forked from jwvhewitt/gearhead-1
-
Notifications
You must be signed in to change notification settings - Fork 0
/
ability.pp
954 lines (819 loc) · 28.6 KB
/
ability.pp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
unit ability;
{ This unit handles character and mecha abilities. }
{ Mostly, it's used for obtaining and rolling skill }
{ totals and stuff. }
{
GearHead: Arena, a roguelike mecha CRPG
Copyright (C) 2005 Joseph Hewitt
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or (at
your option) any later version.
The full text of the LGPL can be found in license.txt.
This library is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
}
interface
uses gears,ghsensor,ghintrinsic;
const
XPA_AttackHit = 2;
XPA_PerMOS = 3;
XPA_DestroyMaster = 45;
XPA_DestroyThing = 1;
XPA_AvoidAttack = 3;
XPA_GoodRepairJob = 4;
XPA_GoodChat = 1;
XPA_SK_Critical = 2;
XPA_SK_Basic = 1; { XP for just using a combat skill. }
XPA_SK_UseRepair = 3;
{ PERSONAL COMMUNICATION CAPABILITIES }
PCC_Memo = GV_Memo; { Can view adventure memos }
PCC_EMail = GV_EMail; { Can receive emails from NPCs }
PCC_Comm = GV_Comm; { Can receive communications from NPCs }
PCC_Phone = GV_Comm; { Can receive communications from NPCs / legacy, same as above}
PCC_News = GV_News; { Can view internet global news }
CHAT_EXPERIENCE_TARGET = 20;
REPAIR_CritFailure = -1;
REPAIR_Failure = 0;
REPAIR_Success = 1;
{ Even the slowest people will react at this base speed. }
Minimum_Initiative = 6;
NumRepairSkills = 6;
RepairSkillIndex: Array [1..NumRepairSkills] of Integer = (
15,16,20,22,23,24
);
Direct_Skill_Learning: Boolean = False;
var
ABILITY_MESSAGES: SAttPtr;
Function LocatePilot( Mecha: GearPtr ): GearPtr;
Function GearOperational( Mek: GearPtr ): Boolean;
Function GearActive( Mek: GearPtr ): Boolean;
function SkillValue( Master: GearPtr; Skill: Integer ): Integer;
function ReactionTime( Master: GearPtr ): Integer;
function PilotName( Part: GearPtr ): String;
Function LanceMateMenuName( M: GearPtr ): String;
Procedure DoleExperience( Mek: GearPtr; XPV: LongInt );
Procedure DoleExperience( Mek,Target: GearPtr; XPV: LongInt );
Procedure DoleExperienceFromTarget( Mek,Target: GearPtr; XPV: LongInt );
Function DoleSkillExperience( Mek: GearPtr; Skill,XPV: LongInt ): Boolean;
Function RepairSkillNeeded( Part: GearPtr ): Integer;
Function PitFix( Part,Fixer: GearPtr ): Integer;
procedure ExpandCharacter( PC: GearPtr );
procedure ResizeCharacter( PC: GearPtr );
Function MappingRange( Mek: GearPtr; Scale: Integer ): Integer;
Procedure AddMoraleDMG( PC: GearPtr; M: Integer );
Procedure AddReputation( PC: GearPtr; R,V: Integer );
Procedure AddStaminaDown( PC: GearPtr; Strain: Integer );
Procedure AddMentalDown( PC: GearPtr; Strain: Integer );
Function CurrentMental( PC: GearPtr ): Integer;
Function CurrentStamina( PC: GearPtr ): Integer;
Function MechaDescription( Mek: GearPtr ): String;
Function HasPCommCapability( PC: GearPtr; C: Integer ): Boolean;
Function HasTalent( PC: GearPtr; T: Integer ): Boolean;
Function HasIntrinsic( PC: GearPtr; I: Integer; CasualUse: Boolean ): Boolean;
Function LancematePoints( PC: GearPtr ): Integer;
Function SkillRank( PC: GearPtr; Skill: Integer ): Integer;
Function HasSkill( PC: GearPtr; Skill: Integer ): Boolean;
implementation
uses damage,gearutil,ghchars,ghholder,ghmecha,ghmodule,ghsupport,movement,
rpgdice,texutil;
Function LocatePilot( Mecha: GearPtr ): GearPtr;
