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IntelTent.c
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IntelTent.c
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#include "Server/ParseConvert.h"
#include "Server/Structs/PlayerStruct.h"
#include "Util/Log.h"
#include "Util/Types.h"
#include <Server/Packets/Packets.h>
#include <Server/Server.h>
#include <Server/Structs/ServerStruct.h>
#include <math.h>
#include <time.h>
uint8_t check_under_tent(server_t* server, uint8_t team)
{
uint8_t 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 (mapvxl_is_solid(&server->s_map.map, x, y, server->protocol.gamemode.base[team].z) == 0) {
count++;
}
}
}
return count;
}
uint8_t check_under_intel(server_t* server, uint8_t team)
{
uint8_t ret = 0;
if (mapvxl_is_solid(&server->s_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_t check_in_tent(server_t* server, uint8_t team)
{
uint8_t ret = 0;
vector3f_t checkPos = server->protocol.gamemode.base[team];
checkPos.z--;
if (mapvxl_is_solid(&server->s_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 (mapvxl_is_solid(&server->s_map.map, (int) checkPos.x - 1, (int) checkPos.y, (int) checkPos.z)) {
ret = 1;
} else if (mapvxl_is_solid(&server->s_map.map, (int) checkPos.x, (int) checkPos.y - 1, (int) checkPos.z)) {
ret = 1;
} else if (mapvxl_is_solid(&server->s_map.map, (int) checkPos.x - 1, (int) checkPos.y - 1, (int) checkPos.z)) {
ret = 1;
}
return ret;
}
uint8_t check_in_intel(server_t* server, uint8_t team)
{
uint8_t ret = 0;
vector3f_t checkPos = server->protocol.gamemode.intel[team];
checkPos.z--;
if (mapvxl_is_solid(&server->s_map.map, (int) checkPos.x, (int) checkPos.y, (int) checkPos.z)) {
ret = 1;
}
return ret;
}
uint8_t check_player_in_tent(server_t* server, player_t* player)
{
uint8_t ret = 0;
if (player->alive == 0) {
return ret;
}
vector3f_t playerPos = player->movement.position;
vector3f_t tentPos = server->protocol.gamemode.base[player->team];
if (((int) playerPos.z + 3 == (int) tentPos.z ||
((player->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_t check_item_on_intel(server_t* server, uint8_t team, vector3f_t itemPos)
{
uint8_t ret = 0;
vector3f_t 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;
}
void move_intel_and_tent_down(server_t* server)
{
while (check_under_intel(server, 0)) {
vector3f_t newPos = {server->protocol.gamemode.intel[0].x,
server->protocol.gamemode.intel[0].y,
server->protocol.gamemode.intel[0].z + 1};
send_move_object(server, 0, 0, newPos);
server->protocol.gamemode.intel[0] = newPos;
}
while (check_under_intel(server, 1)) {
vector3f_t newPos = {server->protocol.gamemode.intel[1].x,
server->protocol.gamemode.intel[1].y,
server->protocol.gamemode.intel[1].z + 1};
send_move_object(server, 1, 1, newPos);
server->protocol.gamemode.intel[1] = newPos;
}
while (check_under_tent(server, 0) == 4) {
vector3f_t newPos = {server->protocol.gamemode.base[0].x,
server->protocol.gamemode.base[0].y,
server->protocol.gamemode.base[0].z + 1};
send_move_object(server, 2, 0, newPos);
server->protocol.gamemode.base[0] = newPos;
}
while (check_under_tent(server, 1) == 4) {
vector3f_t newPos = {server->protocol.gamemode.base[1].x,
server->protocol.gamemode.base[1].y,
server->protocol.gamemode.base[1].z + 1};
send_move_object(server, 3, 1, newPos);
server->protocol.gamemode.base[1] = newPos;
}
}
void moveIntelAndTentUp(server_t* server)
{
if (check_in_tent(server, 0)) {
vector3f_t newTentPos = server->protocol.gamemode.base[0];
newTentPos.z -= 1;
send_move_object(server, 0 + 2, 0, newTentPos);
server->protocol.gamemode.base[0] = newTentPos;
} else if (check_in_tent(server, 1)) {
vector3f_t newTentPos = server->protocol.gamemode.base[1];
newTentPos.z -= 1;
send_move_object(server, 1 + 2, 1, newTentPos);
server->protocol.gamemode.base[1] = newTentPos;
} else if (check_in_intel(server, 1)) {
vector3f_t newIntelPos = server->protocol.gamemode.intel[1];
newIntelPos.z -= 1;
