Difference between revisions of "Entity metadata"

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|-
 
|-
 
| 11
 
| 11
| Head position
+
| Float, Float, Float (pitch, yaw, roll)
| colspan="2" | Given in pitch, yaw, roll (type 7)
+
| colspan="2" | Head position
 
|-
 
|-
 
| 12
 
| 12
| Body position
+
| Float, Float, Float (pitch, yaw, roll)
| colspan="2" | Given in pitch, yaw, roll (type 7)
+
| colspan="2" | Body position
 
|-
 
|-
 
| 13
 
| 13
| Left Arm position
+
| Float, Float, Float (pitch, yaw, roll)
| colspan="2" | Given in pitch, yaw, roll (type 7)
+
| colspan="2" | Left Arm position
 
|-
 
|-
 
| 14
 
| 14
| Right Arm position
+
| Float, Float, Float (pitch, yaw, roll)
| colspan="2" | Given in pitch, yaw, roll (type 7)
+
| colspan="2" | Right Arm position
 
|-
 
|-
 
| 15
 
| 15
| Left Leg position
+
| Float, Float, Float (pitch, yaw, roll)
| colspan="2" | Given in pitch, yaw, roll (type 7)
+
| colspan="2" | Left Leg position
 
|-
 
|-
 
| 16
 
| 16
| Right Leg position
+
| Float, Float, Float (pitch, yaw, roll)
| colspan="2" | Given in pitch, yaw, roll (type 7)
+
| colspan="2" | Right Leg position
 
|}
 
|}
  

Revision as of 14:39, 6 September 2014

Mobs

Mobs are spawned via 0x18 Mob Spawn. There are two extra mob types in the code that refer to mobs classes that can never spawn: Mob and Monster (they are always subclasses, aka another more specific type).

Type Name x, z y
30 ArmorStand N/A N/A
48 Mob N/A N/A
49 Monster N/A N/A
50 Creeper 0.6 1.8
51 Skeleton 0.6 1.8
52 Spider 1.4 0.9
53 Giant Zombie 3.6 10.8
54 Zombie 0.6 1.8
55 Slime 0.6 * size 0.6 * size
56 Ghast 4 4
57 Zombie Pigman 0.6 1.8
58 Enderman 0.6 2.9
59 Cave Spider 0.7 0.5
60 Silverfish 0.3 0.7
61 Blaze 0.6 1.8
62 Magma Cube 0.6 * size 0.6 * size
63 Ender Dragon 16.0 8.0
64 Wither 0.9 4.0
65 Bat 0.5 0.9
66 Witch 0.6 1.8
90 Pig 0.9 0.9
91 Sheep 0.9 1.3
92 Cow 0.9 1.3
93 Chicken 0.3 0.7
94 Squid 0.95 0.95
95 Wolf 0.6 0.8
96 Mooshroom 0.9 1.3
97 Snowman 0.4 1.8
98 Ocelot 0.6 0.8
99 Iron Golem 1.4 2.9
100 Horse 1.4 1.6
120 Villager 0.6 1.8

Objects

Objects are spawned via 0x17 Spawn Object/Vehicle. See Object Data for more details.

ID Name x, z y
1 Boat 1.5 0.6
2 Item Stack (Slot) 0.25 0.25
10 Minecart 0.98 0.7
11 (unused since 1.6.x) Minecart (storage) 0.98 0.7
12 (unused since 1.6.x) Minecart (powered) 0.98 0.7
50 Activated TNT 0.98 0.98
51 EnderCrystal 2.0 2.0
60 Arrow (projectile) 0.5 0.5
61 Snowball (projectile) 0.25 0.25
62 Egg (projectile) 0.25 0.25
63 FireBall (ghast projectile) 1.0 1.0
64 FireCharge (blaze projectile) 0.3125 0.3125
65 Thrown Enderpearl 0.25 0.25
66 Wither Skull (projectile) 0.3125 0.3125
70 Falling Objects 0.98 0.98
71 Item frames varies varies
72 Eye of Ender 0.25 0.25
73 Thrown Potion 0.25 0.25
74 Falling Dragon Egg 0.98 0.98
75 Thrown Exp Bottle 0.25 0.25
76 Firework Rocket 0.25 0.25
77 Leash Knot 0.5 0.5
90 Fishing Float 0.25 0.25

Since Release 1.6, all minecarts are spawned with object type 10 and their functionality is then specified in the Object data within the packet. Also, their visual appearance may be sent via the Entity Metadata packet.

Entity Metadata

Entity Metadata Format

Note that entity metadata is a totally distinct concept from block metadata. All entities must send at least one item of metadata, in most cases this will be the health item.

The entity metadata format is quirky dictionary format, where the key and the value's type are packed in a single byte.

To parse, repeat the following procedure:

  1. Read an unsigned byte
  2. If this byte == 127, stop reading
  3. Decompose the byte.
    The bottom 5 bits (0x1F) serve as an identifier (key) for the data to follow.
    The top 3 bits (0xE0) serve as a type.
  4. Read and unpack based on the type (below)
Type Meaning
0 Byte
1 Short
2 Int
3 Float
4 UTF-8 String (VarInt prefixed)
5 Slot
6* Int, Int, Int (x, y, z)
7 Float, Float, Float (pitch, yaw, roll)

*Not currently used


In C-like psuedocode:

do {
    item = readByte();
    if (item == 0x7F) break;
    var index = item & 0x1F;
    var type = item >> 5;
    
    if (type == 0) metadata[index] = readByte();
    if (type == 1) metadata[index] = readShort();
    if (type == 2) metadata[index] = readInt();
    if (type == 3) metadata[index] = readFloat();
    if (type == 4) metadata[index] = readString();
    if (type == 5) metadata[index] = readSlot();
    if (type == 6) {
        var vector;
        vector.x = readInt();
        vector.y = readInt();
        vector.z = readInt();
        metadata[index] = vector;
    }
    if (type == 7) {
        var rotation;
        rotation.pitch = readFloat();
        rotation.yaw = readFloat();
        rotation.roll = readFloat();
        metadata[index] = rotation;
    }
} while (true);

To create the byte, you can use this: (Type << 5 | Index & 0x1F) & 0xFF

Entity

Index Type Meaning
0 Byte Bit Mask Meaning
0x01 On Fire
0x02 Crouched
0x08 Sprinting
0x10 Eating/Drinking/Blocking
0x20 Invisible
1 Short Air

Living Entity

Extends Entity

Index Type Meaning
2 String Name Tag
3 Byte Always Show Name Tag
6 Float Health
7 Int Potion Effect Color
8 Byte Is Potion Effect Ambient
9 Byte Number of Arrows in Entity

Ageable

Extends Living Entity

Index Type Meaning
12 Int Entity's Age (Negative = Child)

ArmorStand

Extends Living Entity

Index Type Meaning
10 Byte Bit Mask Meaning
0x01 Small Armorstand
0x02 Has Gravity
0x04 Has Arms
0x08 Has Baseplate
11 Float, Float, Float (pitch, yaw, roll) Head position
12 Float, Float, Float (pitch, yaw, roll) Body position
13 Float, Float, Float (pitch, yaw, roll) Left Arm position
14 Float, Float, Float (pitch, yaw, roll) Right Arm position
15 Float, Float, Float (pitch, yaw, roll) Left Leg position
16 Float, Float, Float (pitch, yaw, roll) Right Leg position

Human

Extends Living Entity

Index Type Meaning
16 Byte Bit Mask Meaning
0x02 Hide Cape
17 Float Absorption Hearts
18 Int Score

