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gearutil.pp
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gearutil.pp
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unit gearutil;
{
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;
Function IsMasterGear(G: GearPtr): Boolean;
Procedure InitGear(Part: GearPtr);
Function MasterSize(Part: GearPtr): Integer;
function FindMaster( Part: GearPtr ): GearPtr;
function FindModule( Part: GearPtr ): GearPtr;
function ModifiersSkillBonus( Part: GearPtr; Skill: Integer ): Integer;
Function CharaSkillRank( PC: GearPtr; Skill: Integer ): Integer;
function InGoodModule( Part: GearPtr ): Boolean;
Function ScaleDP( DP , Scale , Material: Integer ): Integer;
Function UnscaledMaxDamage( Part: GearPtr ): Integer;
Function GearMaxDamage(Part: GearPtr): Integer;
Function GearMaxArmor(Part: GearPtr): Integer;
Function GenericName( Part: GearPtr ): String;
Function GearName(Part: GearPtr): String;
Function FullGearName(Part: GearPtr): String;
Function GearMass( Master: GearPtr ): LongInt;
Function IntrinsicMass( Master: GearPtr ): LongInt;
Function EquipmentMass( Master: GearPtr ): LongInt;
Function MakeMassString( BaseMass: LongInt; Scale: Integer ): String;
Function MassString( Master: GearPtr ): String;
Function GearDepth( Part: GearPtr ): Integer;
Function ComponentComplexity( Part: GearPtr ): Integer;
Function SubComComplexity( Part: GearPtr ): Integer;
Function IsLegalSlot( Slot, Equip: GearPtr ): Boolean;
Function IsLegalSubcom( Part, Equip: GearPtr ): Boolean;
Function CanBeInstalled( Part , Equip: GearPtr ): Boolean;
Procedure CheckGearRange( Part: GearPtr );
Function EquipGear( Slot , Part: GearPtr ): GearPtr;
Function SeekGear( Master: GearPtr; G,S: Integer; CheckInv: Boolean ): GearPtr;
Function SeekGear( Master: GearPtr; G,S: Integer ): GearPtr;
Function SeekCurrentLevelGear( Master: GearPtr; G,S: Integer ): GearPtr;
Function GearEncumberance( Mek: GearPtr ): Integer;
Function IntrinsicMVTVMod( Mek: GearPtr ): Integer;
Function EquipmentMVTVMod( Mek: GearPtr ): Integer;
Function BaseMVTVScore( Mek: GearPtr ): Integer;
Function BaseGearValue( Master: GearPtr ): Int64;
Function GearValue( Master: GearPtr ): LongInt;
function SeekGearByName( LList: GearPtr; Name: String ): GearPtr;
function SeekGearByDesig( LList: GearPtr; Name: String ): GearPtr;
function SeekGearByIDTag( LList: GearPtr; G,S,V: LongInt ): GearPtr;
function SeekGearByG( LList: GearPtr; G: Integer ): GearPtr;
function SeekSubsByG( LList: GearPtr; G: Integer ): GearPtr;
function MaxIDTag( LList: GearPtr; G,S: Integer ): LongInt;
function CStat( PC: GearPtr; Stat: Integer ): Integer;
Procedure WriteCGears( var F: Text; G: GearPtr );
Function ReadCGears( var F: Text ): GearPtr;
Function IsExternalPart( Master,Part: GearPtr ): Boolean;
implementation
uses ghchars,ghcpit,ghguard,ghholder,ghmecha,ghmodule,ghmovers,
ghintrinsic,ghprop,ghsensor,ghsupport,
ghswag,ghweapon,texutil;
Const
SaveFileContinue = 0;
SaveFileSentinel = -1;
GMMODE_AddAll = 0;
GMMODE_Intrinsic = 1;
GMMODE_Equipment = 2;
Storage_Armor_Bonus = 2;
Function IsMasterGear(G: GearPtr): Boolean;
{This function checks gear G to see whether or not it counst}
{as a Master Gear. Currently the only gears which count}
{as masters are Mecha and Characters.}
var
it: Boolean;
begin
if G <> Nil then begin
if (G^.G = GG_Mecha) or (G^.G = GG_Character) or (G^.G = GG_Prop) then it := true
else it := false;
end else it := False;
IsMasterGear := it;
end;
Procedure InitGear(Part: GearPtr);
{ Part has just been created. G, S, and V have been defined but }
{ nothing else. Initialize its fields to the default values.}
var
T: Integer;
begin
{Error check- make sure we haven't just been sent a Nil.}
