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backpack.pp
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backpack.pp
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unit backpack;
{ This unit handles both the inventory display and the }
{ FieldHQ interface, which uses many of the same things. }
{
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
}
{$LONGSTRINGS ON}
interface
uses gears,locale,ghchars,
{$IFDEF ASCII}
vidgfx;
{$ELSE}
sdlgfx;
{$ENDIF}
const
TRIGGER_GetItem = 'GET';
Skill_Use_Trigger: Array [1..NumSkill] of String = (
'USE', 'USE', 'USE', 'USE', 'USE',
'USE', 'USE', 'USE', 'USE', 'USE',
'USE', 'CLUE_SURVIVAL', 'CLUE_REPAIR', 'CLUE_MEDICINE', 'USE',
'USE', 'USE', 'USE', 'USE', 'USE',
'CLUE_SCIENCE', 'USE', 'CLUE_CODEBREAKING', 'CLUE_MYSTICISM', 'USE',
'USE', 'CLUE_INSIGHT', 'USE'
);
Function DefaultAtOp( Weapon: GearPtr ): Integer;
Procedure GatherFieldHQ( GB: GameBoardPtr );
Procedure GivePartToPC( var LList: GearPtr; Part, PC: GearPtr );
Procedure GivePartToPC( GB: GameBoardPtr; Part, PC: GearPtr );
{$IFNDEF ASCII}
Procedure SelectColors( M: GearPtr; Redrawer: RedrawProcedureType );
Procedure SelectSprite( M: GearPtr; Redrawer: RedrawProcedureType );
{$ENDIF}
Function DoFieldRepair( GB: GameBoardPtr; PC , Item: GearPtr; Skill: Integer ): Boolean;
Function Handless( Mek: GearPtr ): Boolean;
Function CanBeExtracted( Item: GearPtr ): Boolean;
Procedure ExtractMechaPart( var LList,Item: GearPtr );
Function ShakeDown( GB: GameBoardPtr; Part: GearPtr; X,Y: Integer ): LongInt;
Procedure PCGetItem( GB: GameBoardPtr; PC: GearPtr );
Procedure PCTradeItems( GB: GameBoardPtr; PC,Target: GearPtr );
Procedure EatItem( GB: GameBoardPtr; TruePC , Item: GearPtr );
Procedure FHQ_SelectMechaForPilot( GB: GameBoardPtr; NPC: GearPtr );
Procedure ArenaHQBackpack( Source,BPPC: GearPtr; BasicRedraw: RedrawProcedureType );
Procedure LancemateBackpack( GB: GameBoardPtr; PC,NPC: GearPtr; BasicRedraw: RedrawProcedureType );
Procedure BackpackMenu( GB: GameBoardPtr; PC: GearPtr; StartWithInv: Boolean; BasicRedraw: RedrawProcedureType );
Procedure MechaPartEditor( GB: GameBoardPtr; var LList: GearPtr; PC,Mek: GearPtr; BasicRedraw: RedrawProcedureType );
Procedure MechaPartBrowser( Mek: GearPtr; RDP: RedrawProcedureType );
Procedure MysteryPartBrowser( Mek: GearPtr; RDP: RedrawProcedureType );
Procedure BrowseDesignFile( List: GearPtr; RDP: RedrawProcedureType );
Procedure FHQ_ThisWargearWasSelected( GB: GameBoardPtr; var LList: GearPtr; PC,M: GearPtr; BasicRedrawer: RedrawProcedureType );
Procedure PCDoPerformance( GB: GameBoardPtr; PC: GearPtr );
Procedure StartPerforming( GB: GameBoardPtr; PC: GearPtr );
Procedure UsableGearMenu( GB: GameBoardPtr; PC: GearPtr );
implementation
uses ability,action,arenacfe,arenascript,gearutil,ghholder,
ghmodule,ghprop,ghswag,interact,menugear,rpgdice,skilluse,texutil,
description,ghweapon,ui4gh,narration,specialsys,ghsupport,
ghintrinsic,effects,targetui,ghsensor,customization,
{$IFDEF ASCII}
vidmap,vidmenus,vidinfo;
{$ELSE}
colormenu,sdlmap,sdlmenus,sdlinfo;
{$ENDIF}
var
ForceQuit: Boolean;
EqpRPM,InvRPM: RPGMenuPtr;
MenuA,MenuB: RPGMenuPtr;
BP_Source: GearPtr; { Gear to appear in the INFO menu. }
BP_SeekSibs: Boolean; { TRUE if the menu lists sibling gears; FALSE if it lists child gears. }
BP_ActiveMenu: RPGMenuPtr; { The active menu. Used to determine the gear to show info about. }
BP_GB: GameBoardPtr;
BP_Redraw: RedrawProcedureType;
MPB_Redraw: RedrawProcedureType; { Mecha Part Browser redraw procedure. }
{ Since the mecha part browser may be called }
{ from the main menu, the mecha editor, or }
{ a dozen other places it needs to specify }
{ a redrawer. }
Function DefaultAtOp( Weapon: GearPtr ): Integer;
{ Return the default Attack Options value for the weapon selected. }
var
atop,PVal: Integer;
Ammo: GearPtr;
