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Wizardry/src/main/java/electroblob/wizardry/client/WizardryClientEventHandler.java
T
2020-01-28 13:20:32 +00:00

462 lines
18 KiB
Java

package electroblob.wizardry.client;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.block.BlockMagicLight;
import electroblob.wizardry.constants.Constants;
import electroblob.wizardry.data.DispenserCastingData;
import electroblob.wizardry.data.SpellEmitterData;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.ISpellCastingItem;
import electroblob.wizardry.item.ItemArtefact;
import electroblob.wizardry.item.ItemSpectralBow;
import electroblob.wizardry.potion.PotionSlowTime;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardryPotions;
import electroblob.wizardry.spell.*;
import electroblob.wizardry.util.RayTracer;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiMerchant;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.item.EntityArmorStand;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityDispenser;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.village.MerchantRecipe;
import net.minecraft.world.World;
import net.minecraftforge.client.event.*;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.gameevent.TickEvent;
import net.minecraftforge.fml.relauncher.Side;
import org.lwjgl.opengl.GL11;
import java.util.ArrayList;
import java.util.List;
/**
* Event handler responsible for client-side only events, mostly rendering.
*
* @author Electroblob
* @since Wizardry 1.0
*/
//@SideOnly(Side.CLIENT)
@Mod.EventBusSubscriber(Side.CLIENT)
public final class WizardryClientEventHandler {
private static final ResourceLocation sixthSenseTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/sixth_sense.png");
private static final ResourceLocation sixthSenseOverlayTexture = new ResourceLocation(Wizardry.MODID, "textures/gui/sixth_sense_overlay.png");
private static final ResourceLocation frostOverlayTexture = new ResourceLocation(Wizardry.MODID, "textures/gui/frost_overlay.png");
private static final ResourceLocation blinkOverlayTexture = new ResourceLocation(Wizardry.MODID, "textures/gui/blink_overlay.png");
private static final ResourceLocation pointerTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/pointer.png");
private static final ResourceLocation targetPointerTexture = new ResourceLocation(Wizardry.MODID, "textures/entity/target_pointer.png");
/** The remaining time for which the blink screen overlay effect will be displayed in first-person. Since this is
* only for the first-person player (the instance of which is itself stored in a static variable), this can simply
* be stored statically here, rather than needing to be in {@code WizardData}. */
private static int blinkEffectTimer;
/** The number of ticks the blink effect lasts for. */
private static final int BLINK_EFFECT_DURATION = 8;
/** Starts the first person blink overlay effect. */
public static void playBlinkEffect(){
blinkEffectTimer = BLINK_EFFECT_DURATION;
}
@SubscribeEvent
public static void onPlayerTickEvent(TickEvent.PlayerTickEvent event){
if(event.player == Minecraft.getMinecraft().player){
if(blinkEffectTimer > 0) blinkEffectTimer--;
// Only seems to work here...
