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pcaction.pp
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pcaction.pp
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unit pcaction;
{ This unit specifically handles PC actions. }
{
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,locale;
Procedure PCSaveCampaign( Camp: CampaignPtr; PC: gearPtr; PrintMsg: Boolean );
Procedure DoTraining( GB: GameBoardPtr; PC: GearPtr );
Procedure FieldHQ( GB: GameBoardPtr; PC: GearPtr );
Procedure GetPlayerInput( Mek: GearPtr; Camp: CampaignPtr );
implementation
{$IFDEF SDLMODE}
uses ability,action,aibrain,arenacfe,arenascript,backpack,
damage,effects,gearutil,gflooker,ghchars,ghparser,
ghprop,ghswag,ghweapon,interact,menugear,movement,
playwright,randchar,rpgdice,skilluse,texutil,ui4gh,
sdlgfx,sdlinfo,sdlmap,sdlmenus;
{$ELSE}
uses ability,action,aibrain,arenacfe,arenascript,backpack,
damage,effects,gearutil,gflooker,ghchars,ghparser,
ghprop,ghswag,ghweapon,interact,menugear,movement,
playwright,randchar,rpgdice,skilluse,texutil,ui4gh,
congfx,coninfo,conmap,conmenus,context;
{$ENDIF}
const
{ This array cross-references the RL direction key with }
{ the gearhead direction number it corresponds to. }
Roguelike_D: Array [1..9] of Byte = ( 3, 2, 1, 4, 0, 0, 5, 6, 7 );
Reverse_RL_D: Array [0..7] of Byte = ( 6 , 3 , 2 , 1 , 4 , 7, 8 , 9 );
{$IFDEF SDLMODE}
var
PCACTIONRD_PC,PCACTIONRD_Source: GearPtr;
PCACTIONRD_GB: GameBoardPtr;
PCACTIONRD_CAPTION: String;
PCACTIONRD_Menu: RPGMenuPtr;
Procedure PCActionRedraw;
{ Redraw the map and the PC's info. }
begin
SDLCombatDisplay( PCACTIONRD_GB );
end;
Procedure PhoneRedraw;
{ Redraw the map and the PC's info. }
begin
SDLCombatDisplay( PCACTIONRD_GB );
InfoBox( ZONE_PhoneInstructions.GetRect() );
CMessage( MsgString( 'PHONE_INSTRUCTIONS' ), ZONE_PhoneInstructions.GetRect(), InfoGreen );
end;
Procedure MenuControlRedraw;
{ Redraw the map and the PC's info. }
begin
SDLCombatDisplay( PCACTIONRD_GB );
InfoBox( ZONE_Menu.GetRect() );
end;
Procedure CenterMenuRedraw;
{ Redraw the map and the PC's info. }
begin
SDLCombatDisplay( PCACTIONRD_GB );
InfoBox( ZONE_CenterMenu.GetRect() );
end;
Procedure PCSRedraw;
{ Redraw the map and the PC's info. }
begin
SDLCombatDisplay( PCACTIONRD_GB );
SetupMemoDisplay;
end;
Procedure CharViewRedraw;
{ Redraw for the character browser. }
begin
SDLCombatDisplay( PCACTIONRD_GB );
InfoBox( ZONE_CharViewChar.GetRect() );
InfoBox( ZONE_CharViewMenu.GetRect() );
InfoBox( ZONE_CharViewDesc.GetRect() );
if PCACTIONRD_PC <> Nil then CharacterDisplay( PCACTIONRD_PC , PCACTIONRD_GB, ZONE_CharViewChar );
if PCACTIONRD_CAPTION <> '' then begin
InfoBox( ZONE_CharViewCaption.GetRect() );
CMessage( PCACTIONRD_CAPTION , ZONE_CharViewCaption.GetRect() , InfoGreen );
end;
end;
Procedure ThisLancemateWasSelectedRedraw;
{ Redraw for the character browser. }
begin
CharViewRedraw();
DisplayTargetInfo( PCACTIONRD_PC, PCACTIONRD_GB, ZONE_CharViewDesc );
end;
Procedure FieldHQRedraw;
{ Do a redraw for the Field HQ. }
var
Part: GearPtr;
begin
SDLCombatDisplay( PCACTIONRD_GB );
if PCACTIONRD_CAPTION <> '' then begin
InfoBox( ZONE_FHQTitle.GetRect() );
CMessage( PCACTIONRD_CAPTION , ZONE_FHQTitle.GetRect() , InfoHilight );
end;
InfoBox( ZONE_FHQMenu.GetRect() );
InfoBox( ZONE_FHQInfo.GetRect() );
if ( PCACTIONRD_Menu <> Nil ) and ( PCACTIONRD_Source <> Nil ) then begin
Part := RetrieveGearSib( PCACTIONRD_Source , CurrentMenuItemValue( PCACTIONRD_Menu ) );
if Part <> Nil then begin
LongformGearInfo( Part , PCACTIONRD_GB, ZONE_FHQInfo );
end;
end;
end;
{$ENDIF}
Procedure FHQ_Rename( GB: GameBoardPtr; NPC: GearPtr );
{ Enter a new name for NPC. }
var
name: String;
begin
{$IFDEF SDLMODE}