{ Locate the pilot of this mecha. If no pilot may be found, }
{ return Nil. }
var
CPit, Pilot: GearPtr; { Pointers to the Cockpit and Pilot }
begin
{ Error Check - make sure we have a valid mecha here. }
if ( Mecha = Nil ) then Exit( Nil );
if not IsMasterGear( Mecha ) then Mecha := FindMaster( Mecha );
if Mecha = Nil then begin
Pilot := Nil;
end else if Mecha^.G = GG_Character then begin
{ Just return this character, since we can't find a mecha. }
Pilot := Mecha;
end else begin
{ This is probably a mecha. }
{ Locate the cockpit. If no cockpit may be found, return Nil. }
CPit := SeekGear( Mecha , GG_Cockpit , 0 , False );
if CPit = Nil then Exit( Nil );
{ Locate the pilot. }
Pilot := CPit^.SubCom;
while ( Pilot <> Nil ) and ( Pilot^.G <> GG_Character ) do begin
Pilot := Pilot^.Next;
end;
end;
LocatePilot := Pilot;
end;
Function GearOperational( Mek: GearPtr ): Boolean;
{ A gear is operational if it is capable of action. }
{ Mecha need a pilot in order to be operational. }
{ Other gears are operational if they aren't destroyed. }
var
MO: Boolean; { This func used to be called MekOperational, so MO }
begin
{ Error Check }
if ( Mek = Nil ) then begin
MO := False
end else if Mek^.G = GG_Mecha then begin
MO := NotDestroyed( Mek ) and NotDestroyed( LocatePilot( Mek ) );
end else MO := NotDestroyed( Mek );
GearOperational := MO;
end;
Function GearActive( Mek: GearPtr ): Boolean;
{ ACTIVE means that a given gear is capable of self-controlled action. }
{ Generally only master gears may be active. }
begin
if Mek = Nil then GearActive := False
else if Mek^.G = GG_Prop then GearActive := False
else if IsMasterGear( Mek ) then GearActive := GearOperational( Mek )
else GearActive := False;
end;
function SkillValue( Master: GearPtr; Skill: Integer ): Integer;
{ Find MASTER's skill roll value. This is the }
{ skill rank + the attribute value + any modifiers }
{ that might apply (maneuver class, etc). }
var
C: GearPtr; {Ptr to the controling character / skill bank.}
SkRk,StRk: Integer; {Skill Rank, Stat Rank. }
SkMod,Morale: Integer; {Skill Roll Modifier. }
it: Integer;
begin
{ Error check- make sure that we're actually dealing }
{ with a master gear and not a ham sandwich or anything. }
if ( Master = Nil ) then Exit( 0 );
if ( Master^.G <> GG_Unit ) and Not IsMasterGear( Master ) then Exit( 0 );
{ Error check- make sure we have a valid skill number. }
if (Skill < 1) or (Skill > NumSkill) then Exit( 0 );
{ Skill Roll Modifier starts out at 0. }
SkMod := 0;
if Master^.G = GG_Character then begin
{ Since this is a character, just grab the needed }
{ ranks from the gear's stats and attributes. }
SkRk := CharaSkillRank( Master , Skill) + ModifiersSkillBonus( Master , Skill );
StRk := CStat( Master , SkillMan[Skill].stat );
{ If the skill isn't known at all, there's a penalty. }
if ( SkRk < 1 ) and ( NAttValue( Master^.NA , NAG_Talent , NAS_JackOfAll ) = 0 ) then SkMod := -2;
C := Master;
{ If this is a combat skill, check for RAGE. }
if ( Skill <= 10 ) and ( NAttValue( Master^.NA , NAG_Talent , NAS_Rage ) <> 0 ) then begin
Morale := NAttValue( Master^.NA , NAG_Condition , NAS_MoraleDamage );
if Morale > 0 then begin
SkRk := SkRk + Morale div 20;
end else if Morale < -20 then begin
SkRk := SkRk - 2;
end;
end;
end else if Master^.G = GG_Unit then begin
SkRk := 0;
C := Master^.SubCom;
{ This is how unit skills work. Look through all the }
{ characters in the unit. Take the highest skill value }