if Part = Nil then exit;
{ Clear all stats, to prevent nasty errors. }
for t := 1 to NumGearStats do Part^.Stat[ T ] := 0;
{For gears which are not master gears, take the scale}
{from its parent.}
if not IsMasterGear(Part) then begin
if Part^.Parent <> NIl then begin
Part^.Scale := Part^.Parent^.Scale;
{ In addition, sub-components inherit material from }
{ their parents. }
if IsSubCom( Part ) then begin
SetNAtt( Part^.NA , NAG_GearOps , NAS_Material , NAttValue( Part^.Parent^.NA , NAG_GearOps , NAS_Material ) );
end;
end;
end;
{Do the type-specific initialization routines here.}
case Part^.G of
GG_Mecha: InitMecha(Part);
GG_Character: InitChar(Part);
GG_Weapon: InitWeapon(Part);
GG_Ammo: InitAmmo(Part);
GG_Module: InitModule(Part);
GG_MetaTerrain: InitMetaTerrain(Part);
end;
end;
Function MasterSize(Part: GearPtr): Integer;
{Determine the size of the Master for the current gear.}
{If the Master is a mecha, this will be its Value field.}
{If its a Character, this will be its Body stat.}
{If no Master can be found, return Nil.}
var
it: Integer;
begin
while (Part <> Nil) and not IsMasterGear(Part) do begin
Part := Part^.Parent;
end;
if Part = Nil then it := 0
else if Part^.G = GG_Mecha then it := Part^.V
else if Part^.G = GG_Character then begin
{ The main purpose of this for character gears is to }
{ determine the size of the character's limbs. }
it := ( Part^.Stat[ STAT_Body ] + 2 ) div 3;
if it < 1 then it := 1
else if it > 10 then it := 10;
end;
MasterSize := it;
end;
function FindMaster( Part: GearPtr ): GearPtr;
{ Locate the master of PART. Return NIL if there is no master. }
begin
{ Move the pointer up to either root level or the first Master parent. }
while ( Part <> Nil ) and ( not IsMasterGear(Part) ) do Part := Part^.Parent;
FindMaster := Part;
end;
function FindModule( Part: GearPtr ): GearPtr;
{ Locate the module of PART. Return NIL if there is no master. }
begin
{ Move the pointer up to either root level or the first Master parent. }
while ( Part <> Nil ) and ( Part^.G <> GG_Module ) do Part := Part^.Parent;
FindModule := Part;
end;
function ModifiersSkillBonus( Part: GearPtr; Skill: Integer ): Integer;
{ Determine the total skill bonus gained from MODIFIER }
{ gears installed in PART. }
var
MD: GearPtr; { Modifier gears. }
it: Integer;
begin
MD := Part^.SubCom;
it := 0;
while MD <> Nil do begin
if ( MD^.G = GG_Modifier ) and ( MD^.S = GS_SkillModifier ) then begin
if ( MD^.Stat[ STAT_SkillToModify ] = Skill ) and ( MD^.Stat[ STAT_SkillModBonus ] > it ) then it := MD^.Stat[ STAT_SkillModBonus ];
end;
MD := MD^.Next;
end;
ModifiersSkillBonus := it;
end;
Function CharaSkillRank( PC: GearPtr; Skill: Integer ): Integer;
{ Return the PC's rank in this skill. }
{ Note that PC _MUST_ be the actual PC!!! This does not work on }
{ mecha, or props, or anything else!!! }
{ Also note that this function does not check the presence of tools. }
var
it: Integer;
begin
if PC <> Nil then begin
it := NAttValue( PC^.NA , NAG_Skill , Skill ) + ModifiersSkillBonus( PC , Skill );
{ Normally to check for a talent we'd use the HAStALENT function, }
{ but since that isn't available here and we know we're dealing with }
{ the PC and also because you can't be granted talents from items or }
{ mecha, I'll just check the NAtt to see if it's present. }
if ( it = 0 ) and ( NAttValue( PC^.NA , NAG_Talent , NAS_JackOfAll ) <> 0 ) then it := 1;
CharaSkillRank := it;
end else begin
CharaSkillRank := 0;
end;
end;
function InGoodModule( Part: GearPtr ): Boolean;
{ Check PART to make sure that it is mounted in a good module. }
var
Ms,Md: GearPtr; { Master and Module }
begin
Ms := FindMaster( Part );
Md := FindModule( Part );
{ If no master can be found, this function returns FALSE. }