name := GetStringFromUser( ReplaceHash( MsgString( 'FHQ_Rename_Prompt' ) , GearName( NPC ) ) , @PCActionRedraw );
{$ELSE}
name := GetStringFromUser( ReplaceHash( MsgString( 'FHQ_Rename_Prompt' ) , GearName( NPC ) ) );
GFCombatDisplay( GB );
{$ENDIF}
if name <> '' then SetSAtt( NPC^.SA , 'name <' + name + '>' );
end;
Procedure FHQ_Rejoin( GB: GameBoardPtr; PC,NPC: GearPtr );
{ NPC will rejoin the party if there's enough room. }
begin
if LancematesPresent( GB ) < LancematePoints( PC ) then begin
DialogMsg( ReplaceHash( MsgString( 'REJOIN_OK' ) , GearName( NPC ) ) );
AddLancemate( GB , NPC );
end else begin
DialogMsg( ReplaceHash( MsgString( 'REJOIN_DontWant' ) , GearName( NPC ) ) );
end;
end;
Procedure AutoTraining( GB: GameBoardPtr; var NPC: GearPtr );
{ The NPC in question is going to raise some skills. }
var
N,T: Integer;
FXP: LongInt;
TrainedSome: Boolean;
M,M2: GearPtr;
Gene: String;
begin
TrainedSome := False;
repeat
FXP := NAttValue( NPC^.NA , NAG_Experience , NAS_TotalXP ) - NAttValue( NPC^.NA , NAG_Experience , NAS_SpentXP );
{ Determine how many skills or stats may be trained. }
N := 0;
for t := 1 to NumSkill do begin
if ( NAttValue( NPC^.NA , NAG_SKill , T ) > 0 ) and ( SkillAdvCost( NPC , NAttValue( NPC^.NA , NAG_SKill , T ) ) <= FXP ) then begin
Inc( N );
end;
end;
if N > 0 then begin
N := Random( N );
for t := 1 to NumSkill do begin
if ( NAttValue( NPC^.NA , NAG_SKill , T ) > 0 ) and ( SkillAdvCost( NPC , NAttValue( NPC^.NA , NAG_SKill , T ) ) <= FXP ) then begin
if N = 0 then begin
AddNAtt( NPC^.NA , NAG_Experience , NAS_SpentXP , SkillAdvCost( NPC , NAttValue( NPC^.NA , NAG_SKill , T ) ) );
AddNAtt( NPC^.NA , NAG_Skill , T , 1 );
dialogmsg( ReplaceHash( ReplaceHash( MsgString( 'AUTOTRAIN_LEARN' ) , GearName( NPC ) ) , SkillMan[ T ].Name ) );
TrainedSome := True;
N := 5;
break;
end;
Dec( N );
end;
end;
end;
until N < 1;
{ Free XP now becomes Freaky XP... check for evolution. }
FXP := NAttValue( NPC^.NA , NAG_GearOps , NAS_EvolveAt );
if ( FXP > 0 ) and ( NAttValue( NPC^.NA , NAG_Experience , NAS_TotalXP ) > FXP ) then begin
{ Search the monster list for another creature which is: 1) from the }
{ same genepool as our original, and 2) more powerful. }
M := WMOnList;
Gene := UpCase( SATtValue( NPC^.SA , 'GENEPOOL' ) );
N := 0;
while M <> Nil do begin
if ( UpCase( SAttValue( M^.SA , 'GENEPOOL' ) ) = Gene ) and ( M^.V > NPC^.V ) then Inc( N );
M := M^.Next;
end;
{ If at least one such monster has been found, }
{ it's time to do the evolution! }
if N > 0 then begin
N := Random( N );
M2 := Nil;
M := WMonList;
while M <> Nil do begin
if ( UpCase( SAttValue( M^.SA , 'GENEPOOL' ) ) = Gene ) and ( M^.V > NPC^.V ) then begin
Dec( N );
if N = -1 then M2 := M;
end;
M := M^.Next;
end;
{ We've selected a new body. Change over. }
if ( M2 <> Nil ) and ( NPC^.Parent = Nil ) then begin
{ First, make the current monster drop everything }
{ it's carrying. }
ShakeDown( GB , NPC , NAttValue( NPC^.NA , NAG_Location , NAS_X ) , NAttValue( NPC^.NA , NAG_Location , NAS_Y ) );
{ Then copy the new body to the map. }
M := CloneGear( M2 );
{ Insert M into the map. }
DeployMek( GB , M , True );
DialogMsg( ReplaceHash( ReplaceHash( MsgString( 'AUTOTRAIN_EVOLVE' ) , GearName( NPC ) ) , GearName( M ) ) );
{ Copy over name, XP, team, location, and skills. }
SetSAtt( M^.SA , 'name <' + GearName( NPC ) + '>' );
SetNAtt( M^.NA , NAG_Experience , NAS_SpentXP , NAttValue( NPC^.NA , NAG_Experience , NAS_SpentXP ) );
SetNAtt( M^.NA , NAG_Experience , NAS_TotalXP , NAttValue( NPC^.NA , NAG_Experience , NAS_TotalXP ) );
SetNAtt( M^.NA , NAG_Location , NAS_Team , NAttValue( NPC^.NA , NAG_Location , NAS_Team ) );
SetNAtt( M^.NA , NAG_Location , NAS_X , NAttValue( NPC^.NA , NAG_Location , NAS_X ) );
SetNAtt( M^.NA , NAG_Location , NAS_Y , NAttValue( NPC^.NA , NAG_Location , NAS_Y ) );
SetNAtt( M^.NA , NAG_Personal , NAS_CID , NAttValue( NPC^.NA , NAG_Personal , NAS_CID ) );
SetNAtt( M^.NA , NAG_CharDescription , NAS_CharType , NAttValue( NPC^.NA , NAG_CharDescription , NAS_CharType ) );
GearUp( M );
for t := 1 to NumSkill do begin
if NAttValue( NPC^.NA , NAG_Skill , T ) > NAttValue( M^.NA , NAG_Skill , T ) then SetNAtt( M^.NA , NAG_Skill , T , NAttValue( NPC^.NA , NAG_Skill , T ) );
end;
TrainedSome := True;
{ Now, delete the original. }
RemoveGear( GB^.Meks , NPC );
NPC := M;
end;
end;
end;
if not TrainedSome then DialogMsg( ReplaceHash( MsgString( 'AUTOTRAIN_FAIL' ) , GearName( NPC ) ) );
end;
Procedure FHQ_Disassemble( GB: GameBoardPtr; PC,NPC: GearPtr );
{ Robot NPC is no longer desired. Disassemble it into spare parts, delete the NPC, }
{ then give the parts to PC. }
const
V_MAX = 32767;
var
M: LongInt;
begin
{ Error check- NPC must be on the gameboard. }
if not IsFoundAlongTrack( GB^.Meks , NPC ) then Exit;
{ First, make the robot drop everything it's carrying. }
ShakeDown( GB , NPC , NAttValue( NPC^.NA , NAG_Location , NAS_X ) , NAttValue( NPC^.NA , NAG_Location , NAS_Y ) );
{ Print a message. }
DialogMsg( ReplaceHash( MsgString( 'FHQ_DIS_Doing' ) , GearName( NPC ) ) );
{ The size of the spare parts is to be determined by the weight of the robot. }
M := GearMass( NPC );
{ Delete the NPC. }
RemoveGear( GB^.Meks , NPC );
{ Get the spare parts. }
NPC := LoadNewSTC( 'SPAREPARTS-1' );
if (V_MAX < (Int64(M) * 5)) then begin
NPC^.V := V_MAX;
end else begin
NPC^.V := M * 5;
end;
InsertInvCom( PC , NPC );
end;
Procedure SetPlayOptions( GB: GameBoardPtr; Mek: GearPtr );
{ Allow the player to set control type, default burst value settings, }
{ and whatever other stuff you think is appropriate. }
var
RPM: RPGMenuPtr;
N: Integer;
begin
{ The menu needs to be re-created with each iteration, since the }
{ data in it needs to be updated. }
{$IFNDEF SDLMODE}
CMessage( 'Set game prefrences' , ZONE_Menu1 , NeutralGrey );
{$ENDIF}
N := 1;
repeat
{$IFDEF SDLMODE}
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CenterMenu );
{$ELSE}
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ENDIF}
AddRPGMenuItem( RPM , 'Mecha Control: '+ControlTypeName[ControlMethod] , 1 );
AddRPGMenuItem( RPM , 'Chara Control: '+ControlTypeName[CharacterMethod] , 5 );
AddRPGMenuItem( RPM , 'Explore Control: '+ControlTypeName[WorldMapMethod] , 6 );
AddRPGMenuItem( RPM , 'Ballistic Wpn BV: '+BVTypeName[DefBallisticBV] , 2 );
AddRPGMenuItem( RPM , 'Energy Wpn BV: '+BVTypeName[DefBeamGunBV] , 3 );
AddRPGMenuItem( RPM , 'Missile BV: '+BVTypeName[DefMissileBV] , 4 );
{$IFDEF SDLMODE}
if Use_Alpha_Blending then begin
AddRPGMenuItem( RPM , 'Disable Transparency' , 7 );
end else begin
AddRPGMenuItem( RPM , 'Enable Transparency' , 7 );
end;
if Display_Mini_Map then begin
AddRPGMenuItem( RPM , 'Disable Mini-Map' , 8 );
end else begin
AddRPGMenuItem( RPM , 'Enable Mini-Map' , 8 );
end;
if Names_Above_Heads then begin
AddRPGMenuItem( RPM , 'Disable Name Display' , 9 );
end else begin
AddRPGMenuItem( RPM , 'Enable Name Display' , 9 );
end;
{$ELSE}
if Accessibility_On then begin
AddRPGMenuItem( RPM , 'Disable Accessibility+' , 10 );
end else begin
AddRPGMenuItem( RPM , 'Enable Accessibility+' , 10 );
end;
{$ENDIF}
AddRPGMenuItem( RPM , ' Exit Prefrences' , -1 );
SetItemByValue( RPM , N );
{$IFDEF SDLMODE}
N := SelectMenu( RPM , @CenterMenuRedraw );
{$ELSE}
N := SelectMenu( RPM );
{$ENDIF}
DisposeRPGMenu( RPM );
if N = 1 then begin
if ControlMethod = MenuBasedInput then ControlMethod := RLBasedInput
else ControlMethod := MenuBasedInput;
WaitAMinute( GB , Mek , 1 );
end else if N = 5 then begin
if CharacterMethod = MenuBasedInput then CharacterMethod := RLBasedInput
