Documentation ¶
Overview ¶
Rudimentary charxml implementation
TODO:
- Flags
- Active missions
- Inventory
- Zone stats
- Pets
- Rocket parts (lrid, lcbp)
- Point struct instead of including individual fields
- Marshalling
- Add and move structs into a components package?
Index ¶
Constants ¶
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const ( GMCivilian = GMLevel(iota) GMForumModerator GMJuniorModerator GMModerator GMSeniorModerator GMLeadModerator GMJuniorDeveloper GMInactiveDeveloper GMDeveloper GMOperator )
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const ( MissionUnknown = MissionState(-1) MissionRewarding = MissionState(0) MissionAvailable = MissionState(1) MissionActive = MissionState(2) MissionReadyToComplete = MissionState(4) MissionComplete = MissionState(8) MissionAvailableAgain = MissionState(9) MissionActiveAgain = MissionState(10) MissionReadyToCompleteAgain = MissionState(12) )
Taken from https://github.com/DarkflameUniverse/DarkflameServer/blob/main/dCommon/dEnums/eMissionState.h
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Character ¶
type Character struct { AccountId uint64 `xml:"acct,attr"` Currency uint64 `xml:"cc,attr"` MaxCurrency uint64 `xml:"cm,attr"` ClaimCode uint64 `xml:"co,attr"` FreeToPlay bool `xml:"ft,attr"` GMLevel uint32 `xml:"gm,attr"` LastLogin int64 `xml:"llog,attr"` LastRespawnPosX float32 `xml:"lrx,attr"` LastRespawnPosY float32 `xml:"lry,attr"` LastRespawnPosZ float32 `xml:"lrz,attr"` LastRespawnRotW float32 `xml:"lrrw,attr"` LastRespawnRotX float32 `xml:"lrrx,attr"` LastRespawnRotY float32 `xml:"lrry,attr"` LastRespawnRotZ float32 `xml:"lrrz,attr"` UniverseScore uint64 `xml:"ls,attr"` LastZoneChecksum uint32 `xml:"lzcs,attr"` LastZoneId uint64 `xml:"lzid,attr"` LastZoneRotW float32 `xml:"lzrw,attr"` LastZoneRotX float32 `xml:"lzrx,attr"` LastZoneRotY float32 `xml:"lzry,attr"` LastZoneRotZ float32 `xml:"lzrz,attr"` LastZonePosX float32 `xml:"lzx,attr"` LastZonePosY float32 `xml:"lzy,attr"` LastZonePosZ float32 `xml:"lzz,attr"` LastPropModTime int64 `xml:"mldt,attr"` LastWorldId uint32 `xml:"lwid,attr"` Stats *Stats `xml:"stt,attr"` TotalPlayTime uint64 `xml:"time,attr"` Reputation int64 `xml:"rpt,attr"` Emotes Emotes `xml:"ue"` }
type CompletedMission ¶
func (*CompletedMission) UnmarshalXML ¶
func (mission *CompletedMission) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error
type CompletedMissions ¶
type CompletedMissions map[uint32]CompletedMission
func (*CompletedMissions) UnmarshalXML ¶
func (missions *CompletedMissions) UnmarshalXML(d *xml.Decoder, start xml.StartElement) error
type MissionState ¶
type MissionState int
type Obj ¶
type Obj struct { XMLName xml.Name `xml:"obj"` Character Character `xml:"char"` Level Level `xml:"lvl"` Missions struct { Done CompletedMissions `xml:"done"` } `xml:"mis"` }
type Stats ¶
type Stats struct { CurrencyCollected uint64 BricksCollected int64 SmashablesSmashed uint64 QuickBuildsCompleted uint64 EnemiesSmashed uint64 RocketsUsed uint64 MissionsCompleted uint64 PetsTamed uint64 ImaginationPowerUpsCollected uint64 LifePowerUpsCollected uint64 ArmorPowerUpsCollected uint64 MetersTraveled uint64 TimesSmashed uint64 TotalDamageTaken uint64 TotalDamageHealed uint64 TotalArmorRepaired uint64 TotalImaginationRestored uint64 TotalImaginationUsed uint64 DistanceDriven uint64 TimeAirborneInCar uint64 RacingImaginationPowerUpsCollected uint64 RacingImaginationCratesSmashed uint64 RacingCarBootsActivated uint64 RacingTimesWrecked uint64 RacingSmashablesSmashed uint64 RacesFinished uint64 FirstPlaceRaceFinishes uint64 }
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