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-rw-r--r--src/Protocol/Protocol_1_9.cpp139
1 files changed, 26 insertions, 113 deletions
diff --git a/src/Protocol/Protocol_1_9.cpp b/src/Protocol/Protocol_1_9.cpp
index 91bc43d03..10aed8cc1 100644
--- a/src/Protocol/Protocol_1_9.cpp
+++ b/src/Protocol/Protocol_1_9.cpp
@@ -329,35 +329,6 @@ void cProtocol_1_9_0::SendMapData(const cMap & a_Map, int a_DataStartX, int a_Da
-void cProtocol_1_9_0::SendPickupSpawn(const cPickup & a_Pickup)
-{
- ASSERT(m_State == 3); // In game mode?
-
- { // TODO Use SendSpawnObject
- cPacketizer Pkt(*this, pktSpawnObject);
- Pkt.WriteVarInt32(a_Pickup.GetUniqueID());
- // TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
- Pkt.WriteBEUInt64(0);
- Pkt.WriteBEUInt64(a_Pickup.GetUniqueID());
- Pkt.WriteBEUInt8(2); // Type = Pickup
- Pkt.WriteBEDouble(a_Pickup.GetPosX());
- Pkt.WriteBEDouble(a_Pickup.GetPosY());
- Pkt.WriteBEDouble(a_Pickup.GetPosZ());
- Pkt.WriteByteAngle(a_Pickup.GetYaw());
- Pkt.WriteByteAngle(a_Pickup.GetPitch());
- Pkt.WriteBEInt32(0); // No object data
- Pkt.WriteBEInt16(0); // No velocity
- Pkt.WriteBEInt16(0);
- Pkt.WriteBEInt16(0);
- }
-
- SendEntityMetadata(a_Pickup);
-}
-
-
-
-
-
void cProtocol_1_9_0::SendPlayerMaxSpeed(void)
{
ASSERT(m_State == 3); // In game mode?
@@ -447,32 +418,6 @@ void cProtocol_1_9_0::SendSoundEffect(const AString & a_SoundName, double a_X, d
-void cProtocol_1_9_0::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock)
-{
- ASSERT(m_State == 3); // In game mode?
-
- cPacketizer Pkt(*this, pktSpawnObject);
- Pkt.WriteVarInt32(a_FallingBlock.GetUniqueID());
- // TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
- Pkt.WriteBEUInt64(0);
- Pkt.WriteBEUInt64(a_FallingBlock.GetUniqueID());
- Pkt.WriteBEUInt8(70); // Falling block
- Vector3d LastSentPos = a_FallingBlock.GetLastSentPos();
- Pkt.WriteBEDouble(LastSentPos.x);
- Pkt.WriteBEDouble(LastSentPos.y);
- Pkt.WriteBEDouble(LastSentPos.z);
- Pkt.WriteByteAngle(a_FallingBlock.GetYaw());
- Pkt.WriteByteAngle(a_FallingBlock.GetPitch());
- Pkt.WriteBEInt32(static_cast<Int32>(a_FallingBlock.GetBlockType()) | (static_cast<Int32>(a_FallingBlock.GetBlockMeta()) << 12));
- Pkt.WriteBEInt16(static_cast<Int16>(a_FallingBlock.GetSpeedX() * 400));
- Pkt.WriteBEInt16(static_cast<Int16>(a_FallingBlock.GetSpeedY() * 400));
- Pkt.WriteBEInt16(static_cast<Int16>(a_FallingBlock.GetSpeedZ() * 400));
-}
-
-
-
-
-
void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
{
ASSERT(m_State == 3); // In game mode?
@@ -501,64 +446,6 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
-void cProtocol_1_9_0::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData)
-{
- ASSERT(m_State == 3); // In game mode?
