package entity import ( "github.com/CPunch/gopenfusion/config" "github.com/CPunch/gopenfusion/core/protocol" ) type Player struct { Peer *protocol.CNPeer 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 IPCState int8 } // ==================== Entity interface ==================== func (plr *Player) GetKind() EntityKind { return ENTITY_KIND_PLAYER } func (plr *Player) GetChunk() ChunkPosition { return plr.Chunk } 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) SetChunk(chunk ChunkPosition) { plr.Chunk = chunk } 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 } 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(), }) } 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, } } 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], } }