begin
AtOp := 0;
PVal := WeaponBVSetting( Weapon );
if ( Weapon^.G = GG_Weapon ) then begin
if ( ( Weapon^.S = GS_Ballistic ) or ( Weapon^.S = GS_BeamGun ) ) and ( Weapon^.Stat[ STAT_BurstValue ] > 0 ) then begin
if PVal = BV_Max then begin
AtOp := Weapon^.Stat[ STAT_BurstValue ];
end else if PVal = BV_Half then begin
AtOp := Weapon^.Stat[ STAT_BurstValue ] div 2;
if AtOp < 1 then AtOp := 1;
end else if PVal = BV_Quarter then begin
AtOp := Weapon^.Stat[ STAT_BurstValue ] div 4;
if AtOp < 1 then AtOp := 1;
end;
end else if Weapon^.S = GS_Missile then begin
Ammo := LocateGoodAmmo( Weapon );
if Ammo = Nil then begin
AtOp := 0;
end else if PVal = BV_Max then begin
AtOp := Ammo^.Stat[ STAT_AmmoPresent ] - 1;
if AtOp < 0 then AtOp := 0;
end else if PVal = BV_Half then begin
AtOp := ( Ammo^.Stat[ STAT_AmmoPresent ] div 2 ) - 1;
if AtOp < 0 then AtOp := 0;
end else if PVal = BV_Quarter then begin
AtOp := ( Ammo^.Stat[ STAT_AmmoPresent ] div 4 ) - 1;
if AtOp < 0 then AtOp := 0;
end;
end;
end;
DefaultAtOp := atop;
end;
Procedure PlainRedraw;
{ Miscellaneous menu redraw procedure. }
begin
if BP_GB <> Nil then CombatDisplay( BP_GB );
end;
Procedure MiscProcRedraw;
{ Miscellaneous menu redraw procedure. The Eqp display will be shown; }
{ the INV display won't be. }
var
N: Integer;
Part: GearPtr;
begin
BP_Redraw;
DrawBPBorder;
GameMsg( MsgString( 'BACKPACK_Directions' ) , ZONE_BackpackInstructions , InfoHilight );
if ( BP_ActiveMenu <> Nil ) and ( BP_Source <> Nil ) then begin
N := CurrentMenuItemValue( BP_ActiveMenu );
if N > 0 then begin
if BP_SeekSibs then Part := RetrieveGearSib( BP_Source , N )
else Part := LocateGearByNumber( BP_Source , N );
if Part <> Nil then begin
BrowserInterfaceInfo( BP_GB , Part , ZONE_ItemsInfo );
end;
end;
end;
if EqpRPM <> Nil then begin
DisplayMenu( EqpRPM , Nil );
end;
end;
Procedure InstallRedraw;
{ Redrawer for installing a part into a mecha. }
begin
BP_Redraw;
DrawBPBorder;
BrowserInterfaceInfo( BP_GB , BP_Source , ZONE_ItemsInfo );
if EqpRPM <> Nil then begin
DisplayMenu( EqpRPM , Nil );
end;
end;
Procedure EqpRedraw;
{ Show Inventory, select Equipment. }
var
N: Integer;
Part: GearPtr;
begin
BP_Redraw;
DrawBPBorder;
DisplayMenu( InvRPM , Nil );
GameMsg( MsgString( 'BACKPACK_Directions' ) , ZONE_BackpackInstructions , InfoHilight );
if ( BP_ActiveMenu <> Nil ) and ( BP_Source <> Nil ) then begin
N := CurrentMenuItemValue( BP_ActiveMenu );
if N > 0 then begin
if BP_SeekSibs then Part := RetrieveGearSib( BP_Source , N )
else Part := LocateGearByNumber( BP_Source , N );
if Part <> Nil then begin
BrowserInterfaceInfo( BP_GB , Part , ZONE_ItemsInfo );
end;
end;
end;
end;
Procedure ThisItemRedraw;
{ A specific item was selected, and its location stored in BP_Source. }
begin
BP_Redraw;
DrawBPBorder;
GameMsg( MsgString( 'BACKPACK_Directions' ) , ZONE_BackpackInstructions , InfoHilight );
if BP_Source <> Nil then BrowserInterfaceInfo( BP_GB , BP_Source , ZONE_ItemsInfo );
if EqpRPM <> Nil then begin
DisplayMenu( EqpRPM , Nil );
end;
end;
Procedure GetItemRedraw;
begin
CombatDisplay( BP_GB );
DrawGetItemBorder;
end;
Procedure ThisWargearRedraw;
{ A specific item was selected, and its location stored in BP_Source. }
begin
BP_Redraw;
SetupFHQDisplay;
if BP_Source <> Nil then BrowserInterfaceInfo( BP_GB , BP_Source , ZONE_ItemsInfo );
end;
Procedure MechaPartEditorRedraw;
{ Show Inventory, select Equipment. }
var
Part: GearPtr;
begin
BP_Redraw;
SetupFHQDisplay;
if ( BP_ActiveMenu <> Nil ) and ( BP_Source <> Nil ) then begin
if BP_SeekSibs then Part := RetrieveGearSib( BP_Source , CurrentMenuItemValue( BP_ActiveMenu ) )
else Part := LocateGearByNumber( BP_Source , CurrentMenuItemValue( BP_ActiveMenu ) );
if Part <> Nil then begin
BrowserInterfaceInfo( BP_GB , Part , ZONE_ItemsInfo );
end;
end;
end;
Procedure PartBrowserRedraw;
{ Redraw the screen for the part browser. }
var
Part: GearPtr;
begin
if MPB_Redraw <> Nil then MPB_Redraw;
SetupFHQDisplay;
if ( BP_ActiveMenu <> Nil ) and ( BP_Source <> Nil ) then begin
if BP_SeekSibs then Part := RetrieveGearSib( BP_Source , CurrentMenuItemValue( BP_ActiveMenu ) )
else Part := LocateGearByNumber( BP_Source , CurrentMenuItemValue( BP_ActiveMenu ) );
if Part <> Nil then begin
BrowserInterfaceInfo( BP_GB , Part , ZONE_ItemsInfo );
end;
end;
end;
Procedure MysteryBrowserRedraw;
{ Redraw the screen for the mystery display. }
{ This is the screen that shows no real information when the PC doesn't have }
{ the correct software to view a target. }
begin
if MPB_Redraw <> Nil then MPB_Redraw;
SetupFHQDisplay;
if ( BP_Source <> Nil ) then begin
BrowserInterfaceMystery( BP_Source , ZONE_ItemsInfo );
end;
end;
Procedure TradeItemsRedraw;
{ Trade Items menu redraw procedure. The MenuA and MenuB will both be shown. }
var
N: Integer;
Part: GearPtr;
begin
CombatDisplay( BP_GB );
DrawBPBorder;
GameMsg( MsgString( 'BACKPACK_Directions' ) , ZONE_BackpackInstructions , InfoHilight );
DisplayMenu( MenuA , Nil );
DisplayMenu( MenuB , Nil );
if ( BP_ActiveMenu <> Nil ) and ( BP_Source <> Nil ) then begin
N := CurrentMenuItemValue( BP_ActiveMenu );
if N > 0 then begin
Part := RetrieveGearSib( BP_Source^.InvCom , N );
if Part <> Nil then begin
BrowserInterfaceInfo( BP_GB , Part , ZONE_ItemsInfo );
end;
end;
end;
end;
Procedure GatherFieldHQ( GB: GameBoardPtr );
{ The PC wants to open his FieldHQ. Look through the current city and gather }
{ up everything belonging to the PC team. Deposit these gears on the gameboard. }
Procedure GatherFromScene( S: GearPtr );
{ Gather any gears belonging to the PC from this scene. }
{ Move them to the gameboard. }
var
M,M2: GearPtr;
begin
M := S^.InvCom;
while M <> Nil do begin
M2 := M^.Next;
if ( M^.G >= 0 ) and ( NAttValue( M^.NA , NAG_Location , NAS_Team ) = NAV_DefPlayerTeam ) then begin
DelinkGear( S^.InvCom , M );
DeployGear( GB , M , False );
end;
M := M2;
end;
end;
Procedure SearchAlongPath( SList: GearPtr );
{ Search along this path for scenes. }
begin
while SList <> Nil do begin
if SList^.G = GG_Scene then begin
GatherFromScene( SList );
SearchAlongPath( SList^.SubCom );
end;
SList := SList^.Next;
end;
end;
var
City: GearPtr;
begin
City := FindRootScene( GB^.Scene );
if City <> Nil then begin
GatherFromScene( City );
SearchAlongPath( City^.SubCom );
end;
end;
Procedure GivePartToPC( var LList: GearPtr; Part, PC: GearPtr );
{ Give the specified part to the PC. If the part cannot be }
{ held by the PC, store it so that it can be recovered using }
{ the FieldHQ Wargear Explorer. }
{ The part should be delinked already. }
var
P2,Pilot: GearPtr;
begin
if PC^.G = GG_Mecha then Pilot := LocatePilot( PC )
else Pilot := Nil;
if ( Part^.G = GG_Set ) then begin
while Part^.SubCom <> Nil do begin
P2 := Part^.SubCom;
DelinkGear( Part^.SubCom , P2 );
GivePartToPC( LList , P2 , PC );
end;
while Part^.InvCom <> Nil do begin
P2 := Part^.InvCom;
DelinkGear( Part^.InvCom , P2 );
GivePartToPC( LList , P2 , PC );
end;
end else if ( Pilot <> Nil ) and IsLegalInvCom( Pilot , Part ) then begin
StripNAtt( Part , NAG_Location );
StripNAtt( Part , NAG_EpisodeData );
InsertInvCom( Pilot , Part );
end else if ( PC <> Nil ) and IsLegalInvCom( PC , Part ) then begin
StripNAtt( Part , NAG_Location );
StripNAtt( Part , NAG_EpisodeData );
InsertInvCom( PC , Part );
end else begin
{ If the PC can't carry this equipment, }
{ stick it off the map. }
SetNAtt( Part^.NA , NAG_Location , NAS_Team , 1 );
SetNAtt( Part^.NA , NAG_Location , NAS_X , 0 );
SetNAtt( Part^.NA , NAG_Location , NAS_Y , 0 );
AppendGear( LList , Part );
end;
end;
Procedure GivePartToPC( GB: GameBoardPtr; Part, PC: GearPtr );
{ Call the above procedure, with GB^.Meks as the LList. }
begin
GivePartToPC( GB^.Meks , Part , PC );