{ among them. Other characters with high skill contribute }
{ a SkMod of +1 per 5 points of skill. }
while C <> Nil do begin
if IsMasterGear( C ) then begin
StRk := SkillValue( C , Skill );
if StRk > SkRk then SkRk := StRk;
if StRk >= 5 then SkMod := SkMod + ( StRk div 5 );
end;
C := C^.Next;
end;
{ Stat Rank, for the purpose of a unit, is meaningless. }
{ Get rid of it. }
StRk := 0;
C := Master;
end else begin
{ As of this implementation, mecha are assumed to }
{ have a single pilot. This will change at some }
{ point in time, but for now just locate the cockpit. }
C := LocatePilot( Master );
if C = Nil then Exit( 0 );
SkRk := SkillValue( C , Skill) + ModifiersSkillBonus( Master , Skill );
StRk := 0;
if SkillMan[Skill].MekSys = MS_Maneuver then begin
SkMod := SkMod + MechaManeuver( Master );
end else if SkillMan[Skill].MekSys = MS_Targeting then begin
SkMod := SkMod + MechaTargeting( Master );
end else if SkillMan[Skill].MekSys = MS_Sensor then begin
SkMod := SkMod + MechaSensorRating( Master );
end;
end;
{ The final value equals the Skill Rank plus }
{ stat rank plus skill roll modifier. }
it := ( ( StRk + 2 ) div 3 ) + SkRk + SkMod;
if it < 1 then it := 1;
{ Last minute check- if the character is dead, they don't get }
{ to roll dice. }
if ( Master^.G <> GG_Unit ) and Destroyed( C ) then it := 0;
SkillValue := it;
end;
function ReactionTime( Master: GearPtr ): Integer;
{ Determine the reaction time for this character/mecha. }
var
I,RT: Integer;
begin
{ Determine the Initiative skill value for this character. }
I := SkillValue( Master , 12 ) + 1;
if I < Minimum_Initiative then I := Minimum_Initiative;
RT := ( ClicksPerRound * 3 ) div I;
if RT > ClicksPerRound then RT := ClicksPerRound
else if RT < 2 then RT := 2;
ReactionTime := RT;
end;
function PilotName( Part: GearPtr ): String;
{ Locate the name of the pilot of this thing; }
{ provide the best substitute if no controller can be found. }
var
M: GearPtr;
name: String;
begin
M := Part;
if not IsMasterGear( Part ) then M := FindMaster( Part );
if M = Nil then begin
if Part = Nil then name := 'Nothing'
else name := GearName( Part );
end else if M^.G = GG_Mecha then begin
Part := LocatePilot( M );
if Part = Nil then name := GearName( M )
else name := GearName( Part );
end else begin
name := GearName( M );
end;
PilotName := Name;
end;
Function LanceMateMenuName( M: GearPtr ): String;
var
msg,pilot: string;
begin
msg := FullGearName( M );
if M^.G = GG_Mecha then begin
pilot := SAttValue( M^.SA , 'PILOT' );
if pilot <> '' then msg := msg + ' (' + pilot + ')';
end;
LanceMateMenuName := msg;
end;
Procedure DoleExperience( Mek: GearPtr; XPV: LongInt );
{ Give XPV experience points to whoever is behind the wheel of }
{ master unit Mek. }
var
P: GearPtr; { The pilot, in theory. }
begin
P := LocatePilot( Mek );
if P <> Nil then begin
AddNAtt( P^.NA , NAG_Experience , NAS_TotalXP , XPV );
if XPV > Random(25) then AddMoraleDmg( P , -1 );
end;
end;
Procedure DoleExperience( Mek,Target: GearPtr; XPV: LongInt );
{ Give XPV experience points to whoever is behind the wheel of }
{ master unit Mek. Scale the experience points by the relative }
{ values of Mek and Target. }
const
XPV_MAX = 2147483647;
XPV_MIN = -2147483648;
var
MPV,TPV,MonPV: LongInt; { Mek PV, Target PV }
XPV_TPV: Int64;
XPV_TPV_TS: double;
XP2: double;
begin
MPV := GearValue( Mek );
if MPV < 1 then MPV := 1;
if Target <> Nil then begin
TPV := GearValue( Target );
