--- /dev/null
+/***************************************************************************
+ ccreature.h - description
+ -------------------
+ begin : Tue Oct 31 2000
+ copyright : (C) 2000 by Michael Andreen
+ email : whale@linux.nu
+ changes :
+ ***************************************************************************/
+
+/***************************************************************************
+ * *
+ * This program is free software; you can redistribute it and/or modify *
+ * it under the terms of the GNU General Public License as published by *
+ * the Free Software Foundation; either version 2 of the License, or *
+ * (at your option) any later version. *
+ * *
+ ***************************************************************************/
+
+#ifndef CCREATURE_H
+#define CCREATURE_H
+
+//QT includes
+#include <qobject.h>
+#include <qfile.h>
+/**This class is the base class for every creature; living, undead and so on.
+ This will probably be the only class for creaturs in the end.
+ *@author Michael Andreen
+ *@short Class for creatures; Humans, monsters and so on.
+ */
+class CCreature : public QObject
+{
+Q_OBJECT
+public:
+ /** Create an empty CCreature object */
+ CCreature();
+ /** Load a creature from file. The only thing it does is calling
+ the memberfunction load(QString *filename)
+ @param filename The path to the file that holds the creature
+ */
+ CCreature(QString *filename);
+ /**Create a creature (probably a npc) with randomized attributes
+ @param race i.e: Human, Elf
+ @param profession e.g: Warrior, thief
+ @param level defines how good the creature are, e.g: 0=not good at all.
+ */
+ CCreature(QString race, QString profession, int level);
+ /** Delete the CCreature object */
+ ~CCreature();
+protected:
+ /*
+ * This is the pointer to the first closecombat weapon.
+ */
+// CCloseWeapon* m_firstCWeapon;
+ /*
+ * This is the pointer to the first range weapon.
+ */
+// CRangeWeapon* m_firstRWeapon;
+ /*
+ * This is the pointer to the first container. This hold a linked list with a lot of items.
+ */
+// CContainer* m_firstContainer;
+
+};
+
+#endif