Files
MinecraftConsoles/Minecraft.Client/WolfRenderer.cpp
2026-03-01 11:00:23 -06:00

62 lines
1.9 KiB
C++

#include "stdafx.h"
#include "WolfRenderer.h"
#include "MultiPlayerLocalPlayer.h"
#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
ResourceLocation *WolfRenderer::WOLF_LOCATION = new ResourceLocation(TN_MOB_WOLF);
ResourceLocation *WolfRenderer::WOLF_TAME_LOCATION = new ResourceLocation(TN_MOB_WOLF_TAME);
ResourceLocation *WolfRenderer::WOLF_ANGRY_LOCATION = new ResourceLocation(TN_MOB_WOLF_ANGRY);
ResourceLocation *WolfRenderer::WOLF_COLLAR_LOCATION = new ResourceLocation(TN_MOB_WOLF_COLLAR);
WolfRenderer::WolfRenderer(Model *model, Model *armor, float shadow) : MobRenderer(model, shadow)
{
setArmor(armor);
}
float WolfRenderer::getBob(shared_ptr<LivingEntity> _mob, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Wolf> mob = dynamic_pointer_cast<Wolf>(_mob);
return mob->getTailAngle();
}
int WolfRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, float a)
{
if (mob->isInvisibleTo(Minecraft::GetInstance()->player)) return -1; // 4J-JEV: Todo, merge with java fix in '1.7.5'.
shared_ptr<Wolf> wolf = dynamic_pointer_cast<Wolf>(mob);
if (layer == 0 && wolf->isWet())
{
float brightness = wolf->getBrightness(a) * wolf->getWetShade(a);
bindTexture(WOLF_LOCATION);
glColor3f(brightness, brightness, brightness);
return 1;
}
if (layer == 1 && wolf->isTame())
{
bindTexture(WOLF_COLLAR_LOCATION);
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : wolf->getBrightness(a);
int color = wolf->getCollarColor();
glColor3f(brightness * Sheep::COLOR[color][0], brightness * Sheep::COLOR[color][1], brightness * Sheep::COLOR[color][2]);
return 1;
}
return -1;
}
ResourceLocation *WolfRenderer::getTextureLocation(shared_ptr<Entity> _mob)
{
shared_ptr<Wolf> mob = dynamic_pointer_cast<Wolf>(_mob);
if (mob->isTame())
{
return WOLF_TAME_LOCATION;
}
if (mob->isAngry())
{
return WOLF_ANGRY_LOCATION;
}
return WOLF_LOCATION;
}