#pragma once #include #include #include "core/Core.hpp" #include "Chunking.hpp" #include "Entities.hpp" #define ACTIVE_MISSION_COUNT 6 #define PC_MAXHEALTH(level) (925 + 75 * (level)) struct Player : public Entity { int accountId = 0; int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums) int64_t SerialKey = 0; int32_t iID = 0; uint64_t FEKey = 0; int level = 0; int HP = 0; int slot = 0; // player slot, not nano slot int16_t mentor = 0; int32_t money = 0; int32_t fusionmatter = 0; int32_t batteryW = 0; int32_t batteryN = 0; sPCStyle PCStyle = {}; sPCStyle2 PCStyle2 = {}; sNano Nanos[NANO_COUNT] = {}; // acquired nanos int equippedNanos[3] = {}; int activeNano = 0; // active nano (index into Nanos) int8_t iPCState = 0; int32_t iWarpLocationFlag = 0; int64_t aSkywayLocationFlag[2] = {}; int32_t iConditionBitFlag = 0; int32_t iSelfConditionBitFlag = 0; int8_t iSpecialState = 0; int angle = 0; int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0; int recallX = 0, recallY = 0, recallZ = 0, recallInstance = 0; // also Lair entrances sItemBase Equip[AEQUIP_COUNT] = {}; sItemBase Inven[AINVEN_COUNT] = {}; sItemBase Bank[ABANK_COUNT] = {}; sItemTrade Trade[12] = {}; int32_t moneyInTrade = 0; bool isTrading = false; bool isTradeConfirm = false; bool inCombat = false; bool onMonkey = false; int nanoDrainRate = 0; int healCooldown = 0; int pointDamage = 0; int groupDamage = 0; int fireRate = 0; int defense = 0; int64_t aQuestFlag[16] = {}; int tasks[ACTIVE_MISSION_COUNT] = {}; int RemainingNPCCount[ACTIVE_MISSION_COUNT][3] = {}; sItemBase QInven[AQINVEN_COUNT] = {}; int32_t CurrentMissionID = 0; sTimeLimitItemDeleteInfo2CL toRemoveVehicle = {}; int32_t iIDGroup = 0; int groupCnt = 0; int32_t groupIDs[4] = {}; int32_t iGroupConditionBitFlag = 0; bool notify = false; bool hidden = false; bool unwarpable = false; bool buddiesSynced = false; int64_t buddyIDs[50] = {}; bool isBuddyBlocked[50] = {}; uint64_t iFirstUseFlag[2] = {}; time_t lastHeartbeat = 0; int suspicionRating = 0; time_t lastShot = 0; std::vector buyback = {}; Player() { type = EntityType::PLAYER; } virtual void enterIntoViewOf(CNSocket *sock) override; virtual void disappearFromViewOf(CNSocket *sock) override; };