end;
{$IFNDEF ASCII}
Procedure SelectColors( M: GearPtr; Redrawer: RedrawProcedureType );
{ The player wants to change the colors for this part. Make it so. }
{ The menu will be placed in the Menu area; assume the redrawer will }
{ show whatever changes are made here. }
var
portraitname,oldcolor,newcolor: String;
begin
portraitname := InfoImageName( M );
oldcolor := SAttValue( M^.SA , 'SDL_Colors' );
if M^.G = GG_Character then begin
newcolor := SelectColorPalette( colormenu_mode_character , portraitname , oldcolor , 100 , 150 , 0, Redrawer );
end else if M^.G = GG_Mecha then begin
newcolor := SelectColorPalette( colormenu_mode_mecha , portraitname , oldcolor , 100 , 150 , 0, Redrawer );
end else begin
newcolor := SelectColorPalette( colormenu_mode_allcolors , portraitname , oldcolor , 100 , 150 , 0, Redrawer );
end;
SetSAtt( M^.SA , 'SDL_Colors <' + newcolor + '>' );
end;
Procedure SelectSprite( M: GearPtr; Redrawer: RedrawProcedureType );
{ The player wants to change the colors for sprite for this character. }
{ The menu will be placed in the Menu area; assume the redrawer will }
{ show whatever changes are made here. }
var
RPM: RPGMenuPtr;
fname: String;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
if NAttValue( M^.NA , NAG_CharDescription , NAS_Gender ) = NAV_Female then begin
BuildFileMenu( RPM , Graphics_Directory + 'cha_f_*.*' );
end else if NAttValue( M^.NA , NAG_CharDescription , NAS_Gender ) = NAV_Male then begin
BuildFileMenu( RPM , Graphics_Directory + 'cha_m_*.*' );
end else begin
BuildFileMenu( RPM , Graphics_Directory + 'cha_*_*.*' );
end;
AddRPGMenuItem( RPM , MsgString( 'EXIT' ) , -1 );
fname := SelectFile( RPM , Redrawer );
if fname <> '' then begin
SetSAtt( M^.SA , 'SDL_SPRITE <' + fname + '>' );
end;
DisposeRPGMenu( RPM );
end;
{$ENDIF}
Procedure AddRepairOptions( RPM: RPGMenuPtr; PC,Item: GearPtr );
{ Check the object in question, then add options to the }
{ provided menu if the item is in need of repairs which the }
{ PC can provide. Repair items will be numbered 100 + RSN }
var
N: Integer;
begin
PC := LocatePilot( PC );
if PC <> Nil then begin
for N := 1 to NumSkill do begin
{ The repair option will only be added to the menu if: }
{ - The PC has the required skill. }
{ - The item is in need of repair (using this skill). }
if ( SkillMan[N].Usage = USAGE_Repair ) and ( NAttValue( PC^.NA , NAG_Skill , N ) > 0 ) and ( RepairNeededBySkill( Item , N ) > 0 ) then begin
AddRPGMenuItem( RPM , MsgString( 'BACKPACK_Repair' ) + MSgString( 'SKILLNAME_' + BStr( N ) ) , 100 + N );
end;
end;
end;
end;
Function DoFieldRepair( GB: GameBoardPtr; PC , Item: GearPtr; Skill: Integer ): Boolean;
{ The PC is going to use one of the repair skills. Call the }
{ standard procedure, then print output. }
{ Return TRUE if repair fuel found, or FALSE otherwise. }
var
msg: String;
Dmg0,DDmg,T: LongInt;
SFX_Check: Array [1..Num_Status_FX] of Boolean;
RepairFuelFound,NoStatusCured: Boolean;
begin
{ Record the initial state of the repair target. }
Dmg0 := AmountOfDamage( Item , True );
for t := 1 to Num_Status_FX do SFX_Check[ t ] := HasStatus( Item , T );
RepairFuelFound := UseRepairSkill( GB , PC , Item , Skill );
if NAttValue( PC^.NA , NAG_Location , NAS_Team ) = NAV_DefPlayerTeam then begin
msg := ReplaceHash( MsgString( 'PCREPAIR_UseSkill' ) , MsgString( 'SkillName_' + BStr( Skill ) ) );
end else begin
msg := ReplaceHash( MsgString( 'NPCREPAIR_UseSkill' ) , PilotName( PC ) );
msg := ReplaceHash( msg , MsgString( 'SkillName_' + BStr( Skill ) ) );
end;
msg := ReplaceHash( msg , GearName( Item ) );
{ Report the final state of the repair target. }
DDmg := Dmg0 - AmountOfDamage( Item , True );
{ Inform the user of the success. }
if ( Item^.G = GG_Character ) and Destroyed( Item ) then begin
msg := msg + ' ' + ReplaceHash( MsgString( 'PCREPAIR_DEAD' ) , GearName( Item ) );
end else if not RepairFuelFound then begin
msg := msg + ' ' + MsgString( 'PCREPAIR_NoRepairFuel' );
end else if DDmg > 0 then begin
msg := msg + ' ' + ReplaceHash( MsgString( 'PCREPAIR_Success' ) , BStr( DDmg ) );
end;
{ Assume TRUE unless proven FALSE. }
NoStatusCured := True;
for t := 1 to Num_Status_FX do begin
if SFX_Check[ t ] and not HasStatus( Item , T ) then begin
{ This status effect was cured. Add it to the list. }
NoStatusCured := FALSE;
end;
end;
{ If no damage was healed and no status was cured, this was a big waste of time. }
if ( DDMg = 0 ) and NoStatusCured then msg := msg + ' ' + MsgString( 'PCREPAIR_Failure' )
else if NotDestroyed( Item ) and not NoStatusCured then msg := msg + ' ' + ReplaceHash( MsgString( 'STATUS_Remove' ) , GearName( Item ) );
DialogMsg( msg );
DoFieldRepair := RepairFuelFound;
end;
Function ShakeDown( GB: GameBoardPtr; Part: GearPtr; X,Y: Integer ): LongInt;
{ This is the workhorse for this function. It does the }
{ dirty work of separating inventory from (former) owner. }
var
cash: LongInt;
SPart: GearPtr; { Sub-Part }
begin
{ Start by removing the cash from this part. }
cash := NAttValue( Part^.NA , NAG_Experience , NAS_Credits );
SetNAtt( Part^.NA , NAG_Experience , NAS_Credits , 0 );
SetNAtt( Part^.NA , NAG_EpisodeData , NAS_Ransacked , 1 );
{ Remove all InvComs, and place them on the map. }
While Part^.InvCom <> Nil do begin
SPart := Part^.InvCom;
DelinkGear( Part^.InvCom , SPart );
{ If this invcom isn't destroyed, put it on the }
{ ground for the PC to pick up. Otherwise delete it. }
if NotDestroyed( SPart ) then begin
SetNAtt( SPart^.NA , NAG_Location , NAS_X , X );
SetNAtt( SPart^.NA , NAG_Location , NAS_Y , Y );
SPart^.Next := GB^.Meks;
GB^.Meks := SPart;
end else begin
DisposeGear( SPart );
end;
end;
{ Shake down this gear's subcoms. }
SPart := Part^.SubCOm;
while SPart <> Nil do begin
if SPart^.G <> GG_Cockpit then cash := cash + ShakeDown( GB , SPart , X , Y );
SPart := SPart^.Next;
end;
ShakeDown := Cash;
end;
Function Ransack( GB: GameBoardPtr; X,Y: Integer ): LongInt;
{ Yay! Loot and pillage! This function has two purposes: }
{ first, it separates all Inventory gears from any non-operational }
{ masters standing in this tile. Secondly, it collects the }
{ money from all those non-operational masters and returns the }
{ total amount as the function result. }
var
it: LongInt;
Mek: GearPtr;
begin
it := 0;
Mek := GB^.Meks;
while Mek <> Nil do begin
{ If this is a broken-down master, check to see if it's }
{ one we want to pillage. }
if IsMasterGear( Mek ) and not GearOperational( Mek ) then begin
{ We will ransack this gear if it's in the correct location. }
if ( NAttValue( Mek^.NA , NAG_Location , NAS_X ) = X ) and ( NAttValue( Mek^.NA , NAG_Location , NAS_Y ) = Y ) then begin
it := it + ShakeDown( GB , Mek , X , Y );
end;
end else if ( Mek^.G = GG_MetaTerrain ) and ( ( Mek^.Stat[ STAT_Lock ] = 0 ) or Destroyed( Mek ) ) then begin
{ Metaterrain gets ransacked if it's unlocked, }
{ or wrecked. }
if ( NAttValue( Mek^.NA , NAG_Location , NAS_X ) = X ) and ( NAttValue( Mek^.NA , NAG_Location , NAS_Y ) = Y ) then begin
it := it + ShakeDown( GB , Mek , X , Y );
end;
end;
Mek := Mek^.Next;
end;
Ransack := it;
end;
Function Handless( Mek: GearPtr ): Boolean;
{ Return TRUE if Mek either has no hands or can't use its hands }
{ at the moment (say, because it's transformed into tank mode). }
{ Return TRUE if Mek has hands and they are in perfect working order. }
var
Hand: GearPtr;
begin
Hand := SeekActiveIntrinsic( Mek , GG_Holder , GS_Hand );
if Hand = Nil then Handless := True
else Handless := not InGoodModule( Hand );
end;
Function SelectVisibleItem( GB: GameBoardPtr; PC: GearPtr; X,Y: Integer ): GearPtr;
{ Attempt to select a visible item from gameboard tile X,Y. }
