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Protocol.c
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Protocol.c
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// Copyright DarkNeutrino 2021
#include "Protocol.h"
#include "../Extern/libmapvxl/libmapvxl.h"
#include "Packets.h"
#include "ParseConvert.h"
#include "Server.h"
#include "Structs.h"
#include "Util/DataStream.h"
#include "Util/Enums.h"
#include "Util/Physics.h"
#include "Util/Types.h"
#include "Util/Uthash.h"
#include "Util/Utlist.h"
#include <ctype.h>
#include <enet/enet.h>
#include <math.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
uint64 getNanos(void)
{
struct timespec ts;
clock_gettime(CLOCK_REALTIME, &ts);
return (uint64) ts.tv_sec * 1000000000L + ts.tv_nsec;
}
/*uint8 castRaysWithTolerance(Server *server, Vector3f pos, Vector3f posOrien, Vector3f othPlayerPos) {
//TODO Actually do the function.
Needs:
Cross Product,
3D Matrix,
Vector 3DMatrix multiplication
And possibly more im missing
}*/
static void copyBits(uint32* dest, uint32 src, uint32 endPos, uint32 startPos)
{
uint32 numBitsToCopy = endPos - startPos + 1;
uint32 numBitsInInt = sizeof(uint32) * 8;
uint32 zeroMask;
uint32 onesMask = ~((uint32) 0);
onesMask = onesMask >> (numBitsInInt - numBitsToCopy);
onesMask = onesMask << startPos;
zeroMask = ~onesMask;
*dest = *dest & zeroMask;
src = src & onesMask;
*dest = *dest | src;
}
static void swapIPStruct(IPStruct* ip)
{
uint8 tmp;
tmp = ip->Union.ip[0];
ip->Union.ip[0] = ip->Union.ip[3];
ip->Union.ip[3] = tmp;
tmp = ip->Union.ip[1];
ip->Union.ip[1] = ip->Union.ip[2];
ip->Union.ip[2] = tmp;
}
uint8 octetsInRange(IPStruct start, IPStruct end, IPStruct host)
{
swapIPStruct(&start);
swapIPStruct(&end);
swapIPStruct(&host);
if (host.Union.ip32 >= start.Union.ip32 && host.Union.ip32 <= end.Union.ip32) {
return 1;
swapIPStruct(&start);
swapIPStruct(&end);
swapIPStruct(&host);
}
swapIPStruct(&start);
swapIPStruct(&end);
swapIPStruct(&host);
return 0;
}
uint8 IPInRange(IPStruct host, IPStruct banned, IPStruct startOfRange, IPStruct endOfRange)
{
uint32 max = UINT32_MAX;
IPStruct startRange;
IPStruct endRange;
startRange.Union.ip32 = startOfRange.Union.ip32;
endRange.Union.ip32 = endOfRange.Union.ip32;
if (banned.CIDR > 0 && banned.CIDR < 32) {
uint32 subMax = 0;
copyBits(&subMax, max, 31 - banned.CIDR, 0);
swapIPStruct(&banned);
uint32 ourRange = 0;
copyBits(&ourRange, banned.Union.ip32, 32 - banned.CIDR, 0);
swapIPStruct(&banned);
uint32 times = ourRange / (subMax + 1);
uint32 start = times * (subMax + 1);
IPStruct startIP;
IPStruct endIP;
startIP.Union.ip32 = banned.Union.ip32;
endIP.Union.ip32 = banned.Union.ip32;
startIP.CIDR = 0;
endIP.CIDR = 0;
swapIPStruct(&startIP);
swapIPStruct(&endIP);
uint32 end = ((times + 1) * subMax);
end |= 1;
copyBits(&startIP.Union.ip32, start, 32 - banned.CIDR, 0);
copyBits(&endIP.Union.ip32, end, 32 - banned.CIDR, 0);
swapIPStruct(&startIP);
swapIPStruct(&endIP);
if (octetsInRange(startIP, endIP, host)) {
return 1;
}
} else if (octetsInRange(startRange, endRange, host)) {
return 1;
} else if (host.Union.ip32 == banned.Union.ip32) {
return 1;
}
return 0;
}
static uint8 grenadeGamemodeCheck(Server* server, Vector3f pos)
{
if (gamemodeBlockChecks(server, pos.x + 1, pos.y + 1, pos.z + 1) &&
gamemodeBlockChecks(server, pos.x + 1, pos.y + 1, pos.z - 1) &&
