]>
Commit | Line | Data |
---|---|---|
1 | #ifndef __GS__MONSTER_H__\r | |
2 | #define __GS__MONSTER_H__\r | |
3 | #include <GameServ/GameLayer/GameObjects/GameObject.h>\r | |
4 | using GameServ::GameLayer::GameObjects::GameObject;\r | |
5 | \r | |
6 | #include <string>\r | |
7 | using std::string;\r | |
8 | \r | |
9 | namespace GameServ { namespace GameLayer { namespace GameObjects\r | |
10 | {\r | |
11 | class MonsterGO : public GameObject\r | |
12 | {\r | |
13 | public:\r | |
14 | \r | |
15 | MonsterGO();\r | |
16 | MonsterGO(const string &Id);\r | |
17 | \r | |
18 | virtual ~MonsterGO();\r | |
19 | \r | |
20 | //! Property get - Name\r | |
21 | string Name(void) const;\r | |
22 | //! Property set - Name\r | |
23 | void Name(const string &value);\r | |
24 | \r | |
25 | //! Property get - Level\r | |
26 | unsigned int Level(void) const;\r | |
27 | //! Property set - Level\r | |
28 | void Level(const unsigned int &value);\r | |
29 | \r | |
30 | //! Property get - Gold\r | |
31 | unsigned long int Gold(void) const;\r | |
32 | //! Property set - Gold\r | |
33 | void Gold(const unsigned long int &value);\r | |
34 | \r | |
35 | //! Property get - Health\r | |
36 | unsigned int Health(void) const;\r | |
37 | //! Property set - Health\r | |
38 | void Health(const unsigned int &value);\r | |
39 | \r | |
40 | //! Property get - Max Health\r | |
41 | unsigned int MaxHealth(void) const;\r | |
42 | //! Property set - Max Health\r | |
43 | void MaxHealth(const unsigned int &value);\r | |
44 | \r | |
45 | //! Property get - Strength\r | |
46 | unsigned int Strength(void) const;\r | |
47 | //! Property set - Strength\r | |
48 | void Strength(const unsigned int &value);\r | |
49 | \r | |
50 | //! Property get - Defense\r | |
51 | unsigned int Defense(void) const;\r | |
52 | //! Property set - Defense\r | |
53 | void Defense(const unsigned int &value);\r | |
54 | \r | |
55 | //! Property get - Weapon Name\r | |
56 | string WeaponName(void) const;\r | |
57 | \r | |
58 | //! Property set - Weapon Name\r | |
59 | void WeaponName(const string &value);\r | |
60 | \r | |
61 | //! Property get - Death Cry\r | |
62 | string DeathCry(void) const;\r | |
63 | \r | |
64 | //! Property set - Death Cry\r | |
65 | void DeathCry(const string &value);\r | |
66 | \r | |
67 | bool operator==(const MonsterGO &right) const;\r | |
68 | bool operator!=(const MonsterGO &right) const;\r | |
69 | \r | |
70 | virtual MonsterGO *Clone(void) const;\r | |
71 | \r | |
72 | virtual ObjectTypes::ObjectType ObjectType(void) const;\r | |
73 | \r | |
74 | private:\r | |
75 | void Initialize(void);\r | |
76 | \r | |
77 | string mName;\r | |
78 | unsigned int mLevel;\r | |
79 | unsigned long int mGold;\r | |
80 | unsigned int mHealth;\r | |
81 | unsigned int mMaxHealth;\r | |
82 | unsigned int mStrength;\r | |
83 | unsigned int mDefense;\r | |
84 | string mWeaponName;\r | |
85 | string mDeathCry;\r | |
86 | };\r | |
87 | }}} // GameServ::GameLayer::GameObjects\r | |
88 | #endif |