void Character::SaveCharacter() { _log( ITEM__TRACE, "Saving character %u.", itemID() ); sLog.Debug( "Character::SaveCharacter()", "Saving all character info and skill attribute info to DB for character %s...", itemName().c_str() ); // character data m_factory.db().SaveCharacter( itemID(), CharacterData( accountID(), title().c_str(), description().c_str(), gender(), bounty(), balance(), securityRating(), logonMinutes(), corporationID(), allianceID(), warFactionID(), stationID(), solarSystemID(), constellationID(), regionID(), ancestryID(), careerID(), schoolID(), careerSpecialityID(), startDateTime(), createDateTime(), corporationDateTime() ) ); // corporation data m_factory.db().SaveCorpMemberInfo( itemID(), CorpMemberInfo( corporationHQ(), corpRole(), rolesAtAll(), rolesAtBase(), rolesAtHQ(), rolesAtOther() ) ); // Save this character's own attributes: SaveAttributes(); // Loop through all skills and invoke mAttributeMap.SaveAttributes() for each std::vector<InventoryItemRef> skills; GetSkillsList( skills ); std::vector<InventoryItemRef>::iterator cur, end; cur = skills.begin(); end = skills.end(); for(; cur != end; cur++) cur->get()->SaveAttributes(); //cur->get()->mAttributeMap.Save(); }
void Character::SaveCharacter() const { _log( ITEM__TRACE, "Saving character %u.", itemID() ); // character data m_factory.db().SaveCharacter( itemID(), CharacterData( accountID(), title().c_str(), description().c_str(), gender(), bounty(), balance(), securityRating(), logonMinutes(), corporationID(), allianceID(), warFactionID(), stationID(), solarSystemID(), constellationID(), regionID(), ancestryID(), careerID(), schoolID(), careerSpecialityID(), startDateTime(), createDateTime(), corporationDateTime() ) ); // corporation data m_factory.db().SaveCorpMemberInfo( itemID(), CorpMemberInfo( corporationHQ(), corpRole(), rolesAtAll(), rolesAtBase(), rolesAtHQ(), rolesAtOther() ) ); }