{ If more than one item is present, prompt the user for which one }
{ to pick up. }
var
N,T: Integer;
RPM: RPGMenuPtr;
begin
{ First count the number of items in this spot. }
N := NumVisibleItemsAtSpot( GB , X , Y );
{ If it's just 0 or 1, then our job is simple... }
if N = 0 then begin
SelectVisibleItem := Nil;
end else if N = 1 then begin
SelectVisibleItem := FindVisibleItemAtSpot( GB , X , Y );
{ If it's more than one, better create a menu and let the user }
{ pick one. }
end else if N > 1 then begin
DialogMsg( MsgString( 'GET_WHICH_ITEM?' ) );
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_GetItemMenu );
for t := 1 to N do begin
AddRPGMenuItem( RPM , GearName( GetVisibleItemAtSpot( GB , X , Y , T ) ) , T );
end;
BP_GB := GB;
N := SelectMenu( RPM , @GetItemRedraw );
DisposeRPGMenu( RPM );
if N > -1 then begin
SelectVisibleItem := GetVisibleItemAtSpot( GB , X , Y , N );
end else begin
SelectVisibleItem := Nil;
end;
end;
end;
Procedure PCGetItem( GB: GameBoardPtr; PC: GearPtr );
{ The PC will attempt to pick up something lying on the ground. }
var
Cash,NID: LongInt;
P: Point;
item: GearPtr;
IsHandless: Boolean;
begin
IsHandless := Handless( PC );
if IsHandless and not IsSafeArea( GB ) then begin
{ Start by checking something that other RPGs would }
{ just assume- does the PC have any hands? }
DialogMsg( MsgString( 'HANDLESS_PICKUP' ) );
end else begin
P := GearCurrentLocation( PC );
{ Before attempting to get an item, ransack whatever }
{ fallen enemies lie in this spot. }
Cash := Ransack( GB , P.X , P.Y );
{ Perform an immediate vision check- without it, items }
{ freed by the Ransack procedure above will remain unseen. }
VisionCheck( GB , PC );
Item := SelectVisibleItem( GB , PC , P.X , P.Y );
if Item <> Nil then begin
if IsLegalInvCom( PC , Item ) then begin
DelinkGear( GB^.Meks , Item );
{ Clear the item's location values. }
StripNAtt( Item , NAG_Location );
InsertInvCom( PC , Item );
{ Clear the home, to prevent wandering items. }
SetSAtt( Item^.SA , 'HOME <>' );
if ( PC^.G = GG_Mecha ) and IsHandless then begin
DialogMsg( ReplaceHash( MsgString( 'YOU_STRAP_?' ) , GearName( Item ) ) );
end else begin
DialogMsg( ReplaceHash( MsgString( 'YOU_GET_?' ) , GearName( Item ) ) );
end;
NID := NAttValue( Item^.NA , NAG_Narrative , NAS_NID );
if NID <> 0 then SetTrigger( GB , TRIGGER_GetItem + BStr( NID ) );
end else if Cash = 0 then begin
DialogMsg( ReplaceHash( MsgString( 'CANT_GET_?' ) , GearName( Item ) ) );
end;
end else if Cash = 0 then begin
DialogMSG( 'No item found.' );
end;
if Cash > 0 then begin
DialogMsg( ReplaceHash( MsgString( 'YouFind$' ) , BStr( Cash ) ) );
AddNAtt( LocatePilot( PC )^.NA , NAG_Experience , NAS_Credits , Cash );
end;
{ Picking up an item takes time. }
{ More time if you're doing it without hands. }
if IsHandless then begin
WaitAMinute( GB , PC , ReactionTime( PC ) * 3 );
end else begin
WaitAMinute( GB , PC , ReactionTime( PC ) );
end;
end;
end;
Procedure PCTradeItems( GB: GameBoardPtr; PC,Target: GearPtr );
{ The PC will attempt to trade items with TARGET. }
Procedure SetupMenu( RPM: RPGMenuPtr; M: GearPtr );
{ The setup procedure for both menus is the same, so here }
{ it is. }
begin
BuildSiblingMenu( RPM , M^.InvCom );
RPMSortAlpha( RPM );
{ If the menu is empty, add a message saying so. }
If RPM^.NumItem < 1 then AddRPGMenuItem( RPM , '[no inventory items]' , -1 )
else AlphaKeyMenu( RPM );
{ Add the menu keys. }
AddRPGMenuKey(RPM,'/',-2);
end;
Procedure TransferItem( Source , Item , Destination: GearPtr );
{ If possible, move ITEM from SOURCE to DESTINATION. }
var
NID: LongInt;
begin
if IsLegalInvCom( Destination , Item ) then begin
{ Clear the item's location values. }
StripNAtt( Item , NAG_Location );
DelinkGear( Source^.InvCom , Item );
InsertInvCom( Destination , Item );
{ Clear the home, to prevent wandering items. }
SetSAtt( Item^.SA , 'HOME <>' );