if ( Ms = Nil ) then Exit( False );
if Ms^.G = GG_Mecha then begin
if Md = Nil then begin
{ This gear must be located in the general }
{ inventory, since it isn't in a module. Items }
{ in the general inventory can't be used until }
{ equipped. }
InGoodModule := False;
end else begin
{ With both the master and the module, look up }
{ this combo in the Form X Module array. }
InGoodModule := FormXModule[ Ms^.S , Md^.S ] and IsSubCom( Md );
end;
end else begin
{ For characters and whatever else, every module is a }
{ good module. If there's no module, i.e. the item is in }
{ the general inventory, that's not good. }
InGoodModule := ( Md <> Nil ) and IsSubCom( Md );
end;
end;
Function ScaleDP( DP , Scale , Material: Integer ): Integer;
{ Modify the damage point score DP for scale and construction. }
var
T: Integer;
begin
if DP > 0 then begin
if Scale < 1 then begin
if Material = NAV_Meat then DP := DP * 2
else DP := DP * 3;
end else begin
if Material = NAV_Meat then DP := DP * 4
else if Material = NAV_BioTech then DP := DP * 6
else if Material = NAV_Metal then DP := DP * 5;
if Scale > 1 then begin
for t := 2 to Scale do DP := DP * 5;
end;
end;
end;
ScaleDP := DP;
end;
Function UnscaledMaxDamage( Part: GearPtr ): Integer;
{ Return the maxdamage rating of this part, unadjusted for }
{ scale or construction. }
var
it: Integer;
begin
case Part^.G of
GG_Module: it := ModuleBaseDamage(Part);
GG_Mecha: it := -1;
GG_Character: it := CharBaseDamage(Part , CStat( Part , STAT_Body ) );
GG_Cockpit: it := -1;
GG_Weapon: it := WeaponBaseDamage(Part);
GG_Ammo: it := AmmoBaseDamage(Part);
GG_MoveSys: it := MovesysBaseDamage(Part);
GG_Holder: it := 1;
GG_Sensor: it := SensorBaseDamage( Part );
GG_Support: it := SupportBaseDamage( Part );
GG_Shield: it := -1;
GG_ExArmor: it := -1;
GG_Swag: it := 1;
GG_Prop: it := Part^.V;
GG_MetaTerrain: it := Part^.V;
GG_Electronics: it := ElecBaseDamage( Part );
GG_Usable: it := UsableDamage( Part );
GG_RepairFuel: it := 0;
GG_Consumable: it := 0;
GG_Modifier: it := 0;
GG_WeaponAddOn: it := 1;
else it := -1;
end;
UnscaledMaxDamage := it;
end;
Function GearMaxDamage(Part: GearPtr): Integer;
{Calculate how much damage this particular part can take}
{before being destroyed.}
var
it: Integer;
begin
{ Start with the unscaled mass damage. }
it := UnscaledMaxDamage( Part );
{Modify damage for scale and construction.}
it := ScaleDP( it , PART^.Scale , NAttValue( Part^.NA , NAG_GearOps , NAS_Material ) );
GearMaxDamage := it;
end;
Function GearMaxArmor(Part: GearPtr): Integer;
{Calculate how much armor protection PART has. This should}
{include both intrinsic armor and equipped armor.}
var
M: GearPtr;
it: Integer;
begin
{Error Check}
if Part = Nil then Exit(0);
{Modules and Cockpits have armor ratings.}
if Part^.G = GG_Module then begin
it := Part^.Stat[STAT_Armor];
if Part^.S = GS_Storage then it := it + Storage_Armor_Bonus;
end else if ( Part^.G = GG_Cockpit ) or ( Part^.G = GG_Support ) then it := Part^.Stat[STAT_Armor]
else if ( Part^.G = GG_Shield ) then it := Part^.V * 2
else if ( Part^.G = GG_ExArmor ) then it := Part^.V
else if ( Part^.G = GG_MetaTerrain ) then it := Part^.V
else it := 0;
{ If this is an armored part, perform additional checks now. }
if it > 0 then begin
{ Modify armor for a GroundHugger or Arachnoid }
M := FindMaster( Part );
if ( M <> Nil ) and ( M^.G = GG_Mecha ) then begin
if M^.S = GS_GroundHugger then it := it + 2
else if M^.S = GS_Arachnoid then it := it + 1;
end;
{Modify it for scale.}
it := ScaleDP( it , Part^.Scale , NAV_Metal );
end;
GearMaxArmor := it;
end;
Function GenericName( Part: GearPtr ): String;
{ Return a generic name for this part. }
begin
case Part^.G of
GG_Module: GenericName := ModuleName(Part);
GG_Mecha: GenericName := MechaName(Part);
GG_Character: GenericName := 'Character';
GG_Cockpit: GenericName := 'Cockpit';
GG_Weapon: GenericName := WeaponName(Part);
GG_Ammo: GenericName := AmmoName(Part);
GG_MoveSys: GenericName := MoveSysName(Part);
GG_Holder: GenericName := HolderName( Part );
GG_Sensor: GenericName := SensorName( Part );
GG_Support: GenericName := SupportName( Part );
GG_Shield: GenericName := ShieldName( Part );
GG_ExArmor: GenericName := ArmorName( Part );
GG_Scene: GenericName := 'Scene ' + BStr( Part^.S );
GG_Swag: GenericName := SwagName( Part );
GG_Prop: GenericName := 'Prop';
GG_MetaTerrain: GenericName := 'Scenery';
GG_Electronics: GenericName := ElecName( Part );
GG_Usable: GenericName := UsableName( Part );
GG_RepairFuel: GenericName := RepairFuelName( Part );
GG_Consumable: GenericName := 'Food';
GG_WeaponAddOn: GenericName := 'Weapon Accessory';
else GenericName := 'Platonic Form';
end;
end;
Function GearName(Part: GearPtr): String;
{Determine the name of Part. If Part has a NAME attribute,}
{this is easy. If not, locate a default name based upon}
{Part's type.}
var
it: String;
begin
{Error check- make sure we aren't trying to find a name}
{for nothing.}
if Part = Nil then Exit( '' );
it := SAttValue(Part^.SA,'NAME');
if it = '' then it := GenericName( Part );
if Part^.g = GG_AbsolutelyNothing then it := '~!' + it;
GearName := it;
end;
Function FullGearName(Part: GearPtr): String;
{ Return the name + designation for this gear. }
var
it: String;
begin
it := SAttValue( Part^.SA , 'DESIG' );
if it <> '' then it := it + ' ';
FullGearName := it + GearName( Part );
end;
Function ComponentMass( Part: GearPtr ): LongInt;
{Calculate the unscaled mas of PART, ignoring for the}
{moment its subcomponents.}
const
Mass_MAX = 2147483647;
Mass_MIN = -2147483648;
var
it,MAV: Int64;
begin
Case Part^.G of
GG_Module: it := ModuleBaseMass(Part);
GG_Cockpit: it := CockpitBaseMass(Part);
GG_Weapon: it := WeaponBaseMass(Part);
GG_Ammo: it := AmmoBaseMass(Part);
GG_MoveSys: it := MovesysBaseMass(Part);
GG_Holder: it := 1;
GG_Sensor: it := SensorBaseMass( Part );
GG_Support: it := SupportBaseMass( Part );
GG_Shield: it := ShieldBaseMass( Part );
GG_ExArmor: it := ArmorBaseMass( Part );
GG_Swag: it := SwagBaseMass( Part );
GG_Prop: it := Part^.V;
GG_MetaTerrain: it := Part^.V;
GG_Electronics: it := ElecBaseMass( Part );
GG_Usable: it := UsableDamage( Part );
GG_Consumable: it := FoodMass( Part );
GG_WeaponAddOn: it := 1;
{If a component type is not listed above, it has no mass.}
else it := 0
end;
{ Reduce component mass by mass adjustment value. }
MAV := NAttValue( Part^.NA , NAG_GearOps , NAS_MassAdjust );
it := it + MAV;
{ Mass adjustment can't result in a negative mass. }
if it < 0 then it := 0;
if it < Mass_MIN then begin
it := Mass_MIN;
end else if Mass_MAX < it then begin
it := Mass_MAX;
end;
ComponentMass := it;
end;
Function TrackMass( Part: GearPtr; Scale: Integer; Mode: Byte; AddThis: Boolean ): LongInt;
{Calculate the mass of this list of gears, including all}
{subcomponents.}
const
Mass_MAX = 2147483647;
Mass_MIN = -2147483648;
var
it,W: Int64;
t: Integer;
begin
{Initialize the total Mass to 0.}
it := 0;
{Loop through all components.}
while Part <> Nil do begin
{We will only add the mass of components which are}
{in the same scale as the master gear.}
if Part^.Scale >= Scale then begin
W := ComponentMass(Part);
{Increase mass for overscale gears.}
if Part^.Scale > Scale then begin
for t := 1 to Part^.Scale - Scale do W := W * 5;
end;
{Add the mass to the total.}
if AddThis then it := it + W;
end;
{Check for subcomponents and invcomponents.}
if Mode = GMMODE_AddAll then begin
if Part^.SubCom <> Nil then it := it + TrackMass(Part^.SubCom,Scale,Mode,True);
