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vidinfo.pp
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vidinfo.pp
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unit vidinfo;
{ This unit holds the information display stuff. }
{
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 locale,gears,vidgfx,minitype;
Procedure DisplayModelStatus( GB: GameBoardPtr; M: GearPtr; Z: VGFX_Zone );
Procedure QuickModelStatus( GB: GameBoardPtr; M: GearPtr );
Procedure NPCPersonalInfo( NPC: GearPtr; Z: VGFX_Zone );
Procedure DoMonologueDisplay( GB: GameBoardPtr; NPC: GearPtr; msg: String );
Procedure DisplayInteractStatus( GB: GameBoardPtr; NPC: GearPtr; React,Endurance: Integer );
Procedure CharacterDisplay( PC: GearPtr; GB: GameBoardPtr; DZone: VGFX_Zone );
Procedure InjuryViewer( PC: GearPtr; redraw: RedrawProcedureType );
Procedure BrowserInterfaceInfo( GB: GameBoardPtr; Part: GearPtr; Z: VGFX_Zone );
Procedure BrowserInterfaceMystery( Part: GearPtr; Z: VGFX_Zone );
Procedure ArenaTeamInfo( Source: GearPtr; Z: VGFX_Zone );
Procedure TacticsTimeInfo( GB: GameBoardPtr );
Procedure ConcertStatus( PC: GearPtr; AL: AudienceList );
Procedure PersonadexInfo( NPC,HomeTown: GearPtr; Z: VGFX_Zone );
implementation
uses video,ghweapon,ghchars,ability,ghmodule,gearutil,description,
movement,texutil,ui4gh,narration;
const
SX_Char: Array [1..Num_Status_FX] of Char = (
'P','B','R','S','H',
'V','T','D','R','P',
'A','G','L','N','Z',
'X','S','R','S','I',
'@','@','@','@','@',
'!','?','D','B'
);
SX_Color: Array [1..Num_Status_FX] of Byte = (
Magenta, LightRed, LightGreen, Magenta, Yellow,
Cyan, Cyan, Cyan, Cyan, Cyan,
Cyan, Cyan, Cyan, Cyan, Cyan,
Cyan, Cyan, Red, Yellow, Magenta,
Red, Red, Red, Red, Red,
Red, Magenta, LightRed, DarkGray
);
Function MaxTArmor( Part: GearPtr ): LongInt;
{ Find the max amount of armor on this gear, counting external armor. }
var
it: LongInt;
S: GearPtr;
begin
it := GearMaxArmor( Part );
S := Part^.InvCom;
while S <> Nil do begin
if S^.G = GG_ExArmor then it := it + GearMaxArmor( S );
S := S^.Next;
end;
MaxTArmor := it;
end;
Function CurrentTArmor( Part: GearPtr ): LongInt;
{ Find the current amount of armor on this gear, counting external armor. }
var
it: LongInt;
S: GearPtr;
begin
it := GearCurrentArmor( Part );
S := Part^.InvCom;
while S <> Nil do begin
if S^.G = GG_ExArmor then it := it + GearCurrentArmor( S );
S := S^.Next;
end;
CurrentTArmor := it;
end;
Function StatusColor( Full , Current: LongInt ): Byte;
{ Given a part's Full and Current hit ratings, decide on a good status color. }
begin
if Full = Current then StatusColor := LightGreen
else if Current > ( Full div 2 ) then StatusColor := Green
else if Current > ( Full div 4 ) then StatusColor := Yellow
else if Current > ( Full div 8 ) then StatusColor := LightRed
else if Current > 0 then StatusColor := Red
else StatusColor := DarkGray;
end;
Function EnduranceColor( Full , Current: LongInt ): Byte;
{ Choose colour to show remaining endurance (Stamina or Mental points)}
begin
{ This is absolute rather than relative. }
if Full = Current then EnduranceColor := LightGreen
else if Current > 5 then EnduranceColor := Green
else if Current > 0 then EnduranceColor := Yellow
else EnduranceColor := LightRed;
end;
Function HitsColor( Part: GearPtr ): LongInt;
{ Decide upon a nice color to represent the hits of this part. }
begin
if PartActive( Part ) then
HitsColor := StatusColor( GearMaxDamage( Part ) , GearCurrentDamage( Part ) )
else
HitsColor := StatusColor( 100 , 0 );
end;
Function ArmorColor( Part: GearPtr ): LongInt;