else CharacterMethod := MenuBasedInput;
WaitAMinute( GB , Mek , 1 );
end else if N = 6 then begin
if WorldMapMethod = MenuBasedInput then WorldMapMethod := RLBasedInput
else WorldMapMethod := MenuBasedInput;
WaitAMinute( GB , Mek , 1 );
end else if N = 2 then begin
if DefBallisticBV = BV_Off then DefBallisticBV := BV_Max
else DefBallisticBV := BV_Off;
end else if N = 3 then begin
if DefBeamGunBV = BV_Off then DefBeamGunBV := BV_Max
else DefBeamGunBV := BV_Off;
end else if N = 4 then begin
DefMissileBV := DefMissileBV + 1;
if DefMissileBV > BV_Max then DefMissileBV := BV_Off;
end else if N = 7 then begin
{ Toggle the Alpha_Blending boolean. }
Use_Alpha_Blending := Not Use_Alpha_Blending;
end else if N = 8 then begin
{ Toggle the Mini-Map. }
Display_Mini_Map := Not Display_Mini_Map;
end else if N = 9 then begin
Names_Above_Heads := Not Names_Above_Heads;
end else if N = 10 then begin
Accessibility_On := Not Accessibility_On;
end;
until N = -1;
end;
Procedure BrowsePersonalHistory( GB: GameBoardPtr; PC: GearPtr );
{ As the PC advances throughout the campaign, she will likely }
{ accumulate a number of history messages. This procedure will }
{ allow those messages to be browsed. }
var
HList,SA: SAttPtr;
Adv: GearPtr;
begin
HList := Nil;
Adv := FindRoot( GB^.Scene );
if Adv <> Nil then begin
SA := Adv^.SA;
while SA <> Nil do begin
if UpCase( Copy( SA^.Info , 1 , 7 ) ) = 'HISTORY' then begin
StoreSAtt( HList , RetrieveAString( SA^.Info ) );
end;
SA := SA^.Next;
end;
if HList <> Nil then begin
{$IFDEF SDLMODE}
PCACTIONRD_GB := GB;
MoreText( HList , 1, @PCActionRedraw );
{$ELSE}
MoreText( HList , 1 );
{$ENDIF}
DisposeSAtt( HList );
{$IFNDEF SDLMODE}
DisplayGearInfo( PC , GB );
{$ENDIF}
end;
end;
end;
Procedure FHQ_ThisLancemateWasSelected( GB: GameBoardPtr; PC,NPC: GearPtr; AllowFHQ: Boolean );
{ NPC was selected by the lancemate browser. Allow the PC to train, }
{ equip, or dismiss this character. }
var
RPM: RPGMenuPtr;
N: Integer;
begin
N := 1;
repeat
{ Create the menu. }
{$IFDEF SDLMODE}
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ELSE}
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu );
{$ENDIF}
if IsSafeArea( GB ) or OnTheMap( NPC ) then AddRPGMenuItem( RPM , MsgString( 'FHQ_LMV_Equip' ) , 1 );
AddRPGMenuItem( RPM , MsgString( 'FHQ_LMV_Train' ) , 2 );
if NAttValue( NPC^.NA, NAG_Location, NAS_Team ) = NAV_DefPlayerTeam then begin
AddRPGMenuItem( RPM , MsgString( 'FHQ_SelectMecha' ) , 4 );
AddRPGMenuItem( RPM , MsgString( 'PCVIEW_Injuries' ) , 9 );
if AllowFHQ then AddRPGMenuItem( RPM , MsgString( 'PCVIEW_FieldHQ' ) , 10 );
AddRPGMenuItem( RPM , MsgString( 'PCVIEW_SetOptions' ) , 11 );
AddRPGMenuItem( RPM , MsgString( 'HELP_PersonalHistory' ) , 12 );
{$IFDEF SDLMODE}
AddRPGMenuItem( RPM , MsgString( 'PCVIEW_SetColor' ) , 13 );
if NPC^.G = GG_Character then AddRPGMenuItem( RPM , MsgString( 'PCVIEW_SetSprite' ) , 14 );
{$ENDIF}
end else begin
if ( NAttValue( NPC^.NA , NAG_Personal , NAS_CID ) <> 0 ) then AddRPGMenuItem( RPM , MsgString( 'FHQ_SelectMecha' ) , 4 );
if ( NAttValue( NPC^.NA , NAG_Personal , NAS_CID ) = 0 ) or ( UpCase( SAttValue( NPC^.SA , 'JOB' ) ) = 'ROBOT' ) then AddRPGMenuItem( RPM , MsgString( 'FHQ_Rename' ) , 5 );
if ( NAttValue( NPC^.NA , NAG_Personal , NAS_CID ) = 0 ) and ( NAttValue( NPC^.NA , NAG_Location , NAS_Team ) <> NAV_LancemateTeam ) then AddRPGMenuItem( RPM , MsgString( 'FHQ_Rejoin' ) , 6 );
if ( GB <> Nil ) and ( GB^.Scene <> Nil ) and IsSubCom( GB^.Scene ) and IsSAfeArea( GB ) and OnTheMap( NPC ) and ( NAttValue( NPC^.NA , NAG_Location , NAS_Team ) = NAV_LancemateTeam ) then AddRPGMenuItem( RPM , MsgString( 'FHQ_LMV_Dismiss' ) , 3 );