// EntityLiving victim = Possession.getPossessee(Minecraft.getMinecraft().player);
// if(victim != null && victim.getHeldItemMainhand().isEmpty()){
// Minecraft.getMinecraft().player.setHeldItem(EnumHand.MAIN_HAND, ItemStack.EMPTY);
// }
// Reset shaders if their respective potions aren't active
// This is a player so the potion effects are synced by vanilla
if(Minecraft.getMinecraft().entityRenderer.getShaderGroup() != null){
String activeShader = Minecraft.getMinecraft().entityRenderer.getShaderGroup().getShaderGroupName();
if((activeShader.equals(SlowTime.SHADER.toString()) && !Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.slow_time))
|| (activeShader.equals(SixthSense.SHADER.toString()) && !Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.sixth_sense))
|| (activeShader.equals(Transience.SHADER.toString()) && !Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.transience))){
if(activeShader.equals(SixthSense.SHADER.toString())
|| activeShader.equals(Transience.SHADER.toString())) playBlinkEffect();
Minecraft.getMinecraft().entityRenderer.stopUseShader();
}
}
}
}
@SubscribeEvent
public static void onRenderHandEvent(RenderHandEvent event){
EntityLiving victim = Possession.getPossessee(Minecraft.getMinecraft().player);
if(victim != null){
victim.rotationYawHead = Minecraft.getMinecraft().player.rotationYaw;
if(Minecraft.getMinecraft().player.getHeldItemMainhand().isEmpty()){
event.setCanceled(true);
}
}
}
// This event is called every tick, not just when a movement key is pressed
@SubscribeEvent
public static void onInputUpdateEvent(InputUpdateEvent event){
// Prevents the player moving when paralysed
if(event.getEntityPlayer().isPotionActive(WizardryPotions.paralysis)){
event.getMovementInput().moveForward = 0;
event.getMovementInput().moveStrafe = 0;
event.getMovementInput().jump = false;
event.getMovementInput().sneak = false;
}
}
@SubscribeEvent
public static void onClientTickEvent(TickEvent.ClientTickEvent event){
if(event.phase == TickEvent.Phase.END && !net.minecraft.client.Minecraft.getMinecraft().isGamePaused()){
World world = net.minecraft.client.Minecraft.getMinecraft().world;
if(world == null) return;
// Somehow this was throwing a CME, I have no idea why so I'm just going to cheat and copy the list
List<TileEntity> tileEntities = new ArrayList<>(world.loadedTileEntityList);
for(TileEntity tileentity : tileEntities){
if(tileentity instanceof TileEntityDispenser){
if(DispenserCastingData.get((TileEntityDispenser)tileentity) != null){
DispenserCastingData.get((TileEntityDispenser)tileentity).update();
}
}
}
SpellEmitterData.update(world);
PotionSlowTime.cleanUpEntities(world);
}
}
@SubscribeEvent
public static void onMouseEvent(MouseEvent event){
// Prevents the player looking around when paralysed
if(Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.paralysis)
&& Minecraft.getMinecraft().inGameHasFocus){
event.setCanceled(true);
Minecraft.getMinecraft().player.prevRotationYaw = 0;
Minecraft.getMinecraft().player.prevRotationPitch = 0;
Minecraft.getMinecraft().player.rotationYaw = 0;
Minecraft.getMinecraft().player.rotationPitch = 0;
}
}
@SubscribeEvent
public static void onFOVUpdateEvent(FOVUpdateEvent event){
// Bow zoom. Taken directly from AbstractClientPlayer so it works exactly like vanilla.
if(event.getEntity().isHandActive() && event.getEntity().getActiveItemStack().getItem() instanceof ItemSpectralBow){
int maxUseTicks = event.getEntity().getItemInUseMaxCount();
float maxUseSeconds = (float)maxUseTicks / 20.0F;
if(maxUseSeconds > 1.0F){
maxUseSeconds = 1.0F;
}else{
maxUseSeconds = maxUseSeconds * maxUseSeconds;
}
event.setNewfov(event.getFov() * 1.0F - maxUseSeconds * 0.15F);
}
if(blinkEffectTimer > 0){
float f = ((float)Math.max(blinkEffectTimer - 2, 0))/BLINK_EFFECT_DURATION;
event.setNewfov(event.getFov() + f * f * 0.7f);
}
}
@SubscribeEvent
public static void onDrawBlockHighlightEvent(DrawBlockHighlightEvent event){
// Hide the block outline for magic light blocks unless the player can dispel them
if(event.getTarget().typeOfHit == RayTraceResult.Type.BLOCK
&& event.getPlayer().world.getBlockState(event.getTarget().getBlockPos()).getBlock() instanceof BlockMagicLight){
if((!(event.getPlayer().getHeldItemMainhand().getItem() instanceof ISpellCastingItem)
&& !(event.getPlayer().getHeldItemOffhand().getItem() instanceof ISpellCastingItem))
|| !ItemArtefact.isArtefactActive(event.getPlayer(), WizardryItems.charm_light)){
event.setCanceled(true);
}
}
}
// Brute-force fix for crystals not showing up when a wizard is given a spell book in the trade GUI.
