Files
MinecraftConsoles/Minecraft.Client/ZombieRenderer.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

112 lines
3.1 KiB
C++

#include "stdafx.h"
#include "ZombieModel.h"
#include "VillagerZombieModel.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "ZombieRenderer.h"
ResourceLocation ZombieRenderer::ZOMBIE_PIGMAN_LOCATION(TN_MOB_PIGZOMBIE);
ResourceLocation ZombieRenderer::ZOMBIE_LOCATION(TN_MOB_ZOMBIE);
ResourceLocation ZombieRenderer::ZOMBIE_VILLAGER_LOCATION(TN_MOB_ZOMBIE_VILLAGER);
ZombieRenderer::ZombieRenderer() : HumanoidMobRenderer(new ZombieModel(), .5f, 1.0f)
{
modelVersion = 1;
defaultModel = humanoidModel;
villagerModel = new VillagerZombieModel();
defaultArmorParts1 = NULL;
defaultArmorParts2 = NULL;
villagerArmorParts1 = NULL;
villagerArmorParts2 = NULL;
createArmorParts();
}
void ZombieRenderer::createArmorParts()
{
delete armorParts1;
delete armorParts2;
armorParts1 = new ZombieModel(1.0f, true);
armorParts2 = new ZombieModel(0.5f, true);
defaultArmorParts1 = armorParts1;
defaultArmorParts2 = armorParts2;
villagerArmorParts1 = new VillagerZombieModel(1.0f, 0, true);
villagerArmorParts2 = new VillagerZombieModel(0.5f, 0, true);
}
int ZombieRenderer::prepareArmor(shared_ptr<LivingEntity> _mob, int layer, float a)
{
shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
swapArmor(mob);
return HumanoidMobRenderer::prepareArmor(_mob, layer, a);
}
void ZombieRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
swapArmor(mob);
HumanoidMobRenderer::render(_mob, x, y, z, rot, a);
}
ResourceLocation *ZombieRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(entity);
// TODO Extract this clusterfck into 3 renderers
if ( entity->instanceof(eTYPE_PIGZOMBIE) )
{
return &ZOMBIE_PIGMAN_LOCATION;
}
if (mob->isVillager())
{
return &ZOMBIE_VILLAGER_LOCATION;
}
return &ZOMBIE_LOCATION;
}
void ZombieRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
{
shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
swapArmor(mob);
HumanoidMobRenderer::additionalRendering(_mob, a);
}
void ZombieRenderer::swapArmor(shared_ptr<Zombie> mob)
{
if (mob->isVillager())
{
//if (modelVersion != villagerModel->version())
//{
// villagerModel = new VillagerZombieModel();
// modelVersion = villagerModel->version();
// villagerArmorParts1 = new VillagerZombieModel(1.0f, 0, true);
// villagerArmorParts2 = new VillagerZombieModel(0.5f, 0, true);
//}
model = villagerModel;
armorParts1 = villagerArmorParts1;
armorParts2 = villagerArmorParts2;
}
else
{
model = defaultModel;
armorParts1 = defaultArmorParts1;
armorParts2 = defaultArmorParts2;
}
humanoidModel = (HumanoidModel *) model;
}
void ZombieRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, float bodyRot, float a)
{
shared_ptr<Zombie> mob = dynamic_pointer_cast<Zombie>(_mob);
if (mob->isConverting())
{
bodyRot += (float) (cos(mob->tickCount * 3.25) * PI * .25f);
}
HumanoidMobRenderer::setupRotations(mob, bob, bodyRot, a);
}