forked from jwvhewitt/gearhead-1
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy patharenaplay.pp
929 lines (788 loc) · 30.1 KB
/
arenaplay.pp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
unit arenaplay;
{ This unit holds the combat loop for Arena. }
{
GearHead: Arena, 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
}
interface
uses gears,locale;
Const
{ Sets trigger NUMBEROFUNITS }
TRIGGER_StartGame = 'Start';
TRIGGER_EndGame = 'END';
SATT_Artifact = 'ARTIFACT';
Function CombatMain( Camp: CampaignPtr ): Integer;
Function ScenePlayer( Camp: CampaignPtr ; Scene: GearPtr; var PCForces: GearPtr ): Integer;
implementation
{$IFDEF SDLMODE}
uses ability,aibrain,arenacfe,arenascript,backpack,damage,gearutil,
ghchars,ghprop,ghweapon,grabgear,menugear,movement,pcaction,
playwright,randmaps,rpgdice,skilluse,texutil,ui4gh,wmonster,
sdlmap,sdlgfx;
{$ELSE}
uses ability,aibrain,arenacfe,arenascript,backpack,damage,gearutil,
ghchars,ghprop,ghweapon,grabgear,menugear,movement,pcaction,
playwright,randmaps,rpgdice,skilluse,texutil,ui4gh,wmonster,
conmap,context;
{$ENDIF}
const
DEBUG_ON: Boolean = False;
Function Confused( Mek: GearPtr ): Boolean;
{ Return true if either the pilot or the mecha is either }
{ HAYWIRE or STONED. }
var
Pilot: GearPtr;
begin
if Mek^.G = GG_Mecha then begin
Pilot := LocatePilot( Mek );
end else begin
Pilot := Nil;
end;
Confused := HasStatus( Mek , NAS_Haywire ) or HasStatus( Mek , NAS_Stoned ) or HasStatus( Pilot , NAS_Haywire ) or HasStatus( Pilot , NAS_Stoned );
end;
Procedure GetMekInput( Mek: GearPtr; Camp: CampaignPtr; ControlByPlayer: Boolean );
{ Decide what the mek in question is gonna do next. }
begin
{ This procedure has to branch depending upon whether we have a }
{ player controlled mek or a computer controlled mek. }
{ Branch the first - If this mecha has a HAYWIRE status effect }
{ it may move randomly 50% of the time. }
if Confused( Mek ) and ( Random( 2 ) = 1 ) then begin
ConfusedInput( Mek , Camp^.GB );
end else if ( NAttValue( Mek^.NA , NAG_Location , NAS_Team ) = 1 ) or ControlByPlayer then begin
{ It's a player mek. }
{ In SDL mode, update the display with each player action. }
{$IFDEF SDLMODE}
IndicateTile( Camp^.GB , Mek , True );
{$ENDIF}
GetPlayerInput( Mek , Camp );
end else begin
{ it's a computer mek. }
GetAIInput( Mek , Camp^.GB );
end;
end;
Function KeepPlayingSC( GB: GameBoardPtr ): Boolean;
{ Check out this scenario and decide whether or not to keep }
{ playing. Right now, combat will continue as long as there }
{ is at least one active mek on each team. }
var
PTeam,ETeam: Integer; { Player Team , Enemy Team }
begin
{ If this scenario is being controlled by a SCENE gear, }
{ control of when to quit will be handled by the event strings. }
{ Also, if we have received a QUIT order, stop playing. }
if gb^.Scene <> Nil then KeepPlayingSC := Not gb^.QuitTheGame
else if gb^.QuitTheGame then KeepPlayingSC := False
else begin
{ Determine the number of player mecha and enemy mecha. }
