2021-04-09 16:53:07 +08:00

325 lines
12 KiB
C++

#pragma once
#include <a8/xtimer.h>
#include "frameevent.h"
#include "framemaker.h"
#include "gridservice.h"
#include "mapservice.h"
namespace MetaData
{
struct Map;
struct Building;
struct AirLine;
struct MapTplThing;
struct MapThing;
struct Player;
}
namespace metatable
{
class DropObjJson;
}
struct xtimer_list;
class Entity;
class RoomEntity;
class MoveableEntity;
class Obstacle;
class RoomObstacle;
class Bullet;
class Human;
class Player;
class Building;
class AabbCollider;
class Android;
class Car;
class Hero;
class RefreshRule;
class Room
{
public:
FrameEvent frame_event;
FrameMaker frame_maker;
a8::XTimer xtimer;
Plane plane;
a8::TimerAttacher timer_attacher;
GridService* grid_service = nullptr;
MapService* map_service = nullptr;
bool debug_trace = false;
bool added_to_over_room = false;
a8::Vec2 last_player_jump_pos;
~Room();
void InitData(RoomInitInfo& init_info);
void Init();
void UnInit();
void Update(int delta_time);
inline long long GetFrameNo() { return frameno_; }
long long GetBattleStartFrameNo() { return battle_start_frameno_; }
bool IsGameOver() { return game_over_; }
bool IsGameTimeOut() { return game_timeout_; }
const GasData& GetGasData() { return gas_data_; }
RoomType_e GetRoomType() { return room_type_; }
RoomMode_e GetRoomMode() { return room_mode_; }
long long GetRoomUuid() { return room_uuid_; }
int GetRoomIdx() { return room_idx_; }
std::string GetMapTplName() { return map_tpl_name_; }
const MetaData::Map* GetMapMeta() { return map_meta_; }
#if 1
bool IsWaitingStart() { return false; }
#else
bool IsWaitingStart() { return waiting_start_; }
#endif
int GetPlayerNum();
int AliveCount();
long long AliveCountChgFrameNo() { return alive_count_chged_frameno_; };
inline int RealAliveCount() { return alive_human_hash_.size(); }
Player* GetPlayerByAccountId(const std::string& accountid);
Player* GetPlayerByUniId(int uniid);
Entity* GetEntityByUniId(int uniid);
Human* GetFirstNewBie() { return first_newbie_; }
int GetRealPlayerNum() { return accountid_hash_.size();}
Player* NewPlayer();
void AddPlayer(Player* hum);
Human* FindEnemy(Human* hum);
void RemoveObjectLater(RoomEntity* entity);
void FillSMJoinedNotify(Player* self_hum, cs::SMJoinedNotify& msg);
void TouchPlayerList(a8::XParams param,
std::function<void (Player*, a8::XParams&)> func);
void TouchHumanList(a8::XParams param,
std::function<bool (Human*, a8::XParams&)> func);
void TouchEntityList(a8::XParams param,
std::function<bool (Entity*, a8::XParams&)> func);
void ScatterDrop(a8::Vec2 center, int drop_id);
void DropItem(a8::Vec2 pos, int item_id, int item_count, int item_lv);
void DropItemEx(a8::Vec2 born_pos, a8::Vec2 pos, int item_id, int item_count, int item_lv, bool show_anim);
int CreateLoot(int equip_id, a8::Vec2 pos, int count, int equip_lv);
int CreateLootEx(int equip_id, a8::Vec2 born_pos, a8::Vec2 pos, int count, int equip_lv, bool show_anim);
void CreateBullet(Creature* sender,
MetaData::Equip* weapon_meta,
MetaData::EquipUpgrade* weapon_upgrade_meta,
MetaData::Equip* bullet_meta,
a8::Vec2 pos,
a8::Vec2 dir,
float fly_distance,
bool is_tank_skin = false);
Car* CreateCar(Human* driver,
int car_uniid,
MetaData::Equip* meta,
const a8::Vec2& pos);
Hero* CreateHero(Creature* master,
MetaData::Player* meta,
const a8::Vec2& pos,
const a8::Vec2& dir,
int team_id);
void OnHumanDie(Human* hum);
void OnHumanRevive(Human* hum);
bool OverBorder(const a8::Vec2 pos, float radius);
Human* GetWatchWarTarget(Human* hum);
