OpenFusion/src/Player.hpp

101 lines
2.7 KiB
C++

#pragma once
#include <string>
#include <cstring>
#include "core/Core.hpp"
#include "Chunking.hpp"
#include "Entities.hpp"
#include "Groups.hpp"
#define ACTIVE_MISSION_COUNT 6
#define PC_MAXHEALTH(level) (925 + 75 * (level))
struct Player : public Entity, public ICombatant {
int accountId = 0;
int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
int32_t iID = 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 = {};
Group* group = nullptr;
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<sItemBase> buyback = {};
Player() { kind = EntityKind::PLAYER; }
virtual void enterIntoViewOf(CNSocket *sock) override;
virtual void disappearFromViewOf(CNSocket *sock) override;
virtual int takeDamage(EntityRef src, int amt) override;
virtual void heal(EntityRef src, int amt) override;
virtual bool isAlive() override;
virtual int getCurrentHP() override;
virtual int32_t getID() override;
virtual void step(time_t currTime) override;
sPCAppearanceData getAppearanceData();
};