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gearhead2.pas
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gearhead2.pas
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program gearhead2;
{
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
}
{$LONGSTRINGS ON}
{$IFNDEF DEBUG}
{$IFNDEF ASCII}
{$IFNDEF LINUX}
{$APPTYPE GUI}
{$ENDIF}
{$ENDIF}
{$ENDIF}
uses gears,navigate,randmaps,locale,arenaplay,ghchars,gearutil,gearparser,
ability,chargen,backpack,ui4gh,gh2arena,menugear,
{$IFDEF ASCII}
vidgfx,vidmap,vidmenus;
{$ELSE}
sdlgfx,sdlmap,sdlmenus,cosplay2;
{$ENDIF}
const
Version = '0.701';
Procedure RedrawOpening;
{ The opening menu redraw procedure. }
begin
SetupTitleScreenDisplay;
CMessage( Version , ZONE_Title_Screen_Version , StdWhite );
if Console_History <> Nil then begin
RedrawConsole;
end;
end;
Procedure GenerateNewPC;
{ Call the character creator, and save the resultant }
{ character to disk. }
var
PC: GearPtr;
begin
PC := CharacterCreator( 0 );
if PC <> Nil then begin
{ Write this character to disk. }
SaveEgg( PC );
{ Get rid of the PC gear. }
DisposeGear( PC );
end;
end;
Procedure StartRPGCampaign;
{ Load & run the adventure. }
var
RPM: RPGMenuPtr;
uname: String;
PC: GearPtr;
F: Text;
begin
PC := Nil;
{ Create a menu listing all the characters in the SaveGame directory. }
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Title_Screen_Menu );
BuildFileMenu( RPM , Save_Egg_Base + Default_Search_Pattern );
if RPM^.NumItem > 0 then begin
RPMSortAlpha( RPM );
AddRPGMenuItem( RPM , MsgString( 'STARTRPG_NewChar' ) , -2 );
DialogMSG('Select character file.');
uname := SelectFile( RPM , @RedrawOpening );
if uname = MsgString( 'STARTRPG_NewChar' ) then begin
PC := CharacterCreator( 0 );
end else if uname <> '' then begin
Assign(F, Save_Game_Directory + uname );
reset(F);
PC := ReadCGears(F);
Close(F);
end;
end else begin
{ The menu was empty... make a new PC! }
PC := CharacterCreator( 0 );
end;
if PC <> Nil then begin
StartCampaign( PC );
end;
DisposeRPGMenu( RPM );
end;
Procedure DesignDirBrowser;
{ Browse the mecha files on disk. }
{ NOTE: This procedure must be called from the Arena opening menu, so that }
{ the RedrawOpening procedure is properly initialized. }
var
MekMenu: RPGMenuPtr;
fname: String;
part: GearPtr;
begin
MekMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Title_Screen_Menu );
BuildFileMenu( MekMenu , Design_Directory + Default_Search_Pattern );
RPMSortAlpha( MekMenu );
AddRPGMenuItem( MekMenu , ' Exit' , -1 );
repeat
fname := SelectFile( MekMenu , @RedrawOpening );
if fname <> '' then begin
part := LoadFile( fname , Design_Directory );
if Part <> Nil then begin
if Part^.Next = Nil then begin
{ Only one mecha in this file. Just view it. }
MechaPartBrowser( Part , @RedrawOpening );
end else begin
{ Multiple mecha in this file. Better write another }
{ procedure... }
BrowseDesignFile( Part , @RedrawOpening );
end;
DisposeGear( Part );
end;
end;
until fname = '';
DisposeRPGMenu( MekMenu );
end;
Procedure SeriesDirBrowser;
{ Browse the series files on disk. }
{ NOTE: This procedure must be called from the Arena opening menu, so that }
{ the RedrawOpening procedure is properly initialized. }
var
MekMenu: RPGMenuPtr;
fname: String;
part: GearPtr;
begin
MekMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Title_Screen_Menu );
BuildFileMenu( MekMenu , Series_Directory + Default_Search_Pattern );
RPMSortAlpha( MekMenu );
AddRPGMenuItem( MekMenu , ' Exit' , -1 );
repeat
fname := SelectFile( MekMenu , @RedrawOpening );
if fname <> '' then begin
part := LoadFile( fname , Series_Directory );
if Part <> Nil then begin
if Part^.Next = Nil then begin
{ Only one mecha in this file. Just view it. }
MechaPartBrowser( Part , @RedrawOpening );
end else begin
{ Multiple mecha in this file. Better write another }
{ procedure... }
BrowseDesignFile( Part , @RedrawOpening );
end;
DisposeGear( Part );
end;
end;
until fname = '';
DisposeRPGMenu( MekMenu );
end;
Procedure GenNames;
var
t: Integer;
mylist: SAttPtr;
begin
mylist := Nil;
for t := 1 to 10000 do begin
StoreSAtt( mylist, RandomName );
end;
SaveStringList( 'names.txt', mylist );
DisposeSAtt( mylist );
end;
var
RPM: RPGMenuPtr;
N: Integer;
begin
{GenNames;}
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Title_Screen_Menu );
{$IFNDEF ASCII}
RPM^.mode := RPMNoCancel;
{$ENDIF}
AddRPGMenuItem( RPM , 'Create Character' , 1 );
AddRPGMenuItem( RPM , 'Load RPG Campaign' , 2 );
AddRPGMenuItem( RPM , 'Start RPG Campaign' , 3 );
AddRPGMenuItem( RPM , 'Load Arena Campaign' , 6 );
AddRPGMenuItem( RPM , 'Start Arena Campaign' , 7 );
AddRPGMenuItem( RPM , 'View Design Files' , 4 );
{$IFNDEF ASCII}
AddRPGMenuItem( RPM , 'View Color Selector' , 8 );
{$ENDIF}
if XXRan_Debug then begin
AddRPGMenuItem( RPM , 'View Series Files' , 5 );
end;
AddRPGMenuItem( RPM , 'Quit Game' , -1 );
repeat
if not STARTUP_OK then DialogMsg( 'ERROR: Main game directories not found. Please check installation of the game.' );
N := SelectMenu( RPM , @RedrawOpening );
case N of
1: GenerateNewPC;
2: RestoreCampaign( @RedrawOpening );
3: StartRPGCampaign;
4: DesignDirBrowser;
5: SeriesDirBrowser;
6: RestoreArenaCampaign( @RedrawOpening );
7: StartArenaCampaign;
{$IFNDEF ASCII}
8: Cosplay;
{$ENDIF}
end;
{ Get rid of the console history from previous games. }
DisposeSAtt( Console_History );
DisposeSAtt( Skill_Roll_History );
until N = -1;
{deallocate all dynamic resources.}
DisposeRPGMenu( RPM );
end.