mirror of
https://github.com/p2r3/bareiron.git
synced 2025-10-01 23:25:09 +02:00
782 lines
23 KiB
C
782 lines
23 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <errno.h>
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#ifdef ESP_PLATFORM
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#include "lwip/sockets.h"
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#include "lwip/netdb.h"
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#include "esp_timer.h"
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#else
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#include <arpa/inet.h>
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#include <unistd.h>
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#include <time.h>
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#ifndef CLOCK_MONOTONIC
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#define CLOCK_MONOTONIC 1
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#endif
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#endif
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#include "globals.h"
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#include "registries.h"
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#include "varnum.h"
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#include "packets.h"
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#include "worldgen.h"
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#include "tools.h"
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static uint64_t htonll (uint64_t value) {
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#if __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__
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return ((uint64_t)htonl((uint32_t)(value >> 32))) |
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((uint64_t)htonl((uint32_t)(value & 0xFFFFFFFF)) << 32);
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#else
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return value;
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#endif
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}
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ssize_t recv_all (int client_fd, void *buf, size_t n, uint8_t require_first) {
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char *p = buf;
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size_t total = 0;
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// First-byte check if requested
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if (require_first) {
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ssize_t r = recv(client_fd, p, 1, MSG_PEEK);
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if (r <= 0) {
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if (r < 0 && (errno == EAGAIN || errno == EWOULDBLOCK)) {
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return 0; // no first byte available yet
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}
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return -1; // error or connection closed
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}
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}
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// Busy-wait until we get exactly n bytes
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while (total < n) {
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ssize_t r = recv(client_fd, p + total, n - total, 0);
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if (r < 0) {
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if (errno == EAGAIN || errno == EWOULDBLOCK) {
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task_yield();
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continue;
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} else {
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return -1; // real error
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}
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} else if (r == 0) {
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// connection closed before full read
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return total;
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}
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total += r;
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}
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return total; // got exactly n bytes
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}
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ssize_t send_all (int client_fd, const void *buf, size_t len) {
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const uint8_t *p = (const uint8_t *)buf;
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size_t sent = 0;
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while (sent < len) {
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ssize_t n = send(client_fd, p + sent, len - sent, MSG_NOSIGNAL);
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if (n > 0) {
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sent += (size_t)n;
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continue;
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}
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if (n == 0) {
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errno = ECONNRESET;
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return -1;
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}
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if (errno == EINTR || errno == EAGAIN || errno == EWOULDBLOCK) {
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task_yield();
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continue;
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}
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return -1;
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}
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return 0;
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}
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ssize_t writeByte (int client_fd, uint8_t byte) {
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return send_all(client_fd, &byte, 1);
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}
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ssize_t writeUint16 (int client_fd, uint16_t num) {
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uint16_t be = htons(num);
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return send_all(client_fd, &be, sizeof(be));
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}
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ssize_t writeUint32 (int client_fd, uint32_t num) {
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uint32_t be = htonl(num);
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return send_all(client_fd, &be, sizeof(be));
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}
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ssize_t writeUint64 (int client_fd, uint64_t num) {
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uint64_t be = htonll(num);
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return send_all(client_fd, &be, sizeof(be));
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}
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ssize_t writeFloat (int client_fd, float num) {
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uint32_t bits;
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memcpy(&bits, &num, sizeof(bits));
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bits = htonl(bits);
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return send_all(client_fd, &bits, sizeof(bits));
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}
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ssize_t writeDouble (int client_fd, double num) {
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uint64_t bits;
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memcpy(&bits, &num, sizeof(bits));
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bits = htonll(bits);
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return send_all(client_fd, &bits, sizeof(bits));
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}
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uint8_t readByte (int client_fd) {
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recv_count = recv_all(client_fd, recv_buffer, 1, false);
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return recv_buffer[0];
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}
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uint16_t readUint16 (int client_fd) {
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recv_count = recv_all(client_fd, recv_buffer, 2, false);