PTeam := NumActiveMasters( GB , NAV_DefPlayerTeam );
ETeam := NumActiveMasters( GB , NAV_DefEnemyTeam );
KeepPlayingSC := ( PTeam > 0 ) and ( ETeam > 0 );
end;
end;
Procedure CheckMeks( Camp: CampaignPtr );
{ Check through all the meks in this scenario. If it's time }
{ for one to move according to its ETA, call the movement }
{ procedure. }
var
M: GearPtr;
ETA: LongInt;
begin
M := Camp^.GB^.meks;
while ( M <> Nil ) and KeepPlayingSC( Camp^.GB ) do begin
if IsMasterGear( M ) then begin
{ Check for actions in progress. }
if NotDestroyed( M ) and OnTheMap( M ) then begin
ETA := NAttValue( M^.NA , NAG_Action , NAS_MoveETA );
if ETA <= Camp^.GB^.ComTime then begin
ProcessMovement( Camp^.GB , M );
end;
end;
{ Check for input. }
if GearActive( M ) and OnTheMap( M ) then begin
ETA := NAttValue( M^.NA , NAG_Action , NAS_CallTime );
if ETA <= Camp^.GB^.ComTime then begin
GetMekInput( M , Camp , False );
end;
end;
end; { if IsMasterGear then... }
M := M^.Next;
end;
end;
Function DecideCombatOutcome( GB: GameBoardPtr ): Integer;
{ Print a snazzy message detailing the outcome of the combat. }
var
PTeam,ETeam,T: Integer;
begin
{ If this scenario is being controlled by a SCENE gear, }
{ its exit value will have been determined by the SCENE itself. }
if GB^.Scene <> Nil then T := GB^.ReturnCode
else begin
{ Determine the number of player mecha and enemy mecha. }
PTeam := NumActiveMasters( GB , NAV_DefPlayerTeam );
ETeam := NumActiveMasters( GB , NAV_DefEnemyTeam );
{ Display message regarding the outcome of the battle. }
if ( PTeam > 0 ) and ( ETeam = 0 ) then begin
DialogMsg( 'Player has won this combat.' );
T := 1;
end else if ( ETeam > 0 ) and ( PTeam = 0 ) then begin
DialogMsg( 'Computer has won this combat.' );
T := -1;
end else begin
DialogMsg( 'The game has ended in a draw.' );
T := 0;
end;
end;
DecideCombatOutcome := T;
end;
Procedure UniversalVisionCheck( GB: GameBoardPtr );
{ Do a vision check for every model on the board. }
var
M: GearPtr;
begin
{ First, we need to make sure the shadow map is up to date. }
UpdateShadowMap( GB );
{ Next, go through each gear on the gameboard, doing vision checks as needed. }
M := GB^.Meks;
while M <> Nil do begin
if IsMasterGear( M ) and OnTheMap( M ) then VisionCheck( GB , M );
M := M^.Next;
end;
end;
Function CombatMain( Camp: CampaignPtr ): Integer;
{ This is the main meat-and-potatoes combat procedure. }
{ Actually, it's pretty simple. All the difficult work is }
{ done by the procedures it calls. }
{ This function returns 1 if the player won, -1 if the computer }
{ won, and 0 if the game ended in a draw. }
var
T: String;
begin
{ To start with, do a vision check for everyone, }
{ then set up the display. }
UniversalVisionCheck( Camp^.GB );
{$IFNDEF SDLMODE}
GFCombatDisplay( Camp^.GB );
{$ENDIF}
{ Get rid of the old AI pathfinding maps. }
ClearHotMaps;
{ Set the STARTGAME trigger, and update all props. }
SetTrigger( Camp^.GB , TRIGGER_StartGame );
T := 'UPDATE';
CheckTriggerAlongPath( T , Camp^.GB , Camp^.GB^.Meks , True );
{ Add some random monsters, if appropriate. }