Horse

Extends Ageable

Index Type Meaning
16 Int Bit Mask Meaning
0x02 Is Tame
0x04 Has Saddle
0x08 Has Chest
0x10 Is bred
0x20 Is Eating
0x40 Is Rearing
0x80 Mouth Open
19 Byte Value Type
0 Horse
1 Donkey
2 Mule
3 Zombie
4 Skeleton
20 Int Bit Mask Meaning
0x00FF Value Color
0 White
1 Creamy
2 Chestnut
3 Brown
4 Black
5 Gray
6 Dark Down
0xFF00 Value Style
0 None
1 White
2 Whitefield
3 White Dots
4 Black Dots
21 String Owner Name
22 Int Value Type
0 No Armor
1 Iron Armor
2 Gold Armor
3 Diamond Armor

Bat

Extends Living Entity

Index Type Meaning
16 Byte Is Hanging


Tameable

Extends Ageable

Index Type Meaning
16 Byte Bit Mask Meaning
0x01 Is Sitting
0x04 Is Tame
17 String Owner Name


Ocelot

Extends Tameable

Index Type Meaning
18 Byte Ocelot Type


Wolf

Extends Tameable

Index Type Meaning
16 Byte Bit Mask Meaning
Flags from Tameable
0x02 Is Angry
18 Float Health
19 Byte Begging
20 Byte Collar Color


Pig

Extends Ageable

Index Type Meaning
16 Byte Has Saddle


Sheep

Extends Ageable

Index Type Meaning
16 Byte Bit Mask Meaning
0x0F Value Color
0 White
1 Orange
2 Magenta
3 Light Blue
4 Yellow
5 Lime
6 Pink
7 Gray
8 Silver
9 Cyan
10 Purple
11 Blue
12 Brown
13 Green
14 Red
15 Black
0x10 Is Sheared


Villager

Extends Ageable

Index Type Meaning
16 Int Value Profession
0 Farmer
1 Librarian
2 Priest
3 Blacksmith
4 Butcher


Enderman

Extends Living Entity

Index Type Meaning
16 Short Carried Block
17 Byte Carried Block Data
18 Byte Is Screaming

Zombie

Extends Living Entity

Index Type Meaning
12 Byte Is Child
13 Byte Is Villager
14 Byte Is Converting

Zombie Pigman

Extends Zombie


Blaze

Extends Living Entity

Index Type Meaning
16 Byte On Fire


Spider

Extends Living Entity

Index Type Meaning
16 Byte Climbing


Cave Spider

Extends Spider


Creeper

Extends Living Entity

Index Type Meaning
16 Byte State (-1 = Idle, 1 = Fuse)
17 Byte Is Powered


Ghast

Extends Living Entity

Index Type Meaning
16 Byte Is Attacking


Slime

Extends Living Entity

Index Type Meaning
16 Byte Size


Magma Cube

Extends Slime


Skeleton

Extends Living Entity

Index Type Meaning
13 Byte Value Meaning
0 Normal
1 Wither


Witch

Extends Living Entity

Index Type Meaning
21 Byte Is Agressive


Iron Golem

Extends Living Entity

Index Type Meaning
16 Byte Is Player Created


Wither

Extends Living Entity

Index Type Meaning
17 Int Watched Target
18 Int Watched Target
19 Int Watched Target
20 Int Invulnerable Time


Boat

Extends Entity

Index Type Meaning
17 Int Time Since Hit
18 Int Forward Direction
19 Float Damage Taken


Minecart

Extends Entity

Index Type Meaning
17 Int Shaking Power
18 Int Shaking Direction
19 Float Damage Taken / Shaking Multiplier
20 Int Bit Mask Meaning
0x00FF Block Id
0xFF00 Block Data
21 Int Block Y Position
22 Byte Show Block


Furnace Minecart

Extends Minecart

Index Type Meaning
16 Byte Is Powered


Item

Extends Entity

Index Type Meaning
10 Slot Item


Arrow

Extends Entity

Index Type Meaning
16 Byte Is Critical


Firework

Extends Entity

Index Type Meaning
8 Slot Firework Info


Item Frame

Extends Entity

Index Type Meaning
2 Slot Item
3 Byte Rotation


Ender Crystal

Extends Entity

Index Type Meaning
8 Int Health