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return ((uint16_t)recv_buffer[0] << 8) | recv_buffer[1];
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}
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uint32_t readUint32 (int client_fd) {
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recv_count = recv_all(client_fd, recv_buffer, 4, false);
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return ((uint32_t)recv_buffer[0] << 24) |
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((uint32_t)recv_buffer[1] << 16) |
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((uint32_t)recv_buffer[2] << 8) |
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((uint32_t)recv_buffer[3]);
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}
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uint64_t readUint64 (int client_fd) {
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recv_count = recv_all(client_fd, recv_buffer, 8, false);
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return ((uint64_t)recv_buffer[0] << 56) |
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((uint64_t)recv_buffer[1] << 48) |
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((uint64_t)recv_buffer[2] << 40) |
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((uint64_t)recv_buffer[3] << 32) |
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((uint64_t)recv_buffer[4] << 24) |
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((uint64_t)recv_buffer[5] << 16) |
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((uint64_t)recv_buffer[6] << 8) |
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((uint64_t)recv_buffer[7]);
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}
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int64_t readInt64 (int client_fd) {
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recv_count = recv_all(client_fd, recv_buffer, 8, false);
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return ((int64_t)recv_buffer[0] << 56) |
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((int64_t)recv_buffer[1] << 48) |
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((int64_t)recv_buffer[2] << 40) |
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((int64_t)recv_buffer[3] << 32) |
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((int64_t)recv_buffer[4] << 24) |
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((int64_t)recv_buffer[5] << 16) |
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((int64_t)recv_buffer[6] << 8) |
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((int64_t)recv_buffer[7]);
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}
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float readFloat (int client_fd) {
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uint32_t bytes = readUint32(client_fd);
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float output;
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memcpy(&output, &bytes, sizeof(output));
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return output;
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}
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double readDouble (int client_fd) {
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uint64_t bytes = readUint64(client_fd);
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double output;
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memcpy(&output, &bytes, sizeof(output));
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return output;
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}
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void readString (int client_fd) {
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uint32_t length = readVarInt(client_fd);
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recv_count = recv_all(client_fd, recv_buffer, length, false);
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recv_buffer[recv_count] = '\0';
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}
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uint32_t fast_rand () {
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rng_seed ^= rng_seed << 13;
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rng_seed ^= rng_seed >> 17;
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rng_seed ^= rng_seed << 5;
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return rng_seed;
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}
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uint64_t splitmix64 (uint64_t state) {
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uint64_t z = state + 0x9e3779b97f4a7c15;
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z = (z ^ (z >> 30)) * 0xbf58476d1ce4e5b9;
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z = (z ^ (z >> 27)) * 0x94d049bb133111eb;
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return z ^ (z >> 31);
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}
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#ifndef ESP_PLATFORM
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int64_t get_program_time () {
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struct timespec ts;
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clock_gettime(CLOCK_MONOTONIC, &ts);
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return (int64_t)ts.tv_sec * 1000000LL + ts.tv_nsec / 1000LL;
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}
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#endif
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int client_states[MAX_PLAYERS * 2];
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void setClientState (int client_fd, int new_state) {
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// Look for a client state with a matching file descriptor
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != client_fd) continue;
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client_states[i + 1] = new_state;
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return;
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}
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// If the above failed, look for an unused client state slot
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != -1) continue;
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client_states[i] = client_fd;
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client_states[i + 1] = new_state;
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return;
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}
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}
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int getClientState (int client_fd) {
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != client_fd) continue;
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return client_states[i + 1];
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}
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return STATE_NONE;
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}
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int getClientIndex (int client_fd) {
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for (int i = 0; i < MAX_PLAYERS * 2; i += 2) {
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if (client_states[i] != client_fd) continue;
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return i;
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}
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return -1;
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}
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void resetPlayerData (PlayerData *player) {
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player->health = 20;
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player->hunger = 20;
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player->y = -32767;
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player->grounded_y = 0;
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for (int i = 0; i < 41; i ++) {
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player->inventory_items[i] = 0;
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player->inventory_count[i] = 0;
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}
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for (int i = 0; i < 9; i ++) {
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player->craft_items[i] = 0;
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player->craft_count[i] = 0;
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}
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}
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int reservePlayerData (int client_fd, uint8_t *uuid, char *name) {
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (memcmp(player_data[i].uuid, uuid, 16) == 0) {