{ Decide upon a nice color to represent the armor of this part. }
begin
ArmorColor := StatusColor( MaxTArmor( Part ) , CurrentTArmor( Part ) );
end;
Function ArmorDamageColor( Part: GearPtr ): LongInt;
{ Decide upon a nice color to represent the armor of this part. }
var
MA,CA: LongInt; { Max Armor, Current Armor }
begin
MA := MaxTArmor( Part );
CA := CurrentTArmor( Part );
if MA = 0 then begin
ArmorDamageColor := Magenta;
end else if ( CA >= ( MA * 3 div 4 ) ) then begin
ArmorDamageColor := Black;
end else if ( CA > MA div 4 ) then begin
ArmorDamageColor := Blue;
end else begin
ArmorDamageColor := LightGray;
end;
end;
Procedure ShowStatus( Part: GearPtr; OX,OY: Integer );
{ Display all this part's status conditions. }
{ The status display starts at OX,OY and proceeds to the right until exiting the clip zone. }
Procedure DrawStatusGlyph( Img: Char; C: Byte );
begin
DrawGlyph( Img , OX , OY , C , Black );
Inc( OX );
end;
var
T: LongInt;
begin
{ Show the character's status conditions. }
{ Display whether or not the mecha is hidden. }
if ( Part^.Parent = Nil ) and IsHidden( Part ) then begin
DrawStatusGlyph( 'S' , DarkGray );
end;
{ Hunger and morale come next. }
if Part^.G = GG_Character then begin
T := NAttValue( Part^.NA , NAG_Condition , NAS_Hunger ) - Hunger_Penalty_Starts;
if T > ( NumGearStats * 3 ) then begin
DrawStatusGlyph( 'H' , LightRed );
end else if T > ( NumGearStats * 2 ) then begin
DrawStatusGlyph( 'H' , Yellow );
end else if T > 0 then begin
DrawStatusGlyph( 'H' , Green );
end;
T := NAttValue( Part^.NA , NAG_Condition , NAS_MoraleDamage );
if T < -20 then begin
DrawStatusGlyph( '+' , LightGreen );
end else if T > ( 65 ) then begin
DrawStatusGlyph( '-' , LightRed );
end else if T > ( 40 ) then begin
DrawStatusGlyph( '-' , Yellow );
end else if T > 20 then begin
DrawStatusGlyph( '-' , Green );
end;
end else if Part^.G = GG_Mecha then begin
{ Mecha may be overloaded. }
T := NAttValue( Part^.NA , NAG_Condition , NAS_PowerSpent );;
if T > 10 then begin
DrawStatusGlyph( 'O' , LightRed );
end else if T > 10 then begin
DrawStatusGlyph( 'O' , Yellow );
end else if T > 0 then begin
DrawStatusGlyph( 'O' , Blue );
end;
end;
for t := 1 to Num_Status_FX do begin
if NAttValue( Part^.NA , NAG_StatusEffect , T ) <> 0 then begin
DrawStatusGlyph( SX_Char[ T ] , SX_Color[ T ] );
end;
end;
if NAttValue( Part^.NA , NAG_EpisodeData , NAS_Ransacked ) = 1
then DrawStatusGlyph( '$' , DarkGray );
end;
Procedure DisplayModules( Mek: GearPtr; X0,Y0: Integer );
{ Draw a lovely little diagram detailing this mek's modules. }
{ X0 is the center of the display, Y0 is the top of the display. }
var
N: Integer;
Flayed, Gutted : Boolean;
Procedure DrawThisPart( MD: GearPtr );
var
X: Integer;
FG, BG: Byte;
begin
FG := HitsColor( MD );
BG := ArmorDamageColor( MD );
if (FG = DarkGray) And (BG <> Black)
then FG := Black;
if Flayed Or (Gutted And (MD^.S = GS_Body))
then begin
if Gutted
then FG := White
else FG := LightMagenta;
BG := Red;
end;
if Odd( N ) then X := X0 - ( N div 2 ) - 1
else X := X0 + ( N div 2 );
Inc( N );
Case MD^.S of
GS_Head: DrawGlyph( 'o' , X , Y0 , FG , BG );
GS_Turret: DrawGlyph('=' , X , Y0 , FG , BG );
GS_Storage: DrawGlyph('x' , X , Y0 , FG , BG );
GS_Body: DrawGlyph('B' , X , Y0 , FG , BG );
GS_Arm: DrawGlyph('+' , X , Y0 , FG , BG );
GS_Wing: DrawGlyph('W' , X , Y0 , FG , BG );
GS_Tail: DrawGlyph('t' , X , Y0 , FG , BG );
GS_Leg: DrawGlyph('l' , X , Y0 , FG , BG );
end;
end;
Procedure AddPartsOfType( GS: Integer );
{ Add parts to the status diagram whose gear S value }