- double PosX = a_Entity.GetPosX();
- double PosZ = a_Entity.GetPosZ();
- double Yaw = a_Entity.GetYaw();
- if (a_ObjectType == 71)
- {
- FixItemFramePositions(a_ObjectData, PosX, PosZ, Yaw);
- }
-
- cPacketizer Pkt(*this, pktSpawnObject);
- Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- // TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
- Pkt.WriteBEUInt64(0);
- Pkt.WriteBEUInt64(a_Entity.GetUniqueID());
- Pkt.WriteBEUInt8(static_cast<UInt8>(a_ObjectType));
- Pkt.WriteBEDouble(PosX);
- Pkt.WriteBEDouble(a_Entity.GetPosY());
- Pkt.WriteBEDouble(PosZ);
- Pkt.WriteByteAngle(a_Entity.GetPitch());
- Pkt.WriteByteAngle(Yaw);
- Pkt.WriteBEInt32(a_ObjectData);
- Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedX() * 400));
- Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedY() * 400));
- Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedZ() * 400));
-}
-
-
-
-
-
-void cProtocol_1_9_0::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType)
-{
- ASSERT(m_State == 3); // In game mode?
-
- cPacketizer Pkt(*this, pktSpawnObject);
- Pkt.WriteVarInt32(a_Vehicle.GetUniqueID());
- // TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
- Pkt.WriteBEUInt64(0);
- Pkt.WriteBEUInt64(a_Vehicle.GetUniqueID());
- Pkt.WriteBEUInt8(static_cast<UInt8>(a_VehicleType));
- Vector3d LastSentPos = a_Vehicle.GetLastSentPos();
- Pkt.WriteBEDouble(LastSentPos.x);
- Pkt.WriteBEDouble(LastSentPos.y);
- Pkt.WriteBEDouble(LastSentPos.z);
- Pkt.WriteByteAngle(a_Vehicle.GetPitch());
- Pkt.WriteByteAngle(a_Vehicle.GetYaw());
- Pkt.WriteBEInt32(a_VehicleSubType);
- Pkt.WriteBEInt16(static_cast<Int16>(a_Vehicle.GetSpeedX() * 400));
- Pkt.WriteBEInt16(static_cast<Int16>(a_Vehicle.GetSpeedY() * 400));
- Pkt.WriteBEInt16(static_cast<Int16>(a_Vehicle.GetSpeedZ() * 400));
-}
-
-
-
-
-
void cProtocol_1_9_0::SendTeleportEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
@@ -2286,6 +2173,32 @@ void cProtocol_1_9_0::WriteEntityProperties(cPacketizer & a_Pkt, const cEntity &
+void cProtocol_1_9_0::WriteEntitySpawn(cPacketizer & a_Pkt, const cEntity & a_Entity, const UInt8 a_ObjectType, const Int32 a_ObjectData)
+{
+ ASSERT(m_State == 3); // In game mode?
+
+ a_Pkt.WriteVarInt32(a_Entity.GetUniqueID());
+
+ // TODO: Bad way to write a UUID, and it's not a true UUID, but this is functional for now.
+ a_Pkt.WriteBEUInt64(0);
+ a_Pkt.WriteBEUInt64(a_Entity.GetUniqueID());
+
+ a_Pkt.WriteBEUInt8(a_ObjectType);
+ a_Pkt.WriteBEDouble(a_Entity.GetPosX());
+ a_Pkt.WriteBEDouble(a_Entity.GetPosY());
+ a_Pkt.WriteBEDouble(a_Entity.GetPosZ());
+ a_Pkt.WriteByteAngle(a_Entity.GetPitch());
+ a_Pkt.WriteByteAngle(a_Entity.GetYaw());
+ a_Pkt.WriteBEInt32(a_ObjectData);
+ a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedX() * 400));
+ a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedY() * 400));
+ a_Pkt.WriteBEInt16(static_cast<Int16>(a_Entity.GetSpeedZ() * 400));
+}
+
+
+
+
+
////////////////////////////////////////////////////////////////////////////////
// cProtocol_1_9_1: