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db9819dab8
@ -219,8 +219,8 @@ void App::QuickExecute(int delta_time)
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{
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ProcessIMMsg();
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DispatchMsg();
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a8::Timer::Instance()->Update();
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RoomMgr::Instance()->Update(delta_time);
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a8::Timer::Instance()->Update();
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}
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void App::SlowerExecute(int delta_time)
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@ -93,7 +93,7 @@ void Bullet::OnHit(std::vector<Entity*>& objects)
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obstacle->dead_frameno = room->frame_no;
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if (obstacle->dead) {
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obstacle->ClearColliders();
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room->ProcDrop(obstacle->pos, obstacle->meta->i->drop());
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room->ScatterDrop(obstacle->pos, obstacle->meta->i->drop());
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}
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room->TouchPlayerList(a8::XParams()
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.SetSender(obstacle),
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@ -7,7 +7,7 @@ struct RoomFrameData
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std::set<unsigned short> deleted_objects;
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std::map<long long, ::google::protobuf::RepeatedPtrField<::cs::MFExplosion>> explosions_hash;
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std::map<long long, ::google::protobuf::RepeatedPtrField<::cs::MFSmoke>> smokes_hash;
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::google::protobuf::RepeatedPtrField<::cs::MFEmote> emotes;
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std::map<long long, ::google::protobuf::RepeatedPtrField<::cs::MFEmote>> emotes_hash;
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::google::protobuf::RepeatedPtrField<::cs::MFBullet> bullets;
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::google::protobuf::RepeatedPtrField<::cs::MFShot> shots;
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};
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@ -75,6 +75,9 @@ void Player::Update(int delta_time)
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if (spectate) {
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UpdateSpectate();
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}
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if (emote) {
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UpdateEmote();
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}
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MakeUpdateMsg();
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SendNotifyMsg(*update_msg);
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if (send_gameover) {
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@ -267,6 +270,26 @@ void Player::UpdateGameOver()
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send_gameover = false;
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}
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void Player::UpdateEmote()
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{
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::google::protobuf::RepeatedPtrField<::cs::MFEmote>* emotes = nullptr;
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{
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auto itr = room->frame_data.emotes_hash.find(room->frame_no);
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if (itr == room->frame_data.emotes_hash.end()) {
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room->frame_data.emotes_hash[room->frame_no] = ::google::protobuf::RepeatedPtrField<::cs::MFEmote>();
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itr = room->frame_data.emotes_hash.find(room->frame_no);
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}
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emotes = &itr->second;
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}
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cs::MFEmote* emote = emotes->Add();
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emote->set_emote_id(emote_id);
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emote->set_player_id(entity_uniid);
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emote = false;
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emote_id = 0;
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}
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void Player::Shot()
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{
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if (!curr_weapon->meta) {
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@ -599,6 +622,10 @@ void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
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if (msg.has_spectate()) {
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spectate = true;
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}
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if (msg.has_emote()) {
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emote = true;
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emote_id = msg.emote();
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}
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}
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void Player::UpdateDropWeapon()
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@ -788,6 +815,13 @@ void Player::MakeUpdateMsg()
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}
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}
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}
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for (auto& pair : room->frame_data.emotes_hash) {
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if (pair.first <= room->frame_no) {
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for (auto& itr : pair.second) {
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*update_msg->add_emotes() = itr;
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}
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}
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}
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}
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if (updated_times == 0) {
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room->FetchBuilding(this);
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@ -55,6 +55,9 @@ class Player : public Human
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bool spectate = false;
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bool emote = false;
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int emote_id = 0;
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::google::protobuf::RepeatedField< ::google::protobuf::int32 > interaction_objids;
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template <typename T>
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@ -78,6 +81,7 @@ class Player : public Human
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void UpdateUseItemIdx();
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void UpdateSpectate();
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void UpdateGameOver();
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void UpdateEmote();
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void Shot();
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void ProcInteraction();
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void ObstacleInteraction(Obstacle* entity);
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@ -1,5 +1,7 @@
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#include "precompile.h"