{ is equal to the provided number. }
var
MD: GearPtr;
begin
MD := Mek^.SubCom;
while ( MD <> Nil ) do begin
if ( MD^.G = GG_Module ) and ( MD^.S = GS ) then begin
DrawThisPart( MD );
end;
MD := MD^.Next;
end;
end;
Procedure AddPartsOfTier( Tier: Integer );
{ Add parts to the status diagram whose InfoTier value }
{ is equal to the provided number. }
var
MD: GearPtr;
begin
MD := Mek^.SubCom;
while ( MD <> Nil ) do begin
if ( MD^.G = GG_Module ) and ( MD^.Stat[ STAT_InfoTier ] = Tier ) then begin
DrawThisPart( MD );
end;
MD := MD^.Next;
end;
end;
begin
if Mek^.G = GG_Prop then begin
DrawGlyph( '@' , X0 , Y0 + 1 , HitsColor( Mek ) , ArmorDamageColor( Mek ) );
end else begin
{ this "if" is just a shortcut }
if GearOperational(Mek)
then begin
Gutted := False;
Flayed := False;
end
else begin
Gutted := (NAttValue( Mek^.NA , NAG_EpisodeData , NAS_Gutted) = 1);
Flayed := (NAttValue( Mek^.NA , NAG_EpisodeData , NAS_Flayed) = 1);
end;
{ Draw the status diagram for this mek. }
{ Line One - Heads, Turrets, Storage }
N := 0;
AddPartsOfType( GS_Head );
AddPartsOfType( GS_Turret );
if N < 1 then N := 1; { Want storage to either side of body. }
AddPartsOfType( GS_Storage );
AddPartsOfTier( 1 );
Inc( Y0 );
{ Line Two - Torso, Arms, Wings }
N := 0;
AddPartsOfType( GS_Body );
AddPartsOfType( GS_Arm );
AddPartsOfType( GS_Wing );
AddPartsOfTier( 2 );
Inc( Y0 );
{ Line Three - Tail, Legs }
N := 0;
AddPartsOfType( GS_Tail );
if N < 1 then N := 1; { Want legs to either side of body; tail in middle. }
AddPartsOfType( GS_Leg );
AddPartsOfTier( 3 );
Inc( Y0 );
end;
{ Restore background color to black. }
TextBackground( Black );
end;
Procedure DisplayMoveStatus( GB: GameBoardPtr; Part: GearPtr; CX,CY: Integer );
{ Display the movement compass centered on CX,CY. }
var
D,Z: Integer;
begin
D := NAttValue( Part^.NA , NAG_Location , NAS_D );
Z := MekAltitude( gb , Part );
if Z >= 0 then begin
TextColor( NeutralGrey );
TextOut( CX , CY , BStr( Z ) );
end else begin
TextColor( Blue );
TextOut( CX , CY , BStr( Abs( Z ) ) );
end;
DrawGlyph( '+' , CX + AngDir[D,1] , CY + AngDir[D,2] , White , Black );
DrawGlyph( '=' , CX - AngDir[D,1] , CY - AngDir[D,2] , DarkGray , Black );
{ Speedometer. }
if Speedometer( GB^.Scene , Part ) > 0 then begin
if NAttValue( Part^.NA , NAG_Action , NAS_MoveAction ) = NAV_FullSPeed then begin
DrawGlyph( 'G' , CX - 2 , CY - 1 , LightCyan , Black );
end else begin
DrawGlyph( 'G' , CX - 2 , CY - 1 , Cyan , Black );
end;
DrawGlyph( 'S' , CX - 2 , CY , DarkGray , Black );
end else begin
DrawGlyph( 'G' , CX - 2 , CY - 1 , DarkGray , Black );
if CurrentMoveRate( GB^.Scene , Part ) > 0 then begin
DrawGlyph( 'S' , CX - 2 , CY , Cyan , Black );
end else begin
DrawGlyph( 'S' , CX - 2 , CY , DarkGray , Black );
end;
end;
end;
Procedure CharacterHPSPMP( M: GearPtr; X0,Y0: Integer );
{ Display the HP, SP, and MP for this model. }
var
CurP,MaxP: Integer;
msg: String;
begin
TextColor( LightGray );
TextOut( X0 , Y0 , 'HP:' );
TextOut( X0 , Y0 + 1 , 'SP:' );
TextOut( X0 , Y0 + 2 , 'MP:' );
CurP := GearCurrentDamage( M );
MaxP := GearMaxDamage( M );
msg := BStr( CurP );
TextColor( StatusColor( MaxP , CurP ) );
TextOut( X0 + 7 - Length( msg ) , Y0 , msg );
CurP := CurrentStamina( M );
MaxP := CharStamina( M );
msg := BStr( CurP );
TextColor( EnduranceColor( MaxP , CurP ) );
TextOut( X0 + 7 - Length( msg ) , Y0 + 1 , msg );
CurP := CurrentMental( M );
MaxP := CharMental( M );
msg := BStr( CurP );
TextColor( EnduranceColor( MaxP , CurP ) );
TextOut( X0 + 7 - Length( msg ) , Y0 + 2 , msg );
