This commit is contained in:
aozhiwei 2019-04-11 10:03:09 +08:00
parent 9679a85aee
commit 7d070ea9f5

View File

@ -31,26 +31,33 @@ public:
Player* GetPlayerByAccountId(const std::string& accountid); Player* GetPlayerByAccountId(const std::string& accountid);
Player* GetPlayerByUniId(unsigned short uniid); Player* GetPlayerByUniId(unsigned short uniid);
Entity* GetEntityByUniId(unsigned short uniid); Entity* GetEntityByUniId(unsigned short uniid);
void AddPlayer(Player* hum); void AddPlayer(Player* hum);
Human* FindEnemy(Human* hum); Human* FindEnemy(Human* hum);
void CollisionDetection(Entity* sender, int detection_flags, std::vector<Entity*>& objects); void CollisionDetection(Entity* sender, int detection_flags, std::vector<Entity*>& objects);
void AddDeletedObject(unsigned short obj_uniid); void AddDeletedObject(unsigned short obj_uniid);
void BeAddedObject(Entity* entity);
void FetchBuilding(Human* hum);
void FillSMJoinedNotify(Player* self_hum, cs::SMJoinedNotify& msg); void FillSMJoinedNotify(Player* self_hum, cs::SMJoinedNotify& msg);
void FillSMMapInfo(cs::SMMapInfo& map_info);
void TouchPlayerList(a8::XParams param, void TouchPlayerList(a8::XParams param,
std::function<void (Player*, a8::XParams&)> func); std::function<void (Player*, a8::XParams&)> func);
void TouchHumanList(a8::XParams param, void TouchHumanList(a8::XParams param,
std::function<void (Human*, a8::XParams&)> func); std::function<void (Human*, a8::XParams&)> func);
void BeAddedObject(Entity* entity);
void ScatterDrop(Vector2D center, int drop_id); void ScatterDrop(Vector2D center, int drop_id);
void CreateThings();
void FillSMMapInfo(cs::SMMapInfo& map_info);
void DropItem(Vector2D pos, int item_id); void DropItem(Vector2D pos, int item_id);
void CreateThings();
void CreateDoor(Building* building, int door_idx); void CreateDoor(Building* building, int door_idx);
void CreateHouseObstacle(Building* building, int id, float x, float y); void CreateHouseObstacle(Building* building, int id, float x, float y);
void CreateLoot(int equip_id, Vector2D pos, int count); void CreateLoot(int equip_id, Vector2D pos, int count);
void CreateBullet(Human* hum, MetaData::Equip* gun_meta, void CreateBullet(Human* hum, MetaData::Equip* gun_meta,
Vector2D pos, Vector2D dir, float fly_distance); Vector2D pos, Vector2D dir, float fly_distance);
void FetchBuilding(Human* hum);
void OnHumanDie(Human* hum); void OnHumanDie(Human* hum);
private: private: