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chargen.pp
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chargen.pp
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unit chargen;
{ This unit contains the nuts and bolts of the GearHead }
{ character generator. }
{
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
}
{$LONGSTRINGS ON}
{ ******************** }
{ *** THE EGG *** }
{ ******************** }
{ EGG^.G = GG_Set }
{ EGG^.S = NA }
{ EGG^.V = NA }
{ }
{ Egg Subcoms: The PC and their mecha. }
{ Egg Invcoms: All the NPCs connected to the PC. }
{ }
{ The Character Creator returns an "Egg" containing not only the PC, but also }
{ said PC's life experience and social network. When the egg is imported into }
{ an RPG campaign these elements are placed and initialized. }
{ }
{ }
interface
uses gears;
Const
RC_DirList = Series_Directory + OS_Search_Separator + OS_Current_Directory;
BaseStatPts = 80;
MaxStartingSkill = 5;
MaxStartingStat = 20;
var
Jobs_List,Family_List,Bio_List: GearPtr;
Goal_List,Focus_List: GearPtr;
Hometown_List: GearPtr;
Function CharacterCreator( Fac: Integer ): GearPtr;
Function RandomNPC( Adv: GearPtr; Fac,Hometown: Integer ): GearPtr;
implementation
uses gearutil,ghchars,texutil,ui4gh,description,gearparser,playwright,
ability,wmonster,dos,locale,menugear,
{$IFDEF ASCII}
vidgfx,vidinfo,vidmenus;
{$ELSE}
colormenu,sdlgfx,sdlinfo,sdlmenus;
{$ENDIF}
type
SkillArray = Array [1..NumSkill] of Integer;
var
RCPC: GearPtr;
RCPromptMessage,RCDescMessage,RCCaption: String;
Procedure RandCharRedraw;
{ Redraw the screen for SDL. }
begin
ClrScreen;
if RCPC <> Nil then CharacterDisplay( RCPC , Nil, ZONE_CharGenChar );
InfoBox( ZONE_CharGenDesc );
InfoBox( ZONE_CharGenPrompt );
InfoBox( ZONE_CharGenCaption );
InfoBox( ZONE_CharGenMenu );
GameMsg( RCDescMessage , ZONE_CharGenDesc , InfoGreen );
GameMsg( RCPromptMessage , ZONE_CharGenPrompt , InfoGreen );
if RCCaption <> '' then CMessage( RCCaption , ZONE_CharGenCaption , InfoGreen );
end;
Procedure EasyStatPoints( PC: GearPtr; StatPt: Integer );
{ Allocate the stat points for the PC mostly randomly, making sure there are no }
{ obvious deficiencies. }
const
NumBaseLineTypes = 7;
BaseLineName: Array [1..NumBaseLineTypes] of String = (
'ACADE|MEDIC','CORPO|TRADE','LABOR','MEDIA|POLIT','MILIT',
'THIEF','CRAFT'
);
BaseLineStats: Array [0..NumBaseLineTypes,1..NumGearStats] of Byte = (
{ Ref Bod Spd Per Cra Ego Kno Cha }
( 8, 8, 8, 8, 8, 8, 8, 8 ),
( 7, 5, 7, 8, 10, 8, 12, 8 ), {Professor}
( 8, 7, 8, 8, 8, 8, 8, 9 ), {Corporate}
( 8, 10, 8, 6, 9, 8, 6, 8 ), {Labor}
( 7, 8, 7, 6, 7, 10, 7, 12 ), {Celeb}
( 10, 10, 10, 10, 7, 7, 6, 6 ), {Soldier}
( 8, 5, 10, 10, 10, 6, 8, 8 ), {Thief}
( 7, 7, 7, 10, 11, 6, 9, 7 ) {Tech}
);
var
Job_Desig: String;
T,BL: Integer; { BL = BaseLine, determined by job. }
begin
{ Start by determining the baseline stats for this character. Those are going }
{ to depend upon the job designation. }
Job_Desig := SAttValue( PC^.SA , 'JOB_DESIG' );
BL := 0;
if ( Job_Desig <> '' ) then begin
for t := 1 to NumBaseLineTypes do begin
if AStringHasBString( BaseLineName[ T ] , Job_Desig ) then begin
BL := T;
Break;
end;
end;
end;
{ Copy over the baseline values, and reduce the number of free stat points }
{ appropriately. }
for t := 1 to NumGearStats do begin
PC^.Stat[ T ] := BaseLineStats[ BL , T ];
StatPt := StatPt - BaseLineStats[ BL , T ];
end;
{ Spend remaining stat points randomly. }
if StatPt > 0 then RollStats( PC , StatPt );
end;
Procedure ClearSkillArray( var PCSkills: SkillArray );
{ Clear the skill array. Seems simple enough. }
var
T: Integer;
begin
{ Zero out the base skill values. }
