#include <GameServ/GameLayer/GameObjects/WeaponGO.h>\r
using GameServ::GameLayer::GameObjects::WeaponGO;\r
\r
-#include <boost/shared_ptr.hpp>\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 <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 - Name\r
void Name(const string &value);\r
\r
- //! Property get - Level\r
- int Level(void) const;\r
- //! Property set - Level\r
- void Level(const int &value);\r
+ //! Property get - LevelId\r
+ string LevelId(void) const;\r
+ //! Property set - LevelId\r
+ void LevelId(const string &value);\r
+\r
+ //! Property get - LevelNumber\r
+ unsigned int LevelNumber(void) const;\r
+ //! Property set - LevelNumber\r
+ void LevelNumber(const unsigned int &value);\r
\r
//! Property get - Experience\r
unsigned long int Experience(void) const;\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
\r
virtual PlayerGO *Clone(void) const;\r
\r
+ virtual ObjectTypes::ObjectType ObjectType(void) const;\r
+\r
private:\r
string mName;\r
- int mLevel;\r
+ string mfkLevelId;\r
+ unsigned int mLevelNumber;\r
unsigned long int mExperience;\r
unsigned long int mGold;\r
unsigned long int mBank;\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