#include <GameServ/GameLayer/GameObjects/WeaponGO.h>\r
using GameServ::GameLayer::GameObjects::WeaponGO;\r
\r
+#include <GameServ/Types.h>\r
+using GameServ::Types::ObjectTypes;\r
+\r
#include <boost/smart_ptr/shared_ptr.hpp>\r
using boost::shared_ptr;\r
\r
#include <vector>\r
using std::vector;\r
\r
-\r
#include <boost/date_time/posix_time/posix_time.hpp>\r
using boost::posix_time::ptime;\r
\r
//! Property set - Armor\r
void Armor(shared_ptr<ArmorGO> spArmor);\r
\r
- //! Use an Item\r
- void Use(shared_ptr<ItemGO> spItem);\r
- //! Undo the effects of an item\r
- void Undo(shared_ptr<ItemGO> spItem);\r
-\r
//! Property set - Password\r
void Password(const string &value);\r
//! Property get - Password\r
//! Property set - Alive\r
void Alive(const bool &value);\r
\r
- //! Property set - Inventory\r
- void Inventory(const vector<string> &value);\r
-\r
- //! Property get - Inventory\r
- vector<string> Inventory(void) const;\r
-\r
- //! Add item to inventory\r
- void AddItemToInventory(const string &fkItemId, const int &Number=1);\r
- //! Remove item from inventory\r
- void RemoveItemFromInventory(const string &fkItemId, const int &Number=1);\r
-\r
bool operator==(const PlayerGO &right) const;\r
bool operator!=(const PlayerGO &right) const;\r
\r
virtual PlayerGO *Clone(void) const;\r
\r
+ virtual ObjectTypes::ObjectType ObjectType(void) const;\r
+\r
private:\r
string mName;\r
int mLevel;\r
\r
bool mFoughtMaster;\r
bool mAlive;\r
-\r
- vector<string> mfkItemIds;\r
};\r
}}} // GameServ::GameLayer::GameObjects\r
#endif
\ No newline at end of file