for t := 1 to NumSkill do begin
PCSkills[ T ] := 0;
end;
end;
Function CGPCHasSkill( PC: GearPtr; const PCSkills: SkillArray; Skill: Integer ): Boolean;
{ Return TRUE if the character being generated has this skill, or FALSE otherwise. }
{ Don't count the hidden skills, which everyone has. }
begin
CGPCHasSkill := ( not SkillMan[ Skill ].Hidden ) and ( ( NAttValue( PC^.NA , NAG_Skill , Skill ) > 0 ) or ( PCSkills[ Skill ] > 0 ) );
end;
Function NumPickedSkills( PC: GearPtr; const PCSkills: SkillArray ): Integer;
{ Return the number of skills this character knows. }
var
SkT,NPS: Integer;
begin
NPS := 0;
for SkT := 1 to NumSkill do begin
if CGPCHasSkill( PC , PCSkills , SkT ) then Inc( NPS );
end;
NumPickedSkills := NPS;
end;
Function CanIncreaseSkill( SkillVal, SkillPt: Integer ): Boolean;
{ Return TRUE if this skill value can be increased given the remaining number of }
{ skill points, or FALSE if it can't be. }
{ To increase a skill by one rank, one must spend SkillVal skill points. }
{ For instance, to increase a skill from Rank 3 to Rank 4 one would have to }
{ spend 3 skill points. }
begin
CanIncreaseSkill := ( SkillVal < MaxStartingSkill ) and ( SkillPt >= SkillVal ) and ( SkillPt > 0 );
end;
Procedure CGImproveSkill( var PCSkills: SkillArray; Skill: Integer; var SkillPt: Integer );
{ Improve this skill, reducing SkillPt by the appropriate amount. }
begin
if PCSkills[ Skill ] = 0 then begin
Dec( SkillPt );
end else begin
SkillPt := SkillPt - PCSkills[ Skill ];
end;
Inc( PCSkills[ Skill ] );
end;
Procedure SpendSkillPointsRandomly( PC: GearPtr; var PCSkills: SkillArray; SkillPt: Integer );
{ Spend all remaining skill points randomly. Maybe purchase some new skills, }
{ if appropriate. At the end of the process, leftover skill points will be }
{ converted to XP at a rate of 100XP per skill point. }
{ The SkillArray will not be combined back into the PC; the calling procedure }
{ must do that itself. }
Function NumIncreasableSkills: Integer;
{ Return the number of known skills which may be increased given the number }
{ of free skill points. }
var
Skill,Total: Integer;
begin
Total := 0;
For Skill := 1 to NumSkill do if CGPCHasSkill( PC , PCSkills , Skill ) and CanIncreaseSkill( PCSkills[ Skill ] , SkillPt ) then Inc( Total );
NumIncreasableSkills := Total;
end;
Function NumFreeSkillSlots: Integer;
{ Return the number of free skill slots. }
{ Note that this procedure assumes that all characters will want to learn }
{ the six basic combat skills, so the skill slots equal the number of regular }
{ skill slots minus ten minus the number of noncombat skills known. }
var
SkT,NPS: Integer;
begin
NPS := 0;
for SkT := 7 to NumSkill do begin
if CGPCHasSkill( PC , PCSkills , SkT ) then Inc( NPS );
end;
NumFreeSkillSlots := NumberOfSkillSlots( PC ) - 6 - NPS;
end;
Procedure AddNewSkill;
{ Try to add a new skill to this PC. }
{ Usually we'll add one of the generic skills that absolutely any character }
{ might know, but sometimes we'll go all freaky and give out something like }
{ Biotech or Acrobatics. }
const
NumBeginnerSkills = 10;
BeginnerSkills: Array [1..NumBeginnerSkills] of Byte = (
NAS_Awareness, NAS_Initiative, NAS_Repair, NAS_Medicine, NAS_ElectronicWarfare,
NAS_SpotWeakness, NAS_Conversation, NAS_MechaEngineering, NAS_Insight, NAS_Taunt
);
var
Skill: Integer;
begin
if Random( 8 ) = 1 then begin
Skill := Random( NumSkill ) + 1;
end else begin
Skill := BeginnerSkills[ Random( NumBeginnerSkills ) + 1 ];
end;
if ( not SkillMan[ Skill ].Hidden ) and ( not CGPCHasSkill( PC , PCSkills , Skill ) ) then begin
CGImproveSkill( PCSkills , Skill , SkillPt );
end;
end;
Procedure ImproveExistingSkill( N: Integer );
{ Improve the N'th improvable skill known by this PC. }
var
Skill: Integer;
begin
Skill := 1;
while ( Skill <= NumSkill ) and ( N > 0 ) do begin
if CGPCHasSkill( PC , PCSkills , Skill ) and CanIncreaseSkill( PCSkills[ Skill ] , SkillPt ) and ( not SkillMan[ Skill ].Hidden ) then begin
Dec( N );
if N = 0 then begin
CGImproveSkill( PCSkills , Skill , SkillPt );
end;
end;
Inc( Skill );
end;
end;
var
tries,NumSkill,NumSlot: Integer;
begin
tries := 0;
while ( SkillPt > 0 ) and ( Tries < 10000 ) do begin
NumSkill := NumIncreasableSkills;
NumSlot := NumFreeSkillSlots;
if ( NumSlot > ( Random( 50 ) + 1 ) ) then begin
{ Add a new skill. }
AddNewSkill;
end else if NumSkill > 0 then begin
{ Improve an existing skill. }
ImproveExistingSkill( Random( NumSkill ) + 1 );
end else begin
{ Add a new skill. }
AddNewSkill;
end;
Inc( Tries );
end;
{ Convert remaining skill points into experience points. }
if SkillPt > 0 then AddNAtt( PC^.NA , NAG_Experience , NAS_TotalXP , SkillPt * 100 );
end;
Procedure RecordSkills( PC: GearPtr; const PCSkills: SkillArray );
{ Record the purchased skills in the PC record. }
var
T: Integer;
begin
for T := 1 to NumSkill do AddNAtt( PC^.NA , NAG_Skill , T , PCSkills[T] );
end;
Procedure AllocateSkillPoints( PC: GearPtr; SkillPt: Integer );
{ Distribute the listed number of points out to the PC. }
var
RPM: RPGMenuPtr;
PCSkills: SkillArray;
T,SkNum: Integer;
Function SkillSelectorMsg( N: Integer ): String;
var
msg: String;
begin
msg := MsgString( 'SkillName_' + BStr( N ) );
{$IFNDEF ASCII}
while TextLength( Game_Font , msg ) < ( ZONE_CharGenMenu.W - 50 ) do msg := msg + ' ';
{$ELSE}
while Length( msg ) < 20 do msg := msg + ' ';
{$ENDIF}
msg := msg + BStr( NAttValue( PC^.NA , NAG_Skill , N ) + PCSkills[ N ] );
SkillSelectorMsg := msg;
end;
Function FreeSkillSlots: Integer;
{ Return the number of free skill slots. }
begin
FreeSkillSlots := NumberOfSkillSlots( PC ) - NumPickedSkills( PC , PCSkills );
end;
begin
ClearSkillArray( PCSkills );
{ Create the menu & set up the display. }
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharGenMenu );
RPM^.Mode := RPMNoCleanup;
{$IFDEF ASCII}
RCDescMessage := MsgString( 'RANDCHAR_SkillDesc' );
RCPromptMessage := '';
RCCaption := '';
AttachMenuDesc( RPM , ZONE_CharGenPrompt );
{$ELSE}
RCDescMessage := '';
RCPromptMessage := MsgString( 'RANDCHAR_SkillPrompt' );
RCCaption := '';
AttachMenuDesc( RPM , ZONE_CharGenDesc );
{$ENDIF}
for t := 1 to NumSkill do begin
if ( not SkillMan[ T ].Hidden ) then AddRPGMenuItem( RPM , SkillSelectorMsg( T ) , T , SkillDescription( T ) );
end;
RPMSortAlpha( RPM );
AddRPGMenuItem( RPM , MsgString( 'RANDCHAR_ASPDone' ) , -2 );
RPM^.dtexcolor := InfoGreen;
{ Add RPGKeys for the left and right buttons, since these will be }
{ used to spend & retrieve points. }
{$IFNDEF ASCII}
AddRPGMenuKey( RPM , RPK_Right , 1 );
AddRPGMenuKey( RPM , RPK_Left , -1 );
{$ELSE}
AddRPGMenuKey( RPM , KeyMap[ KMC_East ].KCode , 1 );
AddRPGMenuKey( RPM , KeyMap[ KMC_West ].KCode , -1 );
{$ENDIF}
repeat
RCCaption := ReplaceHash( MsgString( 'RANDCHAR_ASPPrompt' ) , BStr( SkillPt ) );
RCCaption := ReplaceHash( RCCaption , BStr( FreeSkillSlots ) );
T := SelectMenu( RPM , @RandCharRedraw );
if ( T > 0 ) and ( SkillPt > 0 ) then begin
{ Increase Skill }
{ Figure out which skill we're changing... }
SkNum := RPMLocateByPosition(RPM , RPM^.selectitem )^.value;
if ( SkNum > 0 ) and ( SkNum <= NumSkill ) and CanIncreaseSkill( PCSkills[ SkNum ] , SkillPt ) then begin
if CGPCHasSkill( PC , PCSkills , SkNum ) or ( FreeSkillSlots > 0 ) then begin
CGImproveSkill( PCSkills, SkNum , SkillPt );
{ Replace the message line. }
RPMLocateByPosition(RPM , RPM^.selectitem )^.msg := SkillSelectorMsg( SkNum );
end;
end;
end else if ( T = -1 ) then begin
{ Decrease Skill }
{ Figure out which skill we're changing... }
SkNum := RPMLocateByPosition(RPM , RPM^.selectitem )^.value;
{ Only decrease if the skill > 0... }
if ( SkNum > 0 ) and ( SkNum <= NumSkill ) and ( PCSkills[ SkNum ] > 0 ) then begin
if PCSkills[ SkNum ] = 1 then begin
Inc( SkillPt );
end else begin
SkillPt := SkillPt + PCSkills[ SkNum ] - 1;
end;
Dec( PCSkills[ SkNum ] );
{ Replace the message line. }
RPMLocateByPosition(RPM , RPM^.selectitem )^.msg := SkillSelectorMsg( SkNum );
end;
end;
until T = -2;
{ Spend remaining skill points randomly. }
if SkillPt > 0 then SpendSkillPointsRandomly( PC , PCSkills , SkillPt );
{ Copy temporary values into the PC record. }
RecordSkills( PC , PCSkills );
{ Get rid of the menu. }
DisposeRPGMenu( RPM );
end;
Procedure RandomSkillPoints( PC: GearPtr; SkillPt: Integer; IsNPC: Boolean );
{ Allocate out some sensible skill points to hopefully keep this beginning character }
{ alive. }
{ Step One: Decide on primary skills for this character. }
{ Step Two: Pass remaining points on to the random skill allocator. }
const
PointsForLevel: Array [1..5] of Byte = (
1,2,4,7,11
);
Function CheckLevel( L: Integer ): Integer;
{ If the requested skill level is too great for the }
{ number of skill points posessed, reduce it. }
begin
if SkillPt < 1 then Exit( 0 );
while SkillPt < PointsForLevel[ L ] do Dec( L );
CheckLevel := L;
end;
var
t,L: Integer;
PCSkills: SkillArray;
begin
ClearSkillArray( PCSkills );
{ First give decent Mecha Piloting and Dodge scores. }
t := CheckLevel( Random( 2 ) + 4 );
PCSkills[ NAS_MechaPiloting ] := T;
SkillPt := SkillPt - PointsForLevel[ t ];
t := CheckLevel( Random( 2 ) + 4 );
PCSkills[ NAS_Dodge ] := T;
SkillPt := SkillPt - PointsForLevel[ t ];
{ Give the guaranteed skill. }
{ PCs automatically get Conversation. }
t := CheckLevel( Random( 3 ) + 1 );
if not IsNPC then begin
PCSkills[ NAS_Conversation ] := T;
SkillPt := SkillPt - PointsForLevel[ t ];
end;
{ Add combat skills. }
{ The default character will get all combat skills. }
for t := 1 to Num_Basic_Combat_Skills do begin
L := CheckLevel( 2 + Random( 2 ) );
PCSkills[ T ] := L;
if L > 0 then SkillPt := SkillPt - PointsForLevel[ L ];
end;
{ Spend remaining skill points randomly. }
if SkillPt > 0 then SpendSkillPointsRandomly( PC , PCSkills , SkillPt );
{ Copy temporary values into the PC record. }
RecordSkills( PC , PCSkills );
end;
Function SelectMode: Integer;
{ Prompt the user for a mode selection. }
var
RPM: RPGMenuPtr;
G: Integer;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharGenMenu );
AddRPGMenuItem( RPM , MsgString( 'RANDCHAR_SMOp0' ) , 0 );
AddRPGMenuItem( RPM , MsgString( 'RANDCHAR_SMOp1' ) , 1 );
RCPromptMessage := MsgString( 'RANDCHAR_SMPrompt' );
RCDescMessage := MsgString( 'RANDCHAR_SMDesc' );
RCCaption := '';
G := SelectMenu( RPM , @RandCharRedraw );
DisposeRPGMenu( RPM );
SelectMode := G;
end;
Function SelectGender: Integer;
{ Prompt the user for a gender selection. }
var
RPM: RPGMenuPtr;
G: Integer;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharGenMenu );
AddRPGMenuItem( RPM , MsgString( 'GenderName_0' ) , NAV_Male );
AddRPGMenuItem( RPM , MsgString( 'GenderName_1' ) , NAV_Female );
AddRPGMenuItem( RPM , MsgString( 'GenderName_2' ) , NAV_Nonbinary );
RCDescMessage := MsgString( 'RANDCHAR_SGDesc' );
RCPromptMessage := MsgString( 'RANDCHAR_SGPrompt' );
RCCaption := '';
G := SelectMenu( RPM , @RandCharRedraw );
DisposeRPGMenu( RPM );
SelectGender := G;
end;