if ( NAttValue( NPC^.NA , NAG_Personal , NAS_CID ) = 0 ) and ( UpCase( SAttValue( NPC^.SA , 'JOB' ) ) = 'ROBOT' ) then AddRPGMenuItem( RPM , MsgString( 'FHQ_Disassemble' ) , 7 );
end;
AddRPGMenuItem( RPM , MsgString( 'FHQ_PartViewer' ) , 8 );
AddRPGMenuItem( RPM , MsgString( 'EXIT' ) , -1 );
SetItemByValue( RPM, N );
{$IFDEF SDLMODE}
PCACTIONRD_PC := NPC;
PCACTIONRD_GB := GB;
PCACTIONRD_CAPTION := '';
n := SelectMenu( RPM , @ThisLancemateWasSelectedRedraw );
{$ELSE}
DisplayGearInfo( NPC , GB );
n := SelectMenu( RPM );
{$ENDIF}
case N of
1: LancemateBackpack( GB , PC , NPC );
2: if PC = NPC then DoTraining( GB , NPC )
else if NAttValue( NPC^.NA , NAG_Personal , NAS_CID ) <> 0 then DoTraining( GB , NPC )
else AutoTraining( GB , NPC );
3: begin
RemoveLancemate( GB , NPC );
DialogMsg( ReplaceHash( MsgString( 'FHQ_LMV_Removed' ) , GearName( NPC ) ) );
N := -1;
end;
4: FHQ_SelectMechaForPilot( GB , NPC );
5: FHQ_Rename( GB , NPC );
6: FHQ_Rejoin( GB , PC , NPC );
7: begin
FHQ_Disassemble( GB , PC , NPC );
N := -1;
end;
8:
{$IFDEF SDLMODE}
MechaPartBrowser( NPC , @PCActionRedraw );
{$ELSE}
MechaPartBrowser( NPC );
{$ENDIF}
9: begin
{$IFDEF SDLMODE}
InjuryViewer( NPC , @PCActionRedraw );
{$ELSE}
InjuryViewer( NPC );
{$ENDIF}
RPGKey;
end;
10: FieldHQ( GB , NPC );
11: SetPlayOptions( GB , NPC );
12: BrowsePersonalHistory( GB , NPC );
{$IFDEF SDLMODE}
13: SelectColors( NPC , @PCActionRedraw );
14: SelectSprite( NPC , @CharViewRedraw );
{$ENDIF}
end;
DisposeRPGMenu( RPM );
until N = -1;
end;
Procedure FieldHQ( GB: GameBoardPtr; PC: GearPtr );
{ View the PC's lancemates. This menu should allow the PC to view, equip, }
{ train and dismiss these characters. }
var
RPM: RPGMenuPtr;
N,OldPos: Integer;
M: GearPtr;
begin
OldPos := 1;
repeat
{ Create the menu. }
{$IFDEF SDLMODE}
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_FHQMenu );
{$ELSE}
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu );
{$ENDIF}
M := GB^.Meks;
N := 1;
while M <> Nil do begin
if ( NAttValue( M^.NA , NAG_Location , NAS_Team ) = NAV_LancemateTeam ) then begin
AddRPGMenuItem( RPM , LanceMateMenuName( M ) , N );
end else if ( NAttValue( M^.NA , NAG_CharDescription , NAS_CharType ) = NAV_CTLancemate ) and ( NAttValue( M^.NA , NAG_Personal , NAS_CID ) = 0 ) Then begin
AddRPGMenuItem( RPM , LanceMateMenuName( M ) , N );
end else if ( M^.G <> GG_Character ) and ( NAttValue( M^.NA , NAG_Location , NAS_Team ) = NAV_DefPlayerTeam ) then begin
AddRPGMenuItem( RPM , LanceMateMenuName( M ) , N );
end;
M := M^.Next;
Inc( N );
end;
RPMSortAlpha( RPM );
AlphaKeyMenu( RPM );
AddRPGMenuItem( RPM , MSgString( 'EXIT' ) , -1 );
SetItemByPosition( RPM, OldPos );
{ Get a selection from the menu. }
{$IFDEF SDLMODE}
PCACTIONRD_GB := GB;
PCACTIONRD_Source := GB^.Meks;
PCACTIONRD_PC := PC;
PCACTIONRD_Menu := RPM;
PCACTIONRD_Caption := MsgString('FIELDHQ_TITLE');
n := SelectMenu( RPM , @FieldHQRedraw );
{$ELSE}
n := SelectMenu( RPM );
{$ENDIF}
OldPos := RPM^.selectitem;
DisposeRPGMenu( RPM );
if N > 0 Then begin
M := RetrieveGearSib( GB^.Meks , N );
if M^.G = GG_Character then begin
FHQ_ThisLancemateWasSelected( GB , PC , M, False );
end else begin
FHQ_ThisWargearWasSelected( GB , GB^.Meks , PC , M );
end;
end;
until N = -1;
end;
Procedure CheckHiddenMetaterrain( GB: GameBoardPtr; Mek: GearPtr );
{ Some metaterrain might be hidden. If any hidden metaterrain }
{ is located, reveal it and run its REVEAL trigger. }
var
MT: GearPtr;
T: String;
P: Point;
begin
{ First record the PC's current position, for future reference. }
P := GearCurrentLocation( Mek );
{ Look through all the gears on the board, searching for metaterrain. }
MT := GB^.Meks;
while MT <> Nil do begin
{ If this terrain matches our basic criteria, }
{ we'll perform the next few tests. }
if ( MT^.G = GG_MetaTerrain ) and ( MT^.Stat[ STAT_MetaVisibility ] > 0 ) and ( Range( MT , P.X , P.Y ) <= 1 ) then begin