{ Monsters might benefit from an upward-adjusted TPV based on }
{ their difficulcy rating. }
if ( Target^.G = GG_Character ) and ( Target^.V > 0 ) then begin
MonPV := Target^.V * Target^.V * 150 - Target^.V * 100;
if MonPV > TPV then TPV := MonPV;
end;
{ To avoid a range overflow of the LongInt. }
XPV_TPV := Int64(XPV) * Int64(TPV);
XPV_TPV_TS := double(XPV_TPV) * double( Target^.Scale + 1 );
XP2 := XPV_TPV_TS / double(MPV);
if XP2 < XPV_MIN then begin
XPV := XPV_MIN;
end else if XPV_MAX < XP2 then begin
XPV := XPV_MAX;
end else begin
XPV := LongInt(Trunc(XP2));
end;
end;
if XPV < 1 then XPV := 1;
DoleExperience( Mek , XPV );
end;
Procedure DoleExperienceFromTarget( Mek,Target: GearPtr; XPV: LongInt );
{ Give some experience from this target. This experience comes from the }
{ experience pool all monsters have. }
Function TargetMaxXP: Integer;
begin
if Target^.G = GG_Mecha then begin
TargetMaxXP := 10 * Target^.V;
end else if Target^.G = GG_Character then begin
if Target^.V > 0 then begin
TargetMaxXP := 2 * Target^.V;
end else begin
TargetMaxXP := 5;
end;
end else begin
TargetMaxXP := 1;
end;
end;
begin
if ( Target <> Nil ) then begin
end else begin
DoleExperience( Mek , XPV );
end;
end;
Function DoleSkillExperience( Mek: GearPtr; Skill,XPV: LongInt ): Boolean;
{ Give XPV experience points to whoever is behind the wheel of }
{ master unit Mek. Apply these XP directly to SKILL. }
{ Return TRUE if this results in a skill increase, or FALSE if not. }
var
P: GearPtr; { The pilot, in theory. }
SkLvl: Integer;
it: Boolean;
begin
P := LocatePilot( Mek );
it := False; { Assume FALSE unless shown otherwise. }
if P <> Nil then begin
AddNAtt( P^.NA , NAG_Experience , NAS_Skill_XP_Base + Skill , XPV );
{ Check to see if enough skill-specific XPs have been earned to advance the skill. }
SkLvl := NAttValue( P^.NA , NAG_Skill , Skill );
if ( NATTValue( P^.NA , NAG_Experience , NAS_Skill_XP_Base + Skill ) >= SkillAdvCost( Nil , SkLvl ) ) and ( ( NAttValue( P^.NA , NAG_Skill , Skill ) > 0 ) or Direct_Skill_Learning ) then begin
{ Set IT to true, advance the skill, and decrease the }
{ number of skill-specific XPs the character has. }
it := True;
AddNAtt( P^.NA , NAG_Experience , NAS_Skill_XP_Base + Skill , -SkillAdvCost( Nil , SkLvl ) );
AddNAtt( P^.NA , NAG_Skill , Skill , 1 );
end;
end;
{ Return the boolean value. }
DoleSkillExperience := it;
end;
Function RepairSkillNeeded( Part: GearPtr ): Integer;
{ Return the code number of the skill which is needed to fix PART. }
{ The repair skills are: }
{ 15. Mecha Tech }
{ 16. Medicine }
{ 20. First Aid }
{ 22. Bio Tech }
{ 23. General Repair }
{ 24. Cyber Tech }
var
Master: GearPtr;
Material,Skill: Integer;
begin
{ Start by finding the master and material for this part. }
Master := FindMaster( Part );
Material := NAttValue( Part^.NA , NAG_GearOps , NAS_Material );
if Material = NAV_BioTech then begin
Skill := 22;
end else if ( Master = Nil ) or ( Master^.G = GG_Mecha ) then begin
{ If it's made of MEAT, use biotech. }
if Material = NAV_Meat then begin
Skill := 22;
{ If it's made of METAL, use Basic Repair for human-scale }
{ items and Mecha Tech for large scale items. }
end else begin
if Part^.Scale = 0 then Skill := 23
else Skill := 15;
end;
end else if Master^.G = GG_Character then begin
if Material = NAV_Metal then begin
{ If this is a SubCom and its parent is MEAT, use Cybertech. }
{ Otherwise use Basic Repair. }