send_move_object(server, 1, 1, newIntelPos);
server->protocol.gamemode.intel[1] = newIntelPos;
} else if (check_in_intel(server, 0)) {
vector3f_t newIntelPos = server->protocol.gamemode.intel[0];
newIntelPos.z -= 1;
send_move_object(server, 0, 0, newIntelPos);
server->protocol.gamemode.intel[0] = newIntelPos;
}
}
uint8_t check_player_on_intel(server_t* server, player_t* player, uint8_t team)
{
uint8_t ret = 0;
if (player->alive == 0) {
return ret;
}
vector3f_t player_pos = player->movement.position;
vector3f_t intel_pos = server->protocol.gamemode.intel[team];
vector3i_t player_pos_int = vec3f_to_vec3i(player_pos);
vector3i_t intel_pos_int = vec3f_to_vec3i(intel_pos);
if (player_pos_int.y == intel_pos_int.y &&
(player_pos_int.z + 3 == intel_pos_int.z ||
(player_pos_int.z == server->s_map.map.size_z - 3 && player_pos_int.z + 2 == intel_pos_int.z)) &&
player_pos_int.x == intel_pos_int.x)
{
ret = 1;
}
return ret;
}
uint8_t check_item_in_tent(server_t* server, uint8_t team, vector3f_t itemPos)
{
uint8_t ret = 0;
vector3f_t 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;
}
vector3f_t set_intel_tent_spawn_point(server_t* server, uint8_t team)
{
quad3d_t* spawn = server->protocol.spawns + team;
float dx = spawn->to.x - spawn->from.x;
float dy = spawn->to.y - spawn->from.y;
vector3f_t 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 = mapvxl_find_top_block(&server->s_map.map, position.x, position.y);
return position;
}
void handleTentAndIntel(server_t* server, player_t* player)
{
uint8_t team;
if (player->team == 0) {
team = 1;
} else {
team = 0;
}
if (player->team != TEAM_SPECTATOR) {
uint64_t timeNow = time(NULL);
if (player->has_intel == 0) {
if (check_player_on_intel(server, player, team) && (!server->protocol.gamemode.intel_held[team])) {
send_intel_pickup(server, player);
if (server->protocol.current_gamemode == GAME_MODE_BABEL) {
vector3f_t pos = {0, 0, 64};
send_move_object(server, player->team, player->team, pos);
server->protocol.gamemode.intel[player->team] = pos;
}
} else if (check_player_in_tent(server, player) &&
timeNow - player->timers.since_last_base_enter_restock >= 15)
{
send_restock(server, player);
player->hp = 100;
player->grenades = 3;
player->blocks = 50;
switch (player->weapon) {
case 0:
player->weapon_reserve = 50;
break;
case 1:
player->weapon_reserve = 120;
break;
case 2:
player->weapon_reserve = 48;
break;
}
player->timers.since_last_base_enter_restock = time(NULL);
}
} else if (player->has_intel) {
if (check_player_in_tent(server, player) && timeNow - player->timers.since_last_base_enter >= 5) {
server->protocol.gamemode.score[player->team]++;
uint8_t winning = 0;
if (server->protocol.gamemode.score[player->team] >= server->protocol.gamemode.score_limit) {
winning = 1;
}
send_intel_capture(server, player, winning);
player->hp = 100;
player->grenades = 3;
player->blocks = 50;
switch (player->weapon) {
case 0:
player->weapon_reserve = 50;
break;
case 1:
player->weapon_reserve = 120;
break;
case 2:
player->weapon_reserve = 48;
break;
}
send_restock(server, player);
player->timers.since_last_base_enter = time(NULL);
if (server->protocol.current_gamemode == GAME_MODE_BABEL) {
vector3f_t babelIntelPos = {255, 255, mapvxl_find_top_block(&server->s_map.map, 255, 255)};
server->protocol.gamemode.intel[0] = babelIntelPos;
server->protocol.gamemode.intel[1] = babelIntelPos;
send_move_object(server, 0, 0, server->protocol.gamemode.intel[0]);
send_move_object(server, 1, 1, server->protocol.gamemode.intel[1]);
} else {
server->protocol.gamemode.intel[team] = set_intel_tent_spawn_point(server, team);
send_move_object(server, team, team, server->protocol.gamemode.intel[team]);
}
if (winning) {
player_t *connected_player, *tmp;
HASH_ITER(hh, server->players, connected_player, tmp)
{
if (connected_player->state != STATE_DISCONNECTED) {
connected_player->state = STATE_STARTING_MAP;
}
}
server_reset(server);
}
}
}
}
}