#include "stdafx.h"
#include "PlayerRenderer.h"
#include "SkullTileRenderer.h"
#include "HumanoidModel.h"
#include "ModelPart.h"
#include "LocalPlayer.h"
#include "MultiPlayerLocalPlayer.h"
#include "entityRenderDispatcher.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\StringHelpers.h"

const unsigned int PlayerRenderer::s_nametagColors[MINECRAFT_NET_MAX_PLAYERS] = 
{
	0xff000000, // WHITE (represents the "white" player, but using black as the colour)
	0xff33cc33, // GREEN
	0xffcc3333, // RED
	0xff3333cc, // BLUE
	0xffcc33cc, // PINK
	0xffcc6633, // ORANGE
	0xffcccc33, // YELLOW
	0xff33dccc, // TURQUOISE
};

const wstring PlayerRenderer::MATERIAL_NAMES[5] = { L"cloth", L"chain", L"iron", L"diamond", L"gold" };

PlayerRenderer::PlayerRenderer() : MobRenderer( new HumanoidModel(0), 0.5f )
{
    humanoidModel = (HumanoidModel *) model;

    armorParts1 = new HumanoidModel(1.0f);
    armorParts2 = new HumanoidModel(0.5f);
}

unsigned int PlayerRenderer::getNametagColour(int index)
{
	if( index >= 0 && index < MINECRAFT_NET_MAX_PLAYERS)
	{
		return s_nametagColors[index];
	}
	return 0xFF000000;
}

int PlayerRenderer::prepareArmor(shared_ptr<Mob> _player, int layer, float a)
{
	// 4J - dynamic cast required because we aren't using templates/generics in our version
	shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);

	// 4J-PB - need to disable rendering armour for some special skins (Daleks)
	unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
	if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
	{
		return -1;
	}

    shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
    if (itemInstance != NULL)
	{
        Item *item = itemInstance->getItem();
        if (dynamic_cast<ArmorItem *>(item))
		{
            ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
            bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L".png");

            HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;

            armor->head->visible = layer == 0;
            armor->hair->visible = layer == 0;
            armor->body->visible = layer == 1 || layer == 2;
            armor->arm0->visible = layer == 1;
            armor->arm1->visible = layer == 1;
            armor->leg0->visible = layer == 2 || layer == 3;
            armor->leg1->visible = layer == 2 || layer == 3;

            setArmor(armor);
			if (armor != NULL) armor->attackTime = model->attackTime;
			if (armor != NULL) armor->riding = model->riding;
			if (armor != NULL) armor->young = model->young;

			float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
			if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
			{
				int color = armorItem->getColor(itemInstance);
				float red = (float) ((color >> 16) & 0xFF) / 0xFF;
				float green = (float) ((color >> 8) & 0xFF) / 0xFF;
				float blue = (float) (color & 0xFF) / 0xFF;
				glColor3f(brightness * red, brightness * green, brightness * blue);

				if (itemInstance->isEnchanted()) return 0x1f;
				return 0x10;
			}
			else
			{
				glColor3f(brightness, brightness, brightness);
			}

			if (itemInstance->isEnchanted()) return 0xf;

            return 1;
        }
    }
    return -1;

}

void PlayerRenderer::prepareSecondPassArmor(shared_ptr<Mob> _player, int layer, float a)
{
	// 4J - dynamic cast required because we aren't using templates/generics in our version
	shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
	shared_ptr<ItemInstance> itemInstance = player->inventory->getArmor(3 - layer);
	if (itemInstance != NULL)
	{
		Item *item = itemInstance->getItem();
		if (dynamic_cast<ArmorItem *>(item))
		{
            ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
			bindTexture(L"armor/" + MATERIAL_NAMES[armorItem->modelIndex] + L"_" + _toString<int>(layer == 2 ? 2 : 1) + L"_b.png");

			float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
			glColor3f(brightness, brightness, brightness);
		}
	}
}

void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double z, float rot, float a)
{
	// 4J - dynamic cast required because we aren't using templates/generics in our version
	shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);

	if(mob->hasInvisiblePrivilege()) return;

