Esempio n. 1
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 public Skill(SkillCollection skills, PlayerFields field, SkillRecord record, SkillLine skillLine)
 {
     this.PlayerField = field;
     this.m_skills    = skills;
     this.m_record    = record;
     this.SkillLine   = skillLine;
     this.m_skills.Owner.SetUInt16Low((UpdateFieldId)field, (ushort)skillLine.Id);
     this.m_skills.Owner.SetUInt16High((UpdateFieldId)field, skillLine.Abandonable);
     this.SetCurrentValueSilently(record.CurrentValue);
     this.MaxValue = record.MaxValue;
 }
Esempio n. 2
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 public Skill(SkillCollection skills, PlayerFields field, SkillRecord record, SkillLine skillLine)
 {
     PlayerField = field;
     m_skills    = skills;
     m_record    = record;
     SkillLine   = skillLine;
     m_skills.Owner.SetUInt16Low(field, (ushort)skillLine.Id);
     m_skills.Owner.SetUInt16High(field, skillLine.Abandonable);
     SetCurrentValueSilently(record.CurrentValue);
     MaxValue = record.MaxValue;
 }
Esempio n. 3
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        public Skill(SkillCollection skills, PlayerFields field, SkillRecord record, SkillLine skillLine)
        {
            PlayerField = field;
            m_skills = skills;
            m_record = record;

            SkillLine = skillLine;
            m_skills.Owner.SetUInt16Low(field, (ushort)skillLine.Id);
            m_skills.Owner.SetUInt16High(field, skillLine.Abandonable);

            SetCurrentValueSilently(record.CurrentValue);
            MaxValue = record.MaxValue;
        }
Esempio n. 4
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        public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
        {
            m_record = new SkillRecord { SkillId = skill.Id, OwnerId = skills.Owner.Record.Guid };

            m_skills = skills;
            PlayerField = field;
            SkillLine = skill;

            m_skills.Owner.SetUInt16Low(field, (ushort)skill.Id);
            m_skills.Owner.SetUInt16High(field, skill.Abandonable);

            CurrentValue = (ushort)value;
            MaxValue = (ushort)max;

            m_record.CreateLater();
        }
Esempio n. 5
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 public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
 {
     this.m_record = new SkillRecord()
     {
         SkillId = skill.Id,
         OwnerId = skills.Owner.Record.Guid
     };
     this.m_skills    = skills;
     this.PlayerField = field;
     this.SkillLine   = skill;
     this.m_skills.Owner.SetUInt16Low((UpdateFieldId)field, (ushort)skill.Id);
     this.m_skills.Owner.SetUInt16High((UpdateFieldId)field, skill.Abandonable);
     this.CurrentValue = (ushort)value;
     this.MaxValue     = (ushort)max;
     this.m_record.CreateLater();
 }
Esempio n. 6
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 public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
 {
     m_record = new SkillRecord
     {
         SkillId = skill.Id,
         OwnerId = skills.Owner.Record.Guid
     };
     m_skills    = skills;
     PlayerField = field;
     SkillLine   = skill;
     m_skills.Owner.SetUInt16Low(field, (ushort)skill.Id);
     m_skills.Owner.SetUInt16High(field, skill.Abandonable);
     CurrentValue = (ushort)value;
     MaxValue     = (ushort)max;
     m_record.CreateLater();
 }
Esempio n. 7
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		public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
		{
			m_record = new SkillRecord { SkillId = skill.Id, OwnerId = skills.Owner.Record.Guid };

			m_skills = skills;
			PlayerField = field;
			SkillLine = skill;

			m_skills.Owner.SetUInt16Low(field, (ushort)skill.Id);
			m_skills.Owner.SetUInt16High(field, skill.Abandonable);


			CurrentValue = (ushort)value;
			MaxValue = (ushort)max;

			RealmWorldDBMgr.DatabaseProvider.SaveOrUpdate(m_record);
		}
Esempio n. 8
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		/// <summary>
		/// Creates a new character and loads all required character data from the database
		/// </summary>
		/// <param name="acc">The account the character is associated with</param>
		/// <param name="record">The name of the character to load</param>
		/// <param name="client">The client to associate with this character</param>
		internal protected void Create(RealmAccount acc, CharacterRecord record, IRealmClient client)
		{
			client.ActiveCharacter = this;
			acc.ActiveCharacter = this;