{ Roll the PC's INVESTIGATION skill. If it beats }
{ the terrain's concealment score, reveal it. }
if RollStep( SkillValue( Mek , NAS_Investigation ) ) > MT^.Stat[ STAT_MetaVisibility ] then begin
MT^.Stat[ STAT_MetaVisibility ] := 0;
T := 'REVEAL';
TriggerGearScript( GB , MT , T );
VisionCheck( GB , Mek );
end;
end;
MT := MT^.Next;
end;
end;
Procedure PCSearch( GB: GameBoardPtr; PC: GearPtr );
{ The PC will search for enemy units and hidden things. }
{ This action costs MENTAL. }
var
Mek: GearPtr;
begin
{ Costs one point of MENTAL and an action. }
AddMentalDown( PC , 1 );
WaitAMinute( GB , PC , ReactionTime( PC ) );
{ Look through all the gears on the board, searching for ones }
{ that aren't visible yet. }
{ Note that by searching in this way, the PC will not be vunerable }
{ to being spotted himself. }
Mek := GB^.Meks;
while Mek <> Nil do begin
if OnTheMap( Mek ) and not MekCanSeeTarget( GB , PC , Mek ) then begin
if IsMasterGear( Mek ) and CheckLOS( GB , PC , Mek ) then begin
{ The mek has just been spotted. }
RevealMek( GB , Mek , PC );
end;
end;
Mek := Mek^.Next;
end;
CheckHiddenMetaTerrain( GB , PC );
end;
Procedure MemoBrowser( GB: GameBoardPtr; PC: GearPtr );
{ Find all the memos that the player has accumulated, then allow }
{ them to be browsed through, then restore the display afterwards. }
const
m_email = 1;
m_memo = 2;
m_rumor = 3;
m_news = 4;
m_Personadex = 5;
var
MainMenu: RPGMenuPtr;
CRating,A: Integer;
begin
CRating := PCommRating( PC );
if CRating < 1 then begin
DialogMsg( MsgString( 'MEMO_NoBrowser' ) );
Exit;
end;
if CRating >= PCC_EMail then begin
{$IFNDEF SDLMODE}
SetupMemoDisplay;
{$ENDIF}
MainMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_MemoText );
AddRPGMenuItem( MainMenu , MsgString( 'MEMO_ReadMemo' ) , PCC_Memo );
if CRating >= PCC_EMail then AddRPGMenuItem( MainMenu , MsgString( 'MEMO_ReadEMail' ) , PCC_EMail );
if CRating >= PCC_News then AddRPGMenuItem( MainMenu , MsgString( 'MEMO_ReadNews' ) , PCC_News );
AlphaKeyMenu( MainMenu );
repeat
{$IFDEF SDLMODE}
A := SelectMenu( MainMenu , @PCSRedraw );
{$ELSE}
A := SelectMenu( MainMenu );
{$ENDIF}
case A of
PCC_Memo: BrowseMemoType( GB , 'MEMO' );
PCC_News: BrowseMemoType( GB , 'NEWS' );
PCC_EMail: BrowseMemoType( GB , 'EMAIL' );
end;
until A = -1;
DisposeRPGMenu( MainMenu );
end else begin
{ If all we have is the memo browser, might as well just go there. }
BrowseMemoType( GB , 'MEMO' );
end;
{$IFNDEF SDLMODE}
GFCombatDisplay( GB );
{$ENDIF}
end;
Function InterfaceType( GB: GameBoardPtr; Mek: GearPtr ): Integer;
{ Return the constant for the currently-being-used control type. }
begin
if GB^.Scale > 2 then begin
InterfaceType := WorldMapMethod;
end else if Mek^.G = GG_Character then begin
InterfaceType := CharacterMethod;
end else begin
InterfaceType := ControlMethod;
end;
end;
Procedure DoTalkingWIthNPC( GB: GameBoardPtr; PC,NPC: GearPtr; ByTelephone: Boolean );
{ Actually handle the talking with an NPC already selected. }
var
Persona: GearPtr;
CID: Integer;
React: Integer;
ReTalk: LongInt;
begin
if ( NPC <> Nil ) and GearActive( NPC ) then begin
if ByTelephone or ( Range( GB , PC , NPC ) < 5 ) then begin
CID := NAttValue( NPC^.NA , NAG_Personal , NAS_CID );
if CID <> 0 then begin
{ Everything should be okay to talk... Now see if the NPC wants to. }
{ Determine the NPC's RETALK and REACT values. }
ReTalk := NAttValue( NPC^.NA , NAG_Personal , NAS_Retalk );
React := ReactionScore( GB^.Scene , PC , NPC );
if NAttValue( NPC^.NA , NAG_Location , NAS_Team ) = NAV_LancemateTeam then begin
Persona := lancemate_tactics_persona;
end else begin
Persona := SeekPersona( GB , CID );
end;
{ If the NPC really doesn't like the PC, }
