Player Class Reference

#include <Player.h>

Inheritance diagram for Player:

Unit List of all members.

Public Member Functions

 Player (ZoneClient *cli)
 Create a (mostly) uninitialized player object.
void Login ()
 Start the session.
virtual void GenerateLoot ()
virtual void Update (uint32 iDeltaMs)
 Update unit state depending on time passed.
virtual void ReceiveDamage (Unit *iAttacker, uint32 iDamage)
virtual void GiveXP (uint32 iXP, Unit *iVictim, bool iGroup=true)
virtual bool SaveToDB ()
 Save this object to database.
bool LoadFromDB (uint64 iGuid)
 Load this object from database.
bool DeleteFromDB ()
 Delete this object from database.
bool ToggleAFK ()
 Toggle Away-From-Keyboard flag and return the new state.
const char * GetName ()
 Get character name.
void KilledMonster (uint32 iEntry, const uint32 &iID)
 Notification of monster kill: update quest flags, if needed.
void GiveXP (uint32 iXP, uint32 iGuid)
void SpawnCorpseBody ()
 Destroy this player and all items in inventory for other player.
void DeathDurabilityLoss (uint iPercent)
 iPercent = 24.8 fixed-point (256 = 1, 128 = 0.5 etc)

Public Attributes

uint32 CurSelection
 Currently selected object.
uint32 CurTarget
 Current target.
uint32 GroupLeader
 The group leader.
bool IsInGroup
 True if player is already a member of a group.
bool IsInvited
 True if player is invited into a group.
uint32 LootGuid
 The GUID of the (presumably dead :) creature we're looting.

Detailed Description

This class represents a player character.


Member Function Documentation

virtual void Player::GenerateLoot (  )  [inline, virtual]

This is a no-op for Player since a) we can't be looted and b) we already have all the loot in our pockets.

Implements Unit.

void Player::GiveXP ( uint32  iXP,
uint32  iGuid 
)

Give some XP points to this character for killing the creature with given GUID; if it is is 0, experience comes from another source (e.g. quest completion) and no purple XP message is printed.

void Player::GiveXP ( uint32  iXP,
Unit iVictim,
bool  iGroup = true 
) [virtual]

Give experience points to player

Reimplemented from Unit.

void Player::ReceiveDamage ( Unit iAttacker,
uint32  iDamage 
) [virtual]

Receive damage from another unit. This is a important function which is overrided by most children classes because different creatures react differently to the damage they take. Also note that this is the ULTIMATE damage, e.g. all resistances, parry etc is already subtracted from the attack power. Also this function is responsible to call GiveXP() on the respective attacker unit after this unit is killed (and it is NOT neccessary that this is the iAttacker unit).

Reimplemented from Unit.


The documentation for this class was generated from the following files:
Generated on Wed Aug 30 03:27:46 2006 for SWG EMU by  doxygen 1.4.7