gamemodeBlockChecks(server, pos.x + 1, pos.y + 1, pos.z) &&
gamemodeBlockChecks(server, pos.x + 1, pos.y - 1, pos.z + 1) &&
gamemodeBlockChecks(server, pos.x + 1, pos.y - 1, pos.z - 1) &&
gamemodeBlockChecks(server, pos.x + 1, pos.y - 1, pos.z) &&
gamemodeBlockChecks(server, pos.x - 1, pos.y + 1, pos.z + 1) &&
gamemodeBlockChecks(server, pos.x - 1, pos.y + 1, pos.z - 1) &&
gamemodeBlockChecks(server, pos.x - 1, pos.y + 1, pos.z) &&
gamemodeBlockChecks(server, pos.x - 1, pos.y - 1, pos.z + 1) &&
gamemodeBlockChecks(server, pos.x - 1, pos.y - 1, pos.z - 1) &&
gamemodeBlockChecks(server, pos.x - 1, pos.y - 1, pos.z))
{
return 1;
}
return 0;
}
uint8 playerHasPermission(Server* server, uint8 playerID, uint8 console, uint32 permission)
{
if (console) {
return permission;
} else {
return (permission & server->player[playerID].permLevel);
}
}
uint8 getPlayerUnstuck(Server* server, uint8 playerID)
{
for (float z = server->player[playerID].movement.prevLegitPos.z - 1;
z <= server->player[playerID].movement.prevLegitPos.z + 1;
z++)
{
if (validPlayerPos(server,
playerID,
server->player[playerID].movement.prevLegitPos.x,
server->player[playerID].movement.prevLegitPos.y,
z))
{
server->player[playerID].movement.prevLegitPos.z = z;
server->player[playerID].movement.position = server->player[playerID].movement.prevLegitPos;
return 1;
}
for (float x = server->player[playerID].movement.prevLegitPos.x - 1;
x <= server->player[playerID].movement.prevLegitPos.x + 1;
x++)
{
for (float y = server->player[playerID].movement.prevLegitPos.y - 1;
y <= server->player[playerID].movement.prevLegitPos.y + 1;
y++)
{
if (validPlayerPos(server, playerID, x, y, z)) {
server->player[playerID].movement.prevLegitPos.x = x;
server->player[playerID].movement.prevLegitPos.y = y;
server->player[playerID].movement.prevLegitPos.z = z;
server->player[playerID].movement.position = server->player[playerID].movement.prevLegitPos;
return 1;
}
}
}
}
return 0;
}
uint8 getGrenadeDamage(Server* server, uint8 damageID, Grenade* grenade)
{
double diffX = fabs(server->player[damageID].movement.position.x - grenade->position.x);
double diffY = fabs(server->player[damageID].movement.position.y - grenade->position.y);
double diffZ = fabs(server->player[damageID].movement.position.z - grenade->position.z);
Vector3f playerPos = server->player[damageID].movement.position;
Vector3f grenadePos = grenade->position;
if (diffX < 16 && diffY < 16 && diffZ < 16 &&
canSee(server, playerPos.x, playerPos.y, playerPos.z, grenadePos.x, grenadePos.y, grenadePos.z) &&
grenade->position.z < 62)
{
double diff = ((diffX * diffX) + (diffY * diffY) + (diffZ * diffZ));
if (diff == 0) {
return 100;
}
return (int) fmin((4096.f / diff), 100);
}
return 0;
}
uint8 gamemodeBlockChecks(Server* server, int x, int y, int z)
{
if (((((x >= 206 && x <= 306) && (y >= 240 && y <= 272) && (z == 2 || z == 0)) ||
((x >= 205 && x <= 307) && (y >= 239 && y <= 273) && (z == 1))) &&
server->protocol.currentGameMode == GAME_MODE_BABEL))
{
return 0;
}
return 1;
}
void initPlayer(Server* server,
uint8 playerID,
uint8 reset,
uint8 disconnect,
Vector3f empty,
Vector3f forward,
Vector3f strafe,
Vector3f height)
{
if (reset == 0) {
server->player[playerID].state = STATE_DISCONNECTED;
server->player[playerID].queues = NULL;
}
server->player[playerID].ups = 60;
