2020-03-04 15:06:49 +08:00

87 lines
2.0 KiB
C++

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