Function SelectAge: Integer;
{ Prompt the user for character age. }
var
RPM: RPGMenuPtr;
T: Integer;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharGenMenu );
for t := -4 to 10 do begin
AddRPGMenuItem( RPM , BStr( T + 20 ) + ' years old' , T );
end;
RCDescMessage := MsgString( 'RANDCHAR_SADesc' );
RCPromptMessage := MsgString( 'RANDCHAR_SAPrompt' );
RCCaption := '';
T := SelectMenu( RPM , @RandCharRedraw );
DisposeRPGMenu( RPM );
SelectAge := T;
end;
Procedure StoreHomeTownDataInPC( PC,City: GearPtr );
{ Store the information for this PC's home town in the character record. }
var
msg: String;
Fac: GearPtr;
begin
StoreSAtt( PC^.SA , 'HOMETOWN <' + GearName( City ) + '>' );
StoreSAtt( PC^.SA , 'HOMETOWN_FACTIONS <' + SAttValue( City^.SA , 'FACTIONS' ) + '>' );
msg := SAttValue( City^.SA , 'TYPE' ) + ' ' + SAttValue( City^.SA , 'DESIG' );
Fac := SeekCurrentLevelGear( Factions_List , GG_Faction , NAttValue( City^.NA , NAG_Personal , NAS_FactionID ) );
if Fac <> Nil then begin
msg := msg + ' ' + SAttValue( Fac^.SA , 'DESIG' );
StoreSAtt( PC^.SA , 'HOMETOWN_GOVERNMENT <' + SAttValue( Fac^.SA , 'DESIG' ) + '>' );
end;
StoreSAtt( PC^.SA , 'HOMETOWN_CONTEXT <' + msg + '>' );
end;
Procedure SelectHomeTown( PC: GearPtr; CanEdit: Boolean; ForceFac: Integer );
{ Select the PC's home town. Store the home town information in the PC }
{ string attributes. }
{ If ForceFac is nonzero, the generated PC must belong to this faction or }
{ no faction at all. So, only allow cities where this faction is active. }
var
City,Fac: GearPtr;
N: Integer;
RPM: RPGMenuPtr;
FacDesig: String;
begin
if ForceFac <> 0 then begin
Fac := SeekCurrentLevelGear( Factions_List , GG_Faction , ForceFac );
FacDesig := SAttValue( Fac^.SA , 'DESIG' );
end;
{ Create the menu. }
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharGenMenu );
{$IFDEF ASCII}
AttachMenuDesc( RPM , ZONE_CharGenPrompt );
RCDescMessage := MsgString( 'RANDCHAR_CityDesc' );
RCPromptMessage := '';
RCCaption := MsgString( 'RANDCHAR_CityPrompt' );
{$ELSE}
RCDescMessage := '';
RCPromptMessage := MsgString( 'RANDCHAR_CityPrompt' );
RCCaption := '';
AttachMenuDesc( RPM , ZONE_CharGenDesc );
{$ENDIF}
{ Add all faction-legal HOMETOWNs to the menu. }
N := 1;
City := Hometown_List;
while City <> Nil do begin
if ( ForceFac = 0 ) or AStringHasBString( SAttValue( City^.SA , 'FACTIONS' ) , FacDesig ) then begin
AddRPGMenuItem( RPM , GearName( City ) , N , SAttValue( City^.SA , 'DESC' ) );
end;
Inc( N );
City := City^.Next;
end;
RPMSortAlpha( RPM );
if RPM^.NumItem < 1 then begin
{ We've got ourselves an empty menu. Just pick a hometown randomly. }
N := Random( NumSiblingGears( Hometown_List ) ) + 1;
end else if CanEdit then begin
{ Can edit - allow the PC to select a home town. }
N := SelectMenu( RPM , @RandCharRedraw );
if N = -1 then begin
N := RPMLocateByPosition( RPM , Random( RPM^.NumItem ) + 1 )^.value;
end;
end else begin
{ Can't edit- select a home town randomly. }
N := RPMLocateByPosition( RPM , Random( RPM^.NumItem ) + 1 )^.value;
end;
DisposeRPGMenu( RPM );
{ Store the data for this city. }
City := RetrieveGearSib( Hometown_List , N );
if City <> Nil then begin
StoreHomeTownDataInPC( PC , City );
end;
end;
Function FilterList( Source: GearPtr; const PContext: String ): GearPtr;
{ Create a list of things based on the context provided. }
{ Yeah, I know, real specific there... }
var
it,J: GearPtr;
Context: String;
begin
{ Add a GENERAL tag to the context. Everybody gets a GENERAL tag. }
context := 'GENERAL ' + PContext;
it := Nil;
{ Go through the jobs list and copy everything that matches the context. }
J := Source;
while J <> Nil do begin
if StringMatchWeight( Context , SAttValue( J^.SA , 'REQUIRES' ) ) > 0 then begin
AppendGear( it , CloneGear( J ) );
end;
J := J^.Next;
end;
{ Return the finished list. }
FilterList := it;
end;
Procedure ApplyJobModifiers( PC, Job: GearPtr );
{ Given the provided job, apply its bonuses and whatnot to the }
{ provided PC. }
var
N,T: Integer;
begin
{ Copy over the details and bonuses from this job. }
{ Each job will give a +1 bonus to a number of skills, and also some starting }
{ cash. The more skills given, the less money the PC starts with. }
N := 0;
for t := 1 to NumSkill do begin
if NAttValue( Job^.NA , NAG_Skill , T ) <> 0 then begin
AddNAtt( PC^.NA , NAG_Skill , T , 1 );
inc( N );
end;
end;
if N > 3 then N := 3;
AddNAtt( PC^.NA , NAG_Experience , NAS_Credits , 45000 * ( 3 - N ) );
{ Copy the personality traits. }
for t := 1 to Num_Personality_Traits do begin
AddReputation( PC , T , NAttValue( Job^.NA , NAG_CharDescription , -T ) );
end;
SetNAtt( PC^.NA , NAG_Personal , NAS_FactionID , NAttValue( Job^.NA , NAG_Personal , NAS_FactionID ) );
SetSAtt( PC^.SA , 'JOB <' + SAttValue( Job^.SA , 'NAME' ) + '>' );
SetSAtt( PC^.SA , 'JOB_DESIG <' + SAttValue( Job^.SA , 'DESIG' ) + '>' );
end;
Procedure GenerateFamilyHistory( Egg , PC: GearPtr; CanEdit: Boolean );
{ Generate the PC's personal history up to this point. This step will }
{ determine the following information: }
{ - Starting skill XP bonuses }
{ - the PC's parentage (or lack thereof) }
{ - the PC's starting XXRan context + enemy faction }
{ - NPCs for the PC's egg (family, friends, and otherwise) }
{ - The PC's personal conflict }
const
Parental_XP = 210;
var
RPM: RPGMenuPtr;
LegalJobList,Fam,BioEvent: GearPtr;
N: Integer;
Context,Bio1: String;
{ Procedures block. }
Procedure ApplyParentalBonus( Job: GearPtr );
var
N,T: Integer;
begin
{ Error check - Job might be NIL. }
if Job = Nil then begin
AddNAtt( PC^.NA , NAG_Experience , NAS_TotalXP , ( Parental_XP * 2 ) div 3 );
Exit;
end;
{ See what's in there. }
{ We have to make two passes- one to see how many skills there are, }
{ then a second one to apply the experience. }
N := 0;
{ Count skills. }
for t := 1 to NumSkill do begin
if NAttValue( Job^.NA , NAG_SKill , T ) <> 0 then begin
Inc( N );
end;
end;
{ Apply bonuses. }
if N > 0 then begin
for t := 1 to NumSkill do begin
if NAttValue( Job^.NA , NAG_SKill , T ) <> 0 then begin
AddNAtt( PC^.NA , NAG_Experience , NAS_Skill_XP_Base + t , Parental_XP div N );
end;
end;
end else begin
AddNAtt( PC^.NA , NAG_Experience , NAS_TotalXP , ( Parental_XP * 2 ) div 3 );
end;
end;
Procedure ApplyBiographyEvent( Bio: GearPtr );
{ Apply the changes brought about by this biography event. }
var
Base,Changes: String;
T: Integer;
Jobs: GearPtr;
begin
{ An empty biography has no effect. }
if Bio = Nil then begin
AddNAtt( PC^.NA , NAG_Experience , NAS_TotalXP , ( Parental_XP * 4 ) div 3 );
Exit;
end;
{ Copy over the personality traits from the biography event. }
for t := 1 to Num_Personality_Traits do begin
AddNAtt( PC^.NA , NAG_CharDescription , -T , NAttValue( Bio^.NA , NAG_CharDescription , -T ) );
end;
{ Copy the changes to the PC's context. }
Base := SAttValue( PC^.SA , 'CONTEXT' );
Changes := SAttValue( Bio^.SA , 'CONTEXT' );
AlterDescriptors( Base , Changes );
SetSAtt( PC^.SA , 'CONTEXT <' + Base + '>' );
{ Copy over the egg attributes, if appropriate. }
Base := SAttValue( Bio^.SA , 'CONFLICT' );
if Base <> '' then SetSAtt( Egg^.SA , 'CONFLICT <' + Base + '>' );
{ Apply the bonuses from the jobs. }
{ Only two jobs may be applied as bonuses. }
Jobs := Bio^.SubCom;
T := 2;
while ( Jobs <> Nil ) and ( T > 0 ) do begin
ApplyParentalBonus( Jobs );
