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arenacfe.pp
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arenacfe.pp
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unit ArenaCFE;
{ The Arena Combat Front End. }
{
GearHead2, 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
}
{$LONGSTRINGS ON}
interface
uses gears,locale;
Procedure Monologue( GB: GameBoardPtr; NPC: GearPtr; Msg: String );
Procedure CombatDisplay( GB: GameBoardPtr );
Procedure BeginTurn( GB: GameBoardPtr; M: GearPtr );
Procedure AttackerFrontEnd( GB: GameBoardPtr; Attacker,Weapon: GearPtr; X,Y,Z,AtOp: Integer );
Procedure AttackerFrontEnd( GB: GameBoardPtr; Attacker,Weapon,Target: GearPtr; AtOp: Integer );
Procedure EffectFrontEnd( GB: GameBoardPtr; Target: GearPtr; FX_String,FX_Desc: String );
Procedure MassEffectFrontEnd( GB: GameBoardPtr; FX_String,FX_Desc: String );
Procedure StatusEffectCheck( GB: GameBoardPtr );
Procedure RandomExplosion( GB: GameBoardPtr );
Procedure AdvanceGameClock( GB: GameBoardPtr; BeQuick,GetHungry: Boolean );
Procedure QuickTime( GB: GameBoardPtr; Time: LongInt );
Procedure TransitTime( GB: GameBoardPtr; Time: LongInt );
Procedure DisplayConsoleHistory( GB: GameBoardPtr );
Procedure SayCombatTaunt( GB: GameBoardPtr; NPC: GearPtr; Msg_Label: String );
Procedure AI_Eject( Mek: GearPtr; GB: GameBoardPtr );
Procedure AI_Surrender( GB: GameBoardPtr; Mek: GearPtr );
Function MightSurrender( GB: GameBoardPtr; NPC: GearPtr ): Boolean;
Procedure DoTaunt( GB: GameBoardPtr; Attacker,Target: GearPtr );
Procedure DoVerbalAttack( GB: GameBoardPtr; Attacker,Target: GearPtr );
Procedure ResolveAfterEffects( GB: GameBoardPtr );
implementation
uses ability,effects,gearutil,ghchars,ghweapon,rpgdice,texutil,movement,
ui4gh,sysutils,description,action,ghmodule,backpack,
{$IFDEF ASCII}
vidmap,vidgfx,vidinfo;
{$ELSE}
sdlgfx,sdlmap,sdlinfo,sdl;
{$ENDIF}
var
NPC_Chatter_Standard: SAttPtr;
Redraw_GB: GameBoardPtr;
Procedure BattleMapDisplay( GB: GameBoardPtr );
{ Redraw the display. }
begin
ClrScreen;
{$IFNDEF ASCII}
ScrollMap( GB );
{$ENDIF}
RenderMap( GB );
RedrawConsole;
{$IFNDEF ASCII}
if Display_Mini_Map then DisplayMiniMap( GB );
if Focused_On_Mek <> Nil then DisplayModelStatus( GB , Focused_On_Mek , ZONE_PCStatus );
if OnTheMap( GB , tile_X , tile_y ) and ( tile_z >= LoAlt ) and ( tile_z <= ( HiAlt + 1 ) ) and ( model_map[ Tile_x , tile_y , tile_z ] <> Nil ) then begin
QuickModelStatus( GB , model_map[ Tile_x , tile_y , tile_z ] );
end;
InfoBox( ZONE_Clock );
{$ELSE}
if Focused_On_Mek <> Nil then QuickModelStatus( GB , Focused_On_Mek );
ClockBorder;
{$ENDIF}
if Tactics_Turn_In_Progess then begin
TacticsTimeInfo( GB );
end else begin
CMessage( TimeString( GB^.ComTime ) , ZONE_Clock , StdWhite );
end;
{$IFNDEF ASCII}
Render_Off_Map_Models;
{$ENDIF}
end;
Procedure WorldMapDisplay( GB: GameBoardPtr );
{ Redraw the world map display. }
var
PC: GearPtr;
begin
ClrScreen;
InfoBox( ZONE_Caption );
InfoBox( ZONE_SubCaption );
CMessage( GearName( GB^.Scene ) , ZONE_Caption , StdWhite );
CMessage( TimeString( GB^.ComTime ) , ZONE_SubCaption , StdWhite );
PC := GB^.Meks;
while ( PC <> Nil ) and ( NAttValue( PC^.NA , NAG_Location , NAS_Team ) <> NAV_DefPlayerTeam ) do PC := PC^.Next;
if PC <> Nil then RenderWorldMap( GB , PC , NAttValue(PC^.NA , NAG_Location , NAS_X ) , NAttValue(PC^.NA , NAG_Location , NAS_Y ) );
RedrawConsole;
end;
Procedure CombatDisplay( GB: GameBoardPtr );
{ Redraw the display. }
begin
if ( GB = Nil ) then begin
ClrScreen;
end else if ( GB^.Scene <> Nil ) and ( GB^.Scene^.G = GG_World ) then begin
WorldMapDisplay( GB );
end else begin
BattleMapDisplay( GB );
end;
end;
Procedure ComDispRedraw();
{ A very simple redraw procedure. }
begin
CombatDisplay( Redraw_GB );
end;
Procedure BeginTurn( GB: GameBoardPtr; M: GearPtr );
{ A player-controlled model is starting their tactics turn. Let the player }
