#include "ExplodeParticle.h" #include "minecraft/GameEnums.h" #include "app/common/Colours/ColourTable.h" #include "java/JavaMath.h" #include "java/Random.h" #include "minecraft/client/Minecraft.h" #include "minecraft/client/particle/Particle.h" class Level; ExplodeParticle::ExplodeParticle(Level* level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, xa, ya, za) { xd = xa + (float)(Math::random() * 2 - 1) * 0.05f; yd = ya + (float)(Math::random() * 2 - 1) * 0.05f; zd = za + (float)(Math::random() * 2 - 1) * 0.05f; // rCol = gCol = bCol = random->nextFloat()*.3f+.7; unsigned int clr = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Particle_Explode); // 0xFFFFFF double r = ((clr >> 16) & 0xFF) / 255.0f, g = ((clr >> 8) & 0xFF) / 255.0, b = (clr & 0xFF) / 255.0; float br = random->nextFloat() * 0.3f + 0.7f; rCol = r * br; gCol = g * br; bCol = b * br; size = random->nextFloat() * random->nextFloat() * 6 + 1; lifetime = (int)(16 / (random->nextFloat() * 0.8 + 0.2)) + 2; // noPhysics = true; } void ExplodeParticle::render(Tesselator* t, float a, float xa, float ya, float za, float xa2, float za2) { // 4J - don't render explosion particles that are less than 3 metres away, // to try and avoid large particles that are causing us problems with // photosensitivity testing float x = (float)(xo + (this->x - xo) * a - xOff); float y = (float)(yo + (this->y - yo) * a - yOff); float z = (float)(zo + (this->z - zo) * a - zOff); float distSq = (x * x + y * y + z * z); if (distSq < (3.0f * 3.0f)) return; Particle::render(t, a, xa, ya, za, xa2, za2); } void ExplodeParticle::tick() { xo = x; yo = y; zo = z; if (age++ >= lifetime) remove(); setMiscTex(7 - age * 8 / lifetime); yd += 0.004; move(xd, yd, zd); xd *= 0.90f; yd *= 0.90f; zd *= 0.90f; if (onGround) { xd *= 0.7f; zd *= 0.7f; } }