void cProtocol132::SendLogin(const cPlayer & a_Player, const cWorld & a_World) { cCSLock Lock(m_CSPacket); WriteByte (PACKET_LOGIN); WriteInt (a_Player.GetUniqueID()); // EntityID of the player WriteString("default"); // Level type WriteByte ((Byte)a_Player.GetGameMode()); WriteByte ((Byte)(a_World.GetDimension())); WriteByte (2); // TODO: Difficulty WriteByte (0); // Unused, used to be world height WriteByte (8); // Client list width or something Flush(); m_LastSentDimension = a_World.GetDimension(); SendCompass(a_World); }
void cProtocol125::SendLogin(const cPlayer & a_Player, const cWorld & a_World) { UNUSED(a_World); cCSLock Lock(m_CSPacket); WriteByte (PACKET_LOGIN); WriteInt (a_Player.GetUniqueID()); // EntityID of the player WriteString(""); // Username, not used WriteString("default"); // Level type WriteInt ((int)a_Player.GetGameMode()); WriteInt ((int)(a_World.GetDimension())); WriteByte (2); // TODO: Difficulty WriteByte (0); // Unused WriteByte (60); // Client list width or something Flush(); m_LastSentDimension = a_World.GetDimension(); }
void cProtocol125::SendRespawn(const cWorld & a_World, bool a_ShouldIgnoreDimensionChecks) { cCSLock Lock(m_CSPacket); if ((m_LastSentDimension == a_World.GetDimension()) && !a_ShouldIgnoreDimensionChecks) { // Must not send a respawn for the world with the same dimension, the client goes cuckoo if we do (unless we are respawning from death) return; } cPlayer * Player = m_Client->GetPlayer(); WriteByte (PACKET_RESPAWN); WriteInt (a_World.GetDimension()); WriteByte (2); // TODO: Difficulty; 2 = Normal WriteChar ((char)Player->GetGameMode()); WriteShort (256); // Current world height WriteString("default"); Flush(); m_LastSentDimension = a_World.GetDimension(); }
cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World) : m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other m_HeightDistribution(255), m_Fluid(a_Fluid) { bool IsWater = (a_Fluid == E_BLOCK_WATER); AString SectionName = IsWater ? "WaterSprings" : "LavaSprings"; AString DefaultHeightDistribution; int DefaultChance; switch (a_World.GetDimension()) { case dimNether: { DefaultHeightDistribution = IsWater ? DEF_NETHER_WATER_SPRINGS : DEF_NETHER_LAVA_SPRINGS; DefaultChance = IsWater ? 0 : 15; break; } case dimOverworld: { DefaultHeightDistribution = IsWater ? DEF_OVERWORLD_WATER_SPRINGS : DEF_OVERWORLD_LAVA_SPRINGS; DefaultChance = IsWater ? 24 : 9; break; } case dimEnd: { DefaultHeightDistribution = IsWater ? DEF_END_WATER_SPRINGS : DEF_END_LAVA_SPRINGS; DefaultChance = 0; break; } default: { ASSERT(!"Unhandled world dimension"); break; } } // switch (dimension) AString HeightDistribution = a_IniFile.GetValueSet(SectionName, "HeightDistribution", DefaultHeightDistribution); if (!m_HeightDistribution.SetDefString(HeightDistribution) || (m_HeightDistribution.GetSum() <= 0)) { LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".", (a_Fluid == E_BLOCK_WATER) ? "Water" : "Lava", DefaultHeightDistribution.c_str() ); m_HeightDistribution.SetDefString(DefaultHeightDistribution); } m_Chance = a_IniFile.GetValueSetI(SectionName, "Chance", DefaultChance); }