{ know whose turn it is, and away to go. }
const
Scroll_Step = 0.3;
var
{$IFNDEF ASCII}
P: Point;
{$ENDIF}
A: Char;
msg: String;
begin
msg := ReplaceHash( MsgString( 'BEGIN_TACTICS_TURN' ) , PilotName( M ) );
FocusOn( M );
repeat
CombatDisplay( GB );
InfoBox( ZONE_Caption );
GameMsg( msg , ZONE_Caption , InfoHilight );
DoFlip;
A := RPGKey;
until IsMoreKey( A );
end;
Function DisplayAnnouncements( N: Integer ): Boolean;
{ Display all the announcements stored for sequence slice N. }
{ Return TRUE if an announcement was found, or FALSE otherwise. }
var
L: String;
A: SAttPtr;
MessageFound: Boolean;
begin
A := ATTACK_History;
MessageFound := False;
L := 'ANNOUNCE_' + BStr( N ) + '_';
while A <> Nil do begin
if HeadMatchesString( L , A^.Info ) then begin
MessageFound := True;
DialogMsg( RetrieveAString( A^.Info ) );
end;
A := A^.Next;
end;
DisplayAnnouncements := MessageFound;
end;
Procedure ProcessAnimations( GB: GameBoardPtr; var AnimList: GearPtr );
{ Display all the queued animations, deleting them as we go along. }
var
AnimOb,A2: GearPtr;
DelayThisFrame,PointDelay: Boolean;
begin
{ Keep processing until we run out of animation objects. }
while AnimList <> Nil do begin
{ Erase all current image overlays. }
ClearOverlays;
AnimOb := AnimList;
{ Assume there'll be no animation delay, unless }
{ otherwise requested. }
DelayThisFrame := False;
while AnimOb <> Nil do begin
A2 := AnimOb^.Next;
{ Call a routine based upon the type of }
{ animation requested. }
case AnimOb^.S of
GS_Shot: PointDelay := ProcessShotAnimation( GB , AnimList , AnimOb ) or DelayThisFrame;
GS_DamagingHit: PointDelay := ProcessPointAnimation( GB , AnimList , AnimOb );
GS_ArmorDefHit: PointDelay := ProcessPointAnimation( GB , AnimList , AnimOb );
GS_Parry: PointDelay := ProcessPointAnimation( GB , AnimList , AnimOb );
GS_Dodge: PointDelay := ProcessPointAnimation( GB , AnimList , AnimOb );
GS_Backlash: PointDelay := ProcessPointAnimation( GB , AnimList , AnimOb );
GS_AreaAttack: PointDelay := ProcessPointAnimation( GB , AnimList , AnimOb );
{ If no routine was found to deal with the animation }
{ requested, just delete the gear. }
else RemoveGear( AnimList , AnimOb );
end;
DelayThisFrame := DelayThisFrame or PointDelay;
{ Move to the next animation. }
AnimOb := A2;
end;
{ Delay the animations, if appropriate. }
if DelayThisFrame then begin
CombatDisplay( GB );
DoFlip;
{$IFDEF ASCII}
if ( FrameDelay > 0 ) then Sleep(FrameDelay);
{$ELSE}
if ( FrameDelay > 0 ) then SDL_Delay(FrameDelay);
{$ENDIF}
end;
end;
ClearOverlays;
{ CombatDisplay( GB );
DoFlip;}
end;
Function DisplayEffectAnimations( GB: GameBoardPtr; N: Integer ): Boolean;
{ Display all the animations stored for sequence slice N. }
{ Return TRUE if an animation was found, or FALSE otherwise. }
var
A: SAttPtr;
T: Integer;
AnimFound: Boolean;
AnimList,AnimItem: GearPtr;
AnimLabel,AnimCode: String;
begin
A := ATTACK_History;
AnimFound := False;
AnimList := Nil;
AnimLabel := SATT_Anim_Direction + BStr( N ) + '_';
{ Start by creating the animation list. }
while A <> Nil do begin
if HeadMatchesString( AnimLabel , A^.Info ) then begin
AnimFound := True;
{ Insert animation handling code here. }
AnimItem := AddGear( AnimList , Nil );
AnimCode := RetrieveAString( A^.Info );
AnimItem^.S := ExtractValue( AnimCode );
T := 1;
while ( AnimCode <> '' ) and ( T <= NumGearStats ) do begin
AnimItem^.Stat[ T ] := ExtractValue( AnimCode );
Inc( T );
end;
end;
A := A^.Next;
end;
{ Process each animation. }
ProcessAnimations( GB , AnimList );
DisplayEffectAnimations := AnimFound;
end;
Procedure Display_Effect_History( GB: GameBoardPtr );
{ Display all the messages stored by the attack routines and show all the }
{ animations requested. }
var
N: Integer;
NoAnnounce,NoAnim: Boolean;
begin
N := 0;
{ Just keep going until we reach an iteration at which there are no more animations and }
{ no more announcements to display. That's how we know that we're finished. }
repeat
NoAnnounce := Not DisplayAnnouncements( N );
NoAnim := not DisplayEffectAnimations( GB , N );
Inc( N );
{ Pump the events after the loop to keep Windows from doing the "Not Responding" }
{ thing during long enemy turns- thanks Buffered. }
{$IFNDEF ASCII}
if ( N mod 3 ) = 0 then SDL_PumpEvents();
{$ENDIF}
until NoAnnounce and NoAnim;
end;
Function CloneMap( GB: GameBoardPtr ): GameBoardPtr;
{ Copy the map and all its contents. }
var
FakeGB: GameBoardPtr;
mek,FakeMek: GearPtr;
begin
FakeGB := NewMap( GB^.Map_Width , GB^.Map_Height );
FakeGB^.ComTime := GB^.ComTime;
FakeGB^.Scale := GB^.Scale;
FakeGB^.map := GB^.Map;
FakeGB^.Scene := GB^.Scene;
FakeGB^.Camp := GB^.Camp;
mek := GB^.Meks;
while mek <> Nil do begin
FakeMek := CloneGear( Mek );
AppendGear( FakeGB^.Meks , FakeMek );
Mek := Mek^.Next;
end;
CloneMap := FakeGB;
end;
Procedure DisposeMapClone( FakeGB: GameBoardPtr );
{ Get rid of the fake map. }
begin
FakeGB^.Scene := Nil;
DisposeMap( FakeGB );
end;
Procedure AttackerFrontEnd( GB: GameBoardPtr; Attacker,Weapon: GearPtr; X,Y,Z,AtOp: Integer );
{ This is a front end for the ATTACKER procedures. It calls those }
{ procedures, and also informs the player of what's going on }
{ both textually (description) and visually (graphics). }
var
FakeGB: GameBoardPtr;
begin
{ Generate a fake gameboard to be used for screen output. }
FakeGB := CloneMap( GB );
{ Actually do the attack. }
DoAttack(GB,Weapon,Nil,X,Y,Z,AtOp);
{ Report the effect of the attack. }
Display_Effect_History( FakeGB );
DisposeMapClone( FakeGB );
{ Resolve any crashes resulting from the attack. }
ResolveAfterEffects( GB );
{ AT the end, redisplay the map. }
CombatDisplay( GB );
end;
Procedure AttackerFrontEnd( GB: GameBoardPtr; Attacker,Weapon,Target: GearPtr; AtOp: Integer );
{ This is a front end for the ATTACKER procedures. It calls those }
{ procedures, and also informs the player of what's going on }
{ both textually (description) and visually (graphics). }
var
FakeGB: GameBoardPtr;
begin
{ Generate a fake gameboard to be used for screen output. }
FakeGB := CloneMap( GB );
{ Actually do the attack. }
DoAttack(GB,Weapon,Target,0,0,0,AtOp);
{ Report the effect of the attack. }
Display_Effect_History( FakeGB );
DisposeMapClone( FakeGB );
{ Resolve any crashes resulting from the attack. }
ResolveAfterEffects( GB );
{ AT the end, redisplay the map. }
CombatDisplay( GB );
end;
Procedure EffectFrontEnd( GB: GameBoardPtr; Target: GearPtr; FX_String,FX_Desc: String );
{ An effect string has just been triggered. Call the effect handler, }
{ then display the outcome for the user. }
begin
HandleEffectString( GB , Target , FX_String , FX_Desc );
Display_Effect_History( GB );
{ Resolve any crashes resulting from the effect. }
ResolveAfterEffects( GB );
end;
Procedure MassEffectFrontEnd( GB: GameBoardPtr; FX_String,FX_Desc: String );
{ An effect string has just been triggered. Call the effect handler, }
{ then display the outcome for the user. }
begin
MassEffectString( GB , FX_String , FX_Desc );
Display_Effect_History( GB );
{ Resolve any crashes resulting from the effect. }
ResolveAfterEffects( GB );
end;
Procedure RandomExplosion( GB: GameBoardPtr );
{ Stick a random explosion somewhere on the map. This procedure is used by the }
{ BOMB ASL command. }
var
X,Y: Integer;
begin
X := Random( GB^.MAP_Width ) + 1;
Y := Random( GB^.MAP_HEIGHT ) + 1;
Explosion( GB , X , Y , 5 , 8 );
{ Report the effect of the attack. }
Display_Effect_History( GB );
{ Resolve any crashes resulting from the effect. }
ResolveAfterEffects( GB );
end;
Procedure StatusEffectCheck( GB: GameBoardPtr );
{ Check all status effects, removing those which have expired }
{ and performing effects for those which haven't. }
{ This will also deal with a mecha's OVERLOAD condition, since }
{ I want the count decremented every 3 minutes or so and it }