end;
Procedure CharStatDisplay( M: GearPtr; X0,Y0: Integer );
{ Display the stats for this character. }
var
T,S: Integer;
CurP,MaxP: Integer;
msg: String;
begin
for t := 1 to 4 do begin
TextColor( LightGray );
TextOut( X0 + ( T - 1 ) * 6 , Y0 + 0 , MsgString( 'STATABRV_' + BStr( t ) ) );
TextOut( X0 + ( T - 1 ) * 6 , Y0 + 1 , MsgString( 'STATABRV_' + BStr( t + 4 ) ) );
S := CSTat( M , T );
if S > M^.Stat[ T ] then TextColor( LightGreen )
else if S < M^.Stat[ T ] then TextColor( LightRed )
else TextColor( Green );
TextOut( X0 + ( T - 1 ) * 6 + 3 , Y0 + 0 , BStr( S ) );
S := CSTat( M , T + 4 );
if S > M^.Stat[ T + 4 ] then TextColor( LightGreen )
else if S < M^.Stat[ T + 4 ] then TextColor( LightRed )
else TextColor( Green );
TextOut( X0 + ( T - 1 ) * 6 + 3 , Y0 + 1 , BStr( S ) );
end;
TextColor( LightGray );
TextOut( X0 + 7 , Y0 + 2 , 'Enc:' );
CurP := EquipmentMass( M );
{ For the PC, the following encumberance penalties are applied based the the encumberance level: }
{ Speed penalty = EncumberanceLevel, Reflex penalty = EncumberanceLevel / 2 }
{ EncumberanceLevel = (EquipmentMass - (2 * GearEncumberance)) / GearEncumberance. }
{ Therefore, EncuberanceLevel = 1 when EquipmentMass = GearEncumberance * 3. }
MaxP := GearEncumberance( M ) * 3;
{ Convert mass points into kg. At SF:0 each point of mass = 0.5 kg. }
msg := BStr( CurP div 2 ) + '.' + BStr( ( CurP mod 2 ) * 5 );
{ EnduranceColor turns from green to red as the value approaches 0. }
{ Using (MaxP - CurP) it will change from green to red as EquipmentMass approaches EncumberanceLevel = 1. }
TextColor( EnduranceColor( MaxP , MaxP - CurP ) );
TextOut( X0 + 16 - Length( msg ) , Y0 + 2 , msg );
{ Subtract 1 point from MaxP, so penalties won't occur until the displayed maximum is exceeded. }
MaxP := MaxP - 1;
TextColor( LightGray );
TextOut( X0 + 16 , Y0 + 2 , '/' );
msg := BStr( MaxP div 2 ) + '.' + BStr( ( MaxP mod 2 ) * 5 ) + 'kg';
TextColor( LightGray );
TextOut( X0 + 17 , Y0 + 2 , msg );
end;
Procedure MechaMVTRSE( M: GearPtr; X0,Y0: Integer );
{ Display the MV, TR, and SE for this model. }
var
CurP,MaxP: Integer;
msg: String;
begin
TextColor( LightGray );
TextOut( X0 , Y0 , 'MV:' );
TextOut( X0 , Y0 + 1 , 'TR:' );
TextOut( X0 , Y0 + 2 , 'SE:' );
TextColor( LightGreen );
msg := SgnStr( MechaManeuver( M ) );
TextOut( X0 + 7 - Length( msg ) , Y0 , msg );
msg := SgnStr( MechaTargeting( M ) );
TextOut( X0 + 7 - Length( msg ) , Y0 + 1 , msg );
msg := SgnStr( MechaSensorRating( M ) );
TextOut( X0 + 7 - Length( msg ) , Y0 + 2 , msg );
TextColor( LightGray );
TextOut( X0 - 8 , Y0 + 3 , 'Enc:' );
CurP := EquipmentMass( M );
{ For Mecha, the following encumberance penalties are applied based the the encumberance level: }
{ MV penalty = EncumberanceLevel, TR penalty = EncumberanceLevel }
{ EncumberanceLevel = (IntrinsicMass(in tons) / 7.5) + (EquipmentMass - GearEncumberance) / GearEncumberance. }
{ Therefore, EncuberanceLevel (of equipment) = 1 when EquipmentMass = GearEncumberance * 2. }
MaxP := GearEncumberance( M ) * 2;
{ Convert mass points into tons. At SF:2 each point of mass = 0.5 tons }
msg := BStr( CurP div 2 ) + '.' + BStr( ( CurP mod 2 ) * 5 );
{ EnduranceColor turns from green to red as the value approaches 0. }
{ Using (MaxP - CurP) it will change from green to red as EquipmentMass approaches EncumberanceLevel = 1. }
TextColor( EnduranceColor( MaxP , MaxP - CurP ) );
TextOut( X0 + 1 - Length( msg ) , Y0 + 3 , msg );
{ Subtract 1 point from MaxP, so penalties won't occur until the displayed maximum is exceeded. }
