/* (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. */ #include "eventhandler.h" #include "gamecontext.h" ////////////////////////////////////////////////// // Event handler ////////////////////////////////////////////////// CEventHandler::CEventHandler() { m_pGameServer = 0; Clear(); } void CEventHandler::SetGameServer(CGameContext *pGameServer) { m_pGameServer = pGameServer; } void *CEventHandler::Create(int Type, int Size, int64_t Mask) { if(m_NumEvents == MAX_EVENTS) return 0; if(m_CurrentOffset+Size >= MAX_DATASIZE) return 0; 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; } void CEventHandler::Clear() { m_NumEvents = 0; m_CurrentOffset = 0; } void CEventHandler::Snap(int SnappingClient) { for(int i = 0; i < m_NumEvents; i++) { if(SnappingClient == -1 || CmaskIsSet(m_aClientMasks[i], SnappingClient)) { 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) { 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) mem_copy(d, Data, Size); } } } } 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; *Type = protocol7::NETEVENTTYPE_DAMAGE + 24; *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; *pData = s_aEventStore; } }