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authorfusion32 <marcopuzziello@gmail.com>2025-05-28 18:51:06 -0300
committerfusion32 <marcopuzziello@gmail.com>2025-05-28 18:51:06 -0300
commit565d28e480a5a320682f87cb598404f1a34bbc5d (patch)
treec0a728eb7d2192707f3460dbc063cb4ab00de9ee /src/crcombat.hh
parent02d243c531a5c7886c89024e592a2ccdeab3d3b3 (diff)
downloadgame-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.hh43
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_