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-rw-r--r--src/creature.cc50
1 files changed, 50 insertions, 0 deletions
diff --git a/src/creature.cc b/src/creature.cc
index effac42..e2cb5ce 100644
--- a/src/creature.cc
+++ b/src/creature.cc
@@ -2,6 +2,56 @@
#include "enums.hh"
+TCreature::TCreature(void) :
+ TSkillBase(),
+ Combat(),
+ ToDoList(0, 20, 10)
+{
+ this->Master = this;
+ this->ID = 0;
+ this->NextHashEntry = NULL;
+ this->NextChainCreature = 0;
+ this->Murderer[0] = 0;
+ this->startx = 0;
+ this->starty = 0;
+ this->startz = 0;
+ this->posx = 0;
+ this->posy = 0;
+ this->posz = 0;
+ this->Direction = 0;
+ this->Radius = INT_MAX;
+ this->IsDead = false;
+ this->LoseInventory = 2;
+ this->LoggingOut = false;
+ this->LogoutAllowed = false;
+ this->EarliestLogoutRound = 0;
+ this->EarliestProtectionZoneRound = 0;
+ this->EarliestYellRound = 0;
+ this->EarliestTradeChannelRound = 0;
+ this->EarliestSpellTime = 0;
+ this->EarliestMultiuseTime = 0;
+ this->EarliestWalkTime = 0;
+ this->LifeEndRound = 0;
+ this->FirstKnowingConnection = NULL;
+ this->SummonedCreatures = 0;
+ this->FireDamageOrigin = 0;
+ this->PoisonDamageOrigin = 0;
+ this->EnergyDamageOrigin = 0;
+ this->CrObject = NONE;
+ this->ActToDo = 0;
+ this->NrToDo = 0;
+ this->NextWakeup = 0;
+ this->Stop = false;
+ this->LockToDo = false;
+ this->Connection = NULL;
+
+ for(int i = 0; i < NARRAY(this->Skills); i += 1){
+ this->NewSkill((uint16)i, this);
+ }
+}
+
+// TODO(fusion): Probably better to figure out how TCombat and Object work.
+
// Creature Functions
//==============================================================================
// TODO(fusion): This was the first function I attempted to cleanup but soon