Files
MinecraftConsoles/Minecraft.Client/ChestRenderer.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

147 lines
3.8 KiB
C++

#include "stdafx.h"
#include "ChestRenderer.h"
#include "ChestModel.h"
#include "LargeChestModel.h"
#include "ModelPart.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\Calendar.h"
ResourceLocation ChestRenderer::CHEST_LARGE_TRAP_LOCATION = ResourceLocation(TN_TILE_LARGE_TRAP_CHEST);
//ResourceLocation ChestRenderer::CHEST_LARGE_XMAS_LOCATION = ResourceLocation(TN_TILE_LARGE_XMAS_CHEST);
ResourceLocation ChestRenderer::CHEST_LARGE_LOCATION = ResourceLocation(TN_TILE_LARGE_CHEST);
ResourceLocation ChestRenderer::CHEST_TRAP_LOCATION = ResourceLocation(TN_TILE_TRAP_CHEST);
//ResourceLocation ChestRenderer::CHEST_XMAS_LOCATION = ResourceLocation(TN_TILE_XMAS_CHEST);
ResourceLocation ChestRenderer::CHEST_LOCATION = ResourceLocation(TN_TILE_CHEST);
ChestRenderer::ChestRenderer() : TileEntityRenderer()
{
chestModel = new ChestModel();
largeChestModel = new LargeChestModel();
xmasTextures = false;
// 4J Stu - Disable this
#if 0
if (Calendar::GetMonth() + 1 == 12 && Calendar::GetDayOfMonth() >= 24 && Calendar::GetDayOfMonth() <= 26)
{
xmasTextures = true;
}
#endif
}
ChestRenderer::~ChestRenderer()
{
delete chestModel;
delete largeChestModel;
}
void ChestRenderer::render(shared_ptr<TileEntity> _chest, double x, double y, double z, float a, bool setColor, float alpha, bool useCompiled)
{
// 4J Convert as we aren't using a templated class
shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(_chest);
int data;
if (!chest->hasLevel())
{
data = 0;
}
else
{
Tile *tile = chest->getTile();
data = chest->getData();
if (dynamic_cast<ChestTile*>(tile) != nullptr && data == 0)
{
static_cast<ChestTile *>(tile)->recalcLockDir(chest->getLevel(), chest->x, chest->y, chest->z);
data = chest->getData();
}
chest->checkNeighbors();
}
if (chest->n.lock() != nullptr || chest->w.lock() != nullptr) return;
ChestModel *model;
if (chest->e.lock() != nullptr || chest->s.lock() != nullptr)
{
model = largeChestModel;
if (chest->getType() == ChestTile::TYPE_TRAP)
{
bindTexture(&CHEST_LARGE_TRAP_LOCATION);
}
//else if (xmasTextures)
//{
// bindTexture(&CHEST_LARGE_XMAS_LOCATION);
//}
else
{
bindTexture(&CHEST_LARGE_LOCATION);
}
}
else
{
model = chestModel;
if (chest->getType() == ChestTile::TYPE_TRAP)
{
bindTexture(&CHEST_TRAP_LOCATION);
}
//else if (xmasTextures)
//{
// bindTexture(&CHEST_XMAS_LOCATION);
//}
else
{
bindTexture(&CHEST_LOCATION);
}
}
glPushMatrix();
glEnable(GL_RESCALE_NORMAL);
//if( setColor ) glColor4f(1, 1, 1, 1);
if( setColor ) glColor4f(1, 1, 1, alpha);
glTranslatef(static_cast<float>(x), static_cast<float>(y) + 1, static_cast<float>(z) + 1);
glScalef(1, -1, -1);
glTranslatef(0.5f, 0.5f, 0.5f);
int rot = 0;
if (data == 2) rot = 180;
if (data == 3) rot = 0;
if (data == 4) rot = 90;
if (data == 5) rot = -90;
if (data == 2 && chest->e.lock() != nullptr)
{
glTranslatef(1, 0, 0);
}
if (data == 5 && chest->s.lock() != nullptr)
{
glTranslatef(0, 0, -1);
}
glRotatef(rot, 0, 1, 0);
glTranslatef(-0.5f, -0.5f, -0.5f);
float open = chest->oOpenness + (chest->openness - chest->oOpenness) * a;
if (chest->n.lock() != nullptr)
{
float open2 = chest->n.lock()->oOpenness + (chest->n.lock()->openness - chest->n.lock()->oOpenness) * a;
if (open2 > open) open = open2;
}
if (chest->w.lock() != nullptr)
{
float open2 = chest->w.lock()->oOpenness + (chest->w.lock()->openness - chest->w.lock()->oOpenness) * a;
if (open2 > open) open = open2;
}
open = 1 - open;
open = 1 - open * open * open;
model->lid->xRot = -(open * PI / 2);
model->render(useCompiled);
glDisable(GL_RESCALE_NORMAL);
glPopMatrix();
if( setColor ) glColor4f(1, 1, 1, 1);
}