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Monster classes don't use cPackets. Chat messages are sent / broadcast without cPackets. BlockEntities don't use cPackets.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@783 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2012-08-24 07:58:26 +00:00
parent 263ce31bd6
commit e92b9e7ecb
39 changed files with 562 additions and 426 deletions

View File

@@ -1818,6 +1818,83 @@ void cClientHandle::SendInventoryProgress(char a_WindowID, short a_ProgressBar,
void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player)
{
cPacket_NamedEntitySpawn SpawnPacket;
SpawnPacket.m_UniqueID = a_Player.GetUniqueID();
SpawnPacket.m_PlayerName = a_Player.GetName();
SpawnPacket.m_PosX = (int)(a_Player.GetPosX() * 32);
SpawnPacket.m_PosY = (int)(a_Player.GetPosY() * 32);
SpawnPacket.m_PosZ = (int)(a_Player.GetPosZ() * 32);
SpawnPacket.m_Rotation = (char)((a_Player.GetRot().x / 360.f) * 256);
SpawnPacket.m_Pitch = (char)((a_Player.GetRot().y / 360.f) * 256);
const cItem & HeldItem = a_Player.GetEquippedItem();
SpawnPacket.m_CurrentItem = HeldItem.IsEmpty() ? 0 : HeldItem.m_ItemType; // Unlike -1 in inventory, the named entity packet uses 0 for "empty"
Send(SpawnPacket);
}
void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
{
cPacket_PickupSpawn PickupSpawn;
PickupSpawn.m_UniqueID = a_Pickup.GetUniqueID();
PickupSpawn.m_ItemType = a_Pickup.GetItem()->m_ItemType;
PickupSpawn.m_ItemCount = a_Pickup.GetItem()->m_ItemCount;
PickupSpawn.m_ItemDamage = a_Pickup.GetItem()->m_ItemHealth;
PickupSpawn.m_PosX = (int) (a_Pickup.GetPosX() * 32);
PickupSpawn.m_PosY = (int) (a_Pickup.GetPosY() * 32);
PickupSpawn.m_PosZ = (int) (a_Pickup.GetPosZ() * 32);
PickupSpawn.m_Rotation = (char)(a_Pickup.GetSpeed().x * 8);
PickupSpawn.m_Pitch = (char)(a_Pickup.GetSpeed().y * 8);
PickupSpawn.m_Roll = (char)(a_Pickup.GetSpeed().z * 8);
Send(PickupSpawn);
}
void cClientHandle::SendSpawnMob(const cMonster & a_Mob)
{
cPacket_SpawnMob Spawn;
Spawn.m_UniqueID = a_Mob.GetUniqueID();
Spawn.m_Type = a_Mob.GetMobType();
Spawn.m_Pos = ((Vector3i)(a_Mob.GetPosition())) * 32;
Spawn.m_Yaw = 0;
Spawn.m_Pitch = 0;
Spawn.m_MetaDataSize = 1;
Spawn.m_MetaData = new char[Spawn.m_MetaDataSize];
Spawn.m_MetaData[0] = 0x7f; // not on fire/crouching/riding
Send(Spawn);
}
void cClientHandle::SendUpdateSign(
int a_BlockX, int a_BlockY, int a_BlockZ,
const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4
)
{
cPacket_UpdateSign us;
us.m_BlockX = a_BlockX;
us.m_BlockY = a_BlockY;
us.m_BlockZ = a_BlockZ;
us.m_Line1 = a_Line1;
us.m_Line2 = a_Line2;
us.m_Line3 = a_Line3;
us.m_Line4 = a_Line4;
Send(us);
}
void cClientHandle::CheckIfWorldDownloaded(void)
{
if (m_State != csDownloadingWorld)