ddnet/src/game/server/eventhandler.cpp

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#include "eventhandler.hpp"
#include "gamecontext.hpp"
//////////////////////////////////////////////////
// Event handler
//////////////////////////////////////////////////
EVENTHANDLER::EVENTHANDLER()
{
clear();
}
void *EVENTHANDLER::create(int type, int size, int mask)
{
if(num_events == MAX_EVENTS)
return 0;
if(current_offset+size >= MAX_DATASIZE)
return 0;
void *p = &data[current_offset];
offsets[num_events] = current_offset;
types[num_events] = type;
sizes[num_events] = size;
client_masks[num_events] = mask;
current_offset += size;
num_events++;
return p;
}
void EVENTHANDLER::clear()
{
num_events = 0;
current_offset = 0;
}
void EVENTHANDLER::snap(int snapping_client)
{
for(int i = 0; i < num_events; i++)
{
if(cmask_is_set(client_masks[i], snapping_client))
{
NETEVENT_COMMON *ev = (NETEVENT_COMMON *)&data[offsets[i]];
if(distance(game.players[snapping_client].view_pos, vec2(ev->x, ev->y)) < 1500.0f)
{
void *d = snap_new_item(types[i], i, sizes[i]);
mem_copy(d, &data[offsets[i]], sizes[i]);
}
}
}
}