Horizon Official Technical Documentation
Horizon::Zone::Units::Player Member List

This is the complete list of members for Horizon::Zone::Units::Player, including all inherited members.

_accountHorizon::Zone::Units::Playerprivate
_attackable_timeHorizon::Zone::Unitprivate
_changed_dest_posHorizon::Zone::Unitprivate
_charHorizon::Zone::Units::Playerprivate
_combatHorizon::Zone::Unitprivate
_combat_registryHorizon::Zone::Unitprivate
_current_storage_idHorizon::Zone::Units::Playerprivate
_damage_walk_delayHorizon::Zone::Unitprivate
_dest_posHorizon::Zone::Unitprivate
_facing_dirHorizon::Zone::Unitprivate
_grid_coordsHorizon::Zone::Unitprivate
_inventoryHorizon::Zone::Units::Playerprivate
_is_attackingHorizon::Zone::Unitprivate
_is_finalizedHorizon::Zone::Unitprivate
_is_initializedHorizon::Zone::Units::Playerprivate
_is_logged_inHorizon::Zone::Units::Playerprivate
_jobHorizon::Zone::Units::Playerprivate
_job_idHorizon::Zone::Unitprivate
_jump_walk_stopHorizon::Zone::Unitprivate
_learnt_skillsHorizon::Zone::Units::Playerprivate
_lockon_after_walk_completedHorizon::Zone::Unitprivate
_lua_stateHorizon::Zone::Units::Playerprivate
_mapHorizon::Zone::Unitprivate
_map_coordsHorizon::Zone::Unitprivate
_nameHorizon::Zone::Unitprivate
_npc_contact_guidHorizon::Zone::Units::Playerprivate
_postureHorizon::Zone::Unitprivate
_refHorizon::Zone::GridObject< Player >private
_s_uuidHorizon::Zone::Unitprivate
_sessionHorizon::Zone::Units::Playerprivate
_statusHorizon::Zone::Unitprivate
_status_effectsHorizon::Zone::Unitprivate
_storagesHorizon::Zone::Units::Playerprivate
_typeHorizon::Zone::Unitprivate
_type_maskHorizon::Zone::Unitprivate
_uuidHorizon::Zone::Unitprivate
_viewport_entitiesHorizon::Zone::Units::Playerprivate
_walk_pathHorizon::Zone::Unitprivate
_walk_path_indexHorizon::Zone::Unitprivate
account()Horizon::Zone::Units::Playerinline
add_grid_reference(GridRefManager< Player > &m)Horizon::Zone::GridObject< Player >inline
add_learnt_skill(std::shared_ptr< skill_learnt_info > i)Horizon::Zone::Units::Playerinline
add_unit_to_viewport(std::shared_ptr< Unit > unit)Horizon::Zone::Units::Player
apply_status_change_in_area(std::shared_ptr< Unit > target, s_grid_sc_apply_in_skill_area_config const &config, s_grid_apply_in_area_config const &aoe_config)Horizon::Zone::Unit
attack(std::shared_ptr< Unit > e, bool continuous=false) overrideHorizon::Zone::Units::Playervirtual
character()Horizon::Zone::Units::Playerinline
clear_lockon_after_walk_completed()Horizon::Zone::Unitinline
combat()Horizon::Zone::Unitinline
combat_registry()Horizon::Zone::Unitinline
create(int char_id, std::string account_gender, int group_id)Horizon::Zone::Units::Player
dest_coords() constHorizon::Zone::Unitinline
direction() constHorizon::Zone::Unitinline
distance_from(std::shared_ptr< Unit > e)Horizon::Zone::Unitinline
downcast()Horizon::Zone::Unitinline
execute_skill_in_area(std::shared_ptr< Unit > target, std::shared_ptr< SkillExecution > skill_execution, s_grid_apply_in_area_config const &aoe_config)Horizon::Zone::Unit
execute_skill_in_cell(std::shared_ptr< Unit > target, MapCoords cell, std::shared_ptr< SkillExecution > skill_execution, s_grid_apply_in_area_config const &aoe_config)Horizon::Zone::Unit
falseHorizon::Zone::Unitprivate
finalize()Horizon::Zone::Unitvirtual
force_movement_stop_internal(bool stop=false)Horizon::Zone::Unitinline
get_current_storage_id()Horizon::Zone::Units::Playerinline
get_learnt_skill(uint16_t skill_id)Horizon::Zone::Units::Playerinline
get_learnt_skills()Horizon::Zone::Units::Playerinline
get_max_inventory_size()Horizon::Zone::Units::Playerinline
get_nearby_unit(uint32_t guid)Horizon::Zone::Unit
get_reference()Horizon::Zone::GridObject< Player >inline
get_scheduler_task_id(unit_task_schedule_group group)Horizon::Zone::Unitinline
get_session()Horizon::Zone::Units::Playerinline
get_status_effects()Horizon::Zone::Unitinline
get_storage(int32_t storage_id)Horizon::Zone::Units::Player
get_viewport_entities()Horizon::Zone::Units::Playerinline
get_walk_path()Horizon::Zone::Unitinline
grid_coords() constHorizon::Zone::Unitinline
guid()Horizon::Zone::Unitinline
