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dongresource
7f9cdfc9ae
We had avoided putting STL containers into Players back when we thought Players was still POD and needed to remain POD, but it turned out that neither were the case all along, so there's no need for the indirection.
93 lines
2.0 KiB
C++
93 lines
2.0 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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#define ACTIVE_MISSION_COUNT 6
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#define PC_MAXHEALTH(level) (925 + 75 * (level))
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struct Player {
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int accountId;
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int accountLevel; // permission level (see CN_ACCOUNT_LEVEL enums)
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int64_t SerialKey;
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int32_t iID;
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uint64_t FEKey;
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int level;
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int HP;
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int slot; // player slot, not nano slot
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int16_t mentor;
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int32_t money;
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int32_t fusionmatter;
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int32_t batteryW;
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int32_t batteryN;
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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; // active nano (index into Nanos)
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int8_t iPCState;
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int32_t iWarpLocationFlag;
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int64_t aSkywayLocationFlag[2];
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int32_t iConditionBitFlag;
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int32_t iSelfConditionBitFlag;
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int8_t iSpecialState;
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int x, y, z, angle;
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int lastX, lastY, lastZ, lastAngle;
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int recallX, recallY, recallZ, recallInstance; // also Lair entrances
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uint64_t instanceID;
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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;
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bool isTrading;
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bool isTradeConfirm;
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bool inCombat;
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bool onMonkey;
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int nanoDrainRate;
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int healCooldown;
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int pointDamage;
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int groupDamage;
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int fireRate;
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int defense;
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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;
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sTimeLimitItemDeleteInfo2CL toRemoveVehicle;
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int32_t iIDGroup;
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int groupCnt;
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int32_t groupIDs[4];
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int32_t iGroupConditionBitFlag;
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bool notify;
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bool hidden;
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bool unwarpable;
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bool buddiesSynced;
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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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ChunkPos chunkPos;
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std::set<Chunk*> viewableChunks;
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time_t lastHeartbeat;
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int suspicionRating;
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time_t lastShot;
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std::vector<sItemBase> buyback;
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};
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