server->player[playerID].timers.timeSinceLastWU = getNanos();
server->player[playerID].input = 0;
server->player[playerID].movement.eyePos = empty;
server->player[playerID].movement.forwardOrientation = forward;
server->player[playerID].movement.strafeOrientation = strafe;
server->player[playerID].movement.heightOrientation = height;
server->player[playerID].movement.position = empty;
server->player[playerID].movement.velocity = empty;
if (reset == 0 && disconnect == 0) {
PermLevel roleList[5] = {{"manager", &server->managerPasswd, 4},
{"admin", &server->adminPasswd, 3},
{"mod", &server->modPasswd, 2},
{"guard", &server->guardPasswd, 1},
{"trusted", &server->trustedPasswd, 0}};
for (unsigned long x = 0; x < sizeof(roleList) / sizeof(PermLevel); ++x) {
server->player[playerID].roleList[x] = roleList[x];
}
server->player[playerID].grenade = NULL;
}
server->player[playerID].airborne = 0;
server->player[playerID].wade = 0;
server->player[playerID].lastclimb = 0;
server->player[playerID].movBackwards = 0;
server->player[playerID].movForward = 0;
server->player[playerID].movLeft = 0;
server->player[playerID].movRight = 0;
server->player[playerID].jumping = 0;
server->player[playerID].crouching = 0;
server->player[playerID].sneaking = 0;
server->player[playerID].sprinting = 0;
server->player[playerID].primary_fire = 0;
server->player[playerID].secondary_fire = 0;
server->player[playerID].canBuild = 1;
server->player[playerID].allowKilling = 1;
server->player[playerID].allowTeamKilling = 0;
server->player[playerID].muted = 0;
server->player[playerID].toldToMaster = 0;
server->player[playerID].timers.sinceLastBaseEnter = 0;
server->player[playerID].timers.sinceLastBaseEnterRestock = 0;
server->player[playerID].timers.sinceLast3BlockDest = 0;
server->player[playerID].timers.sinceLastBlockDest = 0;
server->player[playerID].timers.sinceLastBlockPlac = 0;
server->player[playerID].timers.sinceLastGrenadeThrown = 0;
server->player[playerID].timers.sinceLastShot = 0;
server->player[playerID].timers.timeSinceLastWU = 0;
server->player[playerID].timers.sinceLastWeaponInput = 0;
server->player[playerID].HP = 100;
server->player[playerID].blocks = 50;
server->player[playerID].grenades = 3;
server->player[playerID].hasIntel = 0;
server->player[playerID].reloading = 0;
server->player[playerID].toRefill = 0;
server->player[playerID].client = ' ';
server->player[playerID].version_minor = 0;
server->player[playerID].version_major = 0;
server->player[playerID].version_revision = 0;
server->player[playerID].periodicDelayIndex = 0;
server->player[playerID].currentPeriodicMessage = server->periodicMessages;
server->player[playerID].welcomeSent = 0;
if (reset == 0) {
server->player[playerID].permLevel = 0;
} else if (reset == 1) {
Grenade* grenade;
Grenade* tmp;
DL_FOREACH_SAFE(server->player[playerID].grenade, grenade, tmp)
{
DL_DELETE(server->player[playerID].grenade, grenade);
free(grenade);
}
}
server->player[playerID].isInvisible = 0;
server->player[playerID].kills = 0;
server->player[playerID].deaths = 0;
memset(server->player[playerID].name, 0, 17);
memset(server->player[playerID].os_info, 0, 255);
}
uint8 isStaff(Server* server, uint8 playerID)
{
if (playerHasPermission(server, playerID, 0, 4294967294)) {
return 1;
}
return 0;
}
void sendMessageToStaff(Server* server, const char* format, ...)