has_damage_walk_delay()Horizon::Zone::Unitinline
has_valid_grid_reference() constHorizon::Zone::GridObject< Player >inline
initialize()Horizon::Zone::Units::Player
inventory()Horizon::Zone::Units::Playerinline
is_attacking()Horizon::Zone::Unitinline
is_dead()Horizon::Zone::Unit
is_finalized() constHorizon::Zone::Unitinline
is_in_range_of(std::shared_ptr< Unit > unit, uint8_t range=MAX_VIEW_RANGE)Horizon::Zone::Unit
is_initialized()Horizon::Zone::Units::Playerinline
Horizon::Zone::Unit::is_initialized() constHorizon::Zone::Unitinline
is_logged_in()Horizon::Zone::Units::Playerinline
is_of_type(int type_mask)Horizon::Zone::Unitinline
is_overweight_50()Horizon::Zone::Units::Player
is_overweight_90()Horizon::Zone::Units::Player
is_walking() constHorizon::Zone::Unitinline
job()Horizon::Zone::Units::Playerinline
job_change(int32_t job_id)Horizon::Zone::Units::Player
job_id() constHorizon::Zone::Unitinline
last_unique_id()Horizon::Zone::Units::Playerinline
load()Horizon::Zone::Units::Player
lockon_after_walk_completed_target_guid()Horizon::Zone::Unitinline
lua_state()Horizon::Zone::Units::Playerinline
map()Horizon::Zone::Unitinline
map_coords() constHorizon::Zone::Unitinline
move_to_map(std::shared_ptr< Map > map, MapCoords coords={ 0, 0 })Horizon::Zone::Units::Player
name() constHorizon::Zone::Unitinline
new_unique_id()Horizon::Zone::Units::Player
notify_in_area(ByteBuffer &buf, grid_notifier_type type, uint16_t range=MAX_VIEW_RANGE)Horizon::Zone::Units::Player
notify_map_properties()Horizon::Zone::Units::Player
notify_nearby_players_of_basic_attack(s_grid_unit_basic_attack_config config)Horizon::Zone::Unit
notify_nearby_players_of_existence(unit_viewport_notification_type notif_type)Horizon::Zone::Unit
notify_nearby_players_of_item_drop(s_grid_notify_item_drop_entry entry)Horizon::Zone::Unit
notify_nearby_players_of_movement(bool new_entry=false)Horizon::Zone::Unit
notify_nearby_players_of_movement_stop(MapCoords stop_coords)Horizon::Zone::Unit
notify_nearby_players_of_skill_use(grid_unit_skill_use_notification_type notification_type, s_unit_skill_use_notifier_config config)Horizon::Zone::Unit
notify_nearby_players_of_spawn()Horizon::Zone::Unit
npc_contact_guid()Horizon::Zone::Units::Playerinline
on_action_request(player_action_type action)Horizon::Zone::Units::Player
on_attack_end()Horizon::Zone::Unit
on_damage_received(std::shared_ptr< Unit > damage_dealer, int damage) overrideHorizon::Zone::Units::Playervirtual
on_item_equip(std::shared_ptr< const item_entry_data > item)Horizon::Zone::Units::Player
on_item_unequip(std::shared_ptr< const item_entry_data > item)Horizon::Zone::Units::Player
on_killed(std::shared_ptr< Unit > killer, bool with_drops=false, bool with_exp=false) overrideHorizon::Zone::Units::Playervirtual
on_map_enter()Horizon::Zone::Units::Player
on_movement_begin(int32_t time) overrideHorizon::Zone::Units::Playervirtual
on_movement_end() overrideHorizon::Zone::Units::Playervirtual
on_movement_step() overrideHorizon::Zone::Units::Playervirtual
on_pathfinding_failure() overrideHorizon::Zone::Units::Playervirtual
on_skill_failure(int16_t skill_id, int message_type, int item_id, skill_use_fail_cause_type cause)Horizon::Zone::Units::Player
on_status_effect_change(std::shared_ptr< status_change_entry > sce) overrideHorizon::Zone::Units::Playervirtual
on_status_effect_end(std::shared_ptr< status_change_entry > sce) overrideHorizon::Zone::Units::Playervirtual
on_status_effect_start(std::shared_ptr< status_change_entry > sce) overrideHorizon::Zone::Units::Playervirtual
path_to(std::shared_ptr< Unit > e)Horizon::Zone::Unit
perform_action(player_action_type action)Horizon::Zone::Units::Player
perform_skill(int16_t skill_id, int16_t skill_lv)Horizon::Zone::Units::Player
pickup_item(int32_t guid)Horizon::Zone::Units::Player
Player(std::shared_ptr< ZoneSession > session, uint64_t uuid)Horizon::Zone::Units::Player
posture() constHorizon::Zone::Unitinline
realize_nearby_items(unit_viewport_notification_type notif_type)Horizon::Zone::Units::Player
realize_unit_movement(int32_t time, std::shared_ptr< Unit > unit)Horizon::Zone::Units::Player