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player_data[i].client_fd = client_fd;
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memcpy(player_data[i].name, name, 16);
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return 0;
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}
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uint8_t empty = true;
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for (uint8_t j = 0; j < 16; j ++) {
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if (player_data[i].uuid[j] != 0) {
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empty = false;
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break;
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}
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}
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if (empty) {
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player_data[i].client_fd = client_fd;
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memcpy(player_data[i].uuid, uuid, 16);
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memcpy(player_data[i].name, name, 16);
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resetPlayerData(&player_data[i]);
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return 0;
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}
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}
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return 1;
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}
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int getPlayerData (int client_fd, PlayerData **output) {
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == client_fd) {
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*output = &player_data[i];
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return 0;
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}
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}
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return 1;
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}
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void clearPlayerFD (int client_fd) {
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == client_fd) {
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player_data[i].client_fd = -1;
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return;
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}
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}
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}
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uint8_t serverSlotToClientSlot (int window_id, uint8_t slot) {
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if (window_id == 0) { // player inventory
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if (slot < 9) return slot + 36;
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if (slot >= 9 && slot <= 35) return slot;
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if (slot == 40) return 45;
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if (slot >= 36 && slot <= 39) return 3 - (slot - 36) + 5;
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if (slot >= 41 && slot <= 44) return slot - 40;
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} else if (window_id == 12) { // crafting table
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if (slot >= 41 && slot <= 49) return slot - 40;
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return serverSlotToClientSlot(0, slot - 1);
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} else if (window_id == 14) { // furnace
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if (slot >= 41 && slot <= 43) return slot - 41;
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return serverSlotToClientSlot(0, slot + 6);
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}
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return 255;
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}
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uint8_t clientSlotToServerSlot (int window_id, uint8_t slot) {
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if (window_id == 0) { // player inventory
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if (slot >= 36 && slot <= 44) return slot - 36;
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if (slot >= 9 && slot <= 35) return slot;
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if (slot == 45) return 40;
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if (slot >= 5 && slot <= 8) return 4 - (slot - 5) + 36;
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// map inventory crafting slots to player data crafting grid (semi-hack)
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// this abuses the fact that the buffers are adjacent in player data
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if (slot == 1) return 41;
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if (slot == 2) return 42;
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if (slot == 3) return 44;
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if (slot == 4) return 45;
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} else if (window_id == 12) { // crafting table
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// same crafting offset overflow hack as above
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if (slot >= 1 && slot <= 9) return 40 + slot;
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// the rest of the slots are identical, just shifted by one
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if (slot >= 10 && slot <= 45) return clientSlotToServerSlot(0, slot - 1);
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} else if (window_id == 14) { // furnace
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// move furnace items to the player's crafting grid
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// this lets us put them back in the inventory once the window closes
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if (slot <= 2) return 41 + slot;
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// the rest of the slots are identical, just shifted by 6
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if (slot >= 3 && slot <= 38) return clientSlotToServerSlot(0, slot + 6);
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}
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return 255;
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}
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int givePlayerItem (PlayerData *player, uint16_t item, uint8_t count) {
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uint8_t slot = 255;
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for (int i = 0; i < 41; i ++) {
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if (player->inventory_items[i] == item && player->inventory_count[i] <= 64 - count) {
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slot = i;
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break;
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}
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}
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if (slot == 255) {
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for (int i = 0; i < 41; i ++) {
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if (player->inventory_count[i] == 0) {
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slot = i;
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break;
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}
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}
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}
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if (slot == 255) return 1;
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player->inventory_items[slot] = item;
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player->inventory_count[slot] += count;
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sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, slot), player->inventory_count[slot], item);
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return 0;
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}
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// Sends the full sequence for spawning the player to the client
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void spawnPlayer (PlayerData *player) {
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// Player spawn coordinates, initialized to placeholders
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float spawn_x = 8.5f, spawn_y = 80.0f, spawn_z = 8.5f;
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float spawn_yaw = 0.0f, spawn_pitch = 0.0f;
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if (player->y == -32767) { // Is this a new player?
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// Determine spawning Y coordinate based on terrain height
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spawn_y = getHeightAt(8, 8) + 1;
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} else { // Not a new player
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// Calculate spawn position from player data
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spawn_x = player->x > 0 ? (float)player->x + 0.5 : (float)player->x - 0.5;
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spawn_y = player->y;
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spawn_z = player->z > 0 ? (float)player->z + 0.5 : (float)player->z - 0.5;
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spawn_yaw = player->yaw * 180 / 127;
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spawn_pitch = player->pitch * 90 / 127;
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}
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// Teleport player to spawn coordinates (first pass)
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sc_synchronizePlayerPosition(player->client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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task_yield(); // Check task timer between packets
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// Sync client inventory and hotbar
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for (uint8_t i = 0; i < 41; i ++) {
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sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, i), player->inventory_count[i], player->inventory_items[i]);
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}
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sc_setHeldItem(player->client_fd, player->hotbar);
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// Sync client health and hunger
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sc_setHealth(player->client_fd, player->health, player->hunger);
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// Sync client clock time
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sc_updateTime(player->client_fd, world_time);
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// Give the player flight (for testing)
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sc_playerAbilities(player->client_fd, 0x04);
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// Calculate player's chunk coordinates
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short _x = div_floor(player->x, 16), _z = div_floor(player->z, 16);
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// Indicate that we're about to send chunk data
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sc_setDefaultSpawnPosition(player->client_fd, 8, 80, 8);
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sc_startWaitingForChunks(player->client_fd);
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sc_setCenterChunk(player->client_fd, _x, _z);
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task_yield(); // Check task timer between packets
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// Send spawn chunk first
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sc_chunkDataAndUpdateLight(player->client_fd, _x, _z);
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for (int i = -VIEW_DISTANCE; i <= VIEW_DISTANCE; i ++) {
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for (int j = -VIEW_DISTANCE; j <= VIEW_DISTANCE; j ++) {
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if (i == 0 && j == 0) continue;
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sc_chunkDataAndUpdateLight(player->client_fd, _x + i, _z + j);
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}
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}
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// Re-teleport player after all chunks have been sent
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sc_synchronizePlayerPosition(player->client_fd, spawn_x, spawn_y, spawn_z, spawn_yaw, spawn_pitch);
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task_yield(); // Check task timer between packets
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}
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uint8_t getBlockChange (short x, uint8_t y, short z) {
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for (int i = 0; i < block_changes_count; i ++) {
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if (block_changes[i].block == 0xFF) continue;
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if (
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block_changes[i].x == x &&
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block_changes[i].y == y &&
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block_changes[i].z == z
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) return block_changes[i].block;
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}
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return 0xFF;
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}
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void makeBlockChange (short x, uint8_t y, short z, uint8_t block) {
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// Transmit block update to all in-game clients
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for (int i = 0; i < MAX_PLAYERS; i ++) {
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if (player_data[i].client_fd == -1) continue;
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if (getClientState(player_data[i].client_fd) != STATE_PLAY) continue;
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sc_blockUpdate(player_data[i].client_fd, x, y, z, block);
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}
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// Calculate terrain at these coordinates and compare it to the input block.
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// Since block changes get overlayed on top of terrain, we don't want to
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// store blocks that don't differ from the base terrain.