    shared_ptr<ItemInstance> item = mob->inventory->getSelected();
    armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != NULL ? 1 : 0;
	if (item != NULL)
	{
		if (mob->getUseItemDuration() > 0)
		{
			UseAnim anim = item->getUseAnimation();
			if (anim == UseAnim_block)
			{
				armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3;
			}
			else if (anim == UseAnim_bow)
			{
				armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true;
			}
		}
	}
	// 4J added, for 3rd person view of eating
	if( item != NULL && mob->getUseItemDuration() > 0 && item->getUseAnimation() == UseAnim_eat )
	{
		// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
        float t = (mob->getUseItemDuration() - a + 1);
        float swing = 1 - (t / item->getUseDuration());
		armorParts1->eating = armorParts2->eating = humanoidModel->eating = true;
		armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t;
		armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing;
	}
	else
	{
		armorParts1->eating = armorParts2->eating = humanoidModel->eating = false;
	}

    armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();

    double yp = y - mob->heightOffset;
    if (mob->isSneaking() && (dynamic_pointer_cast<LocalPlayer>(mob) == NULL))
	{
        yp -= 2 / 16.0f;
    }

	// Check if an idle animation is needed
	if(mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_HasIdle))
	{
		if(mob->isIdle())
		{
			humanoidModel->idle=true;
			armorParts1->idle=true;
			armorParts2->idle=true;
		}
		else
		{
			humanoidModel->idle=false;
			armorParts1->idle=false;
			armorParts2->idle=false;
		}
	}
	else
	{
		humanoidModel->idle=false;
		armorParts1->idle=false;
		armorParts2->idle=false;
	}

	// 4J-PB - any additional parts to turn on for this player (skin dependent)
	vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
	//turn them on
	if(pAdditionalModelParts!=NULL)
	{
		for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
		{
			ModelPart *pModelPart=*it;

			pModelPart->visible=true;
		}
	}

    MobRenderer::render(mob, x, yp, z, rot, a);

	// turn them off again
	if(pAdditionalModelParts && pAdditionalModelParts->size()!=0)
	{
		for(AUTO_VAR(it, pAdditionalModelParts->begin()); it != pAdditionalModelParts->end(); ++it)
		{
			ModelPart *pModelPart=*it;

			pModelPart->visible=false;
		}
	}
	armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
    armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
    armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;

}

void PlayerRenderer::renderName(shared_ptr<Mob> _mob, double x, double y, double z)
{
	// 4J - dynamic cast required because we aren't using templates/generics in our version
	shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);

    if (Minecraft::renderNames() && mob != entityRenderDispatcher->cameraEntity
		&& !mob->isInvisibleTo(Minecraft::GetInstance()->player) ) // 4J-JEV: Todo, move to LivingEntityRenderer.
	{
        float size = 1.60f;
        float s = 1 / 60.0f * size;
        double dist = mob->distanceToSqr(entityRenderDispatcher->cameraEntity);

        float maxDist = mob->isSneaking() ? 32.0f : 64.0f;

        if (dist < maxDist * maxDist)
		{
			// Truncate display names longer than 16 char
            wstring msg = mob->getDisplayName();
			if (msg.length() > 16)
			{
				msg.resize(16);
				msg += L"...";
			}

            if (mob->isSneaking())
			{
				if ( app.GetGameSettings(eGameSetting_DisplayHUD)==0 )
				{
					// 4J-PB - turn off gamertag render 
					return;
				}

				if(app.GetGameHostOption(eGameHostOption_Gamertags)==0)
				{
					// turn off gamertags if the host has set them off
					return;
				}

                Font *font = getFont();
                glPushMatrix();
                glTranslatef((float) x + 0, (float) y + 2.3f, (float) z);
                glNormal3f(0, 1, 0);

                glRotatef(-this->entityRenderDispatcher->playerRotY, 0, 1, 0);
                glRotatef(this->entityRenderDispatcher->playerRotX, 1, 0, 0);

                glScalef(-s, -s, s);
                glDisable(GL_LIGHTING);

                glTranslatef(0, (float) 0.25f / s, 0);
                glDepthMask(false);
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                Tesselator *t = Tesselator::getInstance();

                glDisable(GL_TEXTURE_2D);
                t->begin();
                int w = font->width(msg) / 2;
                t->color(0.0f, 0.0f, 0.0f, 0.25f);
                t->vertex((float)(-w - 1), (float)( -1), (float)( 0));
                t->vertex((float)(-w - 1), (float)( +8), (float)( 0));
                t->vertex((float)(+w + 1), (float)( +8), (float)( 0));
                t->vertex((float)(+w + 1), (float)( -1), (float)( 0));
                t->end();
                glEnable(GL_TEXTURE_2D);
                glDepthMask(true);
                font->draw(msg, -font->width(msg) / 2, 0, 0x20ffffff);
                glEnable(GL_LIGHTING);
                glDisable(GL_BLEND);
                glColor4f(1, 1, 1, 1);
                glPopMatrix();
            }
			else
			{
                if (mob->isSleeping())
				{
                    renderNameTag(mob, msg, x, y - 1.5f, z, 64, s_nametagColors[mob->getPlayerIndex()]);
                }
				else
				{
                    renderNameTag(mob, msg, x, y, z, 64, s_nametagColors[mob->getPlayerIndex()]);
                }
            }
        }
    }