@SubscribeEvent
public static void onGuiDrawForegroundEvent(GuiContainerEvent.DrawForeground event){
if(event.getGuiContainer() instanceof GuiMerchant){
GuiMerchant gui = (GuiMerchant)event.getGuiContainer();
// Note that gui.getMerchant() returns an NpcMerchant, not an EntityWizard.
// Using == the specific item rather than instanceof because that's how trades do it.
if(gui.inventorySlots.getSlot(0).getStack().getItem() == WizardryItems.spell_book
|| gui.inventorySlots.getSlot(1).getStack().getItem() == WizardryItems.spell_book){
for(MerchantRecipe trade : gui.getMerchant().getRecipes(Minecraft.getMinecraft().player)){
if(trade.getItemToBuy().getItem() == WizardryItems.spell_book && trade.getSecondItemToBuy().isEmpty()){
Slot slot = gui.inventorySlots.getSlot(2);
// It still doesn't look quite right because the slot highlight is behind the item, but it'll do
// until/unless I find a better solution.
DrawingUtils.drawItemAndTooltip(gui, trade.getItemToSell(), slot.xPos, slot.yPos, event.getMouseX(), event.getMouseY(),
gui.getSlotUnderMouse() == slot);
}
}
}
}
}
@SubscribeEvent
public static void onRenderLivingEvent(RenderLivingEvent.Post<EntityLivingBase> event){
Minecraft mc = Minecraft.getMinecraft();
WizardData data = WizardData.get(mc.player);
RenderManager renderManager = event.getRenderer().getRenderManager();
ItemStack wand = mc.player.getHeldItemMainhand();
if(!(wand.getItem() instanceof ISpellCastingItem)){
wand = mc.player.getHeldItemOffhand();
}
// Target selection pointer
if(mc.player.isSneaking() && wand.getItem() instanceof ISpellCastingItem && WizardryUtilities.isLiving(event.getEntity())
&& data != null && data.selectedMinion != null){
// -> Moved this in here so it isn't called every tick
RayTraceResult rayTrace = RayTracer.standardEntityRayTrace(mc.world, mc.player, 16, false);
if(rayTrace != null && rayTrace.entityHit == event.getEntity()){
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
GlStateManager.pushMatrix();
GlStateManager.disableCull();
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
// Disabling depth test allows it to be seen through everything.
GlStateManager.disableDepth();
GlStateManager.color(1, 1, 1, 1);
GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ());
// This counteracts the reverse rotation behaviour when in front f5 view.
// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
mc.renderEngine.bindTexture(targetPointerTexture);
buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex();
buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex();
buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex();
buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex();
tessellator.draw();
GlStateManager.enableCull();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
GlStateManager.popMatrix();
}
}
// Summoned creature selection pointer
if(data != null && data.selectedMinion != null && data.selectedMinion.get() == event.getEntity()){
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
GlStateManager.pushMatrix();
GlStateManager.disableCull();
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
// Disabling depth test allows it to be seen through everything.
GlStateManager.disableDepth();
GlStateManager.color(1, 1, 1, 1);
GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height + 0.5, event.getZ());
// This counteracts the reverse rotation behaviour when in front f5 view.
// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
mc.renderEngine.bindTexture(pointerTexture);
buffer.pos(-0.2, 0.24, 0).tex(0, 0).endVertex();
buffer.pos(0.2, 0.24, 0).tex(9f / 16f, 0).endVertex();
buffer.pos(0.2, -0.24, 0).tex(9f / 16f, 11f / 16f).endVertex();
buffer.pos(-0.2, -0.24, 0).tex(0, 11f / 16f).endVertex();
tessellator.draw();
GlStateManager.enableCull();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
GlStateManager.popMatrix();
}
// Sixth sense
if(mc.player.isPotionActive(WizardryPotions.sixth_sense) && !(event.getEntity() instanceof EntityArmorStand)
&& event.getEntity() != mc.player && mc.player.getActivePotionEffect(WizardryPotions.sixth_sense) != null
&& event.getEntity().getDistance(mc.player) < Spells.sixth_sense.getProperty(Spell.EFFECT_RADIUS).floatValue()
* (1 + mc.player.getActivePotionEffect(WizardryPotions.sixth_sense).getAmplifier() * Constants.RANGE_INCREASE_PER_LEVEL)){
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
GlStateManager.pushMatrix();
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.disableLighting();
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
// Disabling depth test allows it to be seen through everything.