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#include <a8/timer.h>
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#include "playermgr.h"
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#include "player.h"
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#include "cs_proto.pb.h"
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@ -22,6 +24,21 @@ const int ANDROID_NUM = 0;
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const int ANDROID_NUM = 10;
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#endif
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void Room::Initialize()
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{
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ShuaAndroid();
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#if 0
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a8::Timer::Instance()->AddRepeatTimer(
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1000 * 5,
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a8::XParams(),
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[] (const a8::XParams& param)
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{
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}
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);
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#endif
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}
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void Room::Update(int delta_time)
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{
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elapsed_time_ += delta_time;
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@ -60,6 +77,17 @@ void Room::Update(int delta_time)
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frame_data.smokes_hash.erase(id);
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}
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}
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{
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std::vector<long long> del_ids;
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for (auto& pair : frame_data.emotes_hash) {
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if (pair.first < frame_no) {
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del_ids.push_back(pair.first);
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}
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}
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for (long long id : del_ids) {
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frame_data.emotes_hash.erase(id);
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}
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}
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}
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}
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++frame_no;
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@ -174,33 +202,6 @@ void Room::ShuaAndroid()
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}
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}
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bool Room::RandomPos(Human* hum, float distance, Vector2D& out_pos)
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{
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Vector2D dir = hum->pos;
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dir.Rotate(a8::RandAngle());
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dir.Normalize();
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CircleCollider collider;
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collider.owner = hum;
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collider.pos = dir * distance;
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collider.rad = hum->meta->i->radius();
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for (auto& pair : uniid_hash_) {
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if (pair.second->entity_type == ET_Player ||
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pair.second->entity_type == ET_Bullet
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) {
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continue;
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} else {
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for (auto& itr : pair.second->colliders) {
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if (collider.Intersect(itr)) {
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return false;
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}
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}
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}
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}
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out_pos = hum->pos + collider.pos;
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return true;
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}
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Human* Room::FindEnemy(Human* hum)
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{
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std::vector<Human*> enemys;
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@ -283,40 +284,23 @@ void Room::ResetFrameData()
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{
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frame_data.explosions_hash.clear();
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frame_data.smokes_hash.clear();
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frame_data.emotes_hash.Clear();
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}
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#endif
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frame_data.bullets.Clear();
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frame_data.shots.Clear();
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frame_data.emotes.Clear();
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}
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void Room::ProcDrop(Vector2D center, int drop_id)
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void Room::ScatterDrop(Vector2D center, int drop_id)
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{
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MetaData::Drop* drop_meta = MetaMgr::Instance()->GetDrop(drop_id);
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if (drop_meta) {
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std::vector<std::tuple<int, int>> drop_items;
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drop_meta->RandItems(drop_items);
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for (auto& item : drop_items) {
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MetaData::Equip* equip_meta = MetaMgr::Instance()->GetEquip(std::get<0>(item));
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if (equip_meta) {
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Loot* entity = new Loot();
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entity->room = this;
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entity->meta = equip_meta;
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entity->entity_uniid = AllocUniid();
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{
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Vector2D dir = Vector2D::UP;
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dir.Rotate(a8::RandAngle());
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entity->pos = center + dir * (5 + rand() % 50);
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}
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entity->item_id = std::get<0>(item);
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entity->count = std::get<1>(item);
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entity->Initialize();
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uniid_hash_[entity->entity_uniid] = entity;
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for (auto& pair : human_hash_) {
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pair.second->new_objects.insert(entity);