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ChunkAnchor anchor = {
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x / CHUNK_SIZE,
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z / CHUNK_SIZE
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};
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if (x % CHUNK_SIZE < 0) anchor.x --;
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if (z % CHUNK_SIZE < 0) anchor.z --;
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anchor.hash = getChunkHash(anchor.x, anchor.z);
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anchor.biome = getChunkBiome(anchor.x, anchor.z);
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uint8_t is_base_block = block == getTerrainAt(x, y, z, anchor);
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// Look for existing block change entries and replace them
|
|
// 0xFF indicates a missing/restored entry
|
|
for (int i = 0; i < block_changes_count; i ++) {
|
|
if (block_changes[i].block == 0xFF && !is_base_block) {
|
|
block_changes[i].x = x;
|
|
block_changes[i].y = y;
|
|
block_changes[i].z = z;
|
|
block_changes[i].block = block;
|
|
return;
|
|
}
|
|
if (
|
|
block_changes[i].x == x &&
|
|
block_changes[i].y == y &&
|
|
block_changes[i].z == z
|
|
) {
|
|
if (is_base_block) block_changes[i].block = 0xFF;
|
|
else block_changes[i].block = block;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Don't create a new entry if it contains the base terrain block
|
|
if (is_base_block) return;
|
|
|
|
block_changes[block_changes_count].x = x;
|
|
block_changes[block_changes_count].y = y;
|
|
block_changes[block_changes_count].z = z;
|
|
block_changes[block_changes_count].block = block;
|
|
block_changes_count ++;
|
|
|
|
}
|
|
|
|
// Returns the result of mining a block, taking into account the block type and tools
|
|
// Probability numbers obtained with this formula: N = floor(P * 32 ^ 2)
|
|
uint16_t getMiningResult (uint16_t held_item, uint8_t block) {
|
|
|
|
switch (block) {
|
|
|
|
case B_oak_leaves:
|
|
uint32_t r = fast_rand();
|
|
if (r < 21474836) return I_apple; // 0.5%
|
|
if (r < 85899345) return I_stick; // 2%
|
|
if (r < 214748364) return I_oak_sapling; // 5%
|
|
return 0;
|
|
break;
|
|
|
|
case B_stone:
|
|
case B_cobblestone:
|
|
case B_coal_ore:
|
|
case B_iron_ore:
|
|
// Check if player is holding (any) pickaxe
|
|
if (
|
|
held_item != I_wooden_pickaxe &&
|
|
held_item != I_stone_pickaxe &&
|
|
held_item != I_iron_pickaxe &&
|
|
held_item != I_golden_pickaxe &&
|
|
held_item != I_diamond_pickaxe &&
|
|
held_item != I_netherite_pickaxe
|
|
) return 0;
|
|
break;
|
|
|
|
case B_gold_ore:
|
|
case B_redstone_ore:
|
|
case B_diamond_ore:
|
|
// Check if player is holding an iron (or better) pickaxe
|
|
if (
|
|
held_item != I_iron_pickaxe &&
|
|
held_item != I_golden_pickaxe &&
|
|
held_item != I_diamond_pickaxe &&
|
|
held_item != I_netherite_pickaxe
|
|
) return 0;
|
|
break;
|
|
|
|
case B_snow:
|
|
// Check if player is holding (any) shovel
|
|
if (
|
|
held_item != I_wooden_shovel &&
|
|
held_item != I_stone_shovel &&
|
|
held_item != I_iron_shovel &&
|
|
held_item != I_golden_shovel &&
|
|
held_item != I_diamond_shovel &&
|
|
held_item != I_netherite_shovel
|
|
) return 0;
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
|
|
return B_to_I[block];
|
|
|
|
}
|
|
|
|
// Rolls a random number to determine whether the player's tool should break
|
|
void bumpToolDurability (PlayerData *player) {
|
|
|
|
uint16_t held_item = player->inventory_items[player->hotbar];
|
|
|
|
// In order to avoid storing durability data, items break randomly with
|
|
// the probability weighted based on vanilla durability.
