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authorTiger Wang <ziwei.tiger@outlook.com>2020-05-04 10:10:47 +0200
committerGitHub <noreply@github.com>2020-05-04 10:10:47 +0200
commit07ca09574072b303064eafb2751f8f83c865f083 (patch)
treea863831747b046c143a3e2d09ad1f665501d9a0d /src/Protocol/Protocol_1_9.cpp
parentButtons can now be triggered by arrows. (#4670) (diff)
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Diffstat (limited to 'src/Protocol/Protocol_1_9.cpp')
-rw-r--r--src/Protocol/Protocol_1_9.cpp128
1 files changed, 64 insertions, 64 deletions
diff --git a/src/Protocol/Protocol_1_9.cpp b/src/Protocol/Protocol_1_9.cpp
index 10aed8cc1..150e81339 100644
--- a/src/Protocol/Protocol_1_9.cpp
+++ b/src/Protocol/Protocol_1_9.cpp
@@ -170,33 +170,50 @@ void cProtocol_1_9_0::SendEntityMetadata(const cEntity & a_Entity)
-void cProtocol_1_9_0::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
+void cProtocol_1_9_0::SendEntityPosition(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
- cPacketizer Pkt(*this, pktEntityRelMove);
- Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- // TODO: 1.9 changed these from chars to shorts, meaning that there can be more percision and data. Other code needs to be updated for that.
- Pkt.WriteBEInt16(a_RelX * 128);
- Pkt.WriteBEInt16(a_RelY * 128);
- Pkt.WriteBEInt16(a_RelZ * 128);
- Pkt.WriteBool(a_Entity.IsOnGround());
-}
-
+ const auto Delta = (a_Entity.GetPosition() - a_Entity.GetLastSentPosition()) * 32 * 128;
+ // Limitations of a short
+ static const auto Max = std::numeric_limits<Int16>::max();
+ if ((std::abs(Delta.x) <= Max) && (std::abs(Delta.y) <= Max) && (std::abs(Delta.z) <= Max))
+ {
+ const auto Move = static_cast<Vector3<Int16>>(Delta);
+ // Difference within limitations, use a relative move packet
+ if (a_Entity.IsOrientationDirty())
+ {
+ cPacketizer Pkt(*this, pktEntityRelMoveLook);
+ Pkt.WriteVarInt32(a_Entity.GetUniqueID());
+ Pkt.WriteBEInt16(Move.x);
+ Pkt.WriteBEInt16(Move.y);
+ Pkt.WriteBEInt16(Move.z);
+ Pkt.WriteByteAngle(a_Entity.GetYaw());
+ Pkt.WriteByteAngle(a_Entity.GetPitch());
+ Pkt.WriteBool(a_Entity.IsOnGround());
+ }
+ else
+ {
+ cPacketizer Pkt(*this, pktEntityRelMove);
+ Pkt.WriteVarInt32(a_Entity.GetUniqueID());
+ Pkt.WriteBEInt16(Move.x);
+ Pkt.WriteBEInt16(Move.y);
+ Pkt.WriteBEInt16(Move.z);
+ Pkt.WriteBool(a_Entity.IsOnGround());
+ }
-void cProtocol_1_9_0::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
-{
- ASSERT(m_State == 3); // In game mode?
+ return;
+ }
- cPacketizer Pkt(*this, pktEntityRelMoveLook);
+ // Too big a movement, do a teleport
+ cPacketizer Pkt(*this, pktTeleportEntity);
Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- // TODO: 1.9 changed these from chars to shorts, meaning that there can be more percision and data. Other code needs to be updated for that.
- Pkt.WriteBEInt16(a_RelX * 128);
- Pkt.WriteBEInt16(a_RelY * 128);
- Pkt.WriteBEInt16(a_RelZ * 128);
+ Pkt.WriteBEDouble(a_Entity.GetPosX());
+ Pkt.WriteBEDouble(a_Entity.GetPosY());
+ Pkt.WriteBEDouble(a_Entity.GetPosZ());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(a_Entity.IsOnGround());
@@ -386,7 +403,7 @@ void cProtocol_1_9_0::SendPlayerSpawn(const cPlayer & a_Player)
cPacketizer Pkt(*this, pktSpawnOtherPlayer);
Pkt.WriteVarInt32(a_Player.GetUniqueID());
Pkt.WriteUUID(a_Player.GetUUID());
- Vector3d LastSentPos = a_Player.GetLastSentPos();
+ Vector3d LastSentPos = a_Player.GetLastSentPosition();
Pkt.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y + 0.001); // The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteBEDouble(LastSentPos.z);
@@ -428,7 +445,7 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
Pkt.WriteBEUInt64(0);
Pkt.WriteBEUInt64(a_Mob.GetUniqueID());
Pkt.WriteBEUInt8(static_cast<Byte>(GetProtocolMobType(a_Mob.GetMobType())));
- Vector3d LastSentPos = a_Mob.GetLastSentPos();
+ Vector3d LastSentPos = a_Mob.GetLastSentPosition();
Pkt.WriteBEDouble(LastSentPos.x);
Pkt.WriteBEDouble(LastSentPos.y);
Pkt.WriteBEDouble(LastSentPos.z);
@@ -446,24 +463,6 @@ void cProtocol_1_9_0::SendSpawnMob(const cMonster & a_Mob)
-void cProtocol_1_9_0::SendTeleportEntity(const cEntity & a_Entity)
-{
- ASSERT(m_State == 3); // In game mode?
-
- cPacketizer Pkt(*this, pktTeleportEntity);
- Pkt.WriteVarInt32(a_Entity.GetUniqueID());
- Pkt.WriteBEDouble(a_Entity.GetPosX());
- Pkt.WriteBEDouble(a_Entity.GetPosY());
- Pkt.WriteBEDouble(a_Entity.GetPosZ());
- Pkt.WriteByteAngle(a_Entity.GetYaw());
- Pkt.WriteByteAngle(a_Entity.GetPitch());
- Pkt.WriteBool(a_Entity.IsOnGround());
-}
-
-
-
-
-
void cProtocol_1_9_0::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
ASSERT(m_State == 3); // In game mode?
@@ -1323,6 +1322,33 @@ eHand cProtocol_1_9_0::HandIntToEnum(Int32 a_Hand)
+void cProtocol_1_9_0::SendEntitySpawn(const cEntity & a_Entity, const UInt8 a_ObjectType, const Int32 a_ObjectData)
+{
+ ASSERT(m_State == 3); // In game mode?
+
+ 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(a_ObjectType);
+ Pkt.WriteBEDouble(a_Entity.GetPosX());
+ Pkt.WriteBEDouble(a_Entity.GetPosY());
+ Pkt.WriteBEDouble(a_Entity.GetPosZ());
+ Pkt.WriteByteAngle(a_Entity.GetPitch());
+ Pkt.WriteByteAngle(a_Entity.GetYaw());
+ 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::WriteItem(cPacketizer & a_Pkt, const cItem & a_Item)
{
short ItemType = a_Item.m_ItemType;
@@ -2173,32 +2199,6 @@ 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: