Пример #1
0
CharacterRef ItemFactory::SpawnCharacter(ItemData &data, CharacterData &charData, CharacterAppearance &appData, CorpMemberInfo &corpData) {
    CharacterRef c = Character::Spawn(*this, data, charData, appData, corpData);
    if( !c )
        return CharacterRef();

    m_items.insert( std::make_pair( c->itemID(), c ) );
    return c;
}
Пример #2
0
RefPtr<_Ty> Character::_LoadCharacter(ItemFactory &factory, uint32 characterID,
    // InventoryItem stuff:
    const CharacterType &charType, const ItemData &data,
    // Character stuff:
    const CharacterData &charData, const CorpMemberInfo &corpData)
{
    // construct the item
    return CharacterRef( new Character( factory, characterID, charType, data, charData, corpData ) );
}
Пример #3
0
CharacterRef Character::Spawn(ItemFactory &factory,
    // InventoryItem stuff:
    ItemData &data,
    // Character stuff:
    CharacterData &charData, CharacterAppearance &appData, CorpMemberInfo &corpData
) {
    uint32 characterID = Character::_Spawn( factory, data, charData, appData, corpData );
    if( characterID == 0 )
        return CharacterRef();
    return Character::Load( factory, characterID );
}
Пример #4
0
CharacterRef Character::Spawn(ItemFactory &factory,
    // InventoryItem stuff:
    ItemData &data,
    // Character stuff:
    CharacterData &charData, CharacterAppearance &appData, CorpMemberInfo &corpData
) {
    uint32 characterID = Character::_Spawn( factory, data, charData, appData, corpData );
    if( characterID == 0 )
        return CharacterRef();

    CharacterRef charRef = Character::Load( factory, characterID );

    // Create default dynamic attributes in the AttributeMap:
    charRef.get()->SetAttribute(AttrIsOnline, 1);     // Is Online

    return charRef;
}