forked from EXTERNAL/bareiron
implement respawning
This commit is contained in:
67
src/main.c
67
src/main.c
@@ -31,8 +31,6 @@
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#include "worldgen.h"
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#include "registries.h"
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uint64_t world_time = 0;
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void handlePacket (int client_fd, int length, int packet_id) {
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int state = getClientState(client_fd);
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@@ -72,66 +70,16 @@ void handlePacket (int client_fd, int length, int packet_id) {
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return;
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} else if (state == STATE_CONFIGURATION) {
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printf("Client Acknowledged Configuration\n\n");
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setClientState(client_fd, STATE_PLAY);
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// Enter client into "play" state
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setClientState(client_fd, STATE_PLAY);
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sc_loginPlay(client_fd);
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PlayerData *player;
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if (getPlayerData(client_fd, &player)) break;
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float spawn_x = 8.5f, spawn_y = 80.0f, spawn_z = 8.5f;
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float spawn_yaw = 0.0f, spawn_pitch = 0.0f;
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if (player->y == -32767) { // is this a new player?
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int _x = 8 / CHUNK_SIZE;
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int _z = 8 / CHUNK_SIZE;
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int rx = 8 % CHUNK_SIZE;
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int rz = 8 % CHUNK_SIZE;
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spawn_y = getHeightAt(rx, rz, _x, _z, getChunkHash(_x, _z), getChunkBiome(_x, _z)) + 1;
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} else {
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spawn_x = player->x > 0 ? (float)player->x + 0.5 : (float)player->x - 0.5;
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spawn_y = player->y;
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spawn_z = player->z > 0 ? (float)player->z + 0.5 : (float)player->z - 0.5;
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spawn_yaw = player->yaw * 180 / 127;
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spawn_pitch = player->pitch * 90 / 127;
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}
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sc_synchronizePlayerPosition(client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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task_yield();
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for (uint8_t i = 0; i < 41; i ++) {
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sc_setContainerSlot(client_fd, 0, serverSlotToClientSlot(0, i), player->inventory_count[i], player->inventory_items[i]);
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}
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sc_setHeldItem(client_fd, player->hotbar);
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sc_setHealth(client_fd, player->health, player->hunger);
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sc_playerAbilities(client_fd, 0x01 + 0x04); // invulnerability + flight
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sc_updateTime(client_fd, world_time);
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short _x = player->x / 16, _z = player->z / 16;
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if (player->x % 16 < 0) _x -= 1;
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if (player->z % 16 < 0) _z -= 1;
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sc_setDefaultSpawnPosition(client_fd, 8, 80, 8);
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sc_startWaitingForChunks(client_fd);
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sc_setCenterChunk(client_fd, _x, _z);
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task_yield();
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// Send spawn chunk first
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sc_chunkDataAndUpdateLight(client_fd, _x, _z);
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for (int i = -VIEW_DISTANCE; i <= VIEW_DISTANCE; i ++) {
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for (int j = -VIEW_DISTANCE; j <= VIEW_DISTANCE; j ++) {
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if (i == 0 && j == 0) continue;
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sc_chunkDataAndUpdateLight(client_fd, _x + i, _z + j);
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}
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}
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// Re-synchronize player position after all chunks have been sent
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sc_synchronizePlayerPosition(client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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task_yield();
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// Send full client spawn sequence
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spawnPlayer(player);
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// Register all existing players and spawn their entities, and broadcast
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// information about the joining player to all existing players.
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@@ -156,6 +104,13 @@ void handlePacket (int client_fd, int length, int packet_id) {
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}
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break;
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case 0x0B:
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if (state == STATE_PLAY) {
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if (cs_clientStatus(client_fd)) break;
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return;
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}
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break;
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case 0x0C:
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if (state == STATE_PLAY) {
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// client tick
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