MaxP := MaxP - 1;
TextColor( LightGray );
TextOut( X0 + 1 , Y0 + 3 , '/' );
msg := BStr( MaxP div 2 ) + '.' + BStr( ( MaxP mod 2 ) * 5 ) + 't';
TextColor( LightGray );
TextOut( X0 + 2 , Y0 + 3 , msg );
end;
Procedure DisplayModelStatus( GB: GameBoardPtr; M: GearPtr; Z: VGFX_Zone );
{ Display the status for this model in the upper status area. }
var
MyDest: VGFX_Rect;
msg: String;
begin
MyDest := Z.GetRect();
InfoBox( ZONE_Info );
ClipZone( MyDest );
TextColor( White );
msg := MechaPilotName( M );
TextOut( MyDest.X + ( MyDest.W - Length( msg ) ) div 2 , MyDest.Y , msg );
DisplayMoveStatus( GB , M , MyDest.X + 3 , MyDest.Y + 2 );
DisplayModules( M , MyDest.X + MyDest.W div 2 , MyDest.Y + 1 );
if M^.G = GG_Character then begin
CharacterHPSPMP( M , MyDest.X + MyDest.W - 7 , MyDest.Y + 1 );
CharStatDisplay( M , MyDest.X , MyDest.Y + 4 );
end else if M^.G = GG_Mecha then begin
MechaMVTRSE( M , MyDest.X + MyDest.W - 7 , MyDest.Y + 1 );
end;
ShowStatus( M , MyDest.X + 1 , MyDest.Y + MyDest.H - 1 );
MaxClipZone;
end;
Procedure QuickModelStatus( GB: GameBoardPtr; M: GearPtr );
{ Display the model status in the info area. }
begin
DisplayModelStatus( GB , M , ZONE_Caption );
end;
Procedure NPCPersonalInfo( NPC: GearPtr; Z: VGFX_Zone );
{ Display the name, job, age, and gender of the NPC. }
var
R: VGFX_Rect;
begin
R := Z.GetRect();
R.H := 1;
CMessage( GearName( NPC ) , R , LightGreen );
Inc( R.Y );
CMessage( JobAgeGenderDesc( NPC ) , R , Green );
end;
Procedure DoMonologueDisplay( GB: GameBoardPtr; NPC: GearPtr; msg: String );
{ Show the NPC's portrait, name, and description, as well as the message. }
var
Z_Text: VGFX_Rect;
begin
Z_Text := ZONE_MonologueText.GetRect();
InfoBox( ZONE_MonologueInfo );
InfoBox( Z_Text );
NPCPersonalInfo( NPC , ZONE_MonologueInfo );
GameMsg( Msg , Z_Text , InfoHiLight );
end;
Procedure DisplayInteractStatus( GB: GameBoardPtr; NPC: GearPtr; React,Endurance: Integer );
{ Display the interact status. }
var
StatusRect: VGFX_Rect;
msg: String;
C: Byte;
T: Integer;
begin
NPCPersonalInfo( NPC , ZONE_InteractName );
StatusRect := ZONE_InteractStatus.GetRect();
if React > 0 then begin
msg := '';
for T := 0 to ( React div 4 ) do msg := msg + '+';
C := LightGreen;
end else if React < 0 then begin
msg := '';
for T := 0 to ( Abs(React) div 4 ) do msg := msg + '-';
C := LightRed;
end else begin
msg := '~~~';
C := Yellow;
end;
TextColor( Green );
TextOut( StatusRect.X , StatusRect.Y , '[:)]' );
TextColor( C );
TextOut( StatusRect.X + 4 , StatusRect.Y , msg );
msg := '';
if Endurance > 10 then Endurance := 10;
for t := 1 to Endurance do msg := msg + '>';
TextColor( Green );
TextOut( StatusRect.X + StatusRect.W - 14 , StatusRect.Y , '[Zz]' );
TextColor( LightGreen );
TextOut( StatusRect.X + StatusRect.W - 10 , StatusRect.Y , msg );
end;
Procedure CharacterDisplay( PC: GearPtr; GB: GameBoardPtr; DZone: VGFX_Zone );
{ Display the character stats, background, etc. }
var
MyDest: VGFX_Rect;
msg: String;
T,S,R,FID: LongInt;
C: Byte;
Mek: GearPtr;
begin
{ Begin with one massive error check... }
if PC = Nil then Exit;
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if PC = Nil then Exit;
{ Set up the display. }
MyDest := DZone.GetRect();
InfoBox( DZone );
ClipZone( MyDest );
ClrZone( MyDest );
{ Start by printing the character's name and AgeGenderJob line. }
TextColor( White );
msg := GearName( PC );
TextOut( MyDest.X + MyDest.W div 2 - Length( msg ) div 2 , MyDest.Y , msg );
TextColor( Green );
msg := JobAgeGenderDesc( PC );
TextOut( MyDest.X + MyDest.W div 2 - Length( msg ) div 2 , MyDest.Y + 1 , msg );