{ would be inefficient to loop through the list twice. }
var
M: GearPtr;
FX,FX2: NAttPtr;
begin
M := GB^.Meks;
while M <> Nil do begin
if GearActive( M ) and OnTheMap( GB , M ) then begin
FX := M^.NA;
while FX <> Nil do begin
FX2 := FX^.Next;
if ( FX^.G = NAG_StatusEffect ) and ( FX^.S >= 1 ) and ( FX^.S <= Num_Status_FX )then begin
if SX_Effect_String[ FX^.S ] <> '' then begin
EffectFrontEnd( GB , M , SX_Effect_String[ FX^.S ] , MSgString( 'Status_FXDesc' + BStr( FX^.S ) ) );
end;
if ( FX^.V > 0 ) and ( SX_ResistTarget[ FX^.S ] = -1 ) then begin
{ Set rate of diminishment }
if Random( 2 ) = 1 then Dec( FX^.V );
if FX^.V = 0 then SetNAtt( M^.NA , NAG_StatusEffect , FX^.S , 0 );
end else if ( FX^.V > 0 ) and ( SX_ResistTarget[ FX^.S ] > 0 ) and ( RollStep( SkillValue( M , NAS_Toughness , STAT_Ego ) ) > SX_ResistTarget[ FX^.S ] ) then begin
{ Diminishment determined by RESISTANCE }
Dec( FX^.V );
if FX^.V = 0 then SetNAtt( M^.NA , NAG_StatusEffect , FX^.S , 0 );
end;
end;
FX := FX2;
end;
end;
M := M^.Next;
end;
end;
Procedure CyberneticsCheck( PC: GearPtr );
{ Update the cybernetic trauma score for the PC. }
const
Num_Disfunction = 12;
Dis_Index: Array [1..Num_Disfunction] of Byte = (
6,7,8,9,10, 11,12,13,14,15, 16,17
);
Dis_Cost: Array [1..Num_Disfunction] of Byte = (
30,35,45,50,55, 60,65,70,80,85, 90,95
);
var
TT: Integer; { Total Trauma }
SC: GearPtr; { Sub-Components of PC; looking for cyberware. }
N: Integer; { Number of implants. }
D: Integer; { Disfunction # }
begin
{ To start with, add up all the trauma points the PC has. }
TT := 0;
N := 0;
SC := PC^.SubCom;
while SC <> Nil do begin
if ( SC^.G = GG_Modifier ) and ( SC^.V = GV_CharaModifier ) then begin
TT := TT + TraumaValue( SC );
end;
SC := SC^.Next;
end;
{ Reduce the total trauma by Ego/4, and reduce further if Cybertech talent known. }
TT := TT - ( CStat( PC , STAT_Ego ) div 4 ) - Random( 2 );
if HasTalent( PC , NAS_Extropian ) then TT := TT - 5;
{ If there is any trauma, the PC must make a skill roll against it. }
if TT > 0 then begin
AddNAtt( PC^.NA , NAG_Condition , NAS_CyberTrauma , 1 );
if RollStep( SkillValue( PC , NAS_Toughness , STAT_Ego ) ) < ( TT + 5 ) then AddNAtt( PC^.NA , NAG_Condition , NAS_CyberTrauma , 1 );
{ If the PC has enough trauma points to consider }
{ getting a disfunction, deal with that now. }
if ( NAttValue( PC^.NA , NAG_Condition , NAS_CyberTrauma ) > 72 ) and ( Random( 3 ) = 1 ) then begin
{ Select a disfunction at random. The PC might }
{ get this if he doesn't already have it and }
{ if it's cheap enough. }
D := Random( Num_Disfunction ) + 1;
if ( NAttValue( PC^.NA , NAG_StatusEffect , Dis_Index[ D ] ) = 0 ) and ( Random( NAttValue( PC^.NA , NAG_Condition , NAS_CyberTrauma ) ) > Dis_Cost[ D ] ) then begin
SetNAtt( PC^.NA , NAG_StatusEffect , Dis_Index[ D ] , -1 );
SetNAtt( PC^.NA , NAG_Condition , NAS_CyberTrauma , NAttValue( PC^.NA , NAG_Condition , NAS_CyberTrauma ) div 2 );
DialogMsg( ReplaceHash( MsgString( 'Disfunction_' + BStr( D ) ) , GearName( PC ) ) );
end;
end;
end;
end;
Procedure RegenerationCheck( MList: GearPtr; BeQuick,GetHungry: Boolean );
{ Go through MList and all siblings and all children. Any gears }
{ found which are of type MEAT will recover one point of damage, }
{ if damaged. }
{ If BEQUICK, don't do a cybernetics check because the PC doesn't have any chance to }
{ go see a doctor. }
const
STAMINA_CHANCE = 30; { Determines speed of Stamina/Mental recovery. }
var
MAT,Drain,Recovery,N,Morale: Integer;
PCTeam,CanRegen: Boolean;
begin
while MList <> Nil do begin
PCTeam := ( NAttValue( MList^.NA , NAG_Location , NAS_Team ) = 1 ) and ( MList^.G = GG_Character );
if PCTeam then Morale := NAttValue( MList^.NA , NAG_Condition , NAS_MoraleDamage );
CanRegen := NAttValue( MList^.NA , NAG_StatusEffect , NAS_Anemia ) = 0;
{ Whether or not a gear can regenerate is determined }
