h"
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#include "CompassTexture.h"
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#include "Minimap.h"
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ResourceLocation ItemFrameRenderer::MAP_BACKGROUND_LOCATION = ResourceLocation(TN_MISC_MAPBG);
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void ItemFrameRenderer::registerTerrainTextures(IconRegister *iconRegister)
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{
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backTexture = iconRegister->registerIcon(L"itemframe_back");
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}
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void ItemFrameRenderer::render(shared_ptr<Entity> _itemframe, double x, double y, double z, float rot, float a)
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{
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// 4J - original version used generics and thus had an input parameter of type EnderCrystal rather than shared_ptr<Entity> we have here -
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// do some casting around instead
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shared_ptr<ItemFrame> itemFrame = dynamic_pointer_cast<ItemFrame>(_itemframe);
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glPushMatrix();
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float xOffs = static_cast<float>(itemFrame->x - x) - 0.5f;
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float yOffs = static_cast<float>(itemFrame->y - y) - 0.5f;
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float zOffs = static_cast<float>(itemFrame->z - z) - 0.5f;
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int xt = itemFrame->xTile + Direction::STEP_X[itemFrame->dir];
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int yt = itemFrame->yTile;
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int zt = itemFrame->zTile + Direction::STEP_Z[itemFrame->dir];
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glTranslatef(static_cast<float>(xt) - xOffs, static_cast<float>(yt) - yOffs, static_cast<float>(zt) - zOffs);
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drawFrame(itemFrame);
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drawItem(itemFrame);
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glPopMatrix();
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}
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void ItemFrameRenderer::drawFrame(shared_ptr<ItemFrame> itemFrame)
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{
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Minecraft *pMinecraft=Minecraft::GetInstance();
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glPushMatrix();
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entityRenderDispatcher->textures->bindTexture(&TextureAtlas::LOCATION_BLOCKS);
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glRotatef(itemFrame->yRot, 0, 1, 0);
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Tile *wood = Tile::wood;
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float depth = 1.0f / 16.0f;
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float width = 12.0f / 16.0f;
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if (itemFrame->getItem() && itemFrame->getItem()->getItem() == Item::map) {
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width = 1.0f;
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}
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float widthHalf = width / 2.0f;
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// Back
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glPushMatrix();
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tileRenderer->setFixedShape(0, 0.5f - widthHalf + 1.0f / 16.0f, 0.5f - widthHalf + 1.0f / 16.0f, depth * .5f, 0.5f + widthHalf - 1.0f / 16.0f, 0.5f + widthHalf - 1.0f / 16.0f);
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tileRenderer->setFixedTexture(backTexture);
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tileRenderer->renderTile(wood, 0, 1);
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tileRenderer->clearFixedTexture();
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tileRenderer->clearFixedShape();
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glPopMatrix();
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tileRenderer->setFixedTexture(Tile::wood->getTexture(Facing::UP, TreeTile::BIRCH_TRUNK));
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// Bottom
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glPushMatrix();
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tileRenderer->setFixedShape(0, 0.5f - widthHalf, 0.5f - widthHalf, depth + 0.0001f, depth + 0.5f - widthHalf, 0.5f + widthHalf);
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tileRenderer->renderTile(wood, 0, 1);
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glPopMatrix();
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// Top
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glPushMatrix();
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tileRenderer->setFixedShape(0, 0.5f + widthHalf - depth, 0.5f - widthHalf, depth + 0.0001f, 0.5f + widthHalf, 0.5f + widthHalf);
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tileRenderer->renderTile(wood, 0, 1);
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glPopMatrix();
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// Right
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glPushMatrix();
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tileRenderer->setFixedShape(0, 0.5f - widthHalf, 0.5f - widthHalf, depth, 0.5f + widthHalf, depth + 0.5f - widthHalf);
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tileRenderer->renderTile(wood, 0, 1);
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glPopMatrix();
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// Left
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glPushMatrix();
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tileRenderer->setFixedShape(0, 0.5f - widthHalf, 0.5f + widthHalf - depth, depth, 0.5f + widthHalf, 0.5f + widthHalf);
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tileRenderer->renderTile(wood, 0, 1);
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glPopMatrix();
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tileRenderer->clearFixedShape();
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tileRenderer->clearFixedTexture();
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glPopMatrix();
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}
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void ItemFrameRenderer::drawItem(shared_ptr<ItemFrame> entity)
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{
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shared_ptr<ItemInstance> instance = entity->getItem();
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if (instance == nullptr) return;
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shared_ptr<ItemEntity> itemEntity = std::make_shared<ItemEntity>(entity->level, 0, 0, 0, instance);
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itemEntity->getItem()->count = 1;
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itemEntity->bobOffs = 0;
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glPushMatrix();
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glRotatef(180.0f + entity->yRot, 0, 1, 0);
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glTranslatef(0.0f, 0.0f, -0.4375f);
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int rotation = entity->getRotation();
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bool isMap = (itemEntity->getItem()->getItem() == Item::map);
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int effectiveRotation = isMap ? 2 * (rotation % 4) : rotation;
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glRotatef(-45.0f * effectiveRotation, 0, 0, 1);
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glTranslatef(0.0f, -0.41f/2, 0.0f);
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if (isMap)
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{
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//entityRenderDispatcher->textures->bindTexture(&MAP_BACKGROUND_LOCATION);
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//Tesselator *t = Tesselator::getInstance();
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glRotatef(180, 0, 1, 0);
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glRotatef(180, 0, 0, 1);
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glScalef(1.0f / 128.0f, 1.0f / 128.0f, 1.0f / 128.0f);
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glTranslatef(-64.0f, -87.0f, -3.0f);
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//glNormal3f(0, 0, -1);
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//t->begin();
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//t->vertexUV(0.0f, 128.0f, 0.0f, 0.0f, 1.0f);
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//t->vertexUV(128.0f, 128.0f, 0.0f, 1.0f, 1.0f);
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//t->vertexUV(128.0f, 0.0f, 0.0f, 1.0f, 0.0f);
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//t->vertexUV(0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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//t->end();
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shared_ptr<MapItemSavedData> data = Item::map->getSavedData(itemEntity->getItem(), entity->level);
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if (data != nullptr)
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{
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entityRenderDispatcher->itemInHandRenderer->minimap->render(
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nullptr, entityRenderDispatcher->textures, data, entity->entityId);
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}
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}
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else
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{
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if (itemEntity->getItem()->getItem() == Item::compass)
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{
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CompassTexture *ct = CompassTexture::instance;
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double compassRot = ct->rot;
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double compassRotA = ct->rota;
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ct->rot = 0;
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ct->rota = 0;
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ct->updateFromPosition(entity->level, entity->x, entity->z,
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Mth::wrapDegrees(static_cast<float>(180 + entity->dir * 90)), false, true);
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ct->rot = compassRot;
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ct->rota = compassRotA;
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}
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EntityRenderDispatcher::instance->render(itemEntity, 0, 0, 0, 0, 0, true);
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if (itemEntity->getItem()->getItem() == Item::compass)
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{
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CompassTexture *ct = CompassTexture::instance;
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ct->cycleFrames();
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}
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}
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glPopMatrix();
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}
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