ddnet/src/game/server/eventhandler.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "eventhandler.h"
#include "gamecontext.h"
//////////////////////////////////////////////////
// Event handler
//////////////////////////////////////////////////
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CEventHandler::CEventHandler()
{
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m_pGameServer = 0;
Clear();
}
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void CEventHandler::SetGameServer(CGameContext *pGameServer)
{
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m_pGameServer = pGameServer;
}
void *CEventHandler::Create(int Type, int Size, int64 Mask)
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{
if(m_NumEvents == MAX_EVENTS)
return 0;
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if(m_CurrentOffset+Size >= MAX_DATASIZE)
return 0;
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void *p = &m_aData[m_CurrentOffset];
m_aOffsets[m_NumEvents] = m_CurrentOffset;
m_aTypes[m_NumEvents] = Type;
m_aSizes[m_NumEvents] = Size;
m_aClientMasks[m_NumEvents] = Mask;
m_CurrentOffset += Size;
m_NumEvents++;
return p;
}
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void CEventHandler::Clear()
{
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m_NumEvents = 0;
m_CurrentOffset = 0;
}
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void CEventHandler::Snap(int SnappingClient)
{
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for(int i = 0; i < m_NumEvents; i++)
{
if(SnappingClient == -1 || CmaskIsSet(m_aClientMasks[i], SnappingClient))
{
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CNetEvent_Common *ev = (CNetEvent_Common *)&m_aData[m_aOffsets[i]];
if(SnappingClient == -1 || distance(GameServer()->m_apPlayers[SnappingClient]->m_ViewPos, vec2(ev->m_X, ev->m_Y)) < 1500.0f)
{
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int Type = m_aTypes[i];
int Size = m_aSizes[i];
const char *Data = &m_aData[m_aOffsets[i]];
if(GameServer()->Server()->IsSixup(SnappingClient))
EventToSixup(&Type, &Size, &Data);
void *d = GameServer()->Server()->SnapNewItem(Type, i, Size);
if(d)
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mem_copy(d, Data, Size);
}
}
}
}
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void CEventHandler::EventToSixup(int *Type, int *Size, const char **pData)
{
static char s_aEventStore[128];
if(*Type == NETEVENTTYPE_DAMAGEIND)
{
const CNetEvent_DamageInd *pEvent = (const CNetEvent_DamageInd *)(*pData);
protocol7::CNetEvent_Damage *pEvent7 = (protocol7::CNetEvent_Damage *)s_aEventStore;
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*Type = -protocol7::NETEVENTTYPE_DAMAGE;
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*Size = sizeof(*pEvent7);
pEvent7->m_X = pEvent->m_X;
pEvent7->m_Y = pEvent->m_Y;
// This will need some work, perhaps an event wrapper for damageind,
// a scan of the event array to merge multiple damageinds
// or a separate array of "damage ind" events that's added in while snapping
pEvent7->m_HealthAmount = 1;
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*pData = s_aEventStore;
}
else if(*Type == NETEVENTTYPE_SOUNDGLOBAL) // No more global sounds for the server
{
const CNetEvent_SoundGlobal *pEvent = (const CNetEvent_SoundGlobal *)(*pData);
protocol7::CNetEvent_SoundWorld *pEvent7 = (protocol7::CNetEvent_SoundWorld *)s_aEventStore;
*Type = -protocol7::NETEVENTTYPE_SOUNDWORLD;
*Size = sizeof(*pEvent7);
pEvent7->m_SoundID = pEvent->m_SoundID;
pEvent7->m_X = pEvent->m_X;
pEvent7->m_Y = pEvent->m_Y;
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*pData = s_aEventStore;
}
}