if Destination = PC then begin
DialogMsg( ReplaceHash( MsgString( 'YOU_GET_?' ) , GearName( Item ) ) );
end else begin
DialogMsg( ReplaceHash( MsgString( 'YOU_PUT_?' ) , GearName( Item ) ) );
end;
NID := NAttValue( Item^.NA , NAG_Narrative , NAS_NID );
if NID <> 0 then SetTrigger( GB , TRIGGER_GetItem + BStr( NID ) );
if GB <> Nil then WaitAMinute( GB , PC , ReactionTime( PC ) );
end else begin
DialogMsg( ReplaceHash( MsgString( 'CANT_GET_?' ) , GearName( Item ) ) );
end;
end;
var
item: GearPtr;
PCMenu,TarMenu: RPGMenuPtr;
EscMenu,UseTarInv: Boolean;
N: Integer;
begin
{ Error check. }
{ PC and Target must be non-nil; they must also be separate entities, or else }
{ weird things will result. }
if ( PC = Nil ) or ( Target = Nil ) or ( FindRoot( PC ) = FindRoot( Target ) ) then Exit;
{ Initialize variables. }
BP_GB := GB;
UseTarInv := True;
{ Keep going back and forth between the PC and the target until }
{ the player hits ESCape. }
EscMenu := False;
repeat
{ Create the two menus. }
PCMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_EqpMenu );
MenuA := PCMenu;
SetupMenu( PCMenu , PC );
TarMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_InvMenu );
MenuB := TarMenu;
SetupMenu( TarMenu , Target );
{ Determine which of the two menus is going to be our active one, }
{ based on the UseTarInv variable. }
if UseTarInv then begin
BP_ActiveMenu := TarMenu;
BP_Source := Target;
end else begin
BP_ActiveMenu := PCMenu;
BP_Source := PC;
end;
N := SelectMenu( BP_ActiveMenu , @TradeItemsRedraw );
if N > 0 then begin
{ An item has been selected. Find it, then attempt to swap from }
{ target to PC or vice versa. }
if UseTarInv then begin
Item := RetrieveGearSib( Target^.InvCom , N );
TransferItem( Target , Item , PC );
end else begin
Item := RetrieveGearSib( PC^.InvCom , N );
TransferItem( PC , Item , Target );
end;
end else if N = -1 then begin
{ An Escape has been recieved. Quit this procedure. }
EscMenu := True;
end else if N = -2 then begin
{ A menu swap has been requested. Change the active menu. }
UseTarInv := Not UseTarInv;
end;
{ Dispose the two menus. }
DisposeRPGMenu( PCMenu );
DisposeRPGMenu( TarMenu );
until EscMenu;
end;
Procedure CreateInvMenu( PC: GearPtr );
{ Allocate the Inventory menu and fill it up with the PC's inventory. }
begin
if InvRPM <> Nil then DisposeRPGMenu( InvRPM );
InvRPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_InvMenu );
InvRPM^.Mode := RPMNoCleanup;
BuildInventoryMenu( InvRPM , PC , False );
RPMSortAlpha( InvRPM );
{ If the menu is empty, add a message saying so. }
If InvRPM^.NumItem < 1 then AddRPGMenuItem( InvRPM , '[no inventory items]' , -1 )
else AlphaKeyMenu( InvRPM );
{ Add the menu keys. }
AddRPGMenuKey(InvRPM,'/',-2);
end;
Procedure CreateEqpMenu( PC: GearPtr );
{ Allocate the equipment menu and fill it up with the PC's gear. }
begin
if EqpRPM <> Nil then DisposeRPGMenu( EqpRPM );
EqpRPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_EqpMenu );
EqpRPM^.Mode := RPMNoCleanup;
BuildEquipmentMenu( EqpRPM , PC );
{ If the menu is empty, add a message saying so. }
If EqpRPM^.NumItem < 1 then AddRPGMenuItem( EqpRPM , '[no equipped items]' , -1 );
{ Add the menu keys. }
AddRPGMenuKey(EqpRPM,'/',-2);
end;
Procedure UpdateBackpack( PC: GearPtr );
{ Redo all the menus, and display them on the screen. }
begin
CreateInvMenu( PC );
CreateEqpMenu( PC );
end;
Procedure UnequipItem( GB: GameBoardPtr; var LList: GearPtr; PC , Item: GearPtr );
{ Delink ITEM from its parent, and stick it in the general inventory. }
begin
{ First, delink Item from its parent. }
DelinkGear( Item^.Parent^.InvCom , Item );
{ HOW'D YA LIKE THEM CARROT DOTS, EH!?!? }
{ Next, link ITEM into the general inventory, if possible. }
GivePartToPC( LList , Item , PC );
{ Unequipping takes time. }
if GB <> Nil then WaitAMinute( GB , PC , ReactionTime( PC ) );
