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CQuest: add proper constructor to avoid uninitialized fields

This commit is contained in:
Arseniy Shestakov 2016-08-22 20:41:37 +03:00
parent 111f080639
commit 52e660f087
2 changed files with 8 additions and 1 deletions

View File

@ -23,6 +23,13 @@
std::map <PlayerColor, std::set <ui8> > CGKeys::playerKeyMap; std::map <PlayerColor, std::set <ui8> > CGKeys::playerKeyMap;
CQuest::CQuest()
: qid(-1), missionType(MISSION_NONE), progress(NOT_ACTIVE), lastDay(-1), m13489val(0),
textOption(0), completedOption(0), stackDirection(0), heroPortrait(-1),
isCustomFirst(false), isCustomNext(false), isCustomComplete(false)
{
}
///helpers ///helpers
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID) static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
{ {

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@ -50,7 +50,7 @@ public:
std::string firstVisitText, nextVisitText, completedText; std::string firstVisitText, nextVisitText, completedText;
bool isCustomFirst, isCustomNext, isCustomComplete; bool isCustomFirst, isCustomNext, isCustomComplete;
CQuest(){missionType = MISSION_NONE;}; //default constructor CQuest();
virtual ~CQuest(){}; virtual ~CQuest(){};
virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not virtual bool checkQuest (const CGHeroInstance * h) const; //determines whether the quest is complete or not