72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
#pragma once
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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 ColliderComponent;
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class AabbCollider;
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class CircleCollider;
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class Human;
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class Entity
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{
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public:
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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, Human* hum, cs::MFObjectPart* part_data) {};
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virtual void FillMFObjectFull(Room* room, Human* hum, 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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int GetEntityUniId() const { return entity_uniid_; }
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EntityType_e GetEntityType() const { return entity_type_; }
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EntitySubType_e GetEntitySubType() const { return entity_subtype_; }
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virtual bool IsEntityType(EntityType_e type) const { return type == entity_type_;}
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virtual bool IsEntitySubType(EntitySubType_e subtype) const
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{ return subtype == entity_subtype_;}
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int GetGridId() const { return grid_id_; }
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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 AddEntityCollider(ColliderComponent* collider);
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a8::Vec2 GetPos() { return pos_; };
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void SetPos(a8::Vec2 pos) { pos_ = pos; }
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float GetX() { return pos_.x; }
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float GetY() { return pos_.y; }
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void SetX(float x) { pos_.x = x; }
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void SetY(float y) { pos_.y = y; }
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protected:
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bool IsClientCached(Human* hum);
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bool CanClientCache(Human* hum);
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void AddClientCache(Human* hum);
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private:
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void ClearColliders();
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void SetGridId(int grid_id) { grid_id_ = grid_id; }
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protected:
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std::list<ColliderComponent*> colliders_;
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private:
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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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a8::Vec2 pos_;
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int grid_id_ = 0;
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friend class EntityFactory;
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friend class GridService;
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};
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