RestockRandomMonsters( Camp^.GB );
{Start main combat loop here.}
{Keep going until there's only one side left.}
while KeepPlayingSC( Camp^.GB ) do begin
AdvanceGameClock( Camp^.GB, True );
{ Once every 10 minutes, roll for random monsters. }
if ( Camp^.GB^.ComTime mod AP_10minutes ) = 233 then RestockRandomMonsters( Camp^.GB );
{ Once every hour, make sure the PC is still alive. }
if ( Camp^.GB^.ComTime mod AP_Hour ) = 0 then SetTrigger( Camp^.GB , 'NU1' );
{ Update clouds every 30 seconds. }
if ( Camp^.GB^.ComTime mod 30 ) = 0 then BrownianMotion( Camp^.GB );
HandleTriggers( Camp^.GB );
CheckMeks( Camp );
{$IFNDEF SDLMODE}
UpdateCombatDisplay( Camp^.GB );
{$ENDIF}
{end main combat loop.}
end;
{ Handle the last pending triggers. }
SetTrigger( Camp^.GB , TRIGGER_EndGame );
HandleTriggers( Camp^.GB );
{ Return the outcome code. }
CombatMain := DecideCombatOutcome( Camp^.GB );
end;
Function CanTakeTurn( M: GearPtr ): Boolean;
{ Return TRUE if M can act in this turn. }
begin
CanTakeTurn := GearOperational( M ) and OnTheMap( M );
end;
Procedure TacticsTurn( Camp: CampaignPtr; M: GearPtr; IsPlayerMek: Boolean );
{ It's time for this mecha to act. }
{ Give it 60 seconds in which to do everything. }
var
CallTime,ETA: LongInt;
BeginTime,EndTime: LongInt;
DidBeginTurn: Boolean;
begin
{ Get rid of the old AI pathfinding maps. }
ClearHotMaps;
DidBeginTurn := False;
BeginTime := NAttValue( Camp^.GB^.Scene^.NA , NAG_SceneData , NAS_TacticsTurnStart );
EndTime := BeginTime + TacticsRoundLength - 1;
Repeat
{ Check for Mecha's action first. }
ETA := NAttValue( M^.NA , NAG_Action , NAS_MoveETA );
if ETA <= Camp^.GB^.ComTime then begin
ProcessMovement( Camp^.GB , M );
end;
{ Check for input. }
CallTime := NAttValue( M^.NA , NAG_Action , NAS_CallTime );
if ( CallTime <= Camp^.GB^.ComTime ) and CanTakeTurn( M ) then begin
if GearOperational( M ) then begin
if IsPlayerMek and not DidBeginTurn then begin
FocusOnMek( Camp^.GB, M );
{$IFDEF SDLMODE}
InitMapDisplay( Camp^.GB, M );
{$ENDIF}
BeginTurn( Camp^.GB , M );
DidBeginTurn := True;
end;
GetMekInput( M , Camp , IsPlayerMek );
end else begin
SetNAtt( M^.NA , NAG_Action , NAS_CallTime , Camp^.GB^.ComTime + 60);
end;
end else begin
inc( Camp^.GB^.ComTime );
end;
{ Handle triggers now. }
HandleTriggers( Camp^.GB );
until ( Camp^.GB^.ComTime >= EndTime ) or ( not OnTheMap( M ) ) or Destroyed( M ) or ( not KeepPlayingSC( Camp^.GB ) );
{ At the end, reset the comtime. }
Camp^.GB^.ComTime := BeginTime;
end;
Function TacticsMain( Camp: CampaignPtr ): Integer;
{ This is the main meat-and-potatoes combat procedure. }
{ It functions as the above procedure, but a bit more strangely. }
{ You see, in order to have a tactics mode without changing any other part }
{ of the program, this procedure must fool all the PC-input and AI routines }
{ into believing that the clock is ticking, whereas in fact it's just ticking }
{ for that one particular model for a stretch of 60 seconds. }
var
T: String;
M: GearPtr;
Team: Integer;