bool BattleStarted();
int GetAliveTeamNum();
std::set<Human*>* GetAliveTeam();
bool CanJoin(const std::string& accountid,
RoomType_e self_roomm_type,
RoomMode_e self_room_mode,
int self_proto_version,
int self_channel,
int init_map_id);
void OnPlayerOffline(Player* hum);
Entity* FindFirstCollisonEntity(const a8::Vec2& aabb_pos, AabbCollider& aabb_box);
void FindLocationWithAabb(Entity* target, const a8::Vec2& aabb_pos, AabbCollider* aabb_box,
float& new_x, float& new_y);
void FillSMUiUpdate(cs::SMUiUpdate& msg);
void NotifyUiUpdate();
void UpdateCarObject(int old_uniid, int new_uniid, a8::Vec2 pos);
void TakeOnCarObject(int car_uniid);
void TakeOffCarObject(int car_uniid, a8::Vec2 pos);
int CreateAndTakeonCar(int car_id, a8::Vec2 pos);
bool HaveMyTeam(const std::string& team_uuid);
ObstacleData* GetPermanentObstacleData(int obstacle_uniid);
long long GetGasInactiveTime();
void ShuaGuideAndroid(Human* target);
void InitAirDrop();
void CheckPartObjects(Human* testa = nullptr, Human* testb = nullptr);
bool RuningInTimer();
Human* GetOneCanEnableAndroid();
void GetCanEnableAndroids(std::vector<Human*>& humans, size_t num);
void InstallCheckAutoDieTimer(Human* hum);
Player* GetOneAlivePlayer();
void GetAlivePlayers(std::vector<Player*>& humans, size_t num);
int GetCanShuaNum(int shua_num);
void AdjustPosInnerMap(a8::Vec2& pos, float radius);
bool IsMiniRoom();
void FillObjectPositions(Human* hum, cs::SMUpdate& msg);
void RemoveRescue(Human* hum);
void NotifyCountdown(const std::string& msg, int time);
void NotifySysPiao(const std::string& msg, int color, int duration);
void OnZombieAppear(Human* hum);
int GetAliveCountByRace(RaceType_e race);
int GetOnlinePlayerNum();
RoomObstacle* CreateObstacle(int id, float x, float y);
int AllocUniid();
private:
void ShuaAndroid();
void ShowAndroid(Human* target, int num);
void CreateAndroid(int android_num);
void UpdateGas();
void UpdateGasInactive();
void UpdateGasWaiting();
void UpdateGasMoving();
void UpdateGasJump();
bool GenSmallCircle(a8::Vec2 big_circle_pos, float big_circle_rad, float small_circle_rad,
a8::Vec2& out_pos);
void MatchTeam(Human* hum);
void CombineTeam();
void AirDrop(int appear_time, int box_id, int airdrop_id);
void AdjustAirDropPos(MetaData::MapThing* thing_meta, a8::Vec2& box_pos);
void ShuaPlane();
int NewTeam();
RoomObstacle* InternalCreateObstacle(int id, float x, float y,
std::function<void (Obstacle*)> on_precreate);
void AddObjectLater(RoomEntity* entity);
void OnGameOver();
void RandRemoveAndroid();
void NotifyWxVoip();
void BattleReport();
BornPoint* AllocBornPoint(Human* hum);
BornPoint* GetBornPoint(int point_uniid);
void CreateSpawnPoints();
void CreateLoots();
void CreateDropObjs();
void IncBornPointHumanNum(BornPoint* point, Human* hum);
void DecBornPointHumanNum(BornPoint* point, Human* hum);
void SecondRandPoint();
void NotifyGameStart();
void InitObstacleDatas();
void EnableHuman(Human* hum);
void DisableHuman(Human* hum);
void ShuaAndroidTimerFunc();
void DieAndroidTimerFunc();
void ProcShuaAndroid(int shua_time, int shua_num);
void ProcDieAndroid(int die_time, int die_num);
void CheckAutoDie(Human* hum, int autodie_time, int autodie_distance, int check_times);
bool HasPlayerInRound(const a8::Vec2& pos, float rad);
void ProcDisableHuman();
void OnHumanGridChg(Human* target);
void ShuaGridRound(Human* target);
void GetAliveHumans(std::vector<Human*>& alive_humans, size_t num, Human* exclude_hum);
void CheckAliveHuman(Human* hum, std::vector<Human*>& alive_humans);
