gopenfusion/internal/entity/player.go

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package entity
import (
"github.com/CPunch/gopenfusion/config"
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"github.com/CPunch/gopenfusion/internal/protocol"
)
type Player struct {
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Peer *protocol.CNPeer
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Chunk ChunkPosition
PlayerID int
AccountID int
AccountLevel int
Slot int
PCStyle protocol.SPCStyle
PCStyle2 protocol.SPCStyle2
EquippedNanos [3]int
Nanos [config.NANO_COUNT]protocol.SNano
Equip [config.AEQUIP_COUNT]protocol.SItemBase
Inven [config.AINVEN_COUNT]protocol.SItemBase
Bank [config.ABANK_COUNT]protocol.SItemBase
SkywayLocationFlag []byte
FirstUseFlag []byte
Quests []byte
HP int
Level int
Taros int
FusionMatter int
Mentor int
X, Y, Z int
Angle int
BatteryN int
BatteryW int
WarpLocationFlag int
ActiveNanoSlotNum int
Fatigue int
CurrentMissionID int
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IPCState int8
}
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// ==================== Entity interface ====================
func (plr *Player) GetKind() EntityKind {
return ENTITY_KIND_PLAYER
}
func (plr *Player) GetChunkPos() ChunkPosition {
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return plr.Chunk
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}
func (plr *Player) GetPosition() (x int, y int, z int) {
return plr.X, plr.Y, plr.Z
}
func (plr *Player) GetAngle() int {
return plr.Angle
}
func (plr *Player) SetChunkPos(chunk ChunkPosition) {
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plr.Chunk = chunk
}
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func (plr *Player) SetPosition(x, y, z int) {
plr.X = x
plr.Y = y
plr.Z = z
}
func (plr *Player) SetAngle(angle int) {
plr.Angle = angle
}
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func (plr *Player) DisappearFromViewOf(peer *protocol.CNPeer) {
peer.Send(protocol.P_FE2CL_PC_EXIT, protocol.SP_FE2CL_PC_EXIT{
IID: int32(plr.PlayerID),
})
}
func (plr *Player) EnterIntoViewOf(peer *protocol.CNPeer) {
peer.Send(protocol.P_FE2CL_PC_NEW, protocol.SP_FE2CL_PC_NEW{
PCAppearanceData: plr.GetAppearanceData(),
})
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}
func (plr *Player) ToPCLoadData2CL() protocol.SPCLoadData2CL {
return protocol.SPCLoadData2CL{
IUserLevel: int16(plr.AccountLevel),
PCStyle: plr.PCStyle,
PCStyle2: plr.PCStyle2,
IMentor: int16(plr.Mentor),
IMentorCount: 1,
IHP: int32(plr.HP),
IBatteryW: int32(plr.BatteryW),
IBatteryN: int32(plr.BatteryN),
ICandy: int32(plr.Taros),
IFusionMatter: int32(plr.FusionMatter),
ISpecialState: 0,
IMapNum: 0,
IX: int32(plr.X),
IY: int32(plr.Y),
IZ: int32(plr.Z),
IAngle: int32(plr.Angle),
AEquip: plr.Equip,
AInven: plr.Inven,
ANanoSlots: [3]int16{int16(plr.EquippedNanos[0]), int16(plr.EquippedNanos[1]), int16(plr.EquippedNanos[2])},
IActiveNanoSlotNum: int16(plr.ActiveNanoSlotNum),
IWarpLocationFlag: int32(plr.WarpLocationFlag),
IBuddyWarpTime: 60,
IFatigue: 50,
}
}
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func (plr *Player) GetAppearanceData() protocol.SPCAppearanceData {
return protocol.SPCAppearanceData{
IID: int32(plr.PlayerID),
IHP: int32(plr.HP),
ILv: int16(plr.Level),
IX: int32(plr.X),
IY: int32(plr.Y),
IZ: int32(plr.Z),
IAngle: int32(plr.Angle),
PCStyle: plr.PCStyle,
IPCState: plr.IPCState,
ItemEquip: plr.Equip,
Nano: plr.Nanos[plr.ActiveNanoSlotNum],
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}
}