if IsSubCom( Part ) and ( NAttValue( Part^.Parent^.NA , NAG_GearOps , NAS_Material ) = NAV_Meat ) then Skill := 24
else begin
if Part^.Scale = 0 then Skill := 23
else Skill := 15;
end;
end else begin
{ If this is an inventory part, use BioTech. }
{ If the part has been destroyed, this requires }
{ the Medicine skill. Otherwise First Aid will do. }
if IsInvCom( Part ) then Skill := 22
else if Destroyed( Part ) then Skill := 16
else Skill := 20;
end;
end else begin
{ Apparently we don't know what this is, so }
{ we'll just use MECHA TECH on it. }
Skill := 15;
end;
RepairSkillNeeded := Skill;
end;
Function PitFix( Part,Fixer: GearPtr ): Integer;
{ An attempt is being made to fix PART. }
var
AD,SD: LongInt; { Armor Damage, Struct Damage }
Cash,Cost: LongInt;
Skill,SkRoll,MOS,AMOS: Integer;
begin
AD := NAttValue( Part^.NA , NAG_Damage , NAS_ArmorDamage );
SD := NAttValue( Part^.NA , NAG_Damage , NAS_StrucDamage );
Cash := NAttValue( Fixer^.NA , NAG_Experience , NAS_Credits );
MOS := 10;
{ The exact skill to be used depends upon PART's parent }
{ and type. }
Skill := RepairSkillNeeded( Part );
{ Find the value for the skill. }
Skill := SkillValue( Fixer , Skill );
if SD > 0 then begin
{ If a roll to repair Structural Damage is not successful, }
{ it may result in greater damage being done. }
SkRoll := RollStep( Skill );
MOS := SkRoll div 5 - 2;
Cost := SD;
{ Attempt to buy off failure. }
if MOS > 6 then MOS := 6
else if MOS < 1 then begin
while ( MOS < 1 ) and ( Cash > 0 ) do begin
Cash := Cash - Cost;
Inc( MOS );
end;
end;
if MOS > 0 then begin
SetNAtt( Part^.NA , NAG_Damage , NAS_StrucDamage , 0 );
if MOS > 1 then Cost := ( Cost * ( 6 - MOS ) ) div 5;
Cash := Cash - Cost;
end else if MOS < 0 then begin
{ A critical failure results in more damage being done. }
if NotDestroyed( Part ) then AddNAtt( Part^.NA , NAG_Damage , NAS_StrucDamage , Abs( MOS ) * SD );
end;
end;
if AD > 0 then begin
{ Armor damage costs money to repair, but if the roll }
{ is critically failed there's no extra bad thing. It }
{ just doesn't get done. }
SkRoll := RollStep( Skill );
AMOS := SkRoll div 5 - 2;
Cost := AD div 3;
{ Attempt to buy off failure. }
if AMOS > 5 then AMOS := 5
else if AMOS < 1 then begin
while ( AMOS < 1 ) and ( Cash > 0 ) do begin
Cash := Cash - Cost;
Inc( AMOS );
end;
end;
if AMOS > 0 then begin
SetNAtt( Part^.NA , NAG_Damage , NAS_ArmorDamage , 0 );
if AMOS > 1 then Cost := ( Cost * ( 6 - MOS ) ) div 5;
Cash := Cash - Cost;
end;
end;
if Cash < 0 then Cash := 0;
SetNAtt( Fixer^.NA , NAG_Experience , NAS_Credits , Cash );
PitFix := MOS;
end;
procedure ExpandCharacter( PC: GearPtr );
{ Create a body for a currently disembodied character gear. }
var
M,H: GearPtr; { Module , Hand }
{ PROCEDURES BLOCK }
Procedure InsertLimb( N: Integer );
begin
M := AddGear( PC^.SubCom , PC );
M^.G := GG_Module;
M^.S := N;
M^.V := MasterSize( M );
InitGear( M );
M^.Stat[STAT_Resizable] := 1;
end;
begin
if PC^.SubCom = Nil then begin
InsertLimb( GS_Head );
InsertLimb( GS_Body );
H := AddGear( M^.InvCom , M );
H^.G := GG_ExArmor;
H^.S := GS_Body;
SetSAtt( H^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_Clothes' ) + '>' );
InitGear( H );
InsertLimb( GS_Arm );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_RightArm' ) + '>' );
H := AddGear( M^.SubCom , M );
H^.G := GG_Holder;
H^.S := GS_Hand;
SetSAtt( H^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_RightHand' ) + '>' );
InitGear( H );
InsertLimb( GS_Arm );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_LeftArm' ) + '>' );
H := AddGear( M^.SubCom , M );
H^.G := GG_Holder;
H^.S := GS_Hand;
SetSAtt( H^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_LeftHand' ) + '>' );
InitGear( H );
InsertLimb( GS_Leg );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_RightLeg' ) + '>' );
InsertLimb( GS_Leg );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_LeftLeg' ) + '>' );
end;
end;
Procedure ResizeCharacter ( PC: GearPtr );
{ Adjust the size of the limbs of a human character to }
{ reflect an altered body stat.}
var
Module : GearPtr;
begin
if PC^.G = GG_Character then begin
Module := PC^.SubCom;
While Module <> Nil do begin
if (Module^.G = GG_Module)
and (Module^.Stat[STAT_Resizable] = 1)
then
Module^.V := MasterSize (PC);
Module := Module^.Next;
end;
end;
end;
Function MappingRange( Mek: GearPtr; Scale: Integer ): Integer;
{ Determine how far this mek can see new map tiles. }
{ This is determined by two things- first, the mek's sensor }
{ rating, and secondly the pilot's Perception stat. }
var
Sensor,Pilot: GearPtr;
it,t: Integer;
begin
it := 0;
Sensor := SeekActiveIntrinsic( Mek , GG_Sensor , GS_MainSensor );
if Sensor <> Nil then begin
it := it + Sensor^.V;
end;
Pilot := LocatePilot( Mek );
if Pilot <> Nil then begin
it := it + ( Pilot^.Stat[ STAT_Perception ] div 3 );
end;
{ Adjust the mapping range for scale. }
if Mek^.Scale > Scale then begin
for t := ( Scale + 1 ) to Mek^.Scale do it := it * 2;
end else if Mek^.Scale < ( Scale + 1 ) then begin
for t := 1 to ( Scale - Mek^.Scale - 1 ) do it := it div 2;
if it < 1 then it := 1;
end;
MappingRange := it;
end;
Procedure AddMoraleDMG( PC: GearPtr; M: Integer );
{ Add some morale to the PC, keeping it withing the normal }
{ range of +100 (miserable) to -100 (ecstatic). }
var
CL: Integer; { Current Level }
begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) and ( PC^.G = GG_Character ) then begin
CL := NAttValue( PC^.NA , NAG_Condition , NAS_MoraleDamage );
{ If it's positive morale damage and CL is negative, }
{ make a RESISTANCE roll to avoid losing mood. }
if ( M > 1 ) and ( CL < 0 ) then begin
if RollStep( SkillValue( PC , 36 ) ) < ( M + 1 ) then begin
CL := CL div 2;
end;
end;
if Abs( CL + M ) > 100 then begin
SetNATt( PC^.NA , NAG_Condition , NAS_MoraleDamage , 100 * Sgn( CL ) );
end else begin
SetNATt( PC^.NA , NAG_Condition , NAS_MoraleDamage , CL + M );
end;
end;
end;
Procedure AddReputation( PC: GearPtr; R,V: Integer );
{ Add a certain amount to reputation R, keeping in mind that }
{ the allowable range is -100..+100. }
var
CL: Integer; { Current Level }
begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) and ( PC^.G = GG_Character ) then begin
CL := NAttValue( PC^.NA , NAG_CHarDescription , -R );
{ Increasing a favored reputation improves morale, }
{ while decreasing a reputation abuses it. }
if R = -NAS_Renowned then begin
{ Gaining renown always improves mood, losing it always }
{ abuses mood. }
if V > 0 then begin
AddMoraleDmg( PC , -MORALE_RepSmall );
end else if V < 0 then begin
AddMoraleDmg( PC , MORALE_RepSmall );
end;
end else if Sgn( CL ) = Sgn( V ) then begin
if Abs( V ) = 1 then begin
AddMoraleDmg( PC , -MORALE_RepSmall );
end else begin
AddMoraleDmg( PC , -MORALE_RepBig );
end;
end else if Sgn( CL ) = -Sgn( V ) then begin
if Abs( V ) = 1 then begin
AddMoraleDmg( PC , MORALE_RepSmall );
end else begin
