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a69dc599a9
Fix pointer and pointer array variable naming Huge renaming to match our rules Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[ (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[ Further format static variables Format almost all pointer names accordingly Used regex: (?!(return)\b)\b\w+ \*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p] clang-format Fix CI fail Fix misnamed non pointer as pointer and non array as array Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[] clang-format Revert to SCREAMING_SNAKE_CASE and reinstate dead code
106 lines
2.9 KiB
C++
106 lines
2.9 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include "eventhandler.h"
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#include "entity.h"
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#include "gamecontext.h"
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#include <base/system.h>
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#include <base/vmath.h>
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//////////////////////////////////////////////////
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// Event handler
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//////////////////////////////////////////////////
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CEventHandler::CEventHandler()
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{
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m_pGameServer = 0;
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Clear();
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}
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void CEventHandler::SetGameServer(CGameContext *pGameServer)
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{
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m_pGameServer = pGameServer;
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}
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void *CEventHandler::Create(int Type, int Size, int64_t Mask)
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{
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if(m_NumEvents == MAX_EVENTS)
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return 0;
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if(m_CurrentOffset + Size >= MAX_DATASIZE)
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return 0;
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void *p = &m_aData[m_CurrentOffset];
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m_aOffsets[m_NumEvents] = m_CurrentOffset;
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m_aTypes[m_NumEvents] = Type;
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m_aSizes[m_NumEvents] = Size;
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m_aClientMasks[m_NumEvents] = Mask;
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m_CurrentOffset += Size;
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m_NumEvents++;
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return p;
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}
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void CEventHandler::Clear()
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{
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m_NumEvents = 0;
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m_CurrentOffset = 0;
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}
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void CEventHandler::Snap(int SnappingClient)
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{
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for(int i = 0; i < m_NumEvents; i++)
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{
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if(SnappingClient == SERVER_DEMO_CLIENT || CmaskIsSet(m_aClientMasks[i], SnappingClient))
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{
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CNetEvent_Common *pEvent = (CNetEvent_Common *)&m_aData[m_aOffsets[i]];
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if(!NetworkClipped(GameServer(), SnappingClient, vec2(pEvent->m_X, pEvent->m_Y)))
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{
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int Type = m_aTypes[i];
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int Size = m_aSizes[i];
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const char *pData = &m_aData[m_aOffsets[i]];
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if(GameServer()->Server()->IsSixup(SnappingClient))
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EventToSixup(&Type, &Size, &pData);
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void *pItem = GameServer()->Server()->SnapNewItem(Type, i, Size);
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if(pItem)
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mem_copy(pItem, pData, Size);
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}
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}
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}
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}
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void CEventHandler::EventToSixup(int *pType, int *pSize, const char **ppData)
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{
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static char s_aEventStore[128];
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if(*pType == NETEVENTTYPE_DAMAGEIND)
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{
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const CNetEvent_DamageInd *pEvent = (const CNetEvent_DamageInd *)(*ppData);
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protocol7::CNetEvent_Damage *pEvent7 = (protocol7::CNetEvent_Damage *)s_aEventStore;
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*pType = -protocol7::NETEVENTTYPE_DAMAGE;
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*pSize = sizeof(*pEvent7);
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pEvent7->m_X = pEvent->m_X;
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pEvent7->m_Y = pEvent->m_Y;
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// This will need some work, perhaps an event wrapper for damageind,
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// a scan of the event array to merge multiple damageinds
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// or a separate array of "damage ind" events that's added in while snapping
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pEvent7->m_HealthAmount = 1;
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*ppData = s_aEventStore;
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}
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else if(*pType == NETEVENTTYPE_SOUNDGLOBAL) // No more global sounds for the server
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{
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const CNetEvent_SoundGlobal *pEvent = (const CNetEvent_SoundGlobal *)(*ppData);
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protocol7::CNetEvent_SoundWorld *pEvent7 = (protocol7::CNetEvent_SoundWorld *)s_aEventStore;
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*pType = -protocol7::NETEVENTTYPE_SOUNDWORLD;
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*pSize = sizeof(*pEvent7);
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pEvent7->m_SoundID = pEvent->m_SoundID;
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pEvent7->m_X = pEvent->m_X;
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pEvent7->m_Y = pEvent->m_Y;
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*ppData = s_aEventStore;
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}
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}
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