Dec( T );
Jobs := Jobs^.Next;
end;
if T > 0 then begin
AddNAtt( PC^.NA , NAG_Experience , NAS_TotalXP , ( Parental_XP * T * 2 ) div 3 );
end;
{ Copy over the background NPCs. }
while Bio^.InvCom <> Nil do begin
Jobs := Bio^.InvCom;
DelinkGear( Bio^.InvCom , Jobs );
InsertInvCom( Egg , Jobs );
end;
end;
Procedure InitBackground( BGGear: GearPtr );
{ Initialize this background gear and any NPCs it }
{ requests. Initialize the description. }
var
desc: String;
NPC,Job1: GearPtr;
N: Integer;
begin
if BGGear = Nil then Exit;
desc := SAttValue( BGGear^.SA , 'DESC' );
ReplacePat( desc , '%job%' , SAttValue( PC^.SA , 'JOB' ) );
if NAttValue( PC^.NA , NAG_CharDescription , NAS_Gender ) = NAV_Male then begin
ReplacePat( desc , '%sd%' , MsgString( 'SON' ) );
end else begin
ReplacePat( desc , '%sd%' , MsgString( 'DAUGHTER' ) );
end;
{ Initialize the NPCs requested by this event. If they are a }
{ mentor, store their jobs as subcoms of BGGear }
NPC := BGGear^.invcom;
N := 1;
while NPC <> Nil do begin
{ Assign the NPC a name, and ititialize its age. }
SetSAtt( NPC^.SA , 'NAME <' + RandomName + '>' );
AddNAtt( NPC^.NA , NAG_CharDescription , NAS_DAge , NAttValue( PC^.NA , NAG_CharDescription , NAS_DAge ) + Random( 4 ) - Random( 4 ) );
{ Select a job. }
Job1 := SelectRandomGear( LegalJobList );
if NAttValue( NPC^.NA , NAG_CharDescription , NAS_IsMentor ) <> 0 then begin
InsertSubCom( BGGear , CloneGear( Job1 ) );
end;
ApplyJobModifiers( NPC , Job1 );
{ Alter the DESC }
ReplacePat( desc , '%job' + BStr( N ) + '%' , GearName( Job1 ) );
ReplacePat( desc , '%name' + BStr( N ) + '%' , GearName( NPC ) );
{ Allocate stat and skill points. }
EasyStatPoints( NPC , 105 );
RandomSkillPoints( NPC , 50 , True );
Inc( N );
NPC := NPC^.Next;
end;
SetSAtt( BGGear^.SA , 'DESC <' + desc + '>' );
end;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharGenMenu );
AddRPGMenuItem( RPM , MsgString( 'RANDCHAR_FHAccept' ) , 1 );
AddRPGMenuItem( RPM , MsgString( 'RANDCHAR_FHDecline' ) , -1 );
if CanEdit then begin
{$IFDEF ASCII}
RCPromptMessage := '';
RCDescMessage := MsgString( 'RANDCHAR_FHDesc' );
RCCaption := MsgString( 'RANDCHAR_FHPrompt' );
{$ELSE}
RCPromptMessage := MsgString( 'RANDCHAR_FHPrompt' );
RCDescMessage := MsgString( 'RANDCHAR_FHDesc' );
RCCaption := '';
{$ENDIF}
end;
Context := SAttValue( PC^.SA , 'HOMETOWN_CONTEXT' ) + ' ' + SAttValue( PC^.SA , 'JOB_DESIG' ) + ' ' + SAttValue( PC^.SA , 'CG_FACDESIG' );
LegalJobList := FilterList( Jobs_List , Context );
Fam := Nil;
BioEvent := Nil;
repeat
{ Decide upon the family history here, giving skill points }
{ and whatever. }
{ Start with a random component. }
if Fam <> Nil then DisposeGear( Fam );
if BioEvent <> Nil then DisposeGear( BioEvent );
{ Roll the family type for the PC. }
Fam := CloneGear( FindNextComponent( Family_List , 'GENERAL ' + Context ) );
InitBackground( Fam );
bio1 := SAttValue( Fam^.SA , 'DESC' );
{ Roll the biography event for the PC. }
if Random( 3 ) <> 1 then begin
BioEvent := CloneGear( FindNextComponent( Bio_List , 'GENERAL ' + Context + ' ' + SAttValue( Fam^.SA , 'CONTEXT' ) ) );
if BioEvent <> Nil then begin
InitBackground( BioEvent );
bio1 := bio1 + ' ' + SAttValue( BioEvent^.SA , 'DESC' );
end;
end;
AtoAn( bio1 );
{ Display the created biography for the user. }
SetSAtt( PC^.SA , 'BIO1 <' + Bio1 + '>' );
{ Decide whether to accept or decline this family history. }
if CanEdit then begin
N := SelectMenu( RPM , @RandCharRedraw );
end else begin
N := 1;
end;
until N = 1;
ApplyBiographyEvent( Fam );
DisposeGear( Fam );
ApplyBiographyEvent( BioEvent );
DisposeGear( BioEvent );
SetSAtt( PC^.SA , 'BIO1 <' + Bio1 + '>' );