if Part^.InvCom <> Nil then it := it + TrackMass(Part^.InvCom,Scale,Mode,True);
end else if Mode = GMMODE_Intrinsic then begin
{ Calculate only the mass of pure SubComs. }
if Part^.SubCom <> Nil then it := it + TrackMass(Part^.SubCom,Scale,Mode,True);
end else begin
{ Calculate only the mass of InvComs. }
if Part^.SubCom <> Nil then it := it + TrackMass(Part^.SubCom,Scale,Mode,AddThis);
if Part^.InvCom <> Nil then it := it + TrackMass(Part^.InvCom,Scale,Mode,True);
end;
{Go to the next part in the series.}
Part := Part^.Next;
end;
{Return the value.}
if it < Mass_MIN then begin
it := Mass_MIN;
end else if Mass_MAX < it then begin
it := Mass_MAX;
end;
TrackMass := it;
end;
Function GearMass( Master: GearPtr ): LongInt;
{Calculate the mass of MASTER, including all of its}
{subcomponents.}
const
Mass_MAX = 2147483647;
Mass_MIN = -2147483648;
var
tmp: Int64;
begin
{The formula to work out the total mass of this gear}
{is basic mass + SubCom mass + InvCom mass.}
if ( Master = Nil ) or ( Master^.G < 0 ) then begin
GearMass := 0;
end else begin
tmp := ComponentMass(Master);
tmp := tmp + TrackMass(Master^.SubCom,Master^.Scale,GMMODE_AddAll,True);
tmp := tmp + TrackMass(Master^.InvCom,Master^.Scale,GMMODE_AddAll,True);
if tmp < Mass_MIN then begin
tmp := Mass_MIN;
end else if Mass_MAX < tmp then begin
tmp := Mass_MAX;
end;
GearMass := tmp;
end;
end;
Function IntrinsicMass( Master: GearPtr ): LongInt;
{ Return the mass of MASTER and all its subcomponents. Do not }
{ calculate the mass of inventory components. }
const
Mass_MAX = 2147483647;
Mass_MIN = -2147483648;
var
tmp: Int64;
begin
tmp := ComponentMass(Master);
tmp := tmp + TrackMass(Master^.SubCom,Master^.Scale,GMMODE_Intrinsic,True);
if tmp < Mass_MIN then begin
tmp := Mass_MIN;
end else if Mass_MAX < tmp then begin
tmp := Mass_MAX;
end;
IntrinsicMass := tmp;
end;
Function EquipmentMass( Master: GearPtr ): LongInt;
{ Return the mass of all inventory components of MASTER. Do not }
{ include the mass of intrinsic components. }
const
Mass_MAX = 2147483647;
Mass_MIN = -2147483648;
var
tmp: Int64;
begin
tmp := TrackMass(Master^.SubCom,Master^.Scale,GMMODE_Equipment,False);
tmp := tmp + TrackMass(Master^.InvCom,Master^.Scale,GMMODE_Equipment,True);
if tmp < Mass_MIN then begin
tmp := Mass_MIN;
end else if Mass_MAX < tmp then begin
tmp := Mass_MAX;
end;
EquipmentMass := tmp;
end;
Function MakeMassString( BaseMass: LongInt; Scale: Integer ): String;
{ Given a mass value and a scale, create a string to express }
{ said mass to the player. }
var
msg: String;
T: Integer;
begin
if Scale >= 2 then begin
for t := 3 to Scale do BaseMass := BaseMass * 5;
msg := BStr( BaseMass div 2 ) + '.' + BStr( ( BaseMass mod 2 ) * 5 ) + 't';
end else if Scale = 1 then begin
msg := BStr( BaseMass div 10 ) + '.' + BStr( BaseMass mod 10 ) + 't';
end else if Scale = 0 then begin
msg := BStr( BaseMass div 2 ) + '.' + BStr( ( BaseMass mod 2 ) * 5 ) + 'kg';
end else begin
msg := BStr( BaseMass ) + '!';
end;
MakeMassString := Msg;
end;
Function MassString( Master: GearPtr ): String;
{ Return a string describing how heavy this gear is, based upon its }
{ scale. }
var
BaseMass: LongInt;
begin
BaseMass := GearMass( Master );
MassString := MakeMassString( BaseMass , Master^.Scale );
end;
Function GearDepth( Part: GearPtr ): Integer;
{ Calculate the depth of PART. If PART is a root level component, }
{ depth is 0. }
var
D: Integer;
begin
{ Initialize D. }
D := 0;
{ Ascend up the structure to the root level. For each level }
{ we have to go up, increase D by one. }
while Part^.Parent <> Nil do begin
Part := Part^.Parent;
Inc( D );
end;
GearDepth := D;
end;
Function ComponentComplexity( Part: GearPtr ): Integer;