FoundPCToAct: Boolean;
begin
{ To start with, do a vision check for everyone, }
{ then set up the display. }
UniversalVisionCheck( Camp^.GB );
{$IFNDEF SDLMODE}
GFCombatDisplay( Camp^.GB );
{$ENDIF}
{ Get rid of the old AI pathfinding maps. }
ClearHotMaps;
{ Set the STARTGAME trigger, and update all props. }
SetTrigger( Camp^.GB , TRIGGER_StartGame );
T := 'UPDATE';
CheckTriggerAlongPath( T , Camp^.GB , Camp^.GB^.Meks , True );
{ Add some random monsters, if appropriate. }
RestockRandomMonsters( Camp^.GB );
{Start main combat loop here.}
{Keep going until there's only one side left.}
while KeepPlayingSC( Camp^.GB ) do begin
{ Start by handling triggers; also end by handling triggers. It may }
{ seem like overkill but it's the only way to catch them all. }
HandleTriggers( Camp^.GB );
{ Each round lasts one minute. }
{ Handle the player mecha first. }
repeat
FoundPCToAct := False;
M := Camp^.GB^.Meks;
while ( M <> Nil ) and KeepPlayingSC( Camp^.GB ) do begin
team := NAttValue( M^.NA , NAG_Location , NAS_Team );
if ( Team = NAV_DefPlayerTeam ) or ( Team = NAV_LancemateTeam ) then begin
if NotDestroyed( M ) and OnTheMap( M ) then begin
if CanTakeTurn( M ) and ( NAttValue( M^.NA , NAG_Action , NAS_CallTime ) < ( Camp^.GB^.ComTime + TacticsRoundLength - 1 ) ) then FoundPCToAct := True;
TacticsTurn( Camp , M , True );
end;
end;
M := M^.Next;
end;
until ( not FoundPCToAct );
{ Handle the enemy mecha next. }
M := Camp^.GB^.Meks;
while M <> Nil do begin
team := NAttValue( M^.NA , NAG_Location , NAS_Team );
if ( Team <> NAV_DefPlayerTeam ) and ( Team <> NAV_LancemateTeam ) then begin
if NotDestroyed( M ) and OnTheMap( M ) then begin
TacticsTurn( Camp , M , False );
end;
end;
M := M^.Next;
end;
{ Advance the clock by 60 seconds. }
QuickTime( Camp^.GB , TacticsRoundLength );
AddNAtt( Camp^.GB^.Scene^.NA , NAG_SceneData , NAS_TacticsTurnStart , TacticsRoundLength );
HandleTriggers( Camp^.GB );
{ Update the display. }
{$IFNDEF SDLMODE}
UpdateCombatDisplay( Camp^.GB );
{$ENDIF}
{ Update clouds every round. }
for team := 1 to ( TacticsRoundLength div 30 ) do BrownianMotion( Camp^.GB );
{ Once every 10 rounds, roll for random monsters. }
if ( ( Camp^.GB^.ComTime div TacticsRoundLength ) mod 10 ) = 0 then RestockRandomMonsters( Camp^.GB );
end;
{ Handle the last pending triggers. }
SetTrigger( Camp^.GB , TRIGGER_EndGame );
HandleTriggers( Camp^.GB );
{ Return the outcome code. }
TacticsMain := DecideCombatOutcome( Camp^.GB );
end;
Procedure PreparePCForces( Scale: Integer; var PCForces: GearPtr );
{ ******************************* }
{ *** PC Forces PreProcessing *** }
{ ******************************* }
{ Before sticking the PCs on the map, must first check whether or not }
{ to stick them in mecha. }
var
PCT,PC2,PCMek: GearPtr;
begin
{ Pass One - Set PC Team for all units. }
PCT := PCForces;
while PCT <> Nil do begin
{ The exact team is going to depend on whether this is the primary PC or }
{ just a lancemate. }
if NAttValue( PCT^.NA , NAG_CharDescription , NAS_CharType ) = NAV_CTLancemate then begin