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pair.second->part_objects.insert(entity);
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}
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}
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Vector2D dir = Vector2D::UP;
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dir.Rotate(a8::RandAngle());
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DropItem(center + dir * (5 + rand() % 50), std::get<0>(item));
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}
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}
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}
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@ -729,3 +713,8 @@ bool Room::GenSmallCircle(Vector2D big_circle_pos, float big_circle_rad, float s
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out_pos = big_circle_pos + dir * rad;
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return true;
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}
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void Room::OutputDebugLog()
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{
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}
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@ -23,6 +23,7 @@ public:
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long long frame_no = 0;
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GasData gas_data;
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void Initialize();
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void Update(int delta_time);
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bool IsFull();
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int GetPlayerNum();
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@ -30,40 +31,48 @@ public:
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Player* GetPlayerByAccountId(const std::string& accountid);
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Player* GetPlayerByUniId(unsigned short uniid);
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Entity* GetEntityByUniId(unsigned short uniid);
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void AddPlayer(Player* hum);
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void ShuaAndroid();
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bool RandomPos(Human* hum, float distance, Vector2D& out_pos);
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Human* FindEnemy(Human* hum);
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void CollisionDetection(Entity* sender, int detection_flags, std::vector<Entity*>& objects);
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void AddDeletedObject(unsigned short obj_uniid);
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void BeAddedObject(Entity* entity);
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void FetchBuilding(Human* hum);
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void FillSMJoinedNotify(Player* self_hum, cs::SMJoinedNotify& msg);
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void FillSMMapInfo(cs::SMMapInfo& map_info);
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void TouchPlayerList(a8::XParams param,
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std::function<void (Player*, a8::XParams&)> func);
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void TouchHumanList(a8::XParams param,
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std::function<void (Human*, a8::XParams&)> func);
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void BeAddedObject(Entity* entity);
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void ProcDrop(Vector2D center, int drop_id);
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void CreateThings();
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void FillSMMapInfo(cs::SMMapInfo& map_info);
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void ScatterDrop(Vector2D center, int drop_id);
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void DropItem(Vector2D pos, int item_id);
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void CreateThings();
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void CreateDoor(Building* building, int door_idx);
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void CreateHouseObstacle(Building* building, int id, float x, float y);
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void CreateLoot(int equip_id, Vector2D pos, int count);
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void CreateBullet(Human* hum, MetaData::Equip* gun_meta,
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Vector2D pos, Vector2D dir, float fly_distance);
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void FetchBuilding(Human* hum);
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void OnHumanDie(Human* hum);
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private:
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unsigned short AllocUniid();
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void ShuaAndroid();
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void ResetFrameData();
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void ClearDeletedObjects();
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void ProcAddedObjects();
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void UpdateGas();
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bool GenSmallCircle(Vector2D big_circle_pos, float big_circle_rad, float small_circle_rad,
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Vector2D& out_pos);
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void OutputDebugLog();
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private:
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a8::TimerAttacher timer_attacher_;
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int elapsed_time_ = 0;
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int alive_count_ = 0;
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@ -41,8 +41,7 @@ void RoomMgr::_CMJoin(f8::MsgHdr& hdr, const cs::CMJoin& msg)
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abort();
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}
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room->map_meta = MetaMgr::Instance()->GetMap(1001);
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room->ShuaAndroid();
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inactive_room_hash_[room->room_uuid] = room;
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room->Initialize();
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room_hash_[room->room_uuid] = room;
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}
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Player* hum = PlayerMgr::Instance()->CreatePlayerByCMJoin(hdr.socket_handle, msg);
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@ -462,10 +462,8 @@ message MFSmoke
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//表情
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message MFEmote
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{
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optional int32 type = 1;
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optional int32 is_ping = 2;
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optional int32 emote_id = 1; //表情id
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optional int32 player_id = 3; //玩家id
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optional MFVector2D pos = 4; //位置
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optional string msg = 5;
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}
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@ -545,6 +543,8 @@ message CMMove
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repeated int32 interaction_objids = 23; //交互的对象id列表
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optional bool spectate = 30; //自杀
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optional int32 emote = 31; //表情id
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}
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//丢弃道具
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