{ Return the basic complexity value of this part, and only }
{ this part. }
begin
if ( Part = Nil ) or ( Part^.G < 0 ) then begin
ComponentComplexity := 0;
end else begin
case Part^.G of
GG_Module: ComponentComplexity := ModuleComplexity( Part );
GG_Weapon: ComponentComplexity := WeaponComplexity( Part );
GG_MoveSys: ComponentComplexity := Part^.V;
else ComponentComplexity := 1;
end;
{ If the part is integral, and not a module, reduce complexity by 1 }
{ down to a minimum value of 1. }
if ( ComponentComplexity > 1 ) and ( Part^.G <> GG_Module ) and PartHasIntrinsic( Part , NAS_Integral ) then Dec( ComponentComplexity );
end;
end;
Function SubComComplexity( Part: GearPtr ): Integer;
{ Return the overall complexity of all of PART's subcomponents. }
var
it: Integer;
S: GearPtr;
begin
it := 0;
S := Part^.SubCom;
while S <> Nil do begin
if S^.Scale >= Part^.Scale then begin
it := it + ComponentComplexity( S );
end else begin
Inc( it );
end;
S := S^.Next;
end;
SubComComplexity := it;
end;
Function IsLegalSlot( Slot, Equip: GearPtr ): Boolean;
{ Check EQUIP to see if it can be installed as a sub-component }
{ of SLOT. Return TRUE if it can, FALSE if it can't. }
{ This procedure only checks to make sure the slot is legal; }
{ it doesn't check whether the slot is already occupied or }
{ anything else. }
begin
if ( Slot = Nil ) or ( Equip = Nil ) then begin
{ If either of the provided gears don't really exist, }
{ this can't very well be a legal installation, can it? }
IsLegalSlot := False;
end else if Slot^.G < 0 then begin
{ Virtal slots can hold anything. }
IsLegalSlot := True;
end else if IsMasterGear( Slot ) or ( Slot^.G = GG_MetaTerrain ) then begin
{ The inventory components of MASTER gears can hold just }
{ about anything, since they represent the "general }
{ inventory" from most RPGs. The only restrictions have }
{ to do with scale and weight. }
if Equip^.Scale > Slot^.Scale then IsLegalSlot := False
else if Equip^.G = GG_MetaTerrain then IsLegalSlot := False
else IsLegalSlot := True;
end else if AStringHasBString( SAttValue( Equip^.SA , 'TYPE' ) , 'CYBER' ) then begin
{ Gears marked as "cyber" can only be internally mounted. }
IsLegalSlot := False;
end else if Slot^.G = GG_Holder then begin
{ Call the ghholder unit InvChecker to see what it says. }
IsLegalSlot := IsLegalHolderInv( Slot , Equip );
end else if ( Slot^.G = GG_Weapon ) then begin
IsLegalSlot := IsLegalWeaponInv( Slot , Equip );
end else if Slot^.G = GG_Module then begin
{ Call the ghmodule unit InvChecker to see what it says. }
if Equip^.G = GG_ExArmor then begin
IsLegalSlot := IsLegalModuleInv( Slot , Equip ) and ArmorFItsMaster( Equip , FindMaster( Slot ) );
end else begin
IsLegalSlot := IsLegalModuleInv( Slot , Equip );
end;
end else begin
{ No other slots may hold equipment. }
IsLegalSlot := False;
end;
end;
Procedure CheckGearInv( Part: GearPtr );
{ Check through a gear's Inv components, and delete any illegal }
{ gears found. A gear is legal if it meets two requirements- }
{ it must be legal according to the IsLegalSlot procedure above, }
{ and it must be the only gear with a given G value installed at }
{ this location. }
var
LG,LG2: GearPtr; { Loop Gear }
MG: GearPtr; { Multiplicity Gear }
N: Integer; { A number. That's all. }
begin
LG := Part^.InvCom;
while LG <> Nil do begin
{ We need to save the location of the next gear, }
{ since LG itself might get deleted. }
LG2 := LG^.Next;
if not IsLegalSlot( Part , LG ) then begin
{ LG failed the legality check. Delete it. }
RemoveGear( Part^.InvCom , LG );
end else if ( Part^.G <> GG_MetaTerrain ) and not IsMasterGear( Part ) then begin
{ Perform the multiplicity test. }
N := 0;
MG := Part^.InvCom;
while MG <> Nil do begin
if MG^.G = LG^.G then Inc( N );