{
va_list args;
va_start(args, format);
char fMessage[1024];
vsnprintf(fMessage, 1024, format, args);
va_end(args);
for (uint8 ID = 0; ID < server->protocol.maxPlayers; ++ID) {
if (isPastJoinScreen(server, ID) && isStaff(server, ID)) {
sendServerNotice(server, ID, 0, fMessage);
}
}
}
uint8 isPastStateData(Server* server, uint8 playerID)
{
Player player = server->player[playerID];
if (player.state == STATE_PICK_SCREEN || player.state == STATE_SPAWNING ||
player.state == STATE_WAITING_FOR_RESPAWN || player.state == STATE_READY)
{
return 1;
} else {
return 0;
}
}
uint8 isPastJoinScreen(Server* server, uint8 playerID)
{
Player player = server->player[playerID];
if (player.state == STATE_SPAWNING || player.state == STATE_WAITING_FOR_RESPAWN || player.state == STATE_READY) {
return 1;
} else {
return 0;
}
}
uint8 vecValidPos(Server* server, Vector3i pos)
{
if (pos.x < server->map.map.MAP_X_MAX && pos.x >= 0 && pos.y < server->map.map.MAP_Y_MAX && pos.y >= 0 &&
pos.z < server->map.map.MAP_Z_MAX && pos.z >= 0)
{
return 1;
} else {
return 0;
}
}
uint8 vecfValidPos(Server* server, Vector3f pos)
{
if (pos.x < server->map.map.MAP_X_MAX && pos.x >= 0 && pos.y < server->map.map.MAP_Y_MAX && pos.y >= 0 &&
pos.z < server->map.map.MAP_Z_MAX && pos.z >= 0)
{
return 1;
} else {
return 0;
}
}
uint8 validPos(Server* server, int x, int y, int z)
{
if (x < server->map.map.MAP_X_MAX && x >= 0 && y < server->map.map.MAP_Y_MAX && y >= 0 &&
z < server->map.map.MAP_Z_MAX && z >= 0)
{
return 1;
} else {
return 0;
}
}
uint8 validPlayerPos(Server* server, uint8 playerID, float X, float Y, float Z)
{
int x = (int) X;
int y = (int) Y;
int z = 0;
if (Z < 0.f) {
z = (int) Z + 1;
} else {
z = (int) Z + 2;
}
if (x < server->map.map.MAP_X_MAX && x >= 0 && y < server->map.map.MAP_Y_MAX && y >= 0 &&
(z < server->map.map.MAP_Z_MAX || (z == 64 && server->player[playerID].crouching)) &&
(z >= 0 || ((z == -1) || (z == -2 && server->player[playerID].jumping))))
{
if ((!mapvxlIsSolid(&server->map.map, x, y, z) ||
(z == 63 || z == -1 || (z == -2 && server->player[playerID].jumping) ||
(z == 64 && server->player[playerID].crouching) || server->player[playerID].jumping) ||
(mapvxlIsSolid(&server->map.map, x, y, z) && server->player[playerID].crouching)) &&
(!mapvxlIsSolid(&server->map.map, x, y, z - 1) ||
((z <= 1 && z > -2) || (z == -2 && server->player[playerID].jumping)) ||
(z - 1 == 63 && server->player[playerID].crouching)) &&
(!mapvxlIsSolid(&server->map.map, x, y, z - 2) ||
((z <= 2 && z > -2) || (z == -2 && server->player[playerID].jumping))))
/* Dont even think about this
This is what happens when map doesnt account for full height of
freaking player and I have to check for out of bounds checks on map...
*/
{
return 1;
}
}
return 0;
}
Vector3i* getNeighbors(Vector3i pos)
{
static Vector3i neighArray[6];
neighArray[0].x = pos.x;
neighArray[0].y = pos.y;
neighArray[0].z = pos.z - 1;
neighArray[1].x = pos.x;
neighArray[1].y = pos.y - 1;
neighArray[1].z = pos.z;
neighArray[2].x = pos.x;
neighArray[2].y = pos.y + 1;
neighArray[2].z = pos.z;
neighArray[3].x = pos.x - 1;
neighArray[3].y = pos.y;
neighArray[3].z = pos.z;
neighArray[4].x = pos.x + 1;
neighArray[4].y = pos.y;
neighArray[4].z = pos.z;
neighArray[5].x = pos.x;
neighArray[5].y = pos.y;
neighArray[5].z = pos.z + 1;
return neighArray;
}
Vector3i* getGrenadeNeighbors(Vector3i pos)
{
static Vector3i neighArray[54];
// This is nasty but fast.
