136 lines
4.9 KiB
Java

package com.hbm.render.anim;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import org.lwjgl.opengl.GL11;
public class HbmAnimations {
//in flans mod and afaik also MW, there's an issue that there is only one
//single animation timer for each client. this is fine for the most part,
//but once you reload and switch weapons while the animation plays, the
//other weapon will too play the animation, even though it is not reloading.
//my approach adds 9 timers, one for every inventory slot. you can still
//"trick" the system by putting a weapon into a different slot while an
//animation is playing, though this will cancel the animation entirely.
public static final Animation[][] hotbar = new Animation[9][8]; //now with 8 parallel rails per slot! time to get railed!
public static enum AnimType {
RELOAD, //either a full reload or start of a reload
@Deprecated RELOAD_EMPTY, //same as reload, but the mag is completely empty
RELOAD_CYCLE, //animation that plays for every individual round (for shotguns and similar single round loading weapons)
RELOAD_END, //animation for transitioning from our RELOAD_CYCLE to idle
CYCLE, //animation for every firing cycle
CYCLE_EMPTY, //animation for the final shot in the magazine
CYCLE_DRY, //animation for trying to fire, but no round is available
ALT_CYCLE, //animation for alt fire cycles
SPINUP, //animation for actionstart
SPINDOWN, //animation for actionend
EQUIP, //animation for drawing the weapon
INSPECT, //animation for inspecting the weapon
JAMMED //animation for jammed weapons
}
// A NOTE ON SHOTGUN STYLE RELOADS
// Make sure the RELOAD and RELOAD_EMPTY adds shells, not just RELOAD_CYCLE, they all proc once for each loaded shell
public static class Animation {
//the "name" of the animation slot. if the item has a different key than
//the animation, the animation will be canceled.
public String key;
//the starting time of the animation
public long startMillis;
//the animation bus
public BusAnimation animation;
// If set, don't cancel this animation when the timer ends, instead wait for the next to start
public boolean holdLastFrame = false;
// so we know what type of animation we're playing, only used rarely
public AnimType type;
public Animation(String key, long startMillis, BusAnimation animation, AnimType type) {
this.key = key;
this.startMillis = startMillis;
this.animation = animation;
this.type = type;
}
public Animation(String key, long startMillis, BusAnimation animation, AnimType type, boolean holdLastFrame) {
this.key = key;
this.startMillis = startMillis;
this.animation = animation;
this.holdLastFrame = holdLastFrame;
this.type = type;
}
}
public static Animation getRelevantAnim() { return getRelevantAnim(0); }
public static Animation getRelevantAnim(int index) {
EntityPlayer player = Minecraft.getMinecraft().thePlayer;
int slot = player.inventory.currentItem;
ItemStack stack = player.getHeldItem();
if(stack == null)
return null;
if(slot < 0 || slot > 8) { //for freak of nature hotbars, probably won't work right but at least it doesn't crash
slot = Math.abs(slot) % 9;
}
if(hotbar[slot][index] == null)
return null;
if(hotbar[slot][index].key.equals(stack.getItem().getUnlocalizedName())) {
return hotbar[slot][index];
}
return null;
}
public static double[] getRelevantTransformation(String bus) { return getRelevantTransformation(bus, 0); }
public static double[] getRelevantTransformation(String bus, int index) {
Animation anim = HbmAnimations.getRelevantAnim(index);
if(anim != null) {
BusAnimation buses = anim.animation;
int millis = (int)(System.currentTimeMillis() - anim.startMillis);
BusAnimationSequence seq = buses.getBus(bus);
if(seq != null) {
double[] trans = seq.getTransformation(millis);
if(trans != null)
return trans;
}
}
return new double[] {
0, 0, 0, // position
0, 0, 0, // rotation
1, 1, 1, // scale
0, 0, 0, // offset
0, 1, 2, // XYZ order
};
}
public static void applyRelevantTransformation(String bus) { applyRelevantTransformation(bus, 0); }
public static void applyRelevantTransformation(String bus, int index) {
double[] transform = getRelevantTransformation(bus, index);
int[] rot = new int[] { (int)transform[12], (int)transform[13], (int)transform[14] };
GL11.glTranslated(transform[0], transform[1], transform[2]);
GL11.glRotated(transform[3 + rot[0]], rot[0] == 0 ? 1 : 0, rot[0] == 1 ? 1 : 0, rot[0] == 2 ? 1 : 0);
GL11.glRotated(transform[3 + rot[1]], rot[1] == 0 ? 1 : 0, rot[1] == 1 ? 1 : 0, rot[1] == 2 ? 1 : 0);
GL11.glRotated(transform[3 + rot[2]], rot[2] == 0 ? 1 : 0, rot[2] == 1 ? 1 : 0, rot[2] == 2 ? 1 : 0);
GL11.glTranslated(-transform[9], -transform[10], -transform[11]);
GL11.glScaled(transform[6], transform[7], transform[8]);
}
}