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cuberite-2a/source/packets/cPacket_Player.cpp

254 lines
6.4 KiB
C++

// cPacket_Player.cpp
/* Implements the player-related packets:
- PlayerAbilities (0xca)
- PlayerListItem (0xc9)
- PlayerLook (0x0c)
- PlayerMoveLook (0x0d)
- PlayerPosition (0x0b)
*/
#include "Globals.h"
#include "cPacket_Player.h"
#include "../cPlayer.h"
#include "../cChatColor.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPacket_PlayerAbilities:
int cPacket_PlayerAbilities::Parse(cByteBuffer & a_Buffer)
{
int TotalBytes = 0;
HANDLE_PACKET_READ(ReadBool, m_Invulnerable, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_IsFlying, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_CanFly, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_InstaMine, TotalBytes);
return TotalBytes;
}
void cPacket_PlayerAbilities::Serialize(AString & a_Data) const
{
char Data[5];
Data[0] = m_PacketID;
Data[1] = (char)m_Invulnerable;
Data[2] = (char)m_IsFlying;
Data[3] = (char)m_CanFly;
Data[4] = (char)m_InstaMine;
a_Data.append(Data, 5);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPacket_PlayerListItem:
cPacket_PlayerListItem::cPacket_PlayerListItem(const AString & a_PlayerName, bool a_Online, short a_Ping)
{
m_PacketID = E_PLAYER_LIST_ITEM;
m_PlayerName = a_PlayerName;
m_Online = a_Online;
m_Ping = a_Ping;
}
int cPacket_PlayerListItem::Parse(cByteBuffer & a_Buffer)
{
int TotalBytes = 0;
HANDLE_PACKET_READ(ReadBEUTF16String16, m_PlayerName, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_Online, TotalBytes);
HANDLE_PACKET_READ(ReadBEShort, m_Ping, TotalBytes);
return TotalBytes;
}
void cPacket_PlayerListItem::Serialize(AString & a_Data) const
{
AString PlayerName(m_PlayerName);
if (PlayerName.length() > 16)
{
PlayerName.erase(16);
}
else if (PlayerName.length() <= 14)
{
PlayerName += cChatColor::White;
}
AppendByte (a_Data, m_PacketID);
AppendString16(a_Data, PlayerName);
AppendBool (a_Data, m_Online);
AppendShort (a_Data, m_Ping);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPacket_PlayerLook:
cPacket_PlayerLook::cPacket_PlayerLook( cPlayer* a_Player )
{
m_PacketID = E_PLAYERLOOK;
m_Rotation = a_Player->GetRotation();
m_Pitch = a_Player->GetPitch();
m_IsOnGround = a_Player->IsOnGround();
}
int cPacket_PlayerLook::Parse(cByteBuffer & a_Buffer)
{
int TotalBytes = 0;
HANDLE_PACKET_READ(ReadBEFloat, m_Rotation, TotalBytes);
HANDLE_PACKET_READ(ReadBEFloat, m_Pitch, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_IsOnGround, TotalBytes);
return TotalBytes;
}
void cPacket_PlayerLook::Serialize(AString & a_Data) const
{
AppendByte (a_Data, m_PacketID);
AppendFloat (a_Data, m_Rotation);
AppendFloat (a_Data, m_Pitch);
AppendBool (a_Data, m_IsOnGround);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPacket_PlayerMoveLook:
cPacket_PlayerMoveLook::cPacket_PlayerMoveLook(const cPlayer & a_Player)
{
m_PacketID = E_PLAYERMOVELOOK;
m_PosX = a_Player.GetPosX();