{ they'll refuse to talk on principle. }
if ( ( React + RollStep( SkillValue ( PC , 28 ) ) ) < -Random( 120 ) ) or AreEnemies( GB , NPC , PC ) then begin
DialogMsg( GearName( NPC ) + ' doesn''t want to talk to you.' );
SetNAtt( NPC^.NA , NAG_Personal , NAS_Retalk , GB^.ComTime + 1500 );
{ If the NPC is ready to talk, is friendly with the PC, or has a PERSONA gear defined, }
{ they'll be willing to talk. }
end else if ( ReTalk < GB^.ComTime ) or ( Random( 50 ) < ( React + 20 ) ) or ( Persona <> Nil ) then begin
DialogMsg( 'You strike up a conversation with ' + GearName( NPC ) + '.' );
HandleInteract( GB , PC , NPC , Persona );
{$IFNDEF SDLMODE}
GFCombatDisplay( gb );
DisplayGearInfo( PC , GB );
{$ENDIF}
end else begin
DialogMsg( GearName( NPC ) + ' doesn''t want to talk right now.' );
end;
end else begin
DialogMsg( 'No response!' );
end;
end else begin
DialogMsg( 'You''re too far away to talk with ' + GearName( NPC ) + '.' );
end;
end else begin
DialogMsg( 'Not found!' );
end;
end;
Procedure PCTalk( GB: GameBoardPtr; PC: GearPtr );
{ PC wants to do some talking. Select an NPC, then let 'er rip. }
begin
DialogMsg( 'Select a character to talk with.' );
if LookAround( GB , PC ) then begin
DoTalkingWithNPC( GB , PC , LOOKER_Gear , False );
end else begin
DialogMsg( 'Talking cancelled.' );
end;
end;
Procedure PCTelephone( GB: GameBoardPtr; PC: GearPtr );
{ Make a telephone call, if the PC has a telephone. }
var
Name: String;
NPC: GearPtr;
begin
if HasPCommCapability( PC , PCC_Phone ) then begin
DialogMsg( MsgString( 'PHONE_Prompt' ) );
{$IFDEF SDLMODE}
Name := GetStringFromUser( MsgString( 'PHONE_GetName' ) , @PhoneRedraw );
{$ELSE}
Name := GetStringFromUser( MsgString( 'PHONE_GetName' ) );
{$ENDIF}
if Name = '*' then Name := SAttValue( PC^.SA , 'REDIAL' )
else SetSAtt( PC^.SA , 'REDIAL <' + Name + '>' );
if Name <> '' then begin
NPC := SeekGearByName( GB^.Meks , Name );
if NPC = Nil then NPC := FindNPCByKeyword( GB , Name );
if NPC <> Nil then begin
DoTalkingWithNPC( GB , PC , NPC , True );
end else begin
DialogMsg( ReplaceHash( MsgString( 'PHONE_NotFound' ) , Name ) );
end;
{$IFNDEF SDLMODE}
GFCombatDisplay( gb );
end else begin
GFCombatDisplay( gb );
{$ENDIF}
end;
end else begin
DialogMsg( MsgString( 'PHONE_NoPhone' ) );
end;
end;
Procedure UsePropFrontEnd( GB: GameBoardPtr; PC , Prop: GearPtr; T: String );
{ Do everything that needs to be done when a prop is used. }
begin
TriggerGearScript( GB , Prop , T );
VisionCheck( GB , PC );
WaitAMinute( GB , PC , ReactionTime( PC ) );
end;
Function SelectOneVisibleUsableGear( GB: GameBoardPtr; X,Y: Integer; Trigger: String ): GearPtr;
{ Create a menu, then select one of the visible, usable gears }
{ from tile X,Y. }
var
RPM: RPGMenuPtr;
it: GearPtr;
N: Integer;
begin
{ Create and fill the menu. }
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu );
N := NumVisibleUsableGearsXY( GB , X , Y , Trigger );
while N > 0 do begin
it := FindVisibleUsableGearXY( GB , X , Y , N , Trigger );
AddRPGMenuItem( RPM , GearName( it ) , N );
Dec( N );
end;
{ Select an item. }
{$IFDEF SDLMODE}
N := SelectMenu( RPM , @MenuControlRedraw );
{$ELSE}
N := SelectMenu( RPM );
{$ENDIF}
DisposeRPGMenu( RPM );
if N > 0 then begin
SelectOneVisibleUsableGear := FindVisibleUsableGearXY( GB , X , Y , N , Trigger );
end else begin
SelectOneVisibleUsableGear := Nil;
end;
end;
Function ActivatePropAtSpot( GB: GameBoardPtr; PC: GearPtr; X,Y: Integer; Trigger: String ): Boolean;
{ Check spot X,Y. If there are any usable items there, use one. }
{ If there are multiple items in the spot, prompt for a selection. }
{ Return TRUE if a prop was activated, or FALSE otherwise. }
var
N: Integer;
Prop: GearPtr;
begin
{ First count how many usable items there are at the spot. }