{ Show the stats. }
for t := 1 to 8 do begin
TextColor( LightGray );
TextOut( MyDest.X + 1 , MyDest.Y + 2 + T , MsgString( 'STATNAME_' + BStr( T ) ) );
{ Find the adjusted stat value for this stat. }
S := CStat( PC , T );
R := ( S + 2 ) div 3;
if R > 7 then R := 7;
{ Determine an appropriate color for the stat, depending }
{ on whether its adjusted value is higher or lower than }
{ the basic value. }
if S > PC^.Stat[ T ] then C := LighTGreen
else if S < PC^.Stat[ T ] then C := LightRed
else C := Green;
TextColor( C );
msg := BStr( S );
TextOut( MyDest.X + 14 - Length( msg ) , MyDest.Y + 2 + T , msg );
TextOut( MyDest.X + 15 , MyDest.Y + 2 + T , MsgString( 'STATRANK' + BStr( R ) ) );
end;
{ Output the PC's total XP and free XP. }
TextColor( LightGray );
TextOut( MyDest.X + 25 , MyDest.Y + 3 , MsgString( 'INFO_XP' ) );
S := NAttVAlue( PC^.NA , NAG_Experience , NAS_TotalXP );
msg := BStr( S );
TextColor( Green );
TextOut( MyDest.X + MyDest.W - 1 - Length( msg ) , MyDest.Y + 3 , msg );
TextColor( LightGray );
TextOut( MyDest.X + 25 , MyDest.Y + 4 , MsgString( 'INFO_XPLeft' ) );
S := S - NAttVAlue( PC^.NA , NAG_Experience , NAS_SpentXP );
msg := BStr( S );
TextColor( Green );
TextOut( MyDest.X + MyDest.W - 1 - Length( msg ) , MyDest.Y + 4 , msg );
TextColor( LightGray );
TextOut( MyDest.X + 25 , MyDest.Y + 5 , MsgString( 'INFO_Credits' ) );
S := NAttVAlue( PC^.NA , NAG_Experience , NAS_Credits );
msg := '$' + BStr( S );
TextColor( Green );
TextOut( MyDest.X + MyDest.W - 1 - Length( msg ) , MyDest.Y + 5 , msg );
{ Print info on the PC's mecha, if appropriate. }
if ( GB <> Nil ) then begin
Mek := FindPilotsMecha( GB^.Meks , PC );
if Mek <> Nil then begin
TextColor( LightGray );
TextOut( MyDest.X + 25 , MyDest.Y + 7 , MsgString( 'INFO_MekSelect' ) );
msg := FullGearName( Mek );
TextColor( Green );
TextOut( MyDest.X + MyDest.W - 1 - Length( msg ) , MyDest.Y + 8 , msg );
end;
end;
{ Print info on the PC's faction, if appropriate. }
FID := NAttValue( PC^.NA , NAG_Personal , NAS_FactionID );
if ( FID <> 0 ) and ( GB <> Nil ) and ( GB^.Scene <> Nil ) then begin
Mek := SeekFaction( GB^.Scene , FID );
if Mek <> Nil then begin
TextColor( LightGray );
TextOut( MyDest.X + 25 , MyDest.Y + 9 , MsgString( 'INFO_Faction' ) );
msg := GearName( Mek );
TextColor( Green );
TextOut( MyDest.X + MyDest.W - 1 - Length( msg ) , MyDest.Y + 10 , msg );
end;
end;
{ Print the biographical information. }
msg := SAttValue( PC^.SA , 'BIO1' );
if msg <> '' then begin
MyDest.X := MyDest.X + 2;
MyDest.W := MyDest.W - 4;
MyDest.Y := MyDest.Y + 11;
MyDest.H := MyDest.H - 11;
GameMsg( msg , MyDest , Green );
end;
MaxClipZone;
end;
Procedure InjuryViewer( PC: GearPtr; redraw: RedrawProcedureType );
{ Display a brief listing of all the PC's major health concerns. }
{ Display a brief listing of all the PC's major health concerns. }
var
YPos: Integer;
MyDest: VGFX_Rect;
Procedure WriteStatus( msg: String; C: Byte );
begin
TextColor( C );
TextOut( MyDest.X , YPos , msg );
Inc( YPos );
end;
Procedure ShowSubInjuries( Part: GearPtr );
{ Show the injuries of this part, and also for its subcoms. }
var
MD,CD: Integer;
begin
while Part <> Nil do begin
MD := GearMaxDamage( Part );
CD := GearCurrentDamage( Part );
if not PartActive( Part ) then begin
WriteStatus( GearName( Part ) + MsgString( 'INFO_IsDisabled' ) , StatusColor( MD , CD ) );
end else if CD < MD then begin
WriteStatus( GearName( Part ) + MsgString( 'INFO_IsHurt' ) , StatusColor( MD , CD ) );
end;
ShowSubInjuries( Part^.SubCom );
Part := Part^.Next;