AddMoraleDmg( PC , MORALE_RepBig );
end;
end;
{ Any act of major villainy or comission of crimes }
{ (greater than a -1 change) will completely wipe }
{ out any heroic or lawful reputation that }
{ this character may have had. }
if ( R <= 2 ) and ( V < -1 ) and ( CL > 0 ) then begin
CL := 0;
end;
if Abs( CL + V ) > 100 then begin
SetNATt( PC^.NA , NAG_CharDescription , -R , 100 * Sgn( CL ) );
end else begin
SetNATt( PC^.NA , NAG_CharDescription , -R , CL + V );
end;
end;
end;
Procedure AddStaminaDown( PC: GearPtr; Strain: Integer );
{ Apply stamina drain to the PC. }
begin
{ Begin with a battery of error checks. }
if ( PC <> Nil ) and ( Strain > 0 ) then begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) then begin
if ( CharCurrentStamina( PC ) > 0 ) then begin
AddNAtt( PC^.NA , NAG_Condition , NAS_StaminaDown , Strain );
{ Using SP trains athletics. }
DoleSkillExperience( PC , 26 , Strain );
end else begin
AddMoraleDmg( PC , Strain );
end;
end;
end;
end;
Procedure AddMentalDown( PC: GearPtr; Strain: Integer );
{ Apply mental drain to the PC. }
begin
{ Begin with a battery of error checks. }
if ( PC <> Nil ) and ( Strain > 0 ) then begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) then begin
if ( CharCurrentMental( PC ) > 0 ) then begin
AddNAtt( PC^.NA , NAG_Condition , NAS_MentalDown , Strain );
{ Using MP trains concentration. }
DoleSkillExperience( PC , 30 , Strain );
end else begin
AddMoraleDMG( PC , Strain );
end;
end;
end;
end;
Function CurrentMental( PC: GearPtr ): Integer;
{ Return how many mental points this character currently has. }
begin
PC := LocatePilot( PC );
if PC <> Nil then begin
CurrentMental := CharCurrentMental( PC );
end else begin
CurrentMental := 0;
end;
end;
Function CurrentStamina( PC: GearPtr ): Integer;
{ Return how many stamina points this character currently has. }
begin
PC := LocatePilot( PC );
if PC <> Nil then begin
CurrentStamina := CharCurrentStamina( PC );
end else begin
CurrentStamina := 0;
end;
end;
Function MechaDescription( Mek: GearPtr ): String;
{ Return a text description of this mecha's technical points. }
var
it,i2: String;
MM,MMS: Integer;
CanMove: Boolean;
Engine: GearPtr;
begin
if Mek^.G <> GG_Mecha then Exit( 'NOT A MECHA!' );
it := MassString( Mek ) + ' ' + FormName[Mek^.S];
it := it + ' ' + 'MV:' + SgnStr(MechaManeuver(Mek));
it := it + ' ' + 'TR:' + SgnStr(MechaTargeting(Mek));
it := it + ' ' + 'SE:' + SgnStr(MechaSensorRating(Mek));
MM := CountActiveParts( Mek , GG_Holder , GS_Hand );
if MM > 0 then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Hands' ) + ':' + BStr( MM );
end;
MM := CountActiveParts( Mek , GG_Holder , GS_Mount );
if MM > 0 then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Mounts' ) + ':' + BStr( MM );
end;
CanMove := False;
for MM := 1 to NumMoveMode do begin
MMS := BaseMoveRate( Mek , MM );
if MMS > 0 then begin
CanMove := True;
{ Add a description for this movemode. }
if MM = MM_Fly then begin
{ Check to see whether the mecha can }
{ fly or just jump. }
if JumpTime( Mek ) = 0 then begin
it := it + ' ' + MoveModeName[ MM ] + ':' + BStr( MMS );
end else begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Jump' ) + ':' + BStr( JumpTime( Mek ) ) + 's';
end;
end else begin
it := it + ' ' + MoveModeName[ MM ] + ':' + BStr( MMS );
end;
end;
end;
Engine := SeekGear( Mek , GG_Support , GS_Engine );
if Engine <> Nil then begin
i2 := SAttValue( ABILITY_MESSAGES , 'MEKDESC_ENGINE' + Bstr( Engine^.Stat[ STAT_EngineSubtype ] ) );