			Type |= ObjectTypes.Player;
			ChatChannels = new List<ChatChannel>(5);

			m_logoutTimer = new TimerEntry(0, DefaultLogoutDelayMillis, totalTime => FinishLogout());

			Account = acc;
			m_client = client;

			m_record = record;
			EntityId = EntityId.GetPlayerId(m_record.EntityLowId);
			m_name = m_record.Name;

			Archetype = ArchetypeMgr.GetArchetype(record.Race, record.Class);
			MainWeapon = GenericWeapon.Fists;
			PowerType = m_archetype.Class.DefaultPowerType;

			StandState = StandState.Sit;

			Money = (uint) m_record.Money;
			Outfit = m_record.Outfit;
			//ScaleX = m_archetype.Race.Scale;
			ScaleX = 1;
			Gender = m_record.Gender;
			Skin = m_record.Skin;
			Facial = m_record.Face;
			HairStyle = m_record.HairStyle;
			HairColor = m_record.HairColor;
			FacialHair = m_record.FacialHair;
			UnitFlags = UnitFlags.PlayerControlled;
			Experience = m_record.Xp;
			RestXp = m_record.RestXp;

			SetInt32(UnitFields.LEVEL, m_record.Level);
				// cannot use Level property, since it will trigger certain events that we don't want triggered
			NextLevelXP = XpGenerator.GetXpForlevel(m_record.Level + 1);
			MaxLevel = RealmServerConfiguration.MaxCharacterLevel;

			RestState = RestState.Normal;

			Orientation = m_record.Orientation;

			m_bindLocation = new WorldZoneLocation(
				m_record.BindMap,
				new Vector3(m_record.BindX, m_record.BindY, m_record.BindZ),
				m_record.BindZone);

			PvPRank = 1;
			YieldsXpOrHonor = true;

			foreach (var school in WCellDef.AllDamageSchools)
			{
				SetFloat(PlayerFields.MOD_DAMAGE_DONE_PCT + (int) school, 1);
			}
			SetFloat(PlayerFields.DODGE_PERCENTAGE, 1.0f);

			// Auras
			m_auras = new PlayerAuraCollection(this);

			// spells
			m_spells = PlayerSpellCollection.Obtain(this);

			// factions
			WatchedFaction = m_record.WatchedFaction;
			Faction = FactionMgr.ByRace[(uint) record.Race];
			m_reputations = new ReputationCollection(this);

			// skills
			m_skills = new SkillCollection(this);

			// talents
			m_talents = new PlayerTalentCollection(this);

			// achievements
			m_achievements = new AchievementCollection(this);

			// Items
			m_inventory = new PlayerInventory(this);

			m_mailAccount = new MailAccount(this);

			m_questLog = new QuestLog(this);

			// tutorial flags
			TutorialFlags = new TutorialFlags(m_record.TutorialFlags);

			// Make sure client and internal state is updated with combat base values
			UnitUpdates.UpdateSpellCritChance(this);

			// Mask of activated TaxiNodes
			m_taxiNodeMask = new TaxiNodeMask();

			PowerCostMultiplier = 1f;

			m_lastPlayTimeUpdate = DateTime.Now;

			MoveControl.Mover = this;
			MoveControl.CanControl = true;

			CanMelee = true;

			SpeedFactor = DefaultSpeedFactor;

			// basic setup
			if (record.JustCreated)
			{
				ModStatsForLevel(m_record.Level);
				BasePower = RegenerationFormulas.GetPowerForLevel(this);
			}
			else
			{
				BaseHealth = m_record.BaseHealth;
				SetBasePowerDontUpdate(m_record.BasePower);

				SetBaseStat(StatType.Strength, m_record.BaseStrength);
				SetBaseStat(StatType.Stamina, m_record.BaseStamina);
				SetBaseStat(StatType.Spirit, m_record.BaseSpirit);
				SetBaseStat(StatType.Intellect, m_record.BaseIntellect);
				SetBaseStat(StatType.Agility, m_record.BaseAgility);

				Power = m_record.Power;
				SetInt32(UnitFields.HEALTH, m_record.Health);
			}
		}
Esempio n. 9
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		/// <summary>
		/// Creates a new character and loads all required character data from the database
		/// </summary>
		/// <param name="acc">The account the character is associated with</param>
		/// <param name="record">The name of the character to load</param>
		/// <param name="client">The client to associate with this character</param>
		internal protected void Create(RealmAccount acc, CharacterRecord record, IRealmClient client)
		{			client.ActiveCharacter = this;
			acc.ActiveCharacter = this;

