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Grenade.c
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Grenade.c
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#include <Server/Gamemodes/Gamemodes.h>
#include <Server/IntelTent.h>
#include <Server/Nodes.h>
#include <Server/Packets/Packets.h>
#include <Server/Structs/ServerStruct.h>
#include <Util/Checks/PositionChecks.h>
#include <Util/Enums.h>
#include <Util/Log.h>
#include <Util/Nanos.h>
#include <Util/Physics.h>
#include <Util/Types.h>
#include <Util/Uthash.h>
#include <Util/Utlist.h>
#include <math.h>
vector3i_t* getGrenadeNeighbors(vector3i_t pos)
{
static vector3i_t neighArray[54];
// Lookup table for neighbor offsets
static const int offsets[54][3] = {
{0, 0, -2}, {1, 0, -2}, {-1, 0, -2}, {0, 1, -2}, {0, -1, -2}, {1, 1, -2}, {1, -1, -2}, {-1, 1, -2}, {-1, -1, -2},
{0, -2, 0}, {1, -2, 0}, {-1, -2, 0}, {0, -2, 1}, {0, -2, -1}, {1, -2, 1}, {1, -2, -1}, {-1, -2, 1}, {-1, -2, -1},
{0, 2, 0}, {1, 2, 0}, {-1, 2, 0}, {0, 2, 1}, {0, 2, -1}, {1, 2, 1}, {1, 2, -1}, {-1, 2, 1}, {-1, 2, -1},
{-2, 0, 0}, {-2, 1, 0}, {-2, -1, 0}, {-2, 0, 1}, {-2, 0, -1}, {-2, 1, 1}, {-2, 1, -1}, {-2, -1, 1}, {-2, -1, -1},
{0, 0, 2}, {1, 0, 2}, {-1, 0, 2}, {0, 1, 2}, {0, -1, 2}, {1, 1, 2}, {1, -1, 2}, {-1, 1, 2}, {-1, -1, 2}};
for (int i = 0; i < 54; i++) {
neighArray[i].x = pos.x + offsets[i][0];
neighArray[i].y = pos.y + offsets[i][1];
neighArray[i].z = pos.z + offsets[i][2];
}
return neighArray;
}
uint8_t get_grenade_damage(server_t* server, player_t* damaged_player, grenade_t* grenade)
{
double diffX = fabs(damaged_player->movement.position.x - grenade->position.x);
double diffY = fabs(damaged_player->movement.position.y - grenade->position.y);
double diffZ = fabs(damaged_player->movement.position.z - grenade->position.z);
vector3f_t playerPos = damaged_player->movement.position;
vector3f_t grenadePos = grenade->position;
if (diffX < 16 && diffY < 16 && diffZ < 16 &&
physics_can_see(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;
}
void handle_grenade(server_t* server, player_t* player)
{
grenade_t* grenade;
grenade_t* tmp;
if (player->state == STATE_DISCONNECTED) {
grenade_t* elt;
uint32_t counter = 0;
DL_COUNT(player->grenade, elt, counter);
if (counter == 0) {
HASH_DELETE(hh, server->players, player);
free(player);
return;
}
}
DL_FOREACH_SAFE(player->grenade, grenade, tmp)
{
if (grenade->sent) {
physics_move_grenade(server, grenade, &server->physics);
if ((get_nanos() - grenade->time_since_sent) / 1000000000.f >= grenade->fuse) {
uint8_t allowToDestroy = 0;
if (grenadeGamemodeCheck(server, grenade->position)) {
send_block_action(server,
player,
3,
floor(grenade->position.x),
floor(grenade->position.y),
floor(grenade->position.z));
allowToDestroy = 1;
}
player_t *connected_player, *tmp_player;
HASH_ITER(hh, server->players, connected_player, tmp_player)
{
if (connected_player->state == STATE_READY) {
uint8_t value = get_grenade_damage(server, connected_player, grenade);
if (value > 0) {
send_set_hp(server, player, connected_player, value, 1, 3, 5, 1, grenade->position);
}
}
}
float x = grenade->position.x;
float y = grenade->position.y;
for (int z = grenade->position.z - 1; z <= grenade->position.z + 1; ++z) {
if (z < 62 &&
(x >= 0 && x <= server->s_map.map.size_x && x - 1 >= 0 && x - 1 <= server->s_map.map.size_x &&
x + 1 >= 0 && x + 1 <= server->s_map.map.size_x) &&
(y >= 0 && y <= server->s_map.map.size_y && y - 1 >= 0 && y - 1 <= server->s_map.map.size_y &&
y + 1 >= 0 && y + 1 <= server->s_map.map.size_y))
{
if (allowToDestroy && (z >= 0 && z < server->s_map.map.size_z)) {
// This is cause casting float to int produces an edge case where
// float < 0 rounds to value closer to 0. Which for -0.(>0) is bad
int x_rounded = floorf(x - 1);
int y_rounded = floorf(y - 1);
for (int X = x_rounded; X < x_rounded + 3; ++X) {
for (int Y = y_rounded; Y < y_rounded + 3; ++Y)
{ // I hate nested loops as any other C dev but here they do not cost that much perf
if (valid_pos_3f(server, X, Y, z))
mapvxl_set_air(&server->s_map.map, X, Y, z);
}
}
}
vector3i_t pos;
pos.x = grenade->position.x;
pos.y = grenade->position.y;
pos.z = grenade->position.z;
vector3i_t* neigh = getGrenadeNeighbors(pos);
for (int index = 0; index < 54; ++index) {
if (valid_pos_v3i(server, neigh[index])) {
check_node(server, neigh[index]);
}
}
}
}
grenade->sent = 0;
DL_DELETE(player->grenade, grenade);
free(grenade);
move_intel_and_tent_down(server);
}
}
}
}