aozhiwei ef34df3e7d 1
2019-07-10 10:25:55 +08:00

263 lines
7.3 KiB
C++

#pragma once
#include "entity.h"
#include "cs_proto.pb.h"
#include "GGListener.h"
#include "buff.h"
namespace MetaData
{
struct Player;
struct Equip;
struct Dress;
struct Skill;
struct Tank;
}
enum HumanStatus
{
HS_Hide = 4,
HS_Accelerate = 5,
HS_DamageAdd = 6,
HS_DefAdd = 7,
HS_RecoverHP = 8,
HS_ReflectDamage = 9,
HS_SummonHero = 10,
HS_Invincible = 11,
HS_End
};
struct xtimer_list;
class CircleCollider;
class AabbCollider;
class Obstacle;
class Human : public Entity
{
public:
int socket_handle = 0;
long ip_saddr = 0;
int team_id = 0;
std::string account_id;
std::string session_id;
std::string from_appid;
std::string team_uuid;
int account_registertime = 0;
MetaData::Player* meta = nullptr;
MetaData::Equip* helmet_meta = nullptr;
MetaData::Equip* chest_meta = nullptr;
MetaData::Tank* skin_meta = nullptr;
MetaData::Skill* skill_meta = nullptr;
MetaData::Tank* skin_jlf_meta = nullptr;
HumanAbility ability;
int born_point = 0;
a8::Vec2 move_dir;
a8::Vec2 attack_dir;
std::string name;
std::string avatar_url;
float health = 0.0;
bool dead = false;
bool downed = false;
bool disconnected = false;
int anim_type = 0;
int anim_seq = 0;
ActionType_e action_type = AT_None;
long long action_frameno = 0;
int action_duration = 0;
int action_item_id = 0;
int action_target_id = 0;
Skin skin_jlf;
int backpack = 0;
int helmet = 0;
int chest = 0;
int energy_shield = 0;
int max_energy_shield = 0;
int vip = 0;
int sdmg = 0;
bool poisoning = false;
long long poisoning_time = 0;
int lethal_weapon = 0;
long long dead_frameno = 0;
long long join_frameno = 0;
int status = 0;
Weapon default_weapon;
std::vector<Weapon> weapons;
Weapon* curr_weapon = nullptr;
int curr_scope_idx = 0;
bool need_sync_team_data = false;
bool need_sync_teammate_data = false;
bool need_sync_active_player = false;
PlayerStats stats;
int pain_killer_frameno = 0;
int pain_killer_lastingtime = 0;
xtimer_list* pain_killer_timer = nullptr;
xtimer_list* downed_timer = nullptr;
std::set<Human*>* team_members = nullptr;
std::set<Human*> kill_humans;
bool shot_start = false;
bool shot_hold = false;
int series_shot_frames = 0;
float fly_distance = 0.0f;
long long send_msg_times = 0;
float def = 0.0f;
std::map<int, int> weapon_configs;
std::map<int, int> skin_configs;
bool use_skill = false;
int curr_skill_phase = 0;
int skill_target_id = 0;
a8::Vec2 skill_dir;
float skill_param1 = 0;
Human();
virtual ~Human() override;
virtual void Initialize() override;
virtual float GetSpeed() override;
virtual float GetSpeed4();
virtual void FillMFObjectPart(cs::MFObjectPart* part_data) override;
virtual void FillMFObjectFull(cs::MFObjectFull* full_data) override;
virtual void FillMFPlayerStats(cs::MFPlayerStats* stats);
virtual void GetAabbBox(AabbCollider& aabb_box);
void FillMFTeamData(cs::MFTeamData* team_data);
void Shot(a8::Vec2& target_dir);
void RecalcSelfCollider();
bool IsCollision();
bool IsCollisionInMapService();
void FindPath();
void FindPathInMapService();
float GetRadius();
float GetMaxHP();
void UpdatePoisoning();
void SyncAroundPlayers();
void AutoLoadingBullet(bool manual = false);
void StartAction(ActionType_e action_type,
int action_duration,
int item_id,
int target_id);
void CancelAction();
void ResetAction();
