183 lines
4.9 KiB
C++
183 lines
4.9 KiB
C++
#pragma once
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#include "entity.h"
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#include "cs_proto.pb.h"
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namespace MetaData
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{
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struct Player;
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struct Equip;
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struct Dress;
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struct Skill;
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}
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enum HumanStatus
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{
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HS_PainKiller = 1,
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HS_Fly = 2,
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HS_Jump = 3,
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HS_Hide = 4,
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HS_Accelerate = 5,
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HS_DamageAdd = 6,
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HS_DefAdd = 7,
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HS_RecoverHP = 8,
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HS_ReflectDamage = 9,
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HS_End
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};
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struct xtimer_list;
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class CircleCollider;
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class Obstacle;
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class Human : public Entity
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{
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public:
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int team_id = 0;
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std::string account_id;
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std::string team_uuid;
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MetaData::Player* meta = nullptr;
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MetaData::Equip* helmet_meta = nullptr;
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MetaData::Equip* chest_meta = nullptr;
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MetaData::Dress* skin_meta = nullptr;
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MetaData::Skill* skill_meta = nullptr;
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HumanAbility buff;
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Vector2D move_dir;
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Vector2D attack_dir;
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std::string name;
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std::string avatar_url;
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float health = 0.0;
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bool dead = false;
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bool downed = false;
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bool disconnected = false;
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int anim_type = 0;
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int anim_seq = 0;
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ActionType_e action_type = AT_None;
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long long action_frameno = 0;
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int action_duration = 0;
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int action_item_id = 0;
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int action_target_id = 0;
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int skin = 0;
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int backpack = 0;
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int helmet = 0;
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int chest = 0;
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int energy_shield = 0;
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int max_energy_shield = 0;
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int vip = 0;
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int sdmg = 0;
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bool poisoning = false;
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long long poisoning_time = 0;
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long long dead_frameno = 0;
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long long join_frameno = 0;
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int status = 0;
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Weapon default_weapon;
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std::vector<Weapon> weapons;
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Weapon* curr_weapon = nullptr;
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int curr_scope_idx = 0;
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bool need_sync_team_data = false;
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bool need_sync_teammate_data = false;
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bool need_sync_active_player = false;
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PlayerStats stats;
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bool send_gameover = false;
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int pain_killer_frameno = 0;
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int pain_killer_lastingtime = 0;
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xtimer_list* pain_killer_timer = nullptr;
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xtimer_list* downed_timer = nullptr;
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std::set<Human*>* team_members = nullptr;
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long long jump_frameno = 0;
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long long send_msg_times = 0;
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float def = 0.0f;
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Human();
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virtual ~Human() override;
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virtual void Initialize() override;
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virtual float GetSpeed() override;
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virtual void FillMFObjectPart(cs::MFObjectPart* part_data) override;
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virtual void FillMFObjectFull(cs::MFObjectFull* full_data) override;
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virtual ColliderComponent* GetBoxBound() override;
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virtual void FillMFPlayerStats(cs::MFPlayerStats* stats);
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void FillMFTeamData(cs::MFTeamData* team_data);
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void Shot(Vector2D& target_dir);
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void RecalcSelfCollider();
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bool IsCollision();
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void FindPath();
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float GetRadius();
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float GetMaxHP();
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void UpdatePoisoning();
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void SyncAroundPlayers();
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void AutoLoadingBullet(bool manual = false);
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void StartAction(ActionType_e action_type,
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int action_duration,
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int item_id,
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int target_id);
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void CancelAction();
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void ResetAction();
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void FillSMGameOver(cs::SMGameOver& msg);
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void BeKill(int killer_id, const std::string& killer_name);
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void DecHP(float dec_hp, int killer_id, const std::string& killer_name);
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void AddToNewObjects(Entity* entity);
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void AddToPartObjects(Entity* entity);
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void RemoveObjects(Entity* entity);
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bool HasLiveTeammate();
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void Land();
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void DoJump();
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void DoSkill();
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void FindLocation();
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void RefreshView();
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void OnGridListChange(std::set<GridCell*>& old_grid_list,
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std::set<GridCell*>& inc_grid_list,
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std::set<GridCell*>& dec_grid_list
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);
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void FillMFActivePlayerData(cs::MFActivePlayerData* player_data);
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void FillMFGasData(cs::MFGasData* gas_data);
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bool CanSee(Human* hum);
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void RecalcAttr();
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void RecalcVolume();
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int GetInventory(int slot_id);
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void AddInventory(int slot_id, int num);
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void DecInventory(int slot_id, int num);
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int GetVolume(int slot_id);
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void RecoverHp(int inc_hp);
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void FillBodyState(::google::protobuf::RepeatedPtrField<::cs::MFBodyState>* states);
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protected:
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long long last_shot_frameno_ = 0;
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long long last_use_skill_frameno_ = 0;
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long long hide_frameno_ = 0;
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long long accelerate_frameno_ = 0;
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long long damageadd_frameno_ = 0;
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long long defadd_frameno_ = 0;
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long long recover_hp_frameno_ = 0;
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long long reflect_damage_frameno_ = 0;
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a8::XTimerAttacher skill_xtimer_attacher_;
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std::array<int, IS_END - 1> inventory_ = {};
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std::array<int, IS_END> volume_ = {};
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std::set<Entity*> new_objects;
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std::set<Entity*> part_objects;
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std::set<int> del_objects;
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std::vector<int> shots_;
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std::vector<int> emotes_;
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std::vector<int> bullets_;
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std::vector<int> smokes_;
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std::vector<int> explosions_;
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std::list<Human*> observers_;
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private:
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CircleCollider* self_collider_ = nullptr;
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long long last_sync_gas_frameno = 0;
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friend class FrameMaker;
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friend class FrameEvent;
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};
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