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Protocol.h
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Protocol.h
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// Copyright DarkNeutrino 2021
#ifndef PROTOCOL_H
#define PROTOCOL_H
#include "Map.h"
#include "Util/DataStream.h"
#include "Util/Enums.h"
#include "Util/Queue.h"
#include "Util/Types.h"
#include <enet/enet.h>
#include <stdarg.h>
void initPlayer(Server* server,
uint8 playerID,
uint8 reset,
uint8 disconnect,
Vector3f empty,
Vector3f forward,
Vector3f strafe,
Vector3f height);
uint8 octetsInRange(IPStruct start, IPStruct end, IPStruct host);
uint8 IPInRange(IPStruct host, IPStruct banned, IPStruct startOfRange, IPStruct endOfRange);
uint8 playerHasPermission(Server* server, uint8 playerID, uint32 permission);
uint8 gamemodeBlockChecks(Server* server, int x, int y, int z);
uint8 isPastStateData(Server* server, uint8 playerID);
uint8 isPastJoinScreen(Server* server, uint8 playerID);
uint8 vecValidPos(Vector3i pos);
uint8 vecfValidPos(Vector3f pos);
uint8 validPos(int x, int y, int z);
uint8 validPlayerPos(Server* server, uint8 playerID, float X, float Y, float Z);
Vector3i* getNeighbors(Vector3i pos);
uint8 checkNode(Server* server, Vector3i position);
void moveIntelAndTentDown(Server* server);
void moveIntelAndTentUp(Server* server);
uint8 checkUnderTent(Server* server, uint8 team);
uint8 checkUnderIntel(Server* server, uint8 team);
uint8 checkPlayerOnIntel(Server* server, uint8 playerID, uint8 team);
uint8 checkPlayerInTent(Server* server, uint8 playerID);
uint8 checkItemOnIntel(Server* server, uint8 team, Vector3f itemPos);
uint8 checkItemInTent(Server* server, uint8 team, Vector3f itemPos);
uint8 checkInTent(Server* server, uint8 team);
uint8 checkInIntel(Server* server, uint8 team);
void handleGrenade(Server* server, uint8 playerID);
void updateMovementAndGrenades(Server* server);
void SetPlayerRespawnPoint(Server* server, uint8 playerID);
Vector3f SetIntelTentSpawnPoint(Server* server, uint8 team);
void sendServerNotice(Server* server, uint8 playerID, const char* message, ...);
void broadcastServerNotice(Server* server, const char* message, ...);
uint8 SendPacketExceptSender(Server* server, ENetPacket* packet, uint8 playerID);
uint8 SendPacketExceptSenderDistCheck(Server* server, ENetPacket* packet, uint8 playerID);
uint8 SendPacketDistCheck(Server* server, ENetPacket* packet, uint8 playerID);
uint8 playerToPlayerVisible(Server* server, uint8 playerID, uint8 playerID2);
uint32 DistanceIn3D(Vector3f vector1, Vector3f vector2);
uint32 DistanceIn2D(Vector3f vector1, Vector3f vector2);
uint8 Collision3D(Vector3f vector1, Vector3f vector2, uint8 distance);
uint8 diffIsOlderThen(uint64 timeNow, uint64* timeBefore, uint64 timeDiff);
uint8 diffIsOlderThenDontUpdate(uint64 timeNow, uint64 timeBefore, uint64 timeDiff);
uint8 isStaff(Server* server, uint8 playerID);
void sendMessageToStaff(Server* server, const char* format, ...);
uint8 getGrenadeDamage(Server* server, uint8 damageID, Grenade* grenade);
uint8 getPlayerUnstuck(Server* server, uint8 playerID);
#endif