コード例 #1
0
ファイル: Protocol132.cpp プロジェクト: wang108/MCServer
void cProtocol132::SendCompass(const cWorld & a_World)
{
	cCSLock Lock(m_CSPacket);
	WriteByte(PACKET_COMPASS);
	WriteInt((int)(a_World.GetSpawnX()));
	WriteInt((int)(a_World.GetSpawnY()));
	WriteInt((int)(a_World.GetSpawnZ()));
	Flush();
}
コード例 #2
0
ファイル: Protocol132.cpp プロジェクト: wang108/MCServer
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);
}
コード例 #3
0
ファイル: Entity.cpp プロジェクト: Kortak/MCServer
bool cEntity::Initialize(cWorld & a_World)
{
	if (cPluginManager::Get()->CallHookSpawningEntity(a_World, *this))
	{
		return false;
	}
	
	/*
	// DEBUG:
	LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}",
		m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z
	);
	*/
	
	m_IsInitialized = true;
	m_World = &a_World;
	m_World->AddEntity(this);
	
	cPluginManager::Get()->CallHookSpawnedEntity(a_World, *this);
	
	// Spawn the entity on the clients:
	a_World.BroadcastSpawnEntity(*this);
	
	return true;
}
コード例 #4
0
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();
}
コード例 #5
0
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();
}
コード例 #6
0
ファイル: FinishGen.cpp プロジェクト: JoeClacks/MCServer
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);
}
コード例 #7
0
ファイル: ItemHandler.cpp プロジェクト: jammet/MCServer
bool cItemHandler::OnPlayerPlace(
	cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
	int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
	int a_CursorX, int a_CursorY, int a_CursorZ
)
{
	if (a_BlockFace < 0)
	{
		// Clicked in air
		return false;
	}
	
	if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
	{
		// The clicked block is outside the world, ignore this call altogether (#128)
		return false;
	}
	
	BLOCKTYPE ClickedBlock;
	NIBBLETYPE ClickedBlockMeta;

	a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);

	// Check if the block ignores build collision (water, grass etc.):
	if (
		BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() ||
		BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(&a_Player, ClickedBlockMeta)
	)
	{
		cChunkInterface ChunkInterface(a_World.GetChunkMap());
		BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ);
	}
	else
	{
		AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
			
		if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
		{
			// The block is being placed outside the world, ignore this packet altogether (#128)
			return false;
		}
			
		NIBBLETYPE PlaceMeta;
		BLOCKTYPE PlaceBlock;
		a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta);

		// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
		// No need to do combinability (dblslab) checks, client will do that here.
		if (
			!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() &&
			!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(&a_Player, PlaceMeta)
			)
		{
			// Tried to place a block *into* another?
			// Happens when you place a block aiming at side of block with a torch on it or stem beside it
			return false;
		}
	}
	
	BLOCKTYPE BlockType;
	NIBBLETYPE BlockMeta;
	if (!GetPlacementBlockTypeMeta(&a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
	{
		// Handler refused the placement, send that information back to the client:
		a_World.SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, &a_Player);
		a_Player.GetInventory().SendEquippedSlot();
		return false;
	}
	
	if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta))
	{
		// The placement failed, the block has already been re-sent, re-send inventory:
		a_Player.GetInventory().SendEquippedSlot();
		return false;
	}

	AString PlaceSound = cBlockInfo::GetPlaceSound(BlockType);
	float Volume = 1.0f, Pitch = 0.8f;
	if (PlaceSound == "dig.metal")
	{
		Pitch = 1.2f;
		PlaceSound = "dig.stone";
	}
	else if (PlaceSound == "random.anvil_land")
	{
		Volume = 0.65f;
	}

	a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);

	// Remove the "placed" item:
	if (a_Player.IsGameModeSurvival())
	{
		a_Player.GetInventory().RemoveOneEquippedItem();
	}
	return true;
}
コード例 #8
0
ファイル: Trees.cpp プロジェクト: Haxi52/cuberite
bool GetLargeTreeAdjustment(cWorld & a_World, int & a_X, int & a_Y, int & a_Z, NIBBLETYPE a_Meta)
{
	bool IsLarge = true;
	a_Meta = a_Meta & 0x07;

	// Check to see if we are the northwest corner
	for (int x = 0; x  < 2; ++x)
	{
		for (int z = 0; z < 2; ++z)
		{
			NIBBLETYPE meta;
			BLOCKTYPE type;
			a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
			IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
		}
	}

	if (IsLarge)
	{
		return true;
	}

	IsLarge = true;
	// Check to see if we are the southwest corner
	for (int x = 0; x  < 2; ++x)
	{
		for (int z = 0; z > -2; --z)
		{
			NIBBLETYPE meta;
			BLOCKTYPE type;
			a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
			IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
		}
	}

	if (IsLarge)
	{
		--a_Z;
		return true;
	}

	IsLarge = true;
	// Check to see if we are the southeast corner
	for (int x = 0; x > -2; --x)
	{
		for (int z = 0; z > -2; --z)
		{
			NIBBLETYPE meta;
			BLOCKTYPE type;
			a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
			IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
		}
	}

	if (IsLarge)
	{
		--a_Z;
		--a_X;
		return true;
	}

	IsLarge = true;
	// Check to see if we are the northeast corner
	for (int x = 0; x > -2; --x)
	{
		for (int z = 0; z < 2; ++z)
		{
			NIBBLETYPE meta;
			BLOCKTYPE type;
			a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
			IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
		}
	}

	if (IsLarge)
	{
		--a_X;
	}

	return IsLarge;
}