void GetAliveHumansExcludeLastHuman(std::vector<Human*>& alive_humans, size_t num);
a8::Vec2 GetDefaultBornPoint();
void AddToEntityHash(Entity* entity);
void AddToHumanHash(Human* hum);
void AddToAliveHumanHash(Human* hum);
void AddToMoveableHash(MoveableEntity* entity);
void AddToAccountHash(Player* hum);
void AddToLaterAddHash(RoomEntity* entity);
void AddToRemovedRobotHash(Human* hum);
void RemoveFromEntityHash(Entity* entity);
void RemoveFromMoveableHash(MoveableEntity* entity);
void RemoveFromHuamnHash(Human* hum);
void RemoveFromAliveHumanHash(Human* hum);
void RemoveFromLaterAddHash(RoomEntity* entity);
void AddPlayerPostProc(Player* hum);
void CombineTeamBornPoint();
void ForceSetBornPoint(Human* hum, BornPoint* born_point);
BornPoint* ForceTakeBornPoint(Human* hum, BornPoint* reserve_born_point);
void NewBieRoomStart();
void ZombieModeStart();
void CreateLevel0RoomSpecThings();
bool CanAddToScene(Human* hum);
void SyncFrameData();
void CheckShowHand();
void ShowHand();
void ShuaLastGas();
size_t GetRoomMaxPlayerNum();
void InitAndroidAI();
#ifdef DEBUG
void InitDebugInfo();
void UnInitDebugInfo();
#endif
private:
int room_idx_ = 0;
RoomMode_e room_mode_ = kChiJiMode;
long long room_uuid_ = 0;
const MetaData::Map* map_meta_ = nullptr;
std::string map_tpl_name_;
RoomType_e room_type_ = RT_NewBrid;
const std::vector<MetaData::MapTplThing*>* mini_room_spawn_points_ = nullptr;
const std::vector<MetaData::MapTplThing*>* normal_room_spawn_points_ = nullptr;
const std::vector<MetaData::MapTplThing*>* mini_room_monster_spawn_points_ = nullptr;
const std::vector<MetaData::MapTplThing*>* normal_room_monster_spawn_points_ = nullptr;
const MetaData::MapTplThing* level0room_born_point_meta_ = nullptr;
const MetaData::MapTplThing* level1room_born_point_meta_ = nullptr;
const std::vector<MetaData::MapTplThing*>* loots_ = nullptr;
const std::vector<Building*>* buildings_ = nullptr;
const std::vector<MetaData::MapTplThing*>* level0room_spec_things_ = nullptr;
Human* first_newbie_ = nullptr;
bool sent_zombie_boss_notify = false;
bool waiting_start_ = false;
GasData gas_data_;
long long frameno_ = 0;
long long battle_start_frameno_ = 0;
bool game_timeout_ = false;
bool game_over_ = false;
long long game_over_frameno_ = 0;
int elapsed_time_ = 0;
int alive_count_ = 0;
long long alive_count_chged_frameno_ = 0;
int zombie_alive_count_ = 0;
int human_alive_count_ = 0;
MetaData::AirLine* airline_ = nullptr;
a8::XTimerAttacher xtimer_attacher_;
size_t airdrop_times_ = 0;
int level0room_born_point_uniid_ = 0;
int level1room_born_point_uniid_ = 0;
bool show_handed_ = false;
int creator_game_times_ = 0;
int creator_register_time_ = 0;
int creator_proto_version_ = 0;
int creator_channel_ = 0;
bool force_entry_newbie_room_ = false;
xtimer_list* battle_report_timer_ = nullptr;
bool sent_terminator_airdrop = false;
int current_teamid_ = 0;
int current_uniid_ = FIXED_OBJECT_MAXID;
std::set<int> refreshed_robot_set_;
std::map<int, std::set<Human*>> team_hash_;
std::map<std::string, Player*> accountid_hash_;
std::map<int, MoveableEntity*> moveable_hash_;
std::map<int, Entity*> uniid_hash_;
std::map<int, RoomEntity*> later_add_hash_;
std::map<int, Human*> human_hash_;
std::map<int, Human*> alive_human_hash_;
std::map<int, Human*> last_human_hash_;
std::map<int, BornPoint> born_point_hash_;
std::map<int, CarObject> car_hash_;
std::map<int, Human*> removed_robot_hash_;
std::vector<ObstacleData> obstacle_datas_;
xtimer_list* auto_jump_timer_ = nullptr;
RefreshRule* refresh_rule_ = nullptr;
};