uint8 index = 0;
//-z size
neighArray[index].x = pos.x;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z - 2;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z - 2;
index++;
//-y side
neighArray[index].x = pos.x;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y - 2;
neighArray[index].z = pos.z - 1;
index++;
//+y side
neighArray[index].x = pos.x;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y + 2;
neighArray[index].z = pos.z - 1;
index++;
//-x side
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x - 2;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z + 1;
index++;
//+x side
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z + 1;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z - 1;
index++;
neighArray[index].x = pos.x + 2;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z + 1;
index++;
//+z side
neighArray[index].x = pos.x;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x + 1;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y + 1;
neighArray[index].z = pos.z + 2;
index++;
neighArray[index].x = pos.x - 1;
neighArray[index].y = pos.y - 1;
neighArray[index].z = pos.z + 2;
index++;
return neighArray;
}
#define NODE_RESERVE_SIZE 250000
Vector3i* nodes = NULL;
int nodePos;
int nodesSize;
mapNode* visitedMap;
static inline void saveNode(int x, int y, int z)
{
nodes[nodePos].x = x;
nodes[nodePos].y = y;
nodes[nodePos].z = z;
nodePos++;
}
static inline const Vector3i* returnCurrentNode()
{
return &nodes[--nodePos];
}
static inline void addNode(Server* server, int x, int y, int z)
{
if ((x >= 0 && x < server->map.map.MAP_X_MAX) && (y >= 0 && y < server->map.map.MAP_Y_MAX) &&
(z >= 0 && z < server->map.map.MAP_Z_MAX))
{
if (mapvxlIsSolid(&server->map.map, x, y, z)) {
saveNode(x, y, z);
}
}
}
uint8 checkNode(Server* server, Vector3i position)
{
if (mapvxlIsSolid(&server->map.map, position.x, position.y, position.z) == 0) {
return 1;
}
if (nodes == NULL) {
nodes = (Vector3i*) malloc(sizeof(Vector3i) * NODE_RESERVE_SIZE);
nodesSize = NODE_RESERVE_SIZE;
}
nodePos = 0;
visitedMap = NULL;
saveNode(position.x, position.y, position.z);
while (nodePos > 0) {
if (nodePos >= nodesSize - 6) {
nodesSize += NODE_RESERVE_SIZE;
nodes = (Vector3i*) realloc((void*) nodes, sizeof(Vector3i) * nodesSize);
}
const Vector3i* currentNode = returnCurrentNode();
position.z = currentNode->z;
if (position.z >= server->map.map.MAP_Z_MAX - 2) {
mapNode* delNode;
mapNode* tmpNode;
HASH_ITER(hh, visitedMap, delNode, tmpNode)
{
HASH_DEL(visitedMap, delNode);
free(delNode);
}
free(nodes);
nodes = NULL;
return 1;
}
position.x = currentNode->x;
position.y = currentNode->y;
// already visited?
mapNode* node;
int id = position.x * server->map.map.MAP_Y_MAX * server->map.map.MAP_Z_MAX +
position.y * server->map.map.MAP_Z_MAX + position.z;
HASH_FIND_INT(visitedMap, &id, node);
if (node == NULL) {
node = (mapNode*) malloc(sizeof *node);
node->pos = position;
node->visited = 1;
node->id = id;
HASH_ADD_INT(visitedMap, id, node);
addNode(server, position.x, position.y, position.z - 1);
addNode(server, position.x, position.y - 1, position.z);
addNode(server, position.x, position.y + 1, position.z);
addNode(server, position.x - 1, position.y, position.z);
addNode(server, position.x + 1, position.y, position.z);
addNode(server, position.x, position.y, position.z + 1);
}
}
mapNode* Node;
mapNode* tmpNode;
HASH_ITER(hh, visitedMap, Node, tmpNode)
{
mapvxlSetAir(&server->map.map, Node->pos.x, Node->pos.y, Node->pos.z);
HASH_DEL(visitedMap, Node);
free(Node);
}
free(nodes);
nodes = NULL;
return 0;
}
void moveIntelAndTentDown(Server* server)
{
while (checkUnderIntel(server, 0)) {
Vector3f newPos = {server->protocol.gameMode.intel[0].x,
server->protocol.gameMode.intel[0].y,
server->protocol.gameMode.intel[0].z + 1};
sendMoveObject(server, 0, 0, newPos);
server->protocol.gameMode.intel[0] = newPos;
}
while (checkUnderIntel(server, 1)) {
Vector3f newPos = {server->protocol.gameMode.intel[1].x,
server->protocol.gameMode.intel[1].y,
server->protocol.gameMode.intel[1].z + 1};
sendMoveObject(server, 1, 1, newPos);
server->protocol.gameMode.intel[1] = newPos;
}
while (checkUnderTent(server, 0) == 4) {
Vector3f newPos = {server->protocol.gameMode.base[0].x,
server->protocol.gameMode.base[0].y,
server->protocol.gameMode.base[0].z + 1};
sendMoveObject(server, 2, 0, newPos);
server->protocol.gameMode.base[0] = newPos;
}
while (checkUnderTent(server, 1) == 4) {
Vector3f newPos = {server->protocol.gameMode.base[1].x,
server->protocol.gameMode.base[1].y,
server->protocol.gameMode.base[1].z + 1};
sendMoveObject(server, 3, 1, newPos);
server->protocol.gameMode.base[1] = newPos;
}
}
void moveIntelAndTentUp(Server* server)
{
if (checkInTent(server, 0)) {
Vector3f newTentPos = server->protocol.gameMode.base[0];
newTentPos.z -= 1;
sendMoveObject(server, 0 + 2, 0, newTentPos);
server->protocol.gameMode.base[0] = newTentPos;
} else if (checkInTent(server, 1)) {
Vector3f newTentPos = server->protocol.gameMode.base[1];
newTentPos.z -= 1;
sendMoveObject(server, 1 + 2, 1, newTentPos);
server->protocol.gameMode.base[1] = newTentPos;
} else if (checkInIntel(server, 1)) {
Vector3f newIntelPos = server->protocol.gameMode.intel[1];
newIntelPos.z -= 1;
sendMoveObject(server, 1, 1, newIntelPos);
server->protocol.gameMode.intel[1] = newIntelPos;
} else if (checkInIntel(server, 0)) {
Vector3f newIntelPos = server->protocol.gameMode.intel[0];
newIntelPos.z -= 1;
sendMoveObject(server, 0, 0, newIntelPos);
server->protocol.gameMode.intel[0] = newIntelPos;
}
}
uint8 checkUnderTent(Server* server, uint8 team)
{
uint8 count = 0;
for (int x = server->protocol.gameMode.base[team].x - 1; x <= server->protocol.gameMode.base[team].x; x++) {
for (int y = server->protocol.gameMode.base[team].y - 1; y <= server->protocol.gameMode.base[team].y; y++) {
if (mapvxlIsSolid(&server->map.map, x, y, server->protocol.gameMode.base[team].z) == 0) {
count++;
}
}
}
return count;
}
uint8 checkUnderIntel(Server* server, uint8 team)
{
uint8 ret = 0;
if (mapvxlIsSolid(&server->map.map,
server->protocol.gameMode.intel[team].x,
server->protocol.gameMode.intel[team].y,
server->protocol.gameMode.intel[team].z) == 0)
{
ret = 1;
}
return ret;
}
uint8 checkPlayerOnIntel(Server* server, uint8 playerID, uint8 team)
{
uint8 ret = 0;
Vector3f playerPos = server->player[playerID].movement.position;
Vector3f intelPos = server->protocol.gameMode.intel[team];
if ((int) playerPos.y == (int) intelPos.y &&
((int) playerPos.z + 3 == (int) intelPos.z ||
((server->player[playerID].crouching || playerPos.z < 0) && (int) playerPos.z + 2 == (int) intelPos.z)) &&
(int) playerPos.x == (int) intelPos.x)
{
ret = 1;
}
return ret;
}
uint8 checkPlayerInTent(Server* server, uint8 playerID)
{
uint8 ret = 0;
Vector3f playerPos = server->player[playerID].movement.position;
Vector3f tentPos = server->protocol.gameMode.base[server->player[playerID].team];
if (((int) playerPos.z + 3 == (int) tentPos.z ||
