106 lines
3.2 KiB
C++
106 lines
3.2 KiB
C++
#pragma once
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#include "entity.h"
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namespace MetaData
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{
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struct MapThing;
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struct Building;
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}
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namespace metatable
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{
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class DoorObjJson;
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}
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class Room;
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class Creature;
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class Human;
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class Building;
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class CircleCollider;
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class AabbCollider;
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class Bullet;
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class RoomObstacle;
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class Obstacle : public Entity
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{
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public:
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MetaData::MapThing* meta = nullptr;
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MapService* permanent_map_service = nullptr;
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bool is_permanent = false;
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int collider_tag = 0;
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int collider_param1 = 0;
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int collider_param2 = 0;
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virtual ~Obstacle() override;
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virtual void Initialize() override;
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virtual void RecalcSelfCollider();
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virtual void FillMFObjectPart(Room* room, Human* hum, cs::MFObjectPart* part_data) override;
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virtual void FillMFObjectFull(Room* room, Human* hum, cs::MFObjectFull* full_data) override;
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virtual void GetAabbBox(AabbCollider& aabb_box) override;
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virtual void GetCircleBox(CircleCollider& circle_box) override;
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virtual bool IsDead(Room* room) override;
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virtual long long GetDeadFrameNo(Room* room) override;
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virtual void OnPreCollision(Room* room) override;
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virtual void OnBulletHit(Bullet* bullet) override;
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virtual void OnExplosionHit(Explosion* explosion) override;
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virtual bool Attackable(Room* room) override;
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virtual bool IsTerminatorAirDropBox(Room* room) { return false; }
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virtual bool CanThroughable(Creature* c);
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virtual bool CanThroughable(Bullet* bullet);
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virtual bool DoInteraction(Human* sender);
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virtual void OnCollisionTrigger(Creature* c, OptResult& opt_result);
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virtual bool CanSeeMe(Human* hum);
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virtual bool ReceiveExplosionDmg(Explosion* explosion) override;
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void SetDoorInfo(Building* building, int door_id_x);
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bool IsDoor();
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DoorState_e GetDoorState(Room* room);
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void SetDoorState(Room* room, DoorState_e state);
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void SetBuilding(Building* building);
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Building* GetBuilding();
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const metatable::DoorObjJson* GetDoorState0();
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const metatable::DoorObjJson* GetDoorState1();
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void IncDoorOpenTimes(Room* room);
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float GetHealth(Room* room);
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void SetHealth(Room* room, float value);
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virtual void Die(Room* room);
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int GetTeamId(Room* room);
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void SetTeamId(Room* room, int team_id);
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int GetMasterId(Room* room);
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void SetMasterId(Room* room, int master_id);
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bool IsPermanent();
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bool Throughable();
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bool IsTouchInteraction();
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bool IsOpenInteraction();
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bool IsRoomObstacle();
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RoomObstacle* AsRoomObstacle();
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protected:
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Obstacle();
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void DoHideHouseInteraction(Human* sender);
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std::tuple<long long, a8::Vec2>* GetInteractionData(Human* sender);
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void AddObstacleBuff(Creature* c);
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void ClearObstacleBuff(Creature* c);
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bool IsHalfWallCollider();
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protected:
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CircleCollider* self_collider_ = nullptr;
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AabbCollider* self_collider2_ = nullptr;
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bool is_door_ = false;
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int door_id_ = 0;
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const metatable::DoorObjJson* door_state0_ = nullptr;
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const metatable::DoorObjJson* door_state1_ = nullptr;
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int door_house_uniid_ = 0;
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Building* building_ = nullptr;
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float health_ = 0.0f;
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bool dead_ = false;
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long long dead_frameno_ = 0;
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int team_id_ = 0;
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int master_id_ = 0;
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friend class EntityFactory;
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};
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