MG := MG^.Next;
end;
{ There's more than one gear here. Get rid of it. }
if N > 1 then RemoveGear( Part^.InvCom , LG );
end;
LG := LG2;
end;
end;
Function IsLegalSubcom( Part, Equip: GearPtr ): Boolean;
{ Check EQUIP and see if it can be a legal subcomponent of PART. }
{ The first rule is that EQUIP must be of a scale less than or }
{ equal to PART; the second rule is that it must meet whatever }
{ conditions are set by PART's type. }
{ Note that this procedure only checks the legality of installation; }
{ it does not do a multiplicity test or anything else. }
begin
if ( Part = Nil ) or ( Equip = Nil ) then begin
{ If either of the provided gears don't really exist, }
{ this can't very well be a legal installation, can it? }
IsLegalSubcom := False;
end else if Part^.G < 0 then begin
{ Virtal slots can hold anything. }
IsLegalSubcom := True;
end else if Equip^.Scale > Part^.Scale then begin
{ Can't mount a gear of larger scale than the part. }
IsLegalSubcom := False;
end else begin
case Part^.G of
GG_Mecha: IsLegalSubcom := IsLegalMechaSubCom( Part, Equip );
GG_Module: IsLegalSubCom := IsLegalModuleSub( Part, Equip );
GG_Character: IsLegalSubCom := IsLegalCharSub( Part , Equip );
GG_Cockpit: IsLegalSubCom := IsLegalCPitSub( Part , Equip );
GG_Shield: IsLegalSubCom := IsLegalShieldSub( Part , Equip );
GG_ExArmor: IsLegalSubCom := IsLegalArmorSub( Part , Equip );
GG_Weapon: IsLegalSubCom := IsLegalWeaponSub( Part , Equip );
GG_Prop: IsLegalSubCom := True;
GG_MetaTerrain: IsLegalSubCom := True;
GG_WeaponAddOn: IsLegalSubCom := Equip^.G = GG_Weapon;
else IsLegalSubcom := False
end;
end;
end;
Function MaximumInstancesAllowed( Slot: GearPtr; Equip_G,Equip_S: Integer ): Integer;
{ Return the maximum number of (G,S) gears that can be }
{ installed in SLOT, or 0 if as many as wanted can be installed. }
{ Note that the results of this function are undefined if the }
{ part cannot be legally installed in the slot in the first place. }
begin
if Equip_G = GG_MoveSys then begin
MaximumInstancesAllowed := 1;
end else if Equip_G = GG_Support then begin
MaximumInstancesAllowed := 1;
end else if ( Equip_G = GG_Module ) and ( Equip_S = GS_Body ) then begin
MaximumInstancesAllowed := 1;
end else if Equip_G = GG_Ammo then begin
MaximumInstancesAllowed := 1;
end else if Equip_G = GG_Holder then begin
if ( Slot^.G = GG_Module ) and ( Slot^.S = GS_Body ) then begin
{ Body modules may have up to two mounting points. }
MaximumInstancesAllowed := 2;
end else begin
{ All other locations may have only one holder of each type. }
MaximumInstancesAllowed := 1;
end;
end else begin
MaximumInstancesAllowed := 0;
end;
end;
Function NumberOfMatches( Parent,Exclude: GearPtr; G,S: Integer ): Integer;
{ Count up the number of gears present which match }
{ the descriptors G, S. }
{ Don't count part EXCLUDE. }
var
N: Integer;
PSC: GearPtr; { Part SubCom }
begin
N := 0;
PSC := Parent^.SubCom;
while PSC <> Nil do begin
if ( PSC^.G = G ) and ( PSC^.S = S ) and ( PSC <> Exclude ) then Inc( N );
PSC := PSC^.Next;
end;
NumberOfMatches := N;
end;
Function MultiplicityCheck( Slot, Item: GearPtr ): Boolean;
{ Certain gears may only be installed a set number of times. }
{ For instance, an arm may only have one hand, etc... This }
{ function centralizes the multiplicity check. Return TRUE if }
{ ITEM can be installed in SLOT, or FALSE otherwise. }
var
it: Boolean;
N: Integer;
CyberSlot: String;
Function CyberMatches: Integer;
{ Return the number of subcoms of SLOT which bear the same }
{ cyberslot as ITEM, excluding ITEM itself. }
var
N: Integer;
PSC: GearPtr; { Part SubCom }
begin
N := 0;
PSC := Slot^.SubCom;
CyberSlot := UpCase( CyberSlot );
while PSC <> Nil do begin