{ by its material. }
MAT := NAttValue( MList^.NA , NAG_GearOps , NAS_Material );
if ( MAT < 0 ) or ( MAT > NumMaterial ) then MAT := 0;
if MAT_Regenerate[ MAT ] and NotDestroyed( MList ) and CanRegen then begin
{ If there's any HP damage, regenerate a point. }
if ( NAttValue( MList^.NA , NAG_Damage , NAS_StrucDamage ) > 0 ) and ( Random( 200 ) < GearMaxDamage( MList ) ) then begin
AddNAtt( MList^.NA , NAG_Damage , NAS_StrucDamage , -1 );
if PCTeam then AddMoraleDmg( MList , MORALE_HPRegen );
end;
{ Natural armor heals *MUCH* more slowly than normal HP damage. }
if ( NAttValue( MList^.NA , NAG_Damage , NAS_ArmorDamage ) > 0 ) and ( Random( 500 ) < GearMaxArmor( MList ) ) then begin
AddNAtt( MList^.NA , NAG_Damage , NAS_ArmorDamage , -1 );
if PCTeam then AddMoraleDmg( MList , MORALE_HPRegen );
end;
end;
{ Also attempt to regenerate SP and MP here. }
if MList^.G = GG_Character then begin
Drain := NAttValue( MList^.NA , NAG_Condition , NAS_StaminaDown );
if ( Drain > 0 ) and CanRegen then begin
Recovery := 0;
N := CharStamina( MList );
if N > STAMINA_CHANCE then begin
Recovery := N div STAMINA_CHANCE;
N := N mod STAMINA_CHANCE;
end;
if Random( STAMINA_CHANCE ) <= N then Inc( Recovery );
if Recovery > Drain then Recovery := Drain;
AddNAtt( MList^.NA , NAG_Condition , NAS_StaminaDown , -Recovery );
if PCTeam and ( Random( 8 ) = 1 ) then AddMoraleDmg( MList , 1 );
end;
Drain := NAttValue( MList^.NA , NAG_Condition , NAS_MentalDown );
if ( Drain > 0 ) and CanRegen then begin
Recovery := 0;
N := CharMental( MList );
if N > STAMINA_CHANCE then begin
Recovery := N div STAMINA_CHANCE;
N := N mod STAMINA_CHANCE;
end;
if Random( STAMINA_CHANCE ) <= N then Inc( Recovery );
if Recovery > Drain then Recovery := Drain;
AddNAtt( MList^.NA , NAG_Condition , NAS_MentalDown , -Recovery );
if PCTeam and ( Random( 8 ) = 1 ) then AddMoraleDmg( MList , 1 );
end;
{ Characters also get hungry... }
if PCTeam and GetHungry then begin
AddNAtt( MList^.NA , NAG_Condition , NAS_Hunger , 1 );
if NAttValue( MList^.NA , NAG_Condition , NAS_Hunger ) > Hunger_Penalty_Starts then begin
DialogMsg( ReplaceHash( MsgString( 'REGEN_Hunger' ) , GearName( MList ) ) );
end;
{ Check for the cyber-disfunctions Depression, }
{ Rejection, and Irrational ANger here. }
if NAttValue( MList^.NA , NAG_StatusEffect , NAS_Rejection ) <> 0 then begin
{ A character suffering REJECTION earns one extra trauma point per regen check. }
AddNAtt( MList^.NA , NAG_Condition , NAS_CyberTrauma , 1 );
end;
if NAttValue( MList^.NA , NAG_StatusEffect , NAS_Depression ) <> 0 then begin
{ A depressed character always loses morale. }
AddMoraleDmg( MList , 1 );
end;
if NAttValue( MList^.NA , NAG_StatusEffect , NAS_Anger ) <> 0 then begin
{ An angry character might pick up Villainous reputation. }
if Random( 50 ) = 1 then AddReputation( MList , 1 , -1 );
end;
{ If nothing happened this regen check to make }
{ the PC feel worse, morale moves one point }
{ closer to zero. }
if ( Random( 2 ) = 1 ) and ( Morale = NAttValue( MList^.NA , NAG_Condition , NAS_MoraleDamage ) ) then begin
if Morale > 0 then begin
AddNAtt( MList^.NA , NAG_Condition , NAS_MoraleDamage , -1 );
end else if Morale < 0 then begin
AddNAtt( MList^.NA , NAG_Condition , NAS_MoraleDamage , 1 );
end;
end;
{ Check the PC's cyberware... }
if not BeQuick then CyberneticsCheck( MList );
end;
end;
{ Check the children - InvCom and SubCom. }
RegenerationCheck( MList^.InvCom , BeQuick , GetHungry );
RegenerationCheck( MList^.SubCom , BeQuick , GetHungry );
{ Move to the next sibling. }
MList := MList^.Next;
end;
end;
Procedure ReduceOverload( GB: GameBoardPtr );
{ Mecha lose one point of power overload every 10 seconds. }
Procedure CheckOverloadAlongPath( M: GearPtr );
begin
while M <> Nil do begin
{ Decrease OVERLOAD by 1 every 10 seconds }
if NAttValue( M^.NA , NAG_Condition , NAS_PowerSpent ) > 0 then begin
AddNAtt( M^.NA , NAG_Condition , NAS_PowerSpent , -1 );
end;
CheckOverloadAlongPath( M^.SubCom );
CheckOverloadAlongPath( M^.InvCom );
M := M^.Next;
end;
end;
begin
CheckOverloadAlongPath( GB^.Meks );
end;
Procedure AdvanceGameClock( GB: GameBoardPtr; BeQuick,GetHungry: Boolean );
{ Increment the game clock and do any checks that need to be }
{ done. }
{ Set BEQUICK to TRUE in order to skip the 5min and halfhour triggers. }
begin
Inc( GB^.ComTime );
if (( GB^.Comtime mod AP_5Minutes ) = 0) and not BeQuick then SetTrigger( GB , TRIGGER_FiveMinutes );
if (( GB^.Comtime mod AP_HalfHour ) = 0) and not BeQuick then SetTrigger( GB , TRIGGER_HalfHour );
if ( GB^.Comtime mod AP_Hour ) = 0 then SetTrigger( GB , TRIGGER_Hour );
if ( GB^.Comtime mod AP_Quarter ) = 0 then SetTrigger( GB , TRIGGER_Quarter );
{ Restore lost power every 10 seconds. }
if ( GB^.ComTime mod 10 ) = 0 then begin
ReduceOverload( GB );
end;
{ Once every 10 minutes, living gears regenerate. }
if ( GB^.ComTime mod AP_10minutes ) = 0 then begin
RegenerationCheck( GB^.Meks , BeQuick , GetHungry );
end;
{ Once every 3 minutes, update the status effects. }
if ( GB^.ComTime mod AP_3minutes ) = 97 then StatusEffectCheck( GB );
end;
Procedure QuickTime( GB: GameBoardPtr; Time: LongInt );
{ Advance time quickly by the specified amount. }
begin
while Time > 0 do begin
Dec( Time );
AdvanceGameClock( GB , True , True );
end;
end;
Procedure TransitTime( GB: GameBoardPtr; Time: LongInt );
{ Advance time quickly by the specified amount. }
{ During this time the PC will not get hungry. }
begin
while Time > 0 do begin
Dec( Time );
AdvanceGameClock( GB , True , False );
end;
end;
Procedure DisplayConsoleHistory( GB: GameBoardPtr );
{ Display the console history, then restore the display. }
begin
{$IFDEF ASCII}
MoreText( Console_History , MoreHighFirstLine( Console_History ) );
CombatDisplay( GB );
{$ELSE}
Redraw_GB := GB;
MoreText( Console_History , MoreHighFirstLine( Console_History ), @ComDispRedraw );
{$ENDIF}
end;
Function GetTauntString( NPC: GearPtr; Msg_Label: String ): String;
{ Determine an appropriate string for the type of taunt requested. }
var
MList: SAttPtr;
Procedure HarvestMessages( LList: SAttPtr; head: String );
{ Look through LList and collect all strings that match HEAD. }
var
M: SAttPtr;
begin
M := LList;
while M <> Nil do begin
if HeadMatchesString( head , M^.Info ) then StoreSAtt( MList , RetrieveAString( M^.Info ) );
M := M^.Next;
end;
end;
var
T,V: Integer;
msg: String;
begin
{ Start with an error check. }
NPC := LocatePilot( NPC );
if NPC = Nil then Exit( '' );
{ Initialize our message list to NIL. }
MList := Nil;
{ First, search through NPC itself looking for appropriate messages. }
HarvestMessages( NPC^.SA , msg_label );
{ Next, pick some contenders from the standard chatter list. }
{ Only characters with CIDs get this. }
HarvestMessages( NPC_Chatter_Standard , msg_label + '_ALL' );
for t := 1 to Num_Personality_Traits do begin
V := NAttValue( NPC^.NA , NAG_CharDescription , -T );
if V > 0 then begin
HarvestMessages( NPC_Chatter_Standard , msg_label + '_T' + BStr( T ) + '+' );
end else if V < 0 then begin
HarvestMessages( NPC_Chatter_Standard , msg_label + '_T' + BStr( T ) + '-' );
end;
end;
if MList <> Nil then begin
msg := SelectRandomSAtt( MList )^.Info;
DisposeSAtt( MList );
end else begin
msg := '';
end;
GetTauntString := msg;
end;
Procedure SayCombatTaunt( GB: GameBoardPtr; NPC: GearPtr; Msg_Label: String );
{ NPC is going to say something... maybe. Search the NPC gear for things to say, }
{ then search the standard chatter list for things to say, then pick one of them }
{ and say it. }
{ Note that this will not nessecarily be an actual taunt. It's more likely to be }
{ something completely different... but I didn't feel like calling this procedure }
{ "NPC_Mutters"... }
var
msg: String;
begin
{ Make sure we have a proper NPC, and not a mecha. }
