예제 #1
0
		/// <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);
			}

		}
예제 #2
0
        /// <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 SpellConstants.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;

            IncMeleePermissionCounter();

            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);
            }
        }