|
|
uint32_t r = fast_rand();
|
|
if (
|
|
((held_item == I_wooden_pickaxe || held_item == I_wooden_axe || held_item == I_wooden_shovel) && r < 72796055) ||
|
|
((held_item == I_stone_pickaxe || held_item == I_stone_axe || held_item == I_stone_shovel) && r < 32786009) ||
|
|
((held_item == I_iron_pickaxe || held_item == I_iron_axe || held_item == I_iron_shovel) && r < 17179869) ||
|
|
((held_item == I_golden_pickaxe || held_item == I_golden_axe || held_item == I_golden_shovel) && r < 134217728) ||
|
|
((held_item == I_diamond_pickaxe || held_item == I_diamond_axe || held_item == I_diamond_shovel) && r < 2751420) ||
|
|
((held_item == I_netherite_pickaxe || held_item == I_netherite_axe || held_item == I_netherite_shovel) && r < 2114705)
|
|
) {
|
|
player->inventory_items[player->hotbar] = 0;
|
|
player->inventory_count[player->hotbar] = 0;
|
|
sc_setContainerSlot(player->client_fd, 0, serverSlotToClientSlot(0, player->hotbar), 0, 0);
|
|
}
|
|
|
|
}
|
|
|
|
// Checks whether the given block would be mined instantly with the held tool
|
|
uint8_t isInstantlyMined (PlayerData *player, uint8_t block) {
|
|
|
|
uint16_t held_item = player->inventory_items[player->hotbar];
|
|
|
|
if (block == B_snow) return (
|
|
held_item == I_stone_shovel ||
|
|
held_item == I_iron_shovel ||
|
|
held_item == I_diamond_shovel ||
|
|
held_item == I_netherite_shovel ||
|
|
held_item == I_golden_shovel
|
|
);
|
|
|
|
return (
|
|
block == B_dead_bush ||
|
|
block == B_short_grass ||
|
|
block == B_torch
|
|
);
|
|
|
|
}
|
|
|
|
// Checks whether the given block has to have something beneath it
|
|
uint8_t isColumnBlock (uint8_t block) {
|
|
|
|
return (
|
|
block == B_snow ||
|
|
block == B_moss_carpet ||
|
|
block == B_cactus ||
|
|
block == B_short_grass ||
|
|
block == B_dead_bush ||
|
|
block == B_sand ||
|
|
block == B_torch
|
|
);
|
|
|
|
}
|
|
|
|
void handlePlayerAction (PlayerData *player, int action, short x, short y, short z) {
|
|
|
|
// In creative, only the "start mining" action is sent
|
|
// No additional verification is performed, the block is simply removed
|
|
if (action == 0 && GAMEMODE == 1) {
|
|
makeBlockChange(x, y, z, 0);
|
|
return;
|
|
}
|
|
|
|
// Ignore actions not pertaining to mining blocks
|
|
if (action != 0 && action != 2) return;
|
|
|
|
uint8_t block = getBlockAt(x, y, z);
|
|
|
|
// If this is a "start mining" packet, the block must be instamine
|
|
if (action == 0 && !isInstantlyMined(player, block)) return;
|
|
|
|
makeBlockChange(x, y, z, 0);
|
|
|
|
uint16_t held_item = player->inventory_items[player->hotbar];
|
|
uint16_t item = getMiningResult(held_item, block);
|
|
if (item) givePlayerItem(player, item, 1);
|
|
bumpToolDurability(player);
|
|
|
|
// Check if any blocks above this should break
|
|
uint8_t y_offset = 1;
|
|
uint8_t block_above = getBlockAt(x, y + y_offset, z);
|
|
|
|
// Iterate upward over all blocks in the column
|
|
while (isColumnBlock(block_above)) {
|
|
// Destroy the next block
|
|
makeBlockChange(x, y + y_offset, z, 0);
|
|
// Check for item drops *without a tool*
|
|
uint16_t item = getMiningResult(0, block_above);
|
|
if (item) givePlayerItem(player, item, 1);
|
|
// Select the next block in the column
|
|
y_offset ++;
|
|
block_above = getBlockAt(x, y + y_offset, z);
|
|
}
|
|
|
|
}
|
|
|
|
void spawnMob (uint8_t type, short x, uint8_t y, short z) {
|
|
|
|
for (int i = 0; i < MAX_MOBS; i ++) {
|
|