if i2 <> '' then it := it + ' ' + i2;
end;
{ Add warnings for different conditions. }
if not CanMove then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Immobile' );
end;
if Destroyed( Mek ) then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Destroyed' );
end;
if SeekGear(mek,GG_CockPit,0) = Nil then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_NoCockpit' );
end;
MechaDescription := it;
end;
Function HasPCommCapability( PC: GearPtr; C: Integer ): Boolean;
{ Return TRUE if the listed PC has the requested Personal }
{ Communications Capability. }
begin
HasPCommCapability := PCommRating( PC ) >= C;
end;
Function HasTalent( PC: GearPtr; T: Integer ): Boolean;
{ Return TRUE if PC has the listed talent, FALSE otherwise. }
begin
PC := LocatePilot( PC );
HasTalent := ( PC <> Nil ) and ( NAttValue( PC^.NA , NAG_Talent , T ) <> 0 );
end;
Function HasIntrinsic( PC: GearPtr; I: Integer; CasualUse: Boolean ): Boolean;
{ Return TRUE if the PC has the listed intrinsic, or FALSE otherwise. }
{ If this is casual use, search the general inventory. Otherwise }
{ just search the subcomponents. }
Function IntrinsicFoundAlongTrack( Part: GearPtr ): Boolean;
{ Return TRUE if the intrinsic is found along this track. }
var
WasFound: Boolean;
begin
{ Begin by assuming FALSE. }
WasFound := False;
{ Search along the track until we run out of parts or find }
{ the intrinsic. }
while ( Part <> Nil ) and not WasFound do begin
if NotDestroyed( Part ) then begin
WasFound := NAttValue( Part^.NA , NAG_Intrinsic , I ) <> 0;
if not WasFound then WasFound := IntrinsicFoundAlongTrack( Part^.SubCom );
if not WasFound then WasFound := IntrinsicFoundAlongTrack( Part^.InvCom );
end;
Part := Part^.Next;
end;
IntrinsicFoundAlongTrack := WasFound;
end;
var
it: Boolean;
begin
{ Start with an error check- if this isn't a regular intrinsic, return FALSE. }
if ( PC = Nil ) or ( I < 1 ) or ( I > NumIntrinsic ) then Exit( False );
it := NAttValue( PC^.NA , NAG_Intrinsic , I ) <> 0;
if not it then it := IntrinsicFoundAlongTrack( PC^.SubCom );
if CasualUse and not it then it := IntrinsicFoundAlongTrack( PC^.InvCom );
HasIntrinsic := it;
end;
Function LancematePoints( PC: GearPtr ): Integer;
{ Return however many lancemates the PC can have. }
{ A human lancemate who can pilot a mecha costs 2 points; a pet costs 1 point. }
{ How to tell which from which? Human lancemates have CIDs; pets don't. }
begin
PC := LocatePilot( PC );
if PC = Nil then Exit( 0 );
LancematePoints := ( PC^.Stat[ STAT_Charm ] + NAttValue( PC^.NA , NAG_Skill , NAS_Leadership ) + ( NAttValue( PC^.NA , NAG_CharDescription , NAS_Renowned ) div 10 ) ) div 4;
end;
Function SkillRank( PC: GearPtr; Skill: Integer ): Integer;
{ Return the PC's rank in this skill. }
var
it: Integer;
begin
{ Make sure we're dealing with the real PC here. }
PC := LocatePilot( PC );
SkillRank := CharaSkillRank( PC , Skill );
end;
Function HasSkill( PC: GearPtr; Skill: Integer ): Boolean;
{ Return TRUE if the PC has the listed skill, or FALSE otherwise. }
begin
{ Make sure we're dealing with the real PC here. }
PC := LocatePilot( PC );
if PC <> Nil then begin
HasSkill := ( NAttValue( PC^.NA , NAG_Skill , Skill ) > 0 ) or HasTalent( PC , NAS_JackOfAll );
end else begin
HasSkill := False;
end;
end;
initialization
ABILITY_MESSAGES := LoadStringList( Ability_Message_File );
finalization
DisposeSAtt( ABILITY_MESSAGES );
end.