#include <GameServ/GameLayer/GameObjects/WeaponGO.h>\r
using GameServ::GameLayer::GameObjects::WeaponGO;\r
\r
-#include <boost/shared_ptr.hpp>\r
+#include <boost/smart_ptr/shared_ptr.hpp>\r
using boost::shared_ptr;\r
\r
#include <string>\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
class PlayerGO : public GameObject\r
{\r
public:\r
+\r
PlayerGO();\r
PlayerGO(const string &Id);\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 get - LastLogin\r
ptime LastLogin(void) const;\r
\r
+ //! Property get - FoughtMaster\r
+ bool FoughtMaster(void) const;\r
+\r
+ //! Property set - Fought master\r
+ void FoughtMaster(const bool &value);\r
+\r
+ //! Property get - Alive\r
+ bool Alive(void) const;\r
+\r
+ //! Property set - Alive\r
+ void Alive(const bool &value);\r
+\r
+ //! Property set - Inventory\r
+ void Inventory(const vector< shared_ptr<ItemGO> > &items);\r
+\r
+ //! Property get - Inventory\r
+ vector< shared_ptr<ItemGO> > Inventory(void) const;\r
+\r
+ //! Add item to inventory\r
+ void AddItemToInventory(shared_ptr<ItemGO> spItem, const int &Number=1);\r
+ //! Remove item from inventory\r
+ void RemoveItemFromInventory(shared_ptr<ItemGO> spItem, const int &Number=1);\r
+\r
bool operator==(const PlayerGO &right) const;\r
bool operator!=(const PlayerGO &right) const;\r
\r
string mPassword;\r
shared_ptr<WeaponGO> mWeapon;\r
shared_ptr<ArmorGO> mArmor;\r
- vector< shared_ptr<ItemGO> > mInventory;\r
ptime mLastLogin;\r
+\r
+ bool mFoughtMaster;\r
+ bool mAlive;\r
+\r
+ vector< shared_ptr<ItemGO> > mItems;\r
};\r
}}} // GameServ::GameLayer::GameObjects\r
#endif
\ No newline at end of file