#ifndef DM_CHAMPION_H #define DM_CHAMPION_H #include "dm.h" #include "gfx.h" namespace DM { enum ChampionIndice { kChampionNone = -1, // @ CM1_CHAMPION_NONE kChampionFirst = 0, // @ C00_CHAMPION_FIRST kChmpionCloseInventory = 4, // @ C04_CHAMPION_CLOSE_INVENTORY kChampionSpecialInventory = 5 // @ C05_CHAMPION_SPECIAL_INVENTORY }; enum ChampionAttribute { kChampionAttributNone = 0x0000, // @ MASK0x0000_NONE kChampionAttributeDisableAction = 0x0008, // @ MASK0x0008_DISABLE_ACTION kChampionAttributeMale = 0x0010, // @ MASK0x0010_MALE kChampionAttributeNameTitle = 0x0080, // @ MASK0x0080_NAME_TITLE kChampionAttributeStatistics = 0x0100, // @ MASK0x0100_STATISTICS kChampionAttributeLoad = 0x0200, // @ MASK0x0200_LOAD kChampionAttributeIcon = 0x0400, // @ MASK0x0400_ICON kChampionAttributePanel = 0x0800, // @ MASK0x0800_PANEL kChampionAttributeStatusBox = 0x1000, // @ MASK0x1000_STATUS_BOX kChampionAttributeWounds = 0x2000, // @ MASK0x2000_WOUNDS kChampionAttributeViewport = 0x4000, // @ MASK0x4000_VIEWPORT kChampionAttributeActionHand = 0x8000 // @ MASK0x8000_ACTION_HAND }; enum ChampionWound { kChampionWoundNone = 0x0000, // @ MASK0x0000_NO_WOUND kChampionWoundReadHand = 0x0001, // @ MASK0x0001_READY_HAND kChampionWoundActionHand = 0x0002, // @ MASK0x0002_ACTION_HAND kChampionWoundHead = 0x0004, // @ MASK0x0004_HEAD kChampionWoundTorso = 0x0008, // @ MASK0x0008_TORSO kChampionWoundLegs = 0x0010, // @ MASK0x0010_LEGS kChampionWoundFeet = 0x0020 // @ MASK0x0020_FEET }; enum ChampionStatisticType { kChampionStatLuck = 0, // @ C0_STATISTIC_LUCK kChampionStatStrength = 1, // @ C1_STATISTIC_STRENGTH kChampionStatDexterity = 2, // @ C2_STATISTIC_DEXTERITY kChampionStatWisdom = 3, // @ C3_STATISTIC_WISDOM kChampionStatVitality = 4, // @ C4_STATISTIC_VITALITY kChampionStatAntimagic = 5, // @ C5_STATISTIC_ANTIMAGIC kChampionStatAntifire = 6, // @ C6_STATISTIC_ANTIFIRE kChampionStatMana = 8 // @ C8_STATISTIC_MANA /* Used as a fake statistic index for objects granting a Mana bonus */ }; enum ChampionStatisticValue { kChampionStatMaximum = 0, // @ C0_MAXIMUM kChampionStatCurrent = 1, // @ C1_CURRENT kChampionStatMinimum = 2 // @ C2_MINIMUM }; enum ChampionSkill { kChampionSkillFighter = 0, // @ C00_SKILL_FIGHTER kChampionSkillNinja = 1, // @ C01_SKILL_NINJA kChampionSkillPriest = 2, // @ C02_SKILL_PRIEST kChampionSkillWizard = 3, // @ C03_SKILL_WIZARD kChampionSkillSwing = 4, // @ C04_SKILL_SWING kChampionSkillThrust = 5, // @ C05_SKILL_THRUST kChampionSkillClub = 6, // @ C06_SKILL_CLUB kChampionSkillParry = 7, // @ C07_SKILL_PARRY kChampionSkillSteal = 8, // @ C08_SKILL_STEAL kChampionSkillFight = 9, // @ C09_SKILL_FIGHT kChampionSkillThrow = 10, // @ C10_SKILL_THROW kChampionSkillShoot = 11, // @ C11_SKILL_SHOOT kChampionSkillIdentify = 12, // @ C12_SKILL_IDENTIFY kChampionSkillHeal = 13, // @ C13_SKILL_HEAL kChampionSkillInfluence = 14, // @ C14_SKILL_INFLUENCE kChampionSkillDefend = 15, // @ C15_SKILL_DEFEND kChampionSkillFire = 16, // @ C16_SKILL_FIRE kChampionSkillAir = 17, // @ C17_SKILL_AIR kChampionSkillEarth = 18, // @ C18_SKILL_EARTH kChampionSkillWater = 19 // @ C19_SKILL_WATER }; enum ChampionSlot { kChampionSlotLeaderHand = -1, // @ CM1_SLOT_LEADER_HAND kChampionSlotReadyHand = 0, // @ C00_SLOT_READY_HAND kChampionSlotActionHand = 1, // @ C01_SLOT_ACTION_HAND kChampionSlotHead = 2, // @ C02_SLOT_HEAD kChampionSlotTorso = 3, // @ C03_SLOT_TORSO kChampionSlotLegs = 4, // @ C04_SLOT_LEGS kChampionSlotFeet = 5, // @ C05_SLOT_FEET kChampionSlotPouch_2 = 6, // @ C06_SLOT_POUCH_2 kChampionSlotQuiverLine_2_1 = 7, // @ C07_SLOT_QUIVER_LINE2_1 kChampionSlotQuiverLine_1_2 = 8, // @ C08_SLOT_QUIVER_LINE1_2 kChampionSlotQuiverLine_2_2 = 9, // @ C09_SLOT_QUIVER_LINE2_2 kChampionSlotNeck = 10, // @ C10_SLOT_NECK kChampionSlotPouch_1 = 11, // @ C11_SLOT_POUCH_1 kChampionSlotQuiverLine_1_1 = 12, // @ C12_SLOT_QUIVER_LINE1_1 kChampionSlotBackpackLine_1_1 = 13, // @ C13_SLOT_BACKPACK_LINE1_1 kChampionSlotBackpackLine_2_2 = 14, // @ C14_SLOT_BACKPACK_LINE2_2 kChampionSlotBackpackLine_2_3 = 15, // @ C15_SLOT_BACKPACK_LINE2_3 kChampionSlotBackpackLine_2_4 = 16, // @ C16_SLOT_BACKPACK_LINE2_4 kChampionSlotBackpackLine_2_5 = 17, // @ C17_SLOT_BACKPACK_LINE2_5 kChampionSlotBackpackLine_2_6 = 18, // @ C18_SLOT_BACKPACK_LINE2_6 kChampionSlotBackpackLine_2_7 = 19, // @ C19_SLOT_BACKPACK_LINE2_7 kChampionSlotBackpackLine_2_8 = 20, // @ C20_SLOT_BACKPACK_LINE2_8 kChampionSlotBackpackLine_2_9 = 21, // @ C21_SLOT_BACKPACK_LINE2_9 kChampionSlotBackpackLine_1_2 = 22, // @ C22_SLOT_BACKPACK_LINE1_2 kChampionSlotBackpackLine_1_3 = 23, // @ C23_SLOT_BACKPACK_LINE1_3 kChampionSlotBackpackLine_1_4 = 24, // @ C24_SLOT_BACKPACK_LINE1_4 kChampionSlotBackpackLine_1_5 = 25, // @ C25_SLOT_BACKPACK_LINE1_5 kChampionSlotBackpackLine_1_6 = 26, // @ C26_SLOT_BACKPACK_LINE1_6 kChampionSlotBackpackLine_1_7 = 27, // @ C27_SLOT_BACKPACK_LINE1_7 kChampionSlotBackpackLine_1_8 = 28, // @ C28_SLOT_BACKPACK_LINE1_8 kChampionSlotBackpackLine_1_9 = 29, // @ C29_SLOT_BACKPACK_LINE1_9 kChampionSlotChest_1 = 30, // @ C30_SLOT_CHEST_1 kChampionSlotChest_2 = 31, // @ C31_SLOT_CHEST_2 kChampionSlotChest_3 = 32, // @ C32_SLOT_CHEST_3 kChampionSlotChest_4 = 33, // @ C33_SLOT_CHEST_4 kChampionSlotChest_5 = 34, // @ C34_SLOT_CHEST_5 kChampionSlotChest_6 = 35, // @ C35_SLOT_CHEST_6 kChampionSlotChest_7 = 36, // @ C36_SLOT_CHEST_7 kChampionSlotChest_8 = 37 // @ C37_SLOT_CHEST_8 }; enum ChampionAction { kChampionActionN = 0, // @ C000_ACTION_N kChampionActionBlock = 1, // @ C001_ACTION_BLOCK kChampionActionChop = 2, // @ C002_ACTION_CHOP kChampionActionX_C003 = 3, // @ C003_ACTION_X kChampionActionBlowHorn = 4, // @ C004_ACTION_BLOW_HORN kChampionActionFlip = 5, // @ C005_ACTION_FLIP kChampionActionPunch = 6, // @ C006_ACTION_PUNCH kChampionActionKick = 7, // @ C007_ACTION_KICK kChampionActionWarCry = 8, // @ C008_ACTION_WAR_CRY kChampionActionStab_C009 = 9, // @ C009_ACTION_STAB kChampionActionClimbDown = 10, // @ C010_ACTION_CLIMB_DOWN kChampionActionFreezeLife = 11, // @ C011_ACTION_FREEZE_LIFE kChampionActionHit = 12, // @ C012_ACTION_HIT kChampionActionSwing = 13, // @ C013_ACTION_SWING kChampionActionStab_C014 = 14, // @ C014_ACTION_STAB kChampionActionThrust = 15, // @ C015_ACTION_THRUST kChampionActionJab = 16, // @ C016_ACTION_JAB kChampionActionParry = 17, // @ C017_ACTION_PARRY kChampionActionHack = 18, // @ C018_ACTION_HACK kChampionActionBerzerk = 19, // @ C019_ACTION_BERZERK kChampionActionFireball = 20, // @ C020_ACTION_FIREBALL kChampionActionDispel = 21, // @ C021_ACTION_DISPELL kChampionActionConfuse = 22, // @ C022_ACTION_CONFUSE kChampionActionLightning = 23, // @ C023_ACTION_LIGHTNING kChampionActionDisrupt = 24, // @ C024_ACTION_DISRUPT kChampionActionMelee = 25, // @ C025_ACTION_MELEE kChampionActionX_C026 = 26, // @ C026_ACTION_X kChampionActionInvoke = 27, // @ C027_ACTION_INVOKE kChampionActionSlash = 28, // @ C028_ACTION_SLASH kChampionActionCleave = 29, // @ C029_ACTION_CLEAVE kChampionActionBash = 30, // @ C030_ACTION_BASH kChampionActionStun = 31, // @ C031_ACTION_STUN kChampionActionShoot = 32, // @ C032_ACTION_SHOOT kChampionActionSpellshield = 33, // @ C033_ACTION_SPELLSHIELD kChampionActionFireshield = 34, // @ C034_ACTION_FIRESHIELD kChampionActionFluxcage = 35, // @ C035_ACTION_FLUXCAGE kChampionActionHeal = 36, // @ C036_ACTION_HEAL kChampionActionCalm = 37, // @ C037_ACTION_CALM kChampionActionLight = 38, // @ C038_ACTION_LIGHT kChampionActionWindow = 39, // @ C039_ACTION_WINDOW kChampionActionSpit = 40, // @ C040_ACTION_SPIT kChampionActionBrandish = 41, // @ C041_ACTION_BRANDISH kChampionActionThrow = 42, // @ C042_ACTION_THROW kChampionActionFuse = 43, // @ C043_ACTION_FUSE kChampionActionNone = 255 // @ C255_ACTION_NONE }; class Skill { int TemporaryExperience; long Experience; }; // @ SKILL class Champion { Thing _slots[30]; Skill _skills[20]; public: char _name[8]; char _title[20]; direction _dir; ViewCell _cell; ChampionAction _actionIndex; uint16 _symbolStep; char _symbols[5]; uint16 _directionMaximumDamageReceived; uint16 _maximumDamageReceived; uint16 _poisonEventCount; int16 _enableActionEventIndex; int16 _hideDamageReceivedIndex; uint16 _attributes; uint16 _wounds; int16 _currHealth; int16 _maxHealth; int16 _currStamina; int16 _maxStamina; int16 _currMana; int16 _maxMana; int16 _actionDefense; int16 _food; int16 _water; byte _statistics[7][3]; uint16 _load; int16 _shieldDefense; byte Portrait[464]; // 32 x 29 pixel portrait Thing getSlot(ChampionSlot slot) { return _slots[slot]; } void setSlot(ChampionSlot slot, Thing val) { _slots[slot] = val; } Skill getSkill(ChampionSkill skill) { return _skills[skill]; } void setSkill(ChampionSkill skill, Skill val) { _skills[skill] = val; } byte getStatistic(ChampionStatisticType type, ChampionStatisticValue valType) { return _statistics[type][valType]; } void setStatistic(ChampionStatisticType type, ChampionStatisticValue valType, byte newVal) { _statistics[type][valType] = newVal; } uint16 getAttributes() { return _attributes; } void setAttributeFlag(ChampionAttribute flag, bool value) { if (value) { _attributes |= flag; } else { _attributes &= ~flag; } } void clearAttributes(){ _attributes = kChampionAttributNone; } uint16 getWounds() { return _wounds; } void setWoundsFlag(ChampionWound flag, bool value) { if (value) { _wounds |= flag; } else { _wounds &= ~flag; } } void clearWounds(){ _wounds = kChampionWoundNone; } }; // @ CHAMPION_INCLUDING_PORTRAIT class ChampionMan { DMEngine *_vm; Champion champions[4]; public: ChampionMan(DMEngine *vm); }; } #endif