NPC := LocatePilot( NPC );
if NPC = Nil then Exit;
{ Make sure combat taunts are enabled. }
if No_Combat_Taunts then begin
SetNAtt( FindRoot( NPC )^.NA , NAG_EpisodeData , NAS_ChatterRecharge , GB^.ComTime + ( 2500 div CStat( NPC , STAT_Charm ) ) );
Exit;
end;
{ If at least one phrase was found, and the NPC is visible, it can say something. }
if NotAnAnimal( NPC ) and ( ( Msg_Label = 'CHAT_EJECT' ) or ( NAttValue( NPC^.NA , NAG_Personal , NAS_CID ) <> 0 ) ) then begin
if ( ( Msg_Label = 'CHAT_EJECT' ) or MekVisible( GB , FindRoot( NPC ) ) ) then begin
msg := GetTauntString( NPC , Msg_Label );
if msg <> '' then DialogMsg( '[' + GearName( NPC ) + ']: ' + msg );
end;
end;
{ Add the chatter recharge time. }
SetNAtt( FindRoot( NPC )^.NA , NAG_EpisodeData , NAS_ChatterRecharge , GB^.ComTime + ( 2500 div CStat( NPC , STAT_Charm ) ) );
end;
Procedure Monologue( GB: GameBoardPtr; NPC: GearPtr; Msg: String );
{ NPC is about to deliver a line. }
var
A: Char;
begin
NPC := LocatePilot( NPC );
repeat
CombatDisplay( GB );
DoMonologueDisplay( GB , NPC , Msg );
DoFlip;
A := RPGKey;
until IsMoreKey( A );
DialogMsg( '[' + PilotName( NPC ) + ']: ' + Msg );
end;
Procedure AI_Eject( Mek: GearPtr; GB: GameBoardPtr );
{ This NPC is ejecting from his mecha! }
var
Pilot: GearPtr;
Msg: String;
begin
{ Better set the following triggers. }
SetTrigger( GB , TRIGGER_NumberOfUnits + BStr( NAttValue( Mek^.NA , NAG_Location , NAS_Team ) ) );
SetTrigger( GB , TRIGGER_UnitEliminated + BStr( NAttValue( Mek^.NA , NAG_EpisodeData , NAS_UID ) ) );
repeat
Pilot := ExtractPilot( Mek );
if Pilot <> Nil then begin
Msg := GetTauntString( Pilot , 'CHAT_EJECT' );
Monologue( GB , Pilot , Msg );
DialogMsg( ReplaceHash( MsgString( 'EJECT_AI' ) , GearName( Pilot ) ) );
DeployGear( GB , Pilot , False );
end;
until Pilot = Nil;
end;
Procedure AI_Surrender( GB: GameBoardPtr; Mek: GearPtr );
{ This NPC is surrendering! }
var
Msg: String;
begin
{ Better set the following triggers. }
SetTrigger( GB , TRIGGER_NumberOfUnits + BStr( NAttValue( Mek^.NA , NAG_Location , NAS_Team ) ) );
SetTrigger( GB , TRIGGER_UnitEliminated + BStr( NAttValue( Mek^.NA , NAG_EpisodeData , NAS_UID ) ) );
if NAttValue( Mek^.NA , NAG_Personal , NAS_CID ) <> 0 then begin
SetTrigger( GB , TRIGGER_NPCSurrendered + BStr( NAttValue( Mek^.NA , NAG_Personal , NAS_CID ) ) );
end;
Msg := GetTauntString( Mek , 'CHAT_SURRENDER' );
Monologue( GB , Mek , Msg );
DialogMsg( ReplaceHash( MsgString( 'SURRENDER_AI' ) , GearName( Mek ) ) );
SetNAtt( Mek^.NA , NAG_EpisodeData , NAS_SurrenderStatus , NAV_NowSurrendered );
end;
Function MightEject( Mek: GearPtr ): Boolean;
{ Return TRUE if it's possible that MEK might eject given its }
{ current situation, or FALSE otherwise. }
begin
MightEject := GearActive( Mek ) and ( ( PercentDamaged( Mek ) < 75 ) or not HasAtLeastOneValidMovemode( Mek ) );
end;
Function CapableOfSurrender( GB: GameBoardPtr; NPC: GearPtr ): Boolean;
{ This model might surrender, sometime, under some circumstances, not necessarily these. }
begin
CapableOfSurrender := GearActive( NPC ) and AreEnemies(GB,NAttValue(NPC^.NA,NAG_Location,NAS_Team),NAV_DefPlayerTeam) and (NAttValue(NPC^.NA,NAG_EpisodeData,NAS_SurrenderStatus) = 0) and NotAnAnimal( NPC );
end;
Function MightSurrender( GB: GameBoardPtr; NPC: GearPtr ): Boolean;
{ Return TRUE if it's possible that NPC might surrender given its }
{ current situation, or FALSE otherwise. }
begin
MightSurrender := CapableOfSurrender( GB , NPC ) and (( CurrentStamina(NPC) = 0 ) or ( GearCurrentDamage( NPC ) < Random( 6 ) ));
end;
Function HasAtLeastOneValidWeapon( Mek: GearPtr ): Boolean;
{ Return TRUE if this mecha has at least one weapon capable of being used, }
{ or FALSE if all of its weapons have been destroyed/run out of ammo/otherwise }
{ neutralized. }
var
HALOVW: Boolean;
Procedure CheckVWAlongPath( LList: GearPtr );
