//! Property set - Name\r
void Name(const string &value);\r
\r
+ //! Property get - Level\r
+ unsigned int Level(void) const;\r
+ //! Property set - Level\r
+ void Level(const unsigned int &value);\r
+\r
//! Property get - Gold\r
unsigned long int Gold(void) const;\r
//! Property set - Gold\r
void Gold(const unsigned long int &value);\r
\r
//! Property get - Health\r
- int Health(void) const;\r
+ unsigned int Health(void) const;\r
//! Property set - Health\r
- void Health(const int &value);\r
+ void Health(const unsigned int &value);\r
\r
//! Property get - Max Health\r
- int MaxHealth(void) const;\r
+ unsigned int MaxHealth(void) const;\r
//! Property set - Max Health\r
- void MaxHealth(const int &value);\r
+ void MaxHealth(const unsigned int &value);\r
\r
//! Property get - Strength\r
- int Strength(void) const;\r
+ unsigned int Strength(void) const;\r
//! Property set - Strength\r
- void Strength(const int &value);\r
+ void Strength(const unsigned int &value);\r
\r
//! Property get - Defense\r
- int Defense(void) const;\r
+ unsigned int Defense(void) const;\r
//! Property set - Defense\r
- void Defense(const int &value);\r
+ void Defense(const unsigned int &value);\r
\r
//! Property get - Weapon Name\r
string WeaponName(void) const;\r
\r
virtual MonsterGO *Clone(void) const;\r
\r
+ virtual ObjectTypes::ObjectType ObjectType(void) const;\r
+\r
private:\r
+ void Initialize(void);\r
+\r
string mName;\r
+ unsigned int mLevel;\r
unsigned long int mGold;\r
- int mHealth;\r
- int mMaxHealth;\r
- int mStrength;\r
- int mDefense;\r
+ unsigned int mHealth;\r
+ unsigned int mMaxHealth;\r
+ unsigned int mStrength;\r
+ unsigned int mDefense;\r
string mWeaponName;\r
string mDeathCry;\r
};\r