realize_unit_movement_entry(int32_t time, std::shared_ptr< Unit > unit)Horizon::Zone::Units::Player
remove_grid_reference()Horizon::Zone::GridObject< Player >inline
remove_status_change_in_area(std::shared_ptr< Unit > target, int sc_type, s_grid_apply_in_area_config const &aoe_config)Horizon::Zone::Unit
remove_unit_from_viewport(std::shared_ptr< Unit > unit, unit_viewport_notification_type type)Horizon::Zone::Units::Player
respawn(int hp_rate, int sp_rate)Horizon::Zone::Units::Player
s_uuid() constHorizon::Zone::Unitinline
save()Horizon::Zone::Units::Player
schedule_walk()Horizon::Zone::Unitprotected
send_npc_close_dialog(uint32_t npc_guid)Horizon::Zone::Units::Player
send_npc_dialog(uint32_t npc_guid, std::string dialog)Horizon::Zone::Units::Player
send_npc_menu_list(uint32_t npc_guid, std::string const &menu)Horizon::Zone::Units::Player
send_npc_next_dialog(uint32_t npc_guid)Horizon::Zone::Units::Player
set_attacking(bool attacking)Horizon::Zone::Unitinline
set_combat(std::shared_ptr< Combat > combat)Horizon::Zone::Unitinline
set_current_storage_id(int32_t id)Horizon::Zone::Units::Playerinline
set_damage_walk_delay(bool delay)Horizon::Zone::Unitinline
set_direction(directions dir)Horizon::Zone::Unitinline
set_finalized(bool finalized)Horizon::Zone::Unitinline
set_grid_coords(GridCoords const &coords)Horizon::Zone::Unitinline
set_initialized(bool val)Horizon::Zone::Units::Playerinline
set_job(std::shared_ptr< const job_config_data > j)Horizon::Zone::Units::Playerinline
set_job_id(uint16_t job_id)Horizon::Zone::Unitinline
set_last_unique_id(uint64_t last_unique_id)Horizon::Zone::Units::Playerinline
set_lockon_after_walk_completed(uint64_t target_guid, bool continuous=false)Horizon::Zone::Unitinline
set_logged_in(bool logged_in)Horizon::Zone::Units::Playerinline
set_map(std::shared_ptr< Map > map)Horizon::Zone::Unitinline
set_map_coords(MapCoords const &coords)Horizon::Zone::Unitinline
set_max_inventory_size(uint32_t size)Horizon::Zone::Units::Playerinline
set_name(const std::string &name)Horizon::Zone::Unitinline
set_npc_contact_guid(int32_t guid)Horizon::Zone::Units::Playerinline
set_posture(unit_posture_type posture)Horizon::Zone::Unitinline
set_status(std::shared_ptr< Horizon::Zone::Traits::Status > st)Horizon::Zone::Unitinline
set_uuid(uint64_t uuid)Horizon::Zone::Unit
spawn_unit_in_viewport(std::shared_ptr< Unit > unit)Horizon::Zone::Units::Player
status()Horizon::Zone::Unitinline
status_effect_end(int type)Horizon::Zone::Unit
status_effect_start(int type, int total_time, int val1, int val2, int val3, int val4)Horizon::Zone::Unit
stop_attack()Horizon::Zone::Units::Player
stop_attacking()Horizon::Zone::Unitvirtual
stop_movement() overrideHorizon::Zone::Units::Playervirtual
stop_walking(bool cancel=false, bool notify=false)Horizon::Zone::Unit
target_is_attackable(std::shared_ptr< Unit > target)Horizon::Zone::Unit
throw_item(std::shared_ptr< item_entry_data > item, int32_t amount)Horizon::Zone::Units::Player
type() constHorizon::Zone::Unitinline
type_mask() constHorizon::Zone::Unitinline
Unit(uint64_t uuid, unit_type type, unit_type_mask type_mask, std::shared_ptr< Map > map, MapCoords map_coords)Horizon::Zone::Unit
Unit(uint64_t uuid, unit_type type, unit_type_mask type_mask)Horizon::Zone::Unit
unit_is_in_viewport(std::shared_ptr< Unit > unit)Horizon::Zone::Units::Player
update(uint64_t tick)Horizon::Zone::Unit
update_viewport()Horizon::Zone::Units::Player
use_skill_on_ground(int16_t skill_lv, int16_t skill_id, int16_t pos_x, int16_t pos_y)Horizon::Zone::Unit
use_skill_on_ground(int16_t skill_lv, int16_t skill_id, int16_t pos_x, int16_t pos_y, std::string contents)Horizon::Zone::Unit
use_skill_on_target(int16_t skill_lv, int16_t skill_id, int target_guid)Horizon::Zone::Unit
uuid() constHorizon::Zone::Unitinline
walk()Horizon::Zone::Unitprotected
walk_to_coordinates(int16_t x, int16_t y)Horizon::Zone::Unitvirtual
walk_to_unit(std::shared_ptr< Unit > unit)Horizon::Zone::Unitvirtual
~GridObject()Horizon::Zone::GridObject< Player >inlinevirtual
~Player()Horizon::Zone::Units::Player
~Unit()Horizon::Zone::Unitvirtual