cleaning up data members

- commented out isDiseased and its mutator
- commented out diseaseTimestep, mood, emotions, eRate, maxSocial,
lastSocial, diseaseRandomNum, maxSeenPredator, lastSeenPredator,
expectMapDecayRate, reproductionAge, maxPrey (none were used)
- commented out maxPredator data member
- step: commented out lastSocial++, maxSeenPredator=30,
lastSeenPredator++
- added missing semicolon to end of Direction enum declaration, then
commented entire enum out since not in use
remove unused disease

- removed disease data members as they are unused
cleaning up data members & reproduction change

- constructor: removed oldAge setting
- added new constructor that doesn't take learned probabilities for
initial predator creation
- eat: commented out check of prey being diseased (currently
impossible) and increase to emotions (currently unused)
- iReproduce: removed && numPredator<=maxPredator) from if statement,
as the only max is the max the system can handle; in a pred/prey system
it should be able to correct itself if this gets too high
cleaning up data members, add mutator

- constructor: removed redundant direction setting code, oldAge setting
- added new constructor that doesn't take learned probabilities for
initial prey creation
- rearranged data members to make it easier to tell which are static
- added mutator for lastMealLow
- removed mutator/access for isDiseased, since it's a data member of
Animal
minor data member and method call changes

- removed initialProb array as it was redundant with the array in
Animal (which is where the information belongs)
- start: updated prey and predator creation with new constructor calls
- Made foodPopRate constant all caps: FOOD_POP_RATE
- added numFood as a parameter