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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>
uint64_t get_nanos(void);
void init_player(server_t* server,
uint8_t player_id,
uint8_t reset,
uint8_t disconnect,
vector3f_t empty,
vector3f_t forward,
vector3f_t strafe,
vector3f_t height);
uint8_t octets_in_range(ip_t start, ip_t end, ip_t host);
uint8_t ip_in_range(ip_t host, ip_t banned, ip_t startOfRange, ip_t endOfRange);
uint8_t player_has_permission(server_t* server, uint8_t player_id, uint8_t console, uint32_t permission);
uint8_t gamemode_block_checks(server_t* server, int x, int y, int z);
uint8_t is_past_state_data(server_t* server, uint8_t player_id);
uint8_t is_past_join_screen(server_t* server, uint8_t player_id);
uint8_t valid_pos_v3i(server_t* server, vector3i_t pos);
uint8_t valid_pos_v3f(server_t* server, vector3f_t pos);
uint8_t valid_pos_3i(server_t* server, int x, int y, int z);
uint8_t valid_pos_3f(server_t* server, uint8_t player_id, float X, float Y, float Z);
vector3i_t* get_neighbours(vector3i_t pos);
uint8_t check_node(server_t* server, vector3i_t position);
void move_intel_and_tent_down(server_t* server);
void moveIntelAndTentUp(server_t* server);
uint8_t check_under_tent(server_t* server, uint8_t team);
uint8_t check_under_intel(server_t* server, uint8_t team);
uint8_t check_player_on_intel(server_t* server, uint8_t player_id, uint8_t team);
uint8_t check_player_in_tent(server_t* server, uint8_t player_id);
uint8_t check_item_on_intel(server_t* server, uint8_t team, vector3f_t itemPos);
uint8_t check_item_in_tent(server_t* server, uint8_t team, vector3f_t itemPos);
uint8_t check_in_tent(server_t* server, uint8_t team);
uint8_t check_in_intel(server_t* server, uint8_t team);
void handle_grenade(server_t* server, uint8_t player_id);
void update_movement_and_grenades(server_t* server);
void set_player_respawn_point(server_t* server, uint8_t player_id);
vector3f_t set_intel_tent_spawn_point(server_t* server, uint8_t team);
void send_server_notice(server_t* server, uint8_t player_id, uint8_t console, const char* message, ...);
void broadcast_server_notice(server_t* server, uint8_t console, const char* message, ...);
uint8_t send_packet_except_sender(server_t* server, ENetPacket* packet, uint8_t player_id);
uint8_t send_packet_except_sender_dist_check(server_t* server, ENetPacket* packet, uint8_t player_id);
uint8_t send_packet_dist_check(server_t* server, ENetPacket* packet, uint8_t player_id);
uint8_t player_to_player_visibile(server_t* server, uint8_t player_id, uint8_t player_id2);
uint32_t distance_in_3d(vector3f_t vector1, vector3f_t vector2);
uint32_t distance_in_2d(vector3f_t vector1, vector3f_t vector2);
uint8_t collision_3d(vector3f_t vector1, vector3f_t vector2, uint8_t distance);
uint8_t diff_is_older_then(uint64_t timeNow, uint64_t* timeBefore, uint64_t timeDiff);
uint8_t diff_is_older_then_dont_update(uint64_t timeNow, uint64_t timeBefore, uint64_t timeDiff);
uint8_t is_staff(server_t* server, uint8_t player_id);
void send_message_to_staff(server_t* server, const char* format, ...);
uint8_t get_grenade_damage(server_t* server, uint8_t damageID, grenade_t* grenade);
uint8_t get_player_unstuck(server_t* server, uint8_t player_id);
#endif