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* WIP C++03 + Xbox 360 Support * math.h & _USE_MATH_DEFINES on Level.hpp Updated Xenon vcxproj file for new file structure. * * Fix bad GUI scale setup. * * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear. * Add Direct Connect Button and Screen (#30) * Add Direct Connect Button and Screen * Remove accidental extra build directories for wasm * Add DirectConnectScreen.cpp to the CMake * Use Hungarian coding style notation * * Fix errors caused by #30 * * Improve the Chat Screen * * Improve the DirectConnectScreen, among other things. * * Update the game title once again. * * Add build-wasm.bat. * * Add info about compiling for wasm * * Fix send to specific GUID actually broadcasting to everyone * * Add command manager. * * Add writeable configuration. * * Allow dynamic screen size change on windows * * Allow the same thing on the emscripten version. * WIP C++03 + Xbox 360 Support * Fixed a possible merging issue that broke RakNet? * Additional Xbox 360 compatability fixes --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com> Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
99 lines
2.4 KiB
C++
99 lines
2.4 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#include "LevelData.hpp"
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void LevelData::_init(TLong seed, int x)
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{
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m_seed = seed;
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field_10 = 0;
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field_14 = 0;
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field_18 = 0;
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field_1C = 0;
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field_20 = x;
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m_nPlayers = -1;
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}
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void LevelData::_init(TLong seed, int x, const std::string& name)
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{
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_init(seed, x);
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field_78 = name;
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}
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void LevelData::read(RakNet::BitStream& bs, int version)
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{
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field_20 = version;
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bs.Read(m_seed);
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bs.Read(m_spawnPos.x);
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bs.Read(m_spawnPos.y);
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bs.Read(m_spawnPos.z);
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bs.Read(field_10);
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bs.Read(field_18);
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bs.Read(field_14);
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RakNet::RakString rs;
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bs.Read(rs);
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field_78 = std::string(rs.C_String());
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}
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void LevelData::write(RakNet::BitStream& bs)
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{
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bs.Write(m_seed);
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bs.Write(m_spawnPos.x);
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bs.Write(m_spawnPos.y);
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bs.Write(m_spawnPos.z);
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bs.Write(field_10);
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bs.Write(field_18);
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bs.Write(int(getEpochTimeS()));
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RakNet::RakString rs(field_78.c_str());
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bs.Write(rs);
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}
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void PlayerData::loadPlayer(Player* player)
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{
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player->setPos(0.0f, 0.0f, 0.0f);
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player->m_pos = m_pos;
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player->field_3C = m_pos;
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player->field_98 = m_pos;
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player->m_vel.x = Mth::abs(m_vel.x) > 10.0f ? 0.0f : m_vel.x;
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player->m_vel.y = Mth::abs(m_vel.y) > 10.0f ? 0.0f : m_vel.y;
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player->m_vel.z = Mth::abs(m_vel.z) > 10.0f ? 0.0f : m_vel.z;
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player->m_pitch = player->field_60 = m_pitch;
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player->m_yaw = player->field_5C = m_yaw;
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player->m_distanceFallen = m_distanceFallen;
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player->field_C0 = field_24;
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player->field_BC = field_26;
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player->field_7C = field_28;
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// @NOTE: Why are we updating m_pos, field_3C and field_98 above if we do this?
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player->setPos(m_pos.x, m_pos.y, m_pos.z);
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// TODO: survival mode stuff
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for (int i = 0; i < C_MAX_HOTBAR_ITEMS; i++)
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player->m_pInventory->setQuickSlotIndexByItemId(i, m_hotbar[i]);
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}
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void PlayerData::savePlayer(Player* player)
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{
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m_pos = player->m_pos;
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m_vel = player->m_vel;
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m_pitch = player->m_pitch;
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m_yaw = player->m_yaw;
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m_distanceFallen = player->m_distanceFallen;
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field_24 = player->field_C0;
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field_26 = player->field_BC;
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field_28 = player->field_7C;
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// TODO: survival mode stuff
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for (int i = 0; i < C_MAX_HOTBAR_ITEMS; i++)
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m_hotbar[i] = player->m_pInventory->getQuickSlotItemId(i);
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}
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