end;
Procedure UnequipFrontend( GB: GameBoardPtr; var LList: GearPtr; PC , Item: GearPtr );
{ Simply unequip the provided item. }
{ PRECOND: PC and ITEM had better be correct, dagnabbit... }
begin
DialogMsg( ReplaceHash( MsgString( 'BACKPACK_Do_Unequip' ) , GearName( Item ) ) );
UnequipItem( GB , LList , PC , Item );
end;
Procedure EjectAmmo( GB: GameBoardPtr; var LList: GearPtr; PC , Item: GearPtr );
{ Remove all ammo from this item. }
Procedure RemoveThisAmmo( Ammo: GearPtr );
{ Remove ammo from wherever it is, then give it to the PC. }
{ Ammo must be a subcom!!! }
begin
{ First, delink Ammo from its parent. }
DelinkGear( Ammo^.Parent^.SubCom , Ammo );
{ Next, link Ammo into the general inventory, if possible. }
GivePartToPC( LList , Ammo , PC );
DialogMsg( ReplaceHash( MsgString( 'BACKPACK_Do_EjectAmmo' ) , GearName( Ammo ) ) );
end;
Procedure CheckForAmmoToEject( IList: GearPtr );
{ Check this list for ammo to eject, and also all subcoms. }
var
I2: GearPtr;
begin
while IList <> Nil do begin
I2 := IList^.Next;
if IList^.G = GG_Ammo then begin
RemoveThisAmmo( IList );
end else begin
CheckForAmmoToEject( IList^.SubCom );
end;
IList := I2;
end;
end;
begin
{ Start the search going. }
CheckForAmmoToEject( Item^.SubCom );
{ Unequipping takes time. }
if GB <> Nil then WaitAMinute( GB , PC , ReactionTime( PC ) );
end;
Procedure EjectSoftware( GB: GameBoardPtr; var LList: GearPtr; PC , Item: GearPtr );
{ Remove all software from this item. }
Procedure RemoveThisSoftware( Soft: GearPtr );
{ Remove Soft from wherever it is, then give it to the PC. }
{ Soft must be a subcom!!! }
begin
{ First, delink Soft from its parent. }
DelinkGear( Soft^.Parent^.SubCom , Soft );
{ Next, link Ammo into the general inventory, if possible. }
GivePartToPC( LList , Soft , PC );
DialogMsg( ReplaceHash( MsgString( 'BACKPACK_Do_EjectSoftware' ) , GearName( Soft ) ) );
end;
Procedure CheckForSoftwareToEject( IList: GearPtr );
{ Check this list for software to eject, and also all subcoms. }
var
I2: GearPtr;
begin
while IList <> Nil do begin
I2 := IList^.Next;
if IList^.G = GG_Software then begin
RemoveThisSoftware( IList );
end else begin
CheckForSoftwareToEject( IList^.SubCom );
end;
IList := I2;
end;
end;
begin
{ Start the search going. }
CheckForSoftwareToEject( Item^.SubCom );
{ Unequipping takes time. }
if GB <> Nil then WaitAMinute( GB , PC , ReactionTime( PC ) );
end;
Function CanBeExtracted( Item: GearPtr ): Boolean;
{ Return TRUE if the listed part can be extracted from a mecha, }
{ or FALSE if it cannot normally be extracted. }
begin
if ( Item^.G = GG_Support ) or ( Item^.G = GG_Cockpit ) or IsMasterGear( Item ) or ( Item^.Parent = Nil ) or ( Item^.Parent^.Scale = 0 ) or ( Item^.G = GG_Modifier ) then begin
CanBeExtracted := False;
end else if ( Item^.G = GG_Module ) and ( Item^.S = GS_Body ) then begin
CanBeExtracted := False;
end else if Item^.G = GG_SOftware then begin
{ Software can't be extracted; it must be uninstalled. }
CanBeExtracted := False;
end else if SeekGear( Item , GG_Cockpit , 0 , False ) <> Nil then begin
{ If the item contains the cockpit, it can't be extracted. }
CanBeExtracted := False;
end else begin
CanBeExtracted := Not PartHasIntrinsic( Item , NAS_Integral );
end;
end;
Function CanBeInstalled( Item: GearPtr ): Boolean;
{ Return TRUE if the listed part can maybe be installed in a mecha }
{ with the Mecha Engineering skill, or FALSE if it definitely can't. }
begin
if ( Item = Nil ) or ( Item^.G = GG_Ammo ) or ( Item^.G = GG_Shield ) or ( Item^.G = GG_ExArmor ) or ( Item^.G = GG_Tool ) or ( Item^.G = GG_RepairFuel ) or ( Item^.G = GG_Consumable )
or ( Item^.G = GG_WeaponAddOn ) or ( Item^.G = GG_Software ) then begin
CanBeInstalled := False;
end else begin
CanBeInstalled := True;
end;
end;
Procedure ExtractMechaPart( var LList,Item: GearPtr );