public void SetDisplayItemsFromRenderData(CharRenderData newRenderData) { EquipItem(ItemType.Boots, (short)(OldWorld.Instance.EIF.Data.SingleOrDefault(x => x.Type == ItemType.Boots && x.DollGraphic == newRenderData.boots) ?? new EIFRecord()).ID, newRenderData.boots, true); EquipItem(ItemType.Armor, (short)(OldWorld.Instance.EIF.Data.SingleOrDefault(x => x.Type == ItemType.Armor && x.DollGraphic == newRenderData.armor) ?? new EIFRecord()).ID, newRenderData.armor, true); EquipItem(ItemType.Hat, (short)(OldWorld.Instance.EIF.Data.SingleOrDefault(x => x.Type == ItemType.Hat && x.DollGraphic == newRenderData.hat) ?? new EIFRecord()).ID, newRenderData.hat, true); EquipItem(ItemType.Shield, (short)(OldWorld.Instance.EIF.Data.SingleOrDefault(x => x.Type == ItemType.Shield && x.DollGraphic == newRenderData.shield) ?? new EIFRecord()).ID, newRenderData.shield, true); EquipItem(ItemType.Weapon, (short)(OldWorld.Instance.EIF.Data.SingleOrDefault(x => x.Type == ItemType.Weapon && x.DollGraphic == newRenderData.weapon) ?? new EIFRecord()).ID, newRenderData.weapon, true); }
public OldCharacter(PacketAPI api, int id, CharRenderData data) { m_packetAPI = api; ID = id; RenderData = data ?? new CharRenderData(); Inventory = new List <InventoryItem>(); Spells = new List <InventorySpell>(); PaperDoll = new short[(int)EquipLocation.PAPERDOLL_MAX]; }
public OldCharacter() { //mock all members with non-null fields //PacketAPI cannot be mocked... Inventory = new List <InventoryItem>(); Spells = new List <InventorySpell>(); PaperDoll = new short[(int)EquipLocation.PAPERDOLL_MAX]; Stats = new CharStatData(); RenderData = new CharRenderData(); Name = PaddedGuildTag = GuildName = GuildRankStr = ""; }
//constructs a character from a packet sent from the server public OldCharacter(PacketAPI api, CharacterData data) { //initialize lists m_packetAPI = api; Inventory = new List <InventoryItem>(); Spells = new List <InventorySpell>(); PaperDoll = new short[(int)EquipLocation.PAPERDOLL_MAX]; Name = data.Name; ID = data.ID; CurrentMap = data.Map; X = data.X; Y = data.Y; PaddedGuildTag = data.GuildTag; RenderData = new CharRenderData { facing = data.Direction, level = data.Level, gender = data.Gender, hairstyle = data.HairStyle, haircolor = data.HairColor, race = data.Race }; Stats = new CharStatData { MaxHP = data.MaxHP, HP = data.HP, MaxTP = data.MaxTP, TP = data.TP }; EquipItem(ItemType.Boots, 0, data.Boots, true); EquipItem(ItemType.Armor, 0, data.Armor, true); EquipItem(ItemType.Hat, 0, data.Hat, true); EquipItem(ItemType.Shield, 0, data.Shield, true); EquipItem(ItemType.Weapon, 0, data.Weapon, true); RenderData.SetSitting(data.Sitting); RenderData.SetHidden(data.Hidden); }