mirror of
https://github.com/CPunch/gopenfusion.git
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unknown
8f00a0c492
you should be able to view other players and jump around together, although while testing locally one of the clients would always trigger the "Some irregularities have been found with your connection to the server, so your game will be closed" speed check for some reason ??? really not sure, might just be my machine chunking uhhh works ? kind of, not tested for more than a few seconds before one of the clients disconnects
128 lines
3.4 KiB
Go
128 lines
3.4 KiB
Go
package entity
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import (
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"github.com/CPunch/gopenfusion/config"
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"github.com/CPunch/gopenfusion/core/protocol"
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)
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type Player struct {
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Peer *protocol.CNPeer
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Chunk ChunkPosition
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PlayerID int
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AccountID int
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AccountLevel int
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Slot int
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PCStyle protocol.SPCStyle
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PCStyle2 protocol.SPCStyle2
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EquippedNanos [3]int
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Nanos [config.NANO_COUNT]protocol.SNano
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Equip [config.AEQUIP_COUNT]protocol.SItemBase
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Inven [config.AINVEN_COUNT]protocol.SItemBase
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Bank [config.ABANK_COUNT]protocol.SItemBase
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SkywayLocationFlag []byte
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FirstUseFlag []byte
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Quests []byte
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HP int
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Level int
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Taros int
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FusionMatter int
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Mentor int
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X, Y, Z int
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Angle int
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BatteryN int
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BatteryW int
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WarpLocationFlag int
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ActiveNanoSlotNum int
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Fatigue int
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CurrentMissionID int
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IPCState int8
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}
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// ==================== Entity interface ====================
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func (plr *Player) GetKind() EntityKind {
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return ENTITY_KIND_PLAYER
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}
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func (plr *Player) GetChunk() ChunkPosition {
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return plr.Chunk
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}
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func (plr *Player) GetPosition() (x int, y int, z int) {
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return plr.X, plr.Y, plr.Z
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}
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func (plr *Player) GetAngle() int {
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return plr.Angle
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}
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func (plr *Player) SetChunk(chunk ChunkPosition) {
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plr.Chunk = chunk
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}
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func (plr *Player) SetPosition(x, y, z int) {
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plr.X = x
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plr.Y = y
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plr.Z = z
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}
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func (plr *Player) SetAngle(angle int) {
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plr.Angle = angle
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}
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func (plr *Player) DisappearFromViewOf(peer *protocol.CNPeer) {
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peer.Send(protocol.P_FE2CL_PC_EXIT, protocol.SP_FE2CL_PC_EXIT{
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IID: int32(plr.PlayerID),
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})
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}
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func (plr *Player) EnterIntoViewOf(peer *protocol.CNPeer) {
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peer.Send(protocol.P_FE2CL_PC_NEW, protocol.SP_FE2CL_PC_NEW{
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PCAppearanceData: plr.GetAppearanceData(),
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})
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}
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func (plr *Player) ToPCLoadData2CL() protocol.SPCLoadData2CL {
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return protocol.SPCLoadData2CL{
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IUserLevel: int16(plr.AccountLevel),
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PCStyle: plr.PCStyle,
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PCStyle2: plr.PCStyle2,
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IMentor: int16(plr.Mentor),
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IMentorCount: 1,
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IHP: int32(plr.HP),
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IBatteryW: int32(plr.BatteryW),
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IBatteryN: int32(plr.BatteryN),
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ICandy: int32(plr.Taros),
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IFusionMatter: int32(plr.FusionMatter),
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ISpecialState: 0,
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IMapNum: 0,
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IX: int32(plr.X),
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IY: int32(plr.Y),
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IZ: int32(plr.Z),
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IAngle: int32(plr.Angle),
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AEquip: plr.Equip,
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AInven: plr.Inven,
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ANanoSlots: [3]int16{int16(plr.EquippedNanos[0]), int16(plr.EquippedNanos[1]), int16(plr.EquippedNanos[2])},
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IActiveNanoSlotNum: int16(plr.ActiveNanoSlotNum),
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IWarpLocationFlag: int32(plr.WarpLocationFlag),
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IBuddyWarpTime: 60,
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IFatigue: 50,
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}
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}
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func (plr *Player) GetAppearanceData() protocol.SPCAppearanceData {
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return protocol.SPCAppearanceData{
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IID: int32(plr.PlayerID),
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IHP: int32(plr.HP),
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ILv: int16(plr.Level),
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IX: int32(plr.X),
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IY: int32(plr.Y),
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IZ: int32(plr.Z),
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IAngle: int32(plr.Angle),
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PCStyle: plr.PCStyle,
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IPCState: plr.IPCState,
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ItemEquip: plr.Equip,
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Nano: plr.Nanos[plr.ActiveNanoSlotNum],
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}
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}
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