GlStateManager.disableDepth();
GlStateManager.translate(event.getX(), event.getY() + event.getEntity().height * 0.6, event.getZ());
// This counteracts the reverse rotation behaviour when in front f5 view.
// Fun fact: this is a bug with vanilla too! Look at a snowball in front f5 view, for example.
float yaw = mc.gameSettings.thirdPersonView == 2 ? renderManager.playerViewX : -renderManager.playerViewX;
GlStateManager.rotate(180 - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(yaw, 1.0F, 0.0F, 0.0F);
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
mc.renderEngine.bindTexture(sixthSenseTexture);
buffer.pos(-0.6, 0.6, 0).tex(0, 0).endVertex();
buffer.pos(0.6, 0.6, 0).tex(1, 0).endVertex();
buffer.pos(0.6, -0.6, 0).tex(1, 1).endVertex();
buffer.pos(-0.6, -0.6, 0).tex(0, 1).endVertex();
tessellator.draw();
GlStateManager.enableCull();
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.enableDepth();
GlStateManager.popMatrix();
}
}
@SubscribeEvent
public static void onRenderGameOverlayEvent(RenderGameOverlayEvent.Post event){
if(event.getType() == RenderGameOverlayEvent.ElementType.HELMET){
if(Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.sixth_sense)){
OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
GlStateManager.color(1, 1, 1, 1);
GlStateManager.disableAlpha();
renderScreenOverlay(event, sixthSenseOverlayTexture);
GlStateManager.enableAlpha();
GlStateManager.color(1, 1, 1, 1);
}
if(Minecraft.getMinecraft().player.isPotionActive(WizardryPotions.frost)){
OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ZERO);
GlStateManager.color(1, 1, 1, 1);
GlStateManager.disableAlpha();
renderScreenOverlay(event, frostOverlayTexture);
GlStateManager.enableAlpha();
GlStateManager.color(1, 1, 1, 1);
}
if(blinkEffectTimer > 0){
float alpha = ((float)blinkEffectTimer)/BLINK_EFFECT_DURATION;
OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE, GL11.GL_ZERO);
GlStateManager.color(1, 1, 1, alpha);
GlStateManager.disableAlpha();
renderScreenOverlay(event, blinkOverlayTexture);
GlStateManager.enableAlpha();
GlStateManager.color(1, 1, 1, 1);
}
}
}
private static void renderScreenOverlay(RenderGameOverlayEvent.Post event, ResourceLocation texture){
GlStateManager.pushMatrix();
GlStateManager.disableDepth();
GlStateManager.depthMask(false);
Minecraft.getMinecraft().renderEngine.bindTexture(texture);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
buffer.pos(0.0D, (double)event.getResolution().getScaledHeight(), -90.0D).tex(0.0D, 1.0D).endVertex();
buffer.pos((double)event.getResolution().getScaledWidth(), (double)event.getResolution().getScaledHeight(), -90.0D).tex(1.0D, 1.0D)
.endVertex();
buffer.pos((double)event.getResolution().getScaledWidth(), 0.0D, -90.0D).tex(1.0D, 0.0D).endVertex();
buffer.pos(0.0D, 0.0D, -90.0D).tex(0.0D, 0.0D).endVertex();
tessellator.draw();
GlStateManager.depthMask(true);
GlStateManager.enableDepth();
GlStateManager.popMatrix();
}
}