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| author | fusion32 <marcopuzziello@gmail.com> | 2025-05-28 18:51:06 -0300 |
|---|---|---|
| committer | fusion32 <marcopuzziello@gmail.com> | 2025-05-28 18:51:06 -0300 |
| commit | 565d28e480a5a320682f87cb598404f1a34bbc5d (patch) | |
| tree | c0a728eb7d2192707f3460dbc063cb4ab00de9ee /src/crcombat.hh | |
| parent | 02d243c531a5c7886c89024e592a2ccdeab3d3b3 (diff) | |
| download | game-565d28e480a5a320682f87cb598404f1a34bbc5d.tar.gz game-565d28e480a5a320682f87cb598404f1a34bbc5d.zip | |
rename/create some files
The most annoying thing with C++ classes being in their "own" header
file is that it makes it easy to create cyclic dependencies. We might
end up merging all creature related header files into the original
`cr.hh` that shows up in the original's debug information.
Diffstat (limited to 'src/crcombat.hh')
| -rw-r--r-- | src/crcombat.hh | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/src/crcombat.hh b/src/crcombat.hh new file mode 100644 index 0000000..ce75002 --- /dev/null +++ b/src/crcombat.hh @@ -0,0 +1,43 @@ +#ifndef TIBIA_CRCOMBAT_HH_ +#define TIBIA_CRCOMBAT_HH_ 1 + +struct TCreature; + +struct TCombatEntry{ + uint32 ID; + uint32 Damage; + int TimeStamp; +}; + +struct TCombat{ + // REGULAR FUNCTIONS + // ========================================================================= + TCombat(void); + void CheckCombatValues(void); + + // DATA + // ========================================================================= + TCreature *Master; + uint32 EarliestAttackTime; + uint32 EarliestDefendTime; + uint32 LastDefendTime; + uint32 LatestAttackTime; + uint32 AttackMode; + uint32 ChaseMode; + uint32 SecureMode; + uint32 AttackDest; + bool Following; + Object Shield; + Object Close; + Object Missile; + Object Throw; + Object Wand; + Object Ammo; + bool Fist; + uint32 CombatDamage; + int ActCombatEntry; + TCombatEntry CombatList[20]; + int LearningPoints; +}; + +#endif //TIBIA_CRCOMBAT_HH_ |