// Look for type 0 (unallocated)
|
|
if (mob_data[i].type != 0) continue;
|
|
|
|
// Assign it the input parameters
|
|
mob_data[i].type = type;
|
|
mob_data[i].x = x;
|
|
mob_data[i].y = y;
|
|
mob_data[i].z = z;
|
|
|
|
// Broadcast entity creation to all players
|
|
for (int j = 0; j < MAX_PLAYERS; j ++) {
|
|
if (player_data[j].client_fd == -1) continue;
|
|
sc_spawnEntity(
|
|
player_data[j].client_fd,
|
|
65536 + i, // Try to avoid conflict with client file descriptors
|
|
recv_buffer, // The UUID doesn't matter, feed it garbage
|
|
type, x, y, z,
|
|
// Face opposite of the player, as if looking at them when spawning
|
|
(player_data[j].yaw + 127) & 255, 0
|
|
);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
// Simulates events scheduled for regular intervals
|
|
// Takes the time since the last tick in microseconds as the only arguemnt
|
|
void handleServerTick (int64_t time_since_last_tick) {
|
|
|
|
// Send Keep Alive and Update Time packets to all in-game clients
|
|
world_time += 20 * time_since_last_tick / 1000000;
|
|
for (int i = 0; i < MAX_PLAYERS; i ++) {
|
|
if (player_data[i].client_fd == -1) continue;
|
|
sc_keepAlive(player_data[i].client_fd);
|
|
sc_updateTime(player_data[i].client_fd, world_time);
|
|
}
|
|
|
|
/**
|
|
* If the RNG seed ever hits 0, it'll never generate anything
|
|
* else. This is because the fast_rand function uses a simple
|
|
* XORshift. This isn't a common concern, so we only check for
|
|
* this periodically. If it does become zero, we reset it to
|
|
* the world seed as a good-enough fallback.
|
|
*/
|
|
if (rng_seed == 0) rng_seed = world_seed;
|
|
|
|
// Tick mob behavior
|
|
for (int i = 0; i < MAX_MOBS; i ++) {
|
|
if (mob_data[i].type == 0) continue;
|
|
|
|
uint32_t r = fast_rand();
|
|
|
|
// Skip 50% of ticks randomly
|
|
if (r & 1) continue;
|
|
|
|
// Move by one block on the X or Z axis
|
|
// Yaw is set to face in the direction of motion
|
|
short new_x = mob_data[i].x, new_z = mob_data[i].z;
|
|
uint8_t yaw;
|
|
if ((r >> 2) & 1) {
|
|
if ((r >> 1) & 1) { new_x += 1; yaw = 192; }
|
|
else { new_x -= 1; yaw = 64; }
|
|
} else {
|
|
if ((r >> 1) & 1) { new_z += 1; yaw = 0; }
|
|
else { new_z -= 1; yaw = 128; }
|
|
}
|
|
// Vary the yaw angle to look just a little less robotic
|
|
yaw += ((r >> 6) & 15) - 8;
|
|
|
|
// Check if the block we're moving into is passable:
|
|
// if yes, and the block below is solid, keep the same Y level;
|
|
// if yes, but the block below isn't solid, drop down one block;
|
|
// if not, go up by up to one block;
|
|
// if going up isn't possible, skip this iteration.
|
|
uint8_t new_y = mob_data[i].y;
|
|
uint8_t block = getBlockAt(new_x, new_y, new_z);
|
|
if (block != B_air) {
|
|
if (getBlockAt(new_x, new_y + 1, new_z) == B_air) new_y += 1;
|
|
else continue;
|
|
} else if (getBlockAt(new_x, new_y - 1, new_z) == B_air) new_y -= 1;
|
|
|
|
// Store new mob position
|
|
mob_data[i].x = new_x;
|
|
mob_data[i].y = new_y;
|
|
mob_data[i].z = new_z;
|
|
|
|
// Broadcast relevant entity movement packets
|
|
for (int j = 0; j < MAX_PLAYERS; j ++) {
|
|
if (player_data[j].client_fd == -1) continue;
|
|
int entity_id = 65536 + i;
|
|
sc_teleportEntity (
|
|
player_data[j].client_fd, entity_id,
|
|
(double)new_x + 0.5, new_y, (double)new_z + 0.5,
|
|
yaw * 360 / 256, 0
|
|
);
|
|
sc_setHeadRotation(player_data[j].client_fd, entity_id, yaw);
|
|
}
|
|
|
|
}
|
|
|
|
}
|