((server->player[playerID].crouching || playerPos.z < 0) && (int) playerPos.z + 2 == (int) tentPos.z)) &&
((int) playerPos.x >= (int) tentPos.x - 1 && (int) playerPos.x <= (int) tentPos.x) &&
((int) playerPos.y >= (int) tentPos.y - 1 && (int) playerPos.y <= (int) tentPos.y))
{
ret = 1;
}
return ret;
}
uint8 checkItemOnIntel(Server* server, uint8 team, Vector3f itemPos)
{
uint8 ret = 0;
Vector3f intelPos = server->protocol.gameMode.intel[team];
if ((int) itemPos.y == (int) intelPos.y && ((int) itemPos.z == (int) intelPos.z) &&
(int) itemPos.x == (int) intelPos.x) {
ret = 1;
}
return ret;
}
uint8 checkItemInTent(Server* server, uint8 team, Vector3f itemPos)
{
uint8 ret = 0;
Vector3f tentPos = server->protocol.gameMode.base[team];
if (((int) itemPos.z == (int) tentPos.z) &&
((int) itemPos.x >= (int) tentPos.x - 1 && (int) itemPos.x <= (int) tentPos.x) &&
((int) itemPos.y >= (int) tentPos.y - 1 && (int) itemPos.y <= (int) tentPos.y))
{
ret = 1;
}
return ret;
}
uint8 checkInTent(Server* server, uint8 team)
{
uint8 ret = 0;
Vector3f checkPos = server->protocol.gameMode.base[team];
checkPos.z--;
if (mapvxlIsSolid(&server->map.map, (int) checkPos.x, (int) checkPos.y, (int) checkPos.z))
{ // Implement check for solid blocks in XYZ range in libmapvxl
ret = 1;
} else if (mapvxlIsSolid(&server->map.map, (int) checkPos.x - 1, (int) checkPos.y, (int) checkPos.z)) {
ret = 1;
} else if (mapvxlIsSolid(&server->map.map, (int) checkPos.x, (int) checkPos.y - 1, (int) checkPos.z)) {
ret = 1;
} else if (mapvxlIsSolid(&server->map.map, (int) checkPos.x - 1, (int) checkPos.y - 1, (int) checkPos.z)) {
ret = 1;
}
return ret;
}
uint8 checkInIntel(Server* server, uint8 team)
{
uint8 ret = 0;
Vector3f checkPos = server->protocol.gameMode.intel[team];
checkPos.z--;
if (mapvxlIsSolid(&server->map.map, (int) checkPos.x, (int) checkPos.y, (int) checkPos.z)) {
ret = 1;
}
return ret;
}
Vector3f SetIntelTentSpawnPoint(Server* server, uint8 team)
{
Quad3D* spawn = server->protocol.spawns + team;
float dx = spawn->to.x - spawn->from.x;
float dy = spawn->to.y - spawn->from.y;
Vector3f position;
position.x = spawn->from.x + dx * ((float) rand() / (float) RAND_MAX);
position.y = spawn->from.y + dy * ((float) rand() / (float) RAND_MAX);
position.z = mapvxlFindTopBlock(&server->map.map, position.x, position.y);
return position;
}
void handleTentAndIntel(Server* server, uint8 playerID)
{
uint8 team;
if (server->player[playerID].team == 0) {
team = 1;
} else {
team = 0;
}
if (server->player[playerID].team != TEAM_SPECTATOR) {
uint64 timeNow = time(NULL);
if (server->player[playerID].hasIntel == 0) {
if (checkPlayerOnIntel(server, playerID, team) && (!server->protocol.gameMode.intelHeld[team])) {
sendIntelPickup(server, playerID);
if (server->protocol.currentGameMode == GAME_MODE_BABEL) {
Vector3f pos = {0, 0, 64};
sendMoveObject(server, server->player[playerID].team, server->player[playerID].team, pos);
server->protocol.gameMode.intel[server->player[playerID].team] = pos;
}
} else if (checkPlayerInTent(server, playerID) &&
timeNow - server->player[playerID].timers.sinceLastBaseEnterRestock >= 15)
{
sendRestock(server, playerID);
server->player[playerID].HP = 100;
server->player[playerID].grenades = 3;
server->player[playerID].blocks = 50;
switch (server->player[playerID].weapon) {
case 0:
server->player[playerID].weaponReserve = 50;
break;
case 1:
server->player[playerID].weaponReserve = 120;
break;
case 2:
server->player[playerID].weaponReserve = 48;