end;
end;
Procedure RealInjuryDisplay;
var
SP,MP,T: Integer;
begin
{ Begin with one massive error check... }
if PC = Nil then Exit;
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if PC = Nil then Exit;
{ Show exhaustion status first. }
SP := CurrentStamina( PC );
MP := CurrentMental( PC );
if ( SP = 0 ) and ( MP = 0 ) then begin
WriteStatus( MsgString( 'INFO_FullExhausted' ) , Red );
end else if ( SP = 0 ) or ( MP = 0 ) then begin
WriteStatus( MsgString( 'INFO_PartExhausted' ) , LightRed );
end;
{ Hunger next. }
T := NAttValue( PC^.NA , NAG_Condition , NAS_Hunger ) - Hunger_Penalty_Starts;
if T > ( NumGearStats * 3 ) then begin
WriteStatus( MsgString( 'INFO_ExtremeHunger' ) , Red );
end else if T > ( NumGearStats * 2 ) then begin
WriteStatus( MsgString( 'INFO_Hunger' ) , LightRed );
end else if T > 0 then begin
WriteStatus( MsgString( 'INFO_MildHunger' ) , Yellow );
end;
{ Low morale next. }
T := NAttValue( PC^.NA , NAG_Condition , NAS_MoraleDamage );
if T > 65 then begin
WriteStatus( MsgString( 'INFO_ExtremeMorale' ) , Red );
end else if T > 40 then begin
WriteStatus( MsgString( 'INFO_Morale' ) , LightRed );
end else if T > 20 then begin
WriteStatus( MsgString( 'INFO_MildMorale' ) , Yellow );
end;
for t := 1 to Num_Status_FX do begin
if NAttValue( PC^.NA , NAG_StatusEffect , T ) <> 0 then begin
WriteStatus( MsgString( 'INFO_Status' + BStr( T ) ) , Red );
end;
end;
{ Show limb injuries. }
ShowSubInjuries( PC^.SubCom );
end;
var
msg: String;
begin
MyDest := ZONE_CharViewChar.GetRect();
Redraw;
InfoBox( MyDest );
ClrZone( MyDest );
ClipZone( MyDest );
msg := MsgString( 'INFO_InjuriesTitle' );
TextColor( StdWhite );
TextOut( MyDest.X + MyDest.W div 2 - Length( msg ) div 2 , MyDest.Y , msg );
YPos := MyDest.Y + 1;
RealInjuryDisplay;
MaxClipZone;
DoFlip;
MoreKey;
end;
Procedure BrowserInterfaceInfo( GB: GameBoardPtr; Part: GearPtr; Z: VGFX_Zone );
{ Display the basic information for this gear. }
var
MyDest: VGFX_Rect;
msg: String;
X,YEnd,N: Integer;
Cost: LongInt;
begin
MyDest := Z.GetRect();
ClrZone( MyDest );
msg := GearName( Part );
TextColor( InfoHilight );
TextOut( MyDest.X + MyDest.W div 2 - Length( msg ) div 2 , MyDest.Y , msg );
YEnd := MyDest.Y + MyDest.H - 1;
{ Display the part's armor rating. }
if IsMasterGear( Part ) then begin
N := PercentDamaged( Part );
msg := BStr( N ) + '%';
TextColor( StatusColor( 100 , N ) );
TextOut( MyDest.X , MyDest.Y + 1 , msg );
X := MyDest.X + 1;
end else begin
N := GearCurrentArmor( Part );
if N > 0 then msg := '[' + BStr( N )
else msg := '[-';
msg := msg + '] ';
TextColor( ArmorColor( Part ) );
TextOut( MyDest.X , MyDest.Y + 1 , msg );
X := MyDest.X + Length( msg ) + 1;
{ Display the part's damage rating. }
N := GearCurrentDamage( Part );
if N > 0 then msg := BStr( N )
else msg := '-';
TextColor( HitsColor( Part ) );
TextOut( X , MyDest.Y + 1 , msg );
end;
textColor( DarkGray );
TextOut( X + Length( msg ) , MyDest.Y + 1 , 'DP' );
{ Display the part's mass. }
N := ( GearMass( Part ) + 1 ) div 2;
if N > 0 then begin
msg := MassString( Part );
TextOut( MyDest.X + MyDest.W - Length( msg ) , MyDest.Y + 1 , msg );
end;
{ Display the cost. }
if Part^.G = GG_Mecha then begin
Cost := GearValue( Part );
if Cost > 0 then begin
msg := 'PV:' + BStr( Cost );
TextOut( MyDest.X , MyDest.Y + 2 , msg );
end;
end else begin
Cost := GearCost( Part );
if ( Cost > 0 ) then begin
msg := '$' + BStr( Cost );
TextOut( MyDest.X , MyDest.Y + 2 , msg );
end;
end;
{ Display the spaces. }
if not IsMasterGear( Part ) then begin