if ( UpCase( SAttValue( PSC^.SA , SATT_CyberSlot ) ) = CyberSlot ) and ( PSC <> Item ) then Inc( N );
PSC := PSC^.Next;
end;
CyberMatches := N;
end;
begin
{ Start by assuming TRUE. }
it := True;
{ Check the MaximumInstancesAllowed. }
N := MaximumInstancesAllowed( Slot , Item^.G , Item^.S );
if N > 0 then begin
it := ( NumberOfMatches( Slot , Item , Item^.G , Item^.S ) < N );
end;
{ Check Cyberslot. }
if it then begin
CyberSlot := SAttValue( Item^.SA , SATT_CyberSlot );
if CyberSlot <> '' then begin
it := CyberMatches = 0;
end;
end;
{ Return the result. }
MultiplicityCheck := it;
end;
Procedure CheckGearSubs( Part: GearPtr );
{ Examine the subcomponents of this gear to make sure everything }
{ is nice and legal. }
{ First do a legality check for each subcom, then do a }
{ multiplicity test if the subcom is a type which requires that. }
var
LG,LG2: GearPtr; { Loop Gear }
begin
LG := Part^.SubCom;
while LG <> Nil do begin
{ We need to save the location of the next gear, }
{ since LG itself might get deleted. }
LG2 := LG^.Next;
if not IsLegalSubCom( Part , LG ) then begin
{ LG failed the legality check. Delete it. }
RemoveGear( Part^.SubCom , LG );
end else begin
{ *** MULTIPLICITY CHECK *** }
if not MultiplicityCheck( Part , LG ) then begin
RemoveGear( Part^.SubCom , LG );
end;
end;
LG := LG2;
end;
end;
Function CanBeInstalled( Part , Equip: GearPtr ): Boolean;
{ Return TRUE if the part can be equipped, or FALSE }
{ otherwise. }
var
it: Boolean;
begin
it := IsLegalSubCom( Part , Equip );
if it then begin
it := MultiplicityCheck( Part , Equip );
if it and ( Equip^.G = GG_Module ) and ( Part^.G = GG_Mecha ) then begin
it := FormXModule[ Part^.S , Equip^.S ];
end;
end;
CanBeInstalled := it;
end;
Procedure CheckGearRange( Part: GearPtr );
{ Check the G , S , V , Stat , SubCom , and InvCom values of }
{ this gear to make sure everything is all nice and legal. }
begin
if Part^.G = GG_Mecha then CheckMechaRange( Part )
else if Part^.G = GG_Module then CheckModuleRange( Part )
else if Part^.G = GG_Cockpit then CheckCPitRange( Part )
else if Part^.G = GG_Weapon then CheckWeaponRange( Part )
else if Part^.G = GG_Ammo then CheckAmmoRange( Part )
else if Part^.G = GG_Holder then CheckHolderRange( Part )
else if Part^.G = GG_MoveSys then CheckMoverRange( Part )
else if Part^.G = GG_Sensor then CheckSensorRange( Part )
else if Part^.G = GG_Electronics then CheckElecRange( Part )
else if Part^.G = GG_Support then CheckSupportRange( Part )
else if Part^.G = GG_Shield then CheckShieldRange( Part )
else if Part^.G = GG_ExArmor then CheckArmorRange( Part )
else if Part^.G = GG_Swag then CheckSwagRange( Part )
else if Part^.G = GG_Prop then CheckPropRange( Part )
else if Part^.G = GG_Usable then CheckUsableRange( Part )
else if Part^.G = GG_RepairFuel then CheckRepairFuelRange( Part )
else if Part^.G = GG_Consumable then CheckFoodRange( Part )
else if Part^.G = GG_Modifier then CheckModifierRange( Part )
else if Part^.G = GG_WeaponAddOn then CheckWeaponAddOnRange( Part );
{ Next, check the children of this gear to make sure everything }
{ there is all nice and legal. }
{ Note that the children of the gear don't have to be checked }
{ if this gear is one of the virtual types; see gears.pp for }
{ more information about that. }
if Part^.G >= 0 then begin
CheckGearInv( Part );
CheckGearSubs( Part );
end;
end;
Function EquipGear( Slot , Part: GearPtr ): GearPtr;
{ This procedure will attempt to place PART as an inventory }
{ component of SLOT. It will return a gear to place in the }
{ general inventory, which should usually be either the previously }
{ equipped item or PART itself if installation here is illegal. }
{ This function may return NIL. PRECONDITION: Part must be }
{ properly delinked. }
var