{ Check along this path, recursing through children, looking }
{ for at least one valid weapon. }
begin
while ( llist <> Nil ) and not HALOVW do begin
if NotDestroyed( llist ) then begin
if LList^.G = GG_Weapon then begin
{ This could be it! It's a weapon, and it's not destroyed... }
{ The only thing that could hold us back now is ammo. }
if ( LList^.S = GS_Ballistic ) or ( LList^.S = GS_Missile ) then begin
HALOVW := LocateGoodAmmo( LList ) <> Nil;
end else begin
{ No ammo, but don't need ammo. }
HALOVW := True;
end;
end;
if not HALOVW then begin
CheckVWAlongPath( llist^.subcom );
CheckVWAlongPath( llist^.invcom );
end;
end;
llist := llist^.Next;
end;
end;
begin
{ Assume FALSE until shown TRUE. }
HALOVW := False;
{ Check the subcoms. }
CheckVWAlongPath( Mek^.SubCom );
{ Return the result. }
HasAtLeastOneValidWeapon := HALOVW;
end;
Function ShouldEject( Mek: GearPtr; GB: GameBoardPtr ): Boolean;
{ Return TRUE if this mecha should eject, or FALSE otherwise. }
var
Dmg,PrevDmg,Intimidation,LeaderShip,TeamID: Integer;
Team: GearPtr;
begin
{ Error check- members of the PC team never eject. }
TeamID := NAttValue( Mek^.NA , NAG_Location , NAS_Team );
if TeamID = NAV_DefPlayerTeam then Exit( False );
{ Calculate the Intimidation and Leadership values. }
Intimidation := 5;
Leadership := TeamSkill( GB , TeamID , NAS_Intimidation , STAT_Ego );
if GB^.Scene <> Nil then begin
Team := GB^.Scene^.SubCom;
while Team <> Nil do begin
if ( Team^.S <> TeamID ) and AreAllies( GB , Team^.S , TeamID ) then begin
Dmg := TeamSkill( GB , Team^.S , NAS_Concentration , STAT_Ego );
if Dmg > Leadership then Leadership := Dmg;
end else if ( Team^.S <> TeamID ) and AreEnemies( GB , Team^.S , TeamID ) then begin
Dmg := TeamSkill( GB , Team^.S , NAS_Intimidation , STAT_Ego );
if Dmg > Intimidation then Intimidation := Dmg;
end;
Team := Team^.Next;
end;
end;
Dmg := PercentDamaged( Mek );
if not HasAtLeastOneValidWeapon( Mek ) then Dmg := Dmg - 15;
PrevDmg := 100 - NAttValue( Mek^.NA , NAG_EpisodeData , NAS_PrevDamage );
SetNAtt( Mek^.NA , NAG_EpisodeData , NAS_PrevDamage , 100 - DMG );
if MightEject( Mek ) and ( DMG < PrevDmg ) then begin
if CurrentMoveRate( GB^.Scene , Mek ) = 0 then Dmg := Dmg - 25;
ShouldEject := Dmg < ( Random( 65 ) + RollStep( Intimidation ) - RollStep( Leadership ) );
end else ShouldEject := False;
end;
Function ShouldSurrender( GB: GameBoardPtr; NPC: GearPtr ): Boolean;
{ Check to see whether or not NPC should surrender. Surrender should take place }
{ if the following conditions are met: The NPC has no stamina left, the NPC is }
{ an enemy of Team1, the NPC has not previously surrendered, the NPC is not an }
{ animal, }
{ ...and Team1 can manage an intimidation roll. }
{ Surrender will be automatic if 50% of a target's limbs are destroyed. }
Function BlackKnightSituation: Boolean;
{ The Black Knight situation happens when 50% or more of a target's limbs are }
{ disabled. Any rational person would surrender then. It's not just a flesh wound. }
var
limb: GearPtr;
total,d_total: Integer;
begin
total := 0;
d_total := 0;
limb := NPC^.SubCom;
while limb <> Nil do begin
if Limb^.G = GG_Module then begin
inc( Total );
if Destroyed( Limb ) then Inc( D_total );
end;
limb := limb^.Next;
end;
BlackKnightSituation := ( Total > 0 ) and ( D_total >= ( Total div 2 ) );
end;
var
SkRank,NPC_Stamina,Dmg,PrevDmg: Integer;
begin
if Destroyed( NPC ) then Exit( False );
Dmg := PercentDamaged( NPC );
NPC_Stamina := CurrentStamina(NPC);
if NPC_Stamina = 0 then Dmg := Dmg - 5;
PrevDmg := 100 - NAttValue( NPC^.NA , NAG_EpisodeData , NAS_PrevDamage );
SetNAtt( NPC^.NA , NAG_EpisodeData , NAS_PrevDamage , 100 - DMG );
if BlackKnightSituation and CapableOfSurrender( GB , NPC ) then begin
ShouldSurrender := True;
end else if ( DMG < PrevDmg ) and MightSurrender( GB , NPC ) then begin
SkRank := TeamSkill( GB , NAV_DefPlayerTeam , NAS_Intimidation , STAT_Ego );