			Type |= ObjectTypes.Player;
			ChatChannels = new List<ChatChannel>();

			m_logoutTimer = new TimerEntry(0.0f, DefaultLogoutDelay, totalTime => FinishLogout());

			Account = acc;
			m_client = client;

			m_record = record;
			EntityId = EntityId.GetPlayerId(m_record.EntityLowId);
			m_name = m_record.Name;

			Archetype = ArchetypeMgr.GetArchetype(record.Race, record.Class);
			MainWeapon = GenericWeapon.Fists;
			PowerType = m_archetype.Class.PowerType;

			StandState = StandState.Sit;

			Money = (uint)m_record.Money;
			Outfit = m_record.Outfit;
			//ScaleX = m_archetype.Race.Scale;
			ScaleX = 1;
			Gender = m_record.Gender;
			Skin = m_record.Skin;
			Facial = m_record.Face;
			HairStyle = m_record.HairStyle;
			HairColor = m_record.HairColor;
			FacialHair = m_record.FacialHair;
			UnitFlags = UnitFlags.PlayerControlled;
			XP = m_record.Xp;
			RestXp = m_record.RestXp;
			Level = m_record.Level;
			NextLevelXP = XpGenerator.GetXpForlevel(m_record.Level + 1);
			MaxLevel = RealmServerConfiguration.MaxCharacterLevel;

			RestState = RestState.Normal;

			Orientation = m_record.Orientation;

			m_bindLocation = new ZoneWorldLocation(
				m_record.BindRegion,
				new Vector3(m_record.BindX, m_record.BindY, m_record.BindZ),
				m_record.BindZone);

			PvPRank = 1;
			YieldsXpOrHonor = true;

			foreach (var school in WCellDef.AllDamageSchools)
			{
				SetInt32(PlayerFields.MOD_DAMAGE_DONE_PCT + (int)school, 1);
			}
			SetFloat(PlayerFields.DODGE_PERCENTAGE, 1.0f);

			// Auras
			m_auras = new PlayerAuraCollection(this);

			// spells
			PlayerSpellCollection spells;
			if (!record.JustCreated && SpellHandler.PlayerSpellCollections.TryGetValue(EntityId.Low, out spells))
			{
				SpellHandler.PlayerSpellCollections.Remove(EntityId.Low);
				m_spells = spells;
				((PlayerSpellCollection)m_spells).OnReconnectOwner(this);
			}
			else
			{
				m_spells = new PlayerSpellCollection(this);
			}

			// factions
			WatchedFaction = m_record.WatchedFaction;
			Faction = FactionMgr.ByRace[(uint)record.Race];
			m_reputations = new ReputationCollection(this);

			// skills
			m_skills = new SkillCollection(this);

			// talents
			m_talents = new TalentCollection(this);

			// Items
			m_inventory = new PlayerInventory(this);

			m_mailAccount = new MailAccount(this);

			m_questLog = new QuestLog(this);

			// Talents
			m_record.SpecProfile = SpecProfile.NewSpecProfile(this);
			FreeTalentPoints = m_record.FreeTalentPoints;

			// tutorial flags
			TutorialFlags = new TutorialFlags(m_record.TutorialFlags);

			// Make sure client and internal state is updated with combat base values
			UnitUpdates.UpdateSpellCritChance(this);

			// Mask of activated TaxiNodes
			m_taxiNodeMask = new TaxiNodeMask();

			PowerCostMultiplier = 1f;

			m_lastPlayTimeUpdate = DateTime.Now;

			MoveControl.Mover = this;
			MoveControl.CanControl = true;

			BaseHealth = m_record.BaseHealth;
			SetBasePowerDontUpdate(m_record.BasePower);

			SetBaseStat(StatType.Strength, m_record.BaseStrength);
			SetBaseStat(StatType.Stamina, m_record.BaseStamina);
			SetBaseStat(StatType.Spirit, m_record.BaseSpirit);
			SetBaseStat(StatType.Intellect, m_record.BaseIntellect);
			SetBaseStat(StatType.Agility, m_record.BaseAgility);

			CanMelee = true;

			// basic setup
			if (record.JustCreated)
			{
				Power = PowerType == PowerType.Rage ? 0 : MaxPower;
				SetInt32(UnitFields.HEALTH, MaxHealth);
			}
			else
			{
				Power = m_record.Power;
				SetInt32(UnitFields.HEALTH, m_record.Health);
			}

		}