}

void PlayerRenderer::additionalRendering(shared_ptr<Mob> _mob, float a)
{
	MobRenderer::additionalRendering(_mob,a);

	// 4J - dynamic cast required because we aren't using templates/generics in our version
	shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);

    shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
    if (headGear != NULL)
	{
		// don't render the pumpkin for the skins
		unsigned int uiAnimOverrideBitmask = mob->getSkinAnimOverrideBitmask( mob->getCustomSkin());

		if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
		{
			glPushMatrix();
			humanoidModel->head->translateTo(1 / 16.0f);

			if(headGear->getItem()->id < 256)
			{
				if (TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
				{
					float s = 10 / 16.0f;
					glTranslatef(-0 / 16.0f, -4 / 16.0f, 0 / 16.0f);
					glRotatef(90, 0, 1, 0);
					glScalef(s, -s, s);
				}

				this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
			}
			else if (headGear->getItem()->id == Item::skull_Id)
			{
				float s = 17 / 16.0f;
				glScalef(s, -s, -s);

				wstring extra = L"";
				if (headGear->hasTag() && headGear->getTag()->contains(L"SkullOwner"))
				{
					extra = headGear->getTag()->getString(L"SkullOwner");
				}
				SkullTileRenderer::instance->renderSkull(-0.5f, 0, -0.5f, Facing::UP, 180, headGear->getAuxValue(), extra);
			}

			glPopMatrix();
		}
    }

	// need to add a custom texture for deadmau5
	if (mob != NULL && app.isXuidDeadmau5( mob->getXuid() ) && bindTexture(mob->customTextureUrl, L"" ))
	{
        for (int i = 0; i < 2; i++)
		{
            float yr = (mob->yRotO + (mob->yRot - mob->yRotO) * a) - (mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
            float xr = mob->xRotO + (mob->xRot - mob->xRotO) * a;
            glPushMatrix();
            glRotatef(yr, 0, 1, 0);
            glRotatef(xr, 1, 0, 0);
            glTranslatef((6 / 16.0f) * (i * 2 - 1), 0, 0);
            glTranslatef(0, -6 / 16.0f, 0);
            glRotatef(-xr, 1, 0, 0);
            glRotatef(-yr, 0, 1, 0);

            float s = 8 / 6.0f;
            glScalef(s, s, s);
            humanoidModel->renderEars(1 / 16.0f,true);
            glPopMatrix();
        }
    }
//4J-PB
//	if (bindTexture(mob->cloakTexture, L"" ))
	if (bindTexture(mob->customTextureUrl2, L"" ) && !mob->isInvisible())
	{
        glPushMatrix();
        glTranslatef(0, 0, 2 / 16.0f);

        double xd = (mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
        double yd = (mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
        double zd = (mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);

        float yr = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;

        double xa = Mth::sin(yr * PI / 180);
        double za = -Mth::cos(yr * PI / 180);

        float flap = (float) yd * 10;
        if (flap < -6) flap = -6;
        if (flap > 32) flap = 32;
        float lean = (float) (xd * xa + zd * za) * 100;
        float lean2 = (float) (xd * za - zd * xa) * 100;
        if (lean < 0) lean = 0;

        float pow = mob->oBob + (mob->bob - mob->oBob) * a;

        flap += sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
        if (mob->isSneaking())
		{
            flap += 25;
        }

		// 4J Stu - Fix for sprint-flying causing the cape to rotate up by 180 degrees or more
		float xRot = 6.0f + lean / 2 + flap;
		if(xRot > 64.0f) xRot = 64.0f;

        glRotatef(xRot, 1, 0, 0);
        glRotatef(lean2 / 2, 0, 0, 1);
        glRotatef(-lean2 / 2, 0, 1, 0);
        glRotatef(180, 0, 1, 0);
        humanoidModel->renderCloak(1 / 16.0f,true);
        glPopMatrix();
    }
	

    shared_ptr<ItemInstance> item = mob->inventory->getSelected();

    if (item != NULL)
	{
        glPushMatrix();
        humanoidModel->arm0->translateTo(1 / 16.0f);
        glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);

        if (mob->fishing != NULL)
		{
            item = shared_ptr<ItemInstance>( new ItemInstance(Item::stick) );
        }

