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#include "PacketBuilder.hpp"
Packet PacketBuilder::CHandshaking0x00(int protocolVerison, std::string address, unsigned short port, int nextState) {
Packet handshakePacket(0);
Field fProtocol;
fProtocol.SetVarInt(protocolVerison);
Field fAddress;
fAddress.SetString(address);
Field fPort;
fPort.SetUShort(port);
Field fNextState;
fNextState.SetVarInt(nextState);
handshakePacket.AddField(fProtocol);
handshakePacket.AddField(fAddress);
handshakePacket.AddField(fPort);
handshakePacket.AddField(fNextState);
return handshakePacket;
}
Packet PacketBuilder::CPlay0x0B(int keepAliveId) {
Packet keepAlivePacket(0x0B);
Field fKeepAlive;
fKeepAlive.SetVarInt(keepAliveId);
keepAlivePacket.AddField(fKeepAlive);
return keepAlivePacket;
}
Packet PacketBuilder::CPlay0x03(int actionId) {
Packet clientStatusPacket(0x03);
Field fActionId;
fActionId.SetVarInt(actionId);
clientStatusPacket.AddField(fActionId);
return clientStatusPacket;
}
Packet PacketBuilder::CPlay0x00(int teleportId) {
Packet teleportConfirmPacket(0x00);
Field fTeleportId;
fTeleportId.SetVarInt(teleportId);
teleportConfirmPacket.AddField(fTeleportId);
return teleportConfirmPacket;
}
Packet PacketBuilder::CPlay0x0D(double x, double y, double z, float yaw, float pitch, bool onGround) {
Packet playerPositionAndLookPacket(0x0D);
Field fX;
Field fY;
Field fZ;
Field fYaw;
Field fPitch;
Field fOnGround;
fX.SetDouble(x);
fY.SetDouble(y);
fZ.SetDouble(z);
fYaw.SetFloat(yaw);
fPitch.SetFloat(pitch);
fOnGround.SetBool(onGround);
playerPositionAndLookPacket.AddField(fX);
playerPositionAndLookPacket.AddField(fY);
playerPositionAndLookPacket.AddField(fZ);
playerPositionAndLookPacket.AddField(fYaw);
playerPositionAndLookPacket.AddField(fPitch);
playerPositionAndLookPacket.AddField(fOnGround);
return playerPositionAndLookPacket;
}
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