m_PosY = a_Player.GetPosY() + 0.03; // Add a small amount so that the player doesn't start inside a block
m_PosZ = a_Player.GetPosZ();
m_Stance = a_Player.GetStance() + 0.03; // Add a small amount so that the player doesn't start inside a block
m_Rotation = a_Player.GetRotation();
m_Pitch = a_Player.GetPitch();
m_IsOnGround = a_Player.IsOnGround();
}
int cPacket_PlayerMoveLook::Parse(cByteBuffer & a_Buffer)
{
// NOTE that Stance and Y are swapped when sent C->S vs S->C
// This is the C->S case:
int TotalBytes = 0;
HANDLE_PACKET_READ(ReadBEDouble, m_PosX, TotalBytes);
HANDLE_PACKET_READ(ReadBEDouble, m_PosY, TotalBytes);
HANDLE_PACKET_READ(ReadBEDouble, m_Stance, TotalBytes);
HANDLE_PACKET_READ(ReadBEDouble, m_PosZ, TotalBytes);
HANDLE_PACKET_READ(ReadBEFloat, m_Rotation, TotalBytes);
HANDLE_PACKET_READ(ReadBEFloat, m_Pitch, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_IsOnGround, TotalBytes);
// LOGD("Recv PML: {%0.2f, %0.2f, %0.2f}, Stance %0.2f, Gnd: %d", m_PosX, m_PosY, m_PosZ, m_Stance, m_IsOnGround ? 1 : 0);
return TotalBytes;
}
void cPacket_PlayerMoveLook::Serialize(AString & a_Data) const
{
// NOTE that Stance and Y are swapped when sent C->S vs S->C
// This is the S->C case:
// LOGD("Send PML: {%0.2f, %0.2f, %0.2f}, Stance: %0.2f, Gnd: %d", m_PosX, m_PosY, m_PosZ, m_Stance, m_IsOnGround ? 1 : 0);
AppendByte (a_Data, m_PacketID);
AppendDouble(a_Data, m_PosX);
AppendDouble(a_Data, m_Stance);
AppendDouble(a_Data, m_PosY);
AppendDouble(a_Data, m_PosZ);
AppendFloat (a_Data, m_Rotation);
AppendFloat (a_Data, m_Pitch);
AppendBool (a_Data, m_IsOnGround);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPacket_PlayerPosition:
cPacket_PlayerPosition::cPacket_PlayerPosition(cPlayer * a_Player)
{
m_PacketID = E_PLAYERPOS;
m_PosX = a_Player->GetPosX();
m_PosY = a_Player->GetPosY();
m_PosZ = a_Player->GetPosZ();
m_Stance = a_Player->GetStance();
m_IsOnGround = a_Player->IsOnGround();
}
int cPacket_PlayerPosition::Parse(cByteBuffer & a_Buffer)
{
int TotalBytes = 0;
HANDLE_PACKET_READ(ReadBEDouble, m_PosX, TotalBytes);
HANDLE_PACKET_READ(ReadBEDouble, m_PosY, TotalBytes);
HANDLE_PACKET_READ(ReadBEDouble, m_Stance, TotalBytes);
HANDLE_PACKET_READ(ReadBEDouble, m_PosZ, TotalBytes);
HANDLE_PACKET_READ(ReadBool, m_IsOnGround, TotalBytes);
// LOGD("Recv PlayerPos: {%0.2f %0.2f %0.2f}, Stance %0.2f, Gnd: %d", m_PosX, m_PosY, m_PosZ, m_Stance, m_IsOnGround ? 1 : 0);
return TotalBytes;
}
void cPacket_PlayerPosition::Serialize(AString & a_Data) const
{
LOGD("Ignore send PlayerPos");
/*
LOGD("Send PlayerPos: {%0.2f %0.2f %0.2f}, Stance %0.2f, Gnd: %d", m_PosX, m_PosY, m_PosZ, m_Stance, m_IsOnGround ? 1 : 0);
// _X: This should not get sent to the client at all - http://wiki.vg/wiki/index.php?title=Protocol&oldid=2513#Player_Position_.280x0B.29
AppendByte (a_Data, m_PacketID);
AppendDouble (a_Data, m_PosX);
AppendDouble (a_Data, m_PosY);
AppendDouble (a_Data, m_Stance);
AppendDouble (a_Data, m_PosZ);
AppendBool (a_Data, m_IsOnGround);
*/
}