		UseAnim anim = UseAnim_none;//null;
		if (mob->getUseItemDuration() > 0)
		{
			anim = item->getUseAnimation();
		}

        if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape()))
		{
            float s = 8 / 16.0f;
            glTranslatef(-0 / 16.0f, 3 / 16.0f, -5 / 16.0f);
            s *= 0.75f;
            glRotatef(20, 1, 0, 0);
            glRotatef(45, 0, 1, 0);
            glScalef(s, -s, s);
		}
		else if (item->id == Item::bow->id)
		{
			float s = 10 / 16.0f;
			glTranslatef(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
			glRotatef(-20, 0, 1, 0);
			glScalef(s, -s, s);
			glRotatef(-100, 1, 0, 0);
			glRotatef(45, 0, 1, 0);
		}
		else if (Item::items[item->id]->isHandEquipped())
		{
			float s = 10 / 16.0f;
			if (Item::items[item->id]->isMirroredArt())
			{
				glRotatef(180, 0, 0, 1);
				glTranslatef(0, -2 / 16.0f, 0);
			}
			if (mob->getUseItemDuration() > 0)
			{
				if (anim == UseAnim_block)
				{
					glTranslatef(0.05f, 0, -0.1f);
					glRotatef(-50, 0, 1, 0);
					glRotatef(-10, 1, 0, 0);
					glRotatef(-60, 0, 0, 1);
				}
			}
			glTranslatef(0, 3 / 16.0f, 0);
			glScalef(s, -s, s);
			glRotatef(-100, 1, 0, 0);
			glRotatef(45, 0, 1, 0);
		}
		else
		{
            float s = 6 / 16.0f;
            glTranslatef(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
            glScalef(s, s, s);
            glRotatef(60, 0, 0, 1);
            glRotatef(-90, 1, 0, 0);
            glRotatef(20, 0, 0, 1);
        }

		if (item->getItem()->hasMultipleSpriteLayers())
		{
			for (int layer = 0; layer <= 1; layer++)
			{
				int col = item->getItem()->getColor(item,layer);
				float red = ((col >> 16) & 0xff) / 255.0f;
				float g = ((col >> 8) & 0xff) / 255.0f;
				float b = ((col) & 0xff) / 255.0f;

				glColor4f(red, g, b, 1);
				this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, layer, false);
			}
		}
		else
		{
			this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item, 0);
		}

        glPopMatrix();
    }

}

void PlayerRenderer::scale(shared_ptr<Mob> player, float a)
{
    float s = 15 / 16.0f;
    glScalef(s, s, s);
}

void PlayerRenderer::renderHand()
{
	humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
	armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false;
    humanoidModel->attackTime = 0;
    humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f);
	// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
	if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
	{
		humanoidModel->arm0->render(1 / 16.0f,true);
	}
}

void PlayerRenderer::setupPosition(shared_ptr<Mob> _mob, double x, double y, double z)
{
	// 4J - dynamic cast required because we aren't using templates/generics in our version
	shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);

    if (mob->isAlive() && mob->isSleeping())
	{
        MobRenderer::setupPosition(mob, x + mob->bedOffsetX, y + mob->bedOffsetY, z + mob->bedOffsetZ);

    }
	else
	{
        MobRenderer::setupPosition(mob, x, y, z);
    }
}

void PlayerRenderer::setupRotations(shared_ptr<Mob> _mob, float bob, float bodyRot, float a)
{
	// 4J - dynamic cast required because we aren't using templates/generics in our version
	shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);

    if (mob->isAlive() && mob->isSleeping())
	{
        glRotatef(mob->getSleepRotation(), 0, 1, 0);
        glRotatef(getFlipDegrees(mob), 0, 0, 1);
        glRotatef(270, 0, 1, 0);
    }
	else
	{
        MobRenderer::setupRotations(mob, bob, bodyRot, a);
    }
}

// 4J Added override to stop rendering shadow if player is invisible
void PlayerRenderer::renderShadow(shared_ptr<Entity> e, double x, double y, double z, float pow, float a)
{
	if(app.GetGameHostOption(eGameHostOption_HostCanBeInvisible) > 0)
	{
		shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
		if(player != NULL && player->hasInvisiblePrivilege()) return;
	}
	EntityRenderer::renderShadow(e,x,y,z,pow,a);
}