if ( Part^.G = GG_Module ) or ( Part^.G = GG_ExArmor ) or ( Part^.G = GG_Shield ) or ( Part^.G = GG_Harness ) then begin
msg := BStr( SubComComplexity( Part ) ) + '/' + BStr( ComponentComplexity( Part ) ) + ' slots used';
TextOut( MyDest.X + MyDest.W - Length( msg ) , MyDest.Y + 2 , msg );
end else begin
msg := BStr( ComponentComplexity( Part ) ) + ' slots';
TextOut( MyDest.X + MyDest.W - Length( msg ) , MyDest.Y + 2 , msg );
end;
end;
{ Next, the extended description and the regular description. }
{ Create the zone for this text. }
MyDest.Y := MyDest.Y + 3;
MyDest.H := MyDest.H - 3;
{ See if there is an extended description. }
msg := ExtendedDescription( GB , Part );
if msg <> '' then begin
GameMsg( msg , MyDest , Green );
MyDest.Y := vg_y + 2;
MyDest.H := YEnd - MyDest.Y + 1;
end;
GameMsg( SAttValue( Part^.SA , 'DESC' ) , MyDest , Green );
end;
Procedure BrowserInterfaceMystery( Part: GearPtr; Z: VGFX_Zone );
{ This gear is a mystery. Display its name, and that's about it. }
var
MyDest: VGFX_Rect;
msg: String;
begin
MyDest := Z.GetRect();
ClrZone( MyDest );
msg := GearName( Part );
TextColor( InfoHilight );
TextOut( MyDest.X + MyDest.W div 2 - Length( msg ) div 2 , MyDest.Y , msg );
end;
Procedure ArenaTeamInfo( Source: GearPtr; Z: VGFX_Zone );
{ Print the important information for this team. }
var
MyDest: VGFX_Rect;
msg: String;
Fac: GearPtr;
Renown: Integer;
begin
MyDest := Z.GetRect();
TextColor( White );
msg := GearName( Source );
TextOut( MyDest.X + ( MyDest.W - Length( msg ) ) div 2 , MyDest.Y , msg );
TextColor( LightGreen );
msg := '$' + BStr( NAttValue( Source^.NA , NAG_Experience , NAS_Credits ) );
TextOut( MyDest.X + ( MyDest.W - Length( msg ) ) div 2 , MyDest.Y + 1 , msg );
Fac := SeekFaction( Source , NAttValue( Source^.NA , NAG_Personal , NAS_FactionID ) );
if Fac <> Nil then begin
TextColor( LightGray );
msg := GearName( Fac );
TextOut( MyDest.X + ( MyDest.W - Length( msg ) ) div 2 , MyDest.Y + 2 , msg );
end;
Renown := NAttValue( Source^.NA , NAG_CharDescription , NAS_Renowned );
msg := RenownDesc( Renown );
TextColor( Green );
TextOut( MyDest.X + ( MyDest.W - Length( msg ) ) div 2 , MyDest.Y + 3 , msg );
end;
Procedure TacticsTimeInfo( GB: GameBoardPtr );
{ Tell how much free time the currently active model has. }
var
TimeLeft,W,T: LongInt;
MyDest: VGFX_Rect;
begin
TimeLeft := TacticsRoundLength - ( GB^.ComTime - NAttValue( GB^.Scene^.NA , NAG_SceneData , NAS_TacticsTurnStart ) );
MyDest := ZONE_Clock.GetRect();
TextColor( White );
TextOut( MyDest.X , MyDest.Y , 'TIME:' );
W := (( MyDest.W - 5 ) * TimeLeft ) div TacticsRoundLength;
for t := 1 to W do begin
DrawGlyph( '=' , MyDest.X + T + 4 , MyDest.Y , LightGreen , Black );
end;
end;
Procedure ConcertStatus( PC: GearPtr; AL: AudienceList );
{ Display the status information for the concert minigame. }
Const
Mood_Glyph: Array [0..Num_Audience_Moods] of Char = (
'-','-','-','~','+','+','+'
);
Mood_Color: Array [0..Num_Audience_Moods] of Byte = (
DarkGray, Red, Yellow, Yellow, Yellow, Green, LightGreen
);
Trait_Color: Array [0..2] of Byte = (
LightBlue, LightRed, Yellow
);
var
MyDest: VGFX_Rect;
T: Integer;
begin
MyDest := ZONE_ConcertAudience.GetRect();
CMessage( '=AUDIENCE=' , ZONE_ConcertAudience , DarkGray );
for t := 1 to MaxAudienceSize do begin
if AL[t].Mood <> MOOD_Absent then begin
DrawGlyph( Mood_Glyph[AL[t].Mood] , MyDest.X + T - 1, MyDest.Y , Mood_Color[AL[t].Mood] , Black );
if AL[t].Mood <> MOOD_WalkOut then begin
DrawGlyph( '@' , MyDest.X + T - 1, MyDest.Y + 1 , Trait_Color[AL[t].Trait] , Black );
end;
end;
end;
end;