86 lines
2.1 KiB
C++
86 lines
2.1 KiB
C++
#pragma once
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#include "gridservice.h"
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namespace cs
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{
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class MFObjectPart;
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class MFObjectFull;
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}
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class Room;
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class Obstacle;
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class ColliderComponent;
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class AabbCollider;
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class CircleCollider;
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class MapService;
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class Entity
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{
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public:
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int entity_uniid = 0;
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EntityType_e entity_type = ET_None;
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EntitySubType_e entity_subtype = EST_None;
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bool is_permanent = false;
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MapService* permanent_map_service = nullptr;
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int grid_id = 0;
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std::set<GridCell*> grid_list;
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Entity* last_collision_door = nullptr;
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Entity();
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virtual ~Entity();
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virtual void Initialize();
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virtual void FillMFObjectPart(Room* room, cs::MFObjectPart* part_data) {};
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virtual void FillMFObjectFull(Room* room, cs::MFObjectFull* full_data) {};
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virtual float GetSpeed() { return 1.0f;};
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virtual void GetAabbBox(AabbCollider& aabb_box);
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virtual void GetCircleBox(CircleCollider& circle_box);
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virtual bool IsDead(Room* room) { return false;};
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virtual long long GetDeadFrameNo(Room* room) { return 0;};
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virtual void OnPreCollision(Room* room) {};
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bool TestCollision(Room* room, Entity* b);
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bool TestCollision(Room* room, ColliderComponent* b);
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bool TestCollisionEx(Room* room, const a8::Vec2& aabb_pos, AabbCollider& aabb_box);
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void BroadcastFullState(Room* room);
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void BroadcastDeleteState(Room* room);
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void AddCollider(ColliderComponent* collider);
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a8::Vec2 GetPos() { return pos_; };
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bool IsPermanent();
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void SetPos(a8::Vec2 pos)
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{
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#if 0
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if (room && entity_subtype == EST_Player) {
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if (room->frame_no > SERVER_FRAME_RATE * 35) {
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if (pos.Distance(pos_) > 500) {
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abort();
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}
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}
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}
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#endif
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pos_ = pos;
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}
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float GetX()
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{
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return pos_.x;
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}
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float GetY()
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{
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return pos_.y;
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}
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void SetX(float x)
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{
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pos_.x = x;
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}
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void SetY(float y)
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{
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pos_.y = y;
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}
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private:
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a8::Vec2 pos_;
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std::list<ColliderComponent*> colliders;
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void ClearColliders();
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};
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