N := NumVisibleUsableGearsXY( GB , X , Y , Trigger );
{ Next, choose the item which is to be used. }
if N > 0 then begin
if N = 1 then begin
Prop := FindVisibleUsableGearXY( GB , X , Y , 1 , Trigger );
end else begin
Prop := SelectOneVisibleUsableGear( GB , X , Y , Trigger );
end;
if ( Prop <> Nil ) then begin
UsePropFrontEnd( GB , PC , Prop , Trigger );
ActivatePropAtSpot := True;
end else begin
ActivatePropAtSpot := False;
end;
end else begin
ActivatePropAtSpot := False;
end;
end;
Procedure PCUseProp( GB: GameBoardPtr; PC: GearPtr );
{ PC wants to do something with a prop. Select an item, then let 'er rip. }
var
D,PropD: Integer;
P: Point;
begin
{ See whether or not there's only one prop to use. }
PropD := -1;
P := GearCurrentLocation( PC );
for D := 0 to 7 do begin
if NumVisibleUsableGearsXY( GB , P.X + AngDir[ D , 1 ] , P.Y + AngDir[ D , 2 ] , 'USE' ) > 0 then begin
if PropD = -1 then PropD := D
else PropD := -2;
end;
end;
if PropD < 0 then begin
DialogMsg( MsgString( 'PCUS_Prompt' ) );
{$IFDEF SDLMODE}
PropD := DirKey( @PCActionRedraw );
{$ELSE}
PropD := DirKey;
{$ENDIF}
end;
if PropD > -1 then begin
if not ActivatePropAtSpot( GB , PC , P.X + AngDir[ PropD , 1 ] , P.Y + AngDir[ PropD , 2 ] , 'USE' ) then DialogMsg( MsgString( 'PCUS_NotFound' ) );
end;
end;
Procedure PCEnter( GB: GameBoardPtr; PC: GearPtr );
{ The PC is attempting to enter a place. }
{ Seek a usable gear in this tile, then try to activate it. }
var
P: Point;
begin
P := GearCurrentLocation( PC );
if not ActivatePropAtSpot( GB , PC , P.X , P.Y , 'USE' ) then DialogMsg( MsgString( 'PCUS_NotFound' ) );;
end;
Procedure PCUseSkillOnProp( GB: GameBoardPtr; PC: GearPtr; Skill: Integer );
{ PC wants to do something with a prop. Select an item, then let 'er rip. }
var
PropD: Integer;
P: Point;
Trigger: String;
begin
P := GearCurrentLocation( PC );
DialogMsg( MsgString( 'PCUSOP_Prompt' ) );
{$IFDEF SDLMODE}
PropD := DirKey( @PCActionRedraw );
{$ELSE}
PropD := DirKey;
{$ENDIF}
Trigger := 'CLUE' + BStr( Skill );
if ( PropD = -1 ) and ( NumVisibleUsableGearsXY( GB , P.X , P.Y , Trigger ) > 0 ) then begin
if not ActivatePropAtSpot( GB , PC , P.X , P.Y , Trigger ) then DialogMsg( MsgString( 'PCUS_NotFound' ) );;
end else if ( PropD <> -1 ) and ( NumVisibleUsableGearsXY( GB , P.X + AngDir[ PropD , 1 ] , P.Y + AngDir[ PropD , 2 ] , Trigger ) > 0 ) then begin
if not ActivatePropAtSpot( GB , PC , P.X + AngDir[ PropD , 1 ] , P.Y + AngDir[ PropD , 2 ] , Trigger ) then DialogMsg( MsgString( 'PCUS_NotFound' ) );;
end else if GB^.Scene <> Nil then begin
TriggerGearScript( GB , GB^.Scene , Trigger );
end;
end;
Procedure DoPCRepair( GB: GameBoardPtr; PC: GearPtr; Skill: Integer );
{ The PC is going to use one of the repair skills. Call the }
{ standard procedure, then print output. }
var
D,Best: Integer;
P: Point;
Mek,Target: GearPtr;
begin
DialogMsg( MsgString( 'PCREPAIR_Prompt' ) );
{$IFDEF SDLMODE}
D := DirKey( @PCActionRedraw );
{$ELSE}
D := DirKey;
{$ENDIF}
P := GearCurrentLocation( PC );
if D <> -1 then begin
P.X := P.X + AngDir[ D , 1 ];
P.Y := P.Y + AngDir[ D , 2 ];
end;
Mek := GB^.Meks;
Target := Nil;
Best := 0;
while Mek <> Nil do begin
if ( not AreEnemies( GB , PC , Mek ) ) and ( TotalRepairableDamage( Mek , Skill ) > Best ) and ( NAttValue( Mek^.NA , NAG_Location , NAS_X ) = P.X ) and ( NAttValue( Mek^.NA , NAG_Location , NAS_Y ) = P.Y ) then begin
Target := Mek;
Best := TotalRepairableDamage( Mek , Skill );
end;
mek := mek^.Next;
end;
if Target <> Nil then begin
DoFieldRepair( GB , PC , FindRoot( Target ) , Skill );
{$IFNDEF SDLMODE}
DisplayGearInfo( PC , GB );
{$ENDIF}
end else begin
if not ActivatePropAtSpot( GB , PC , P.X , P.Y , 'CLUE' + BStr( Skill ) ) then DialogMsg( MsgString( 'PCREPAIR_NoDamageDone' ) );
end;
end;