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Implement backend for /title command

This commit is contained in:
Scott Moore
2015-04-08 00:41:19 +10:00
parent e6819c4c65
commit 8c144207dc
9 changed files with 317 additions and 0 deletions

View File

@@ -542,6 +542,18 @@ void cProtocol180::SendHealth(void)
void cProtocol180::SendHideTitle(void)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x45); // Title packet
Pkt.WriteVarInt32(3); // Hide title
}
void cProtocol180::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
{
ASSERT(m_State == 3); // In game mode?
@@ -1021,6 +1033,18 @@ void cProtocol180::SendRemoveEntityEffect(const cEntity & a_Entity, int a_Effect
void cProtocol180::SendResetTitle(void)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x45); // Title packet
Pkt.WriteVarInt32(4); // Reset title
}
void cProtocol180::SendRespawn(eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks)
{
if ((m_LastSentDimension == a_Dimension) && !a_ShouldIgnoreDimensionChecks)
@@ -1123,6 +1147,52 @@ void cProtocol180::SendDisplayObjective(const AString & a_Objective, cScoreboard
void cProtocol180::SendSetSubTitle(const cCompositeChat & a_SubTitle)
{
SendSetRawSubTitle(a_SubTitle.CreateJsonString(false));
}
void cProtocol180::SendSetRawSubTitle(const AString & a_SubTitle)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x45); // Title packet
Pkt.WriteVarInt32(1); // Set subtitle
Pkt.WriteString(a_SubTitle);
}
void cProtocol180::SendSetTitle(const cCompositeChat & a_Title)
{
SendSetRawTitle(a_Title.CreateJsonString(false));
}
void cProtocol180::SendSetRawTitle(const AString & a_Title)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x45); // Title packet
Pkt.WriteVarInt32(0); // Set title
Pkt.WriteString(a_Title);
}
void cProtocol180::SendSoundEffect(const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch)
{
ASSERT(m_State == 3); // In game mode?
@@ -1330,6 +1400,22 @@ void cProtocol180::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
void cProtocol180::SendTitleTimes(int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x45); // Title packet
Pkt.WriteVarInt32(2); // Set title display times
Pkt.WriteBEInt32(a_FadeInTicks);
Pkt.WriteBEInt32(a_DisplayTicks);
Pkt.WriteBEInt32(a_FadeOutTicks);
}
void cProtocol180::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle)
{
ASSERT(m_State == 3); // In game mode?