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dongresource
741bfb675b
* Use a specialized connection object * Copy the Player object less frequently * Use a randomly generated serial key for shard auth * Refuse invalid shard connection attempts * Clean up connection metadata when a Player joins the shard * Prune abandoned connections when they time out
93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
#pragma once
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#include <string>
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#include <cstring>
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#include "core/Core.hpp"
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#include "Chunking.hpp"
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#include "Entities.hpp"
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#define ACTIVE_MISSION_COUNT 6
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#define PC_MAXHEALTH(level) (925 + 75 * (level))
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struct Player : public Entity {
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int accountId = 0;
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int accountLevel = 0; // permission level (see CN_ACCOUNT_LEVEL enums)
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int32_t iID = 0;
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int level = 0;
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int HP = 0;
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int slot = 0; // player slot, not nano slot
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int16_t mentor = 0;
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int32_t money = 0;
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int32_t fusionmatter = 0;
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int32_t batteryW = 0;
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int32_t batteryN = 0;
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sPCStyle PCStyle = {};
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sPCStyle2 PCStyle2 = {};
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sNano Nanos[NANO_COUNT] = {}; // acquired nanos
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int equippedNanos[3] = {};
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int activeNano = 0; // active nano (index into Nanos)
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int8_t iPCState = 0;
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int32_t iWarpLocationFlag = 0;
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int64_t aSkywayLocationFlag[2] = {};
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int32_t iConditionBitFlag = 0;
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int32_t iSelfConditionBitFlag = 0;
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int8_t iSpecialState = 0;
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int angle = 0;
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int lastX = 0, lastY = 0, lastZ = 0, lastAngle = 0;
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int recallX = 0, recallY = 0, recallZ = 0, recallInstance = 0; // also Lair entrances
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sItemBase Equip[AEQUIP_COUNT] = {};
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sItemBase Inven[AINVEN_COUNT] = {};
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sItemBase Bank[ABANK_COUNT] = {};
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sItemTrade Trade[12] = {};
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int32_t moneyInTrade = 0;
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bool isTrading = false;
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bool isTradeConfirm = false;
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bool inCombat = false;
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bool onMonkey = false;
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int nanoDrainRate = 0;
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int healCooldown = 0;
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int pointDamage = 0;
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int groupDamage = 0;
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int fireRate = 0;
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int defense = 0;
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int64_t aQuestFlag[16] = {};
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int tasks[ACTIVE_MISSION_COUNT] = {};
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int RemainingNPCCount[ACTIVE_MISSION_COUNT][3] = {};
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sItemBase QInven[AQINVEN_COUNT] = {};
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int32_t CurrentMissionID = 0;
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sTimeLimitItemDeleteInfo2CL toRemoveVehicle = {};
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int32_t iIDGroup = 0;
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int groupCnt = 0;
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int32_t groupIDs[4] = {};
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int32_t iGroupConditionBitFlag = 0;
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bool notify = false;
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bool hidden = false;
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bool unwarpable = false;
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bool buddiesSynced = false;
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int64_t buddyIDs[50] = {};
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bool isBuddyBlocked[50] = {};
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uint64_t iFirstUseFlag[2] = {};
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time_t lastHeartbeat = 0;
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int suspicionRating = 0;
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time_t lastShot = 0;
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std::vector<sItemBase> buyback = {};
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Player() { type = EntityType::PLAYER; }
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virtual void enterIntoViewOf(CNSocket *sock) override;
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virtual void disappearFromViewOf(CNSocket *sock) override;
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};
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