Item::Item( const ItemDesc& id, UOBJ_CLASS uobj_class ) : UObject( id.objtype, uobj_class ), container( NULL ), decayat_gameclock_( 0 ), amount_( 1 ), newbie_( id.newbie ), movable_( id.default_movable() ), inuse_( false ), invisible_( id.invisible ), slot_index_( 0 ), _itemdesc( nullptr ), layer( 0 ), hp_( id.maxhp ) { graphic = id.graphic; color = id.color; setfacing( id.facing ); equip_script_ = id.equip_script; unequip_script_ = id.unequip_script; ++Core::stateManager.uobjcount.uitem_count; // hmm, doesn't quite work right with items created on startup.. decayat_gameclock_ = Core::read_gameclock( ) + id.decay_time * 60; }
Item::Item( const ItemDesc& id, UOBJ_CLASS uobj_class ) : UObject( id.objtype, uobj_class ), container( NULL ), gotten_by( NULL ), decayat_gameclock_( 0 ), sellprice_( UINT_MAX ), //dave changed 1/15/3 so 0 means 0, not default to itemdesc value buyprice_( UINT_MAX ), //dave changed 1/15/3 so 0 means 0, not default to itemdesc value amount_( 1 ), newbie_( id.newbie ), movable_( id.default_movable() ), inuse_( false ), is_gotten_( 0 ), invisible_( id.invisible ), slot_index_( 0 ), _itemdesc( nullptr ), layer( 0 ), hp_( id.maxhp ), quality_( id.quality ) { graphic = id.graphic; color = id.color; setfacing( id.facing ); equip_script_ = id.equip_script; unequip_script_ = id.unequip_script; ++Core::stateManager.uobjcount.uitem_count; // hmm, doesn't quite work right with items created on startup.. decayat_gameclock_ = Core::read_gameclock( ) + id.decay_time * 60; // FIXME : Need to change this to it's own function like Character Class does. // Let's build the resistances defaults. setBaseResistance( Core::ELEMENTAL_FIRE, 0 ); setBaseResistance( Core::ELEMENTAL_COLD, 0 ); setBaseResistance( Core::ELEMENTAL_ENERGY, 0 ); setBaseResistance( Core::ELEMENTAL_POISON, 0 ); setBaseResistance( Core::ELEMENTAL_PHYSICAL, 0 ); setResistanceMod( Core::ELEMENTAL_FIRE, 0 ); setResistanceMod( Core::ELEMENTAL_COLD, 0 ); setResistanceMod( Core::ELEMENTAL_ENERGY, 0 ); setResistanceMod( Core::ELEMENTAL_POISON, 0 ); setResistanceMod( Core::ELEMENTAL_PHYSICAL, 0 ); setBaseElementDamage( Core::ELEMENTAL_FIRE, 0 ); setBaseElementDamage( Core::ELEMENTAL_COLD, 0 ); setBaseElementDamage( Core::ELEMENTAL_ENERGY, 0 ); setBaseElementDamage( Core::ELEMENTAL_POISON, 0 ); setBaseElementDamage( Core::ELEMENTAL_PHYSICAL, 0 ); setElementDamageMod( Core::ELEMENTAL_FIRE, 0 ); setElementDamageMod( Core::ELEMENTAL_COLD, 0 ); setElementDamageMod( Core::ELEMENTAL_ENERGY, 0 ); setElementDamageMod( Core::ELEMENTAL_POISON, 0 ); setElementDamageMod( Core::ELEMENTAL_PHYSICAL, 0 ); }