DisposeRPGMenu( RPM );
DisposeGear( LegalJobList );
end;
Procedure SelectJobAndFaction( PC: GearPtr; CanEdit: Boolean; ForceFac: Integer );
{ Select a job for the PC. }
{ Based on this job, select a faction. }
function NeedsFaction( Job: GearPtr ): Boolean;
{ Return TRUE if the provided job absolutely must have a faction }
{ associated with it, or FALSE otherwise. }
begin
NeedsFaction := AStringHasBString( SAttValue( Job^.SA , 'SPECIAL' ) , 'NeedsFaction' );
end;
Function JobFitsFaction( Job,Faction: GearPtr ): Boolean;
{ Return TRUE if this job fits this faction, or FALSE otherwise. }
begin
JobFitsFaction := AStringHasBString( SAttValue( Faction^.SA , 'JOBS' ) , SAttValue( Job^.SA , 'Desig' ) );
end;
Function CreateFactionList( Loc_Factions: String; Job: GearPtr ): GearPtr;
{ Create a list of legal factions for the PC to choose from. }
{ It must be a faction featured in the PC's home town, and it must }
{ be hiring people on the PC's job path. }
{ If ForceFac is nonzero, it must be that faction. }
var
it,F: GearPtr;
begin
if ForceFac <> 0 then begin
it := CloneGear( SeekCurrentLevelGear( Factions_List , GG_Faction , ForceFac ) );
end else begin
it := Nil;
F := Factions_List;
while F <> Nil do begin
if AStringHasBString( Loc_Factions , SAttValue( F^.SA , 'DESIG' ) ) and JobFitsFaction( Job , F ) then begin
AppendGear( it , CloneGear( F ) );
end;
F := F^.Next;
end;
end;
CreateFactionList := it;
end;
Procedure DoExtraFacFilter( Fac: GearPtr; var LegalJobList: GearPtr );
{ The PC must belong to a specific faction or no faction at all. }
{ If any of these jobs have a preset faction or require a faction }
{ but can't be taken by the available faction, they get deleted from }
{ the list. That's an awful run-on sentance but I was busy all day }
{ making kimchi. }
var
J,J2: GearPtr;
FID: Integer;
begin
J := LegalJobList;
while J <> Nil do begin
J2 := J^.Next;
FID := NAttValue( J^.NA , NAG_Personal , NAS_FactionID );
if ( FID <> 0 ) and ( FID <> ForceFac ) then begin
RemoveGear( LegalJobList , J );
end else if NeedsFaction( J ) and not JobFitsFaction( J , Fac ) then begin
RemoveGear( LegalJobList , J );
end;
J := J2;
end;
end;
Function JobDescription( Job: GearPtr ): String;
{ Return a description for this job: This will be its category }
{ and its list of skills. }
var
msg: String;
S,N: Integer;
begin
{ Start with the job category. }
msg := '(' + SAttValue( Job^.SA , 'DESIG' ) + ') ';
{ Add the skills. }
N := 0;
for S := 1 to NumSkill do begin
if NAttValue( Job^.NA , NAG_Skill , S ) <> 0 then begin
if N > 0 then msg := msg + ', ';
msg := msg + MsgString( 'SkillName_' + BStr( S ) );
inc( N );
end;
end;
JobDescription := msg;
end;
var
RPM: RPGMenuPtr;
LegalJobList,Job,LegalFactionList,F: GearPtr;
Context: String;
N: Integer;
{ Procedures block. }
begin
Context := SAttValue( PC^.SA , 'HOMETOWN_CONTEXT' );
LegalJobList := FilterList( Jobs_List , Context );
if ForceFac <> 0 then DoExtraFacFilter( SeekCurrentLevelGear( Factions_List , GG_Faction , ForceFac ) , LegalJobList );
if CanEdit then begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharGenMenu );
{$IFDEF ASCII}
AttachMenuDesc( RPM , ZONE_CharGenPrompt );
RCPromptMessage := '';
RCDescMessage := MsgString( 'RANDCHAR_JobDesc' );
RCCaption := MsgString( 'RANDCHAR_JobPrompt' );
{$ELSE}
RCDescMessage := '';
RCPromptMessage := MsgString( 'RANDCHAR_JobPrompt' );
RCCaption := '';
AttachMenuDesc( RPM , ZONE_CharGenDesc );
{$ENDIF}
{ Fill the menu. }
Job := LegalJobList;
N := 1;
while Job <> Nil do begin
AddRPGMenuItem( RPM , GearName( Job ) , N , JobDescription( Job ) );
Inc( N );
Job := Job^.Next;
end;
RPMSortAlpha( RPM );