void BeKill(int killer_id, const std::string& killer_name, int weapon_id);
void DecHP(float dec_hp, int killer_id, const std::string& killer_name, int weapon_id);
void AddToNewObjects(Entity* entity);
void AddToPartObjects(Entity* entity);
void RemovePartObjects(Entity* entity);
void RemoveObjects(Entity* entity);
void AddOutObjects(Entity* entity);
void RemoveOutObjects(Entity* entity);
bool HasLiveTeammate();
bool HasNoDownedTeammate();
void DoSkill();
void FindLocation();
void RefreshView();
void OnGridListChange(std::set<GridCell*>& old_grid_list,
std::set<GridCell*>& inc_grid_list,
std::set<GridCell*>& dec_grid_list
);
void FillMFActivePlayerData(cs::MFActivePlayerData* player_data);
void FillMFGasData(cs::MFGasData* gas_data);
bool CanSee(const Human* hum) const;
void RecalcAttr();
void RecalcVolume();
void RecalcBuff();
int GetInventory(int slot_id);
void AddInventory(int slot_id, int num);
void DecInventory(int slot_id, int num);
int GetVolume(int slot_id);
void RecoverHp(int inc_hp);
void SummonHero();
void AddObserver(Human* observer);
void RemoveObserver(Human* observer);
void SendUpdateMsg();
template <typename T>
void SendNotifyMsg(T& msg)
{
GGListener::Instance()->SendToClient(socket_handle, 0, msg);
}
void FollowTarget(Human* target);
void SendDebugMsg(const std::string& debug_msg);
void SendRollMsg(const std::string& roll_msg);
void UpdateAction();
void SendUIUpdate();
void SendWxVoip();
int GetWeaponConfigLv(int weapon_id);
int GetSkinConfigLv(int skin_id);
void SetSkinInfo(int skin_id);
const Skin& GetSkin();
int SkinId();
int SkinLv();
int GetSkillLeftTime();
int GetSkillCd();
void TriggerBuff(std::set<Entity*>& target_list, BuffTriggerType_e trigger_type);
void AddBuff(MetaData::Buff* buff_meta);
void RemoveBuff(int buff_id);
protected:
void _UpdateMove(int speed);
private:
void ClearFrameData();
void DeadDrop();
void Revive();
void SelectSkillTargets(const a8::Vec2& target_pos, std::set<Entity*>& target_list);
Buff* GetBuffById(int buff_id);
Buff* GetBuffByEffectId(int effect_id);
protected:
long long last_shot_frameno_ = 0;
long long last_use_skill_frameno_ = 0;
long long hide_frameno_ = 0;
long long accelerate_frameno_ = 0;
long long damageadd_frameno_ = 0;
long long defadd_frameno_ = 0;
long long recover_hp_frameno_ = 0;
long long reflect_damage_frameno_ = 0;
long long summon_hero_frameno_ = 0;
a8::XTimerAttacher skill_xtimer_attacher_;
bool leave_ = false;
long long leave_frameno_ = 0;
std::array<int, IS_END - 1> inventory_ = {};
std::array<int, IS_END> volume_ = {};
std::set<Entity*> new_objects;
std::set<Entity*> part_objects;
std::set<int> del_objects;
std::set<int> out_objects;
std::vector<int> shots_;
std::vector<int> emotes_;
std::vector<int> bullets_;
std::vector<int> smokes_;
std::vector<int> explosions_;
std::vector<int> add_buffs_;
std::vector<int> remove_buffs_;
std::vector<int> revive_objs_;
std::vector<int> dead_objs_;
std::set<Human*> observers_;
Human* follow_target_ = nullptr;
bool follow_synced_active_player = false;
private:
CircleCollider* self_collider_ = nullptr;
long long last_sync_gas_frameno = 0;
std::list<Buff> buff_list_;
std::map<int, Buff*> buff_effect_hash_;
bool already_report_battle_ = false;
bool sent_game_end_ = false;
Skin skin;
friend class FrameMaker;
friend class FrameEvent;
};