SetNAtt( PCT^.NA , NAG_Location , NAS_Team , NAV_LancemateTeam );
end else begin
SetNAtt( PCT^.NA , NAG_Location , NAS_Team , NAV_DefPlayerTeam );
end;
PCT := PCT^.Next;
end;
{ Pass Two - Insert pilots into mecha as appropriate. }
PCT := PCForces;
while PCT <> Nil do begin
PC2 := PCT^.Next;
{ If this gear is a character, and is at a smaller scale than }
{ the map, check to see if he/she has a mecha to get into. }
if ( PCT^.G = GG_Character ) and ( PCT^.Scale < Scale ) then begin
PCMek := FindPilotsMecha( PCForces , PCT );
if ( PCMek <> Nil ) and ( PCMek^.Scale <= Scale ) and HasAtLeastOneValidMovemode( PCMek ) then begin
{ A mek has been found. Insert the pilot into it. }
DelinkGear( PCForces , PCT );
{ If the pilot is a lancemate, so is the mecha. }
if NAttValue( PCT^.NA , NAG_CharDescription , NAS_CharType ) = NAV_CTLancemate then begin
SetNAtt( PCMek^.NA , NAG_Location , NAS_Team , NAV_LancemateTeam );
end;
if not BoardMecha( PCMek , PCT ) then begin
{ The pilot couldn't board the mecha for whatever reason. }
{ Stick the pilot back in the list, at the beginning. }
PCT^.Next := PCForces;
PCForces := PCT;
end;
end;
end;
PCT := PC2;
end;
end;
Function NonRecoveryScene( GB: GameBoardPtr ): Boolean;
{ Return TRUE if this scene isn't a good location for recovery. }
begin
NonRecoveryScene := ( GB^.Scene = Nil ) or ( not AStringHasBString( SAttValue( GB^.Scene^.SA , 'TYPE' ) , 'TOWN' ) );
end;
Function ShouldDeployLancemate( GB: GameBoardPtr; LM , Scene: GearPtr ): Boolean;
{ Return TRUE if LM should be placed on this map, or FALSE if LM should be }
{ kept on the sidelines. }
begin
if AStringHasBString( SAttValue( Scene^.SA , 'TYPE' ) , 'WORLD' ) then begin
ShouldDeployLancemate := False;
end else if AStringHasBString( SAttValue( Scene^.SA , 'TYPE' ) , 'SOLO' ) then begin
ShouldDeployLancemate := False;
end else if LM^.Scale < ( Scene^.V - 1 ) then begin
ShouldDeployLancemate := False;
end else if ( LM^.G = GG_Character ) and ( NAttValue( LM^.NA , NAG_Damage , NAS_OutOfAction ) <> 0 ) and NonRecoveryScene( GB ) then begin
ShouldDeployLancemate := False;
end else begin
ShouldDeployLancemate := True;
end;
end;
Procedure DeployJJang( Camp: CampaignPtr; Scene,PCForces: GearPtr );
{ Deploy the game forces as described in the Scene. }
var
it,it2: GearPtr;
begin
if DEBUG_ON then DialogMsg( 'DeployJJang' );
{ ERROR CHECK - If this campaign already has a GameBoard, no need to }
{ deploy anything. It was presumably just restored from disk and should }
{ be fully stocked. }
if Camp^.GB <> Nil then Exit;
{ Record the tactics turn start time. }
{ This gets reset along with the scene, but should not be reset for saved games. }
SetNAtt( Scene^.NA , NAG_SceneData , NAS_TacticsTurnStart , Camp^.ComTime );
{ Generate the map for this scene. It will either be created }
{ randomly or drawn from the frozen maps. }
Camp^.gb := UnfreezeLocation( GearName( Scene ) , Camp^.Maps );
if Camp^.GB = Nil then Camp^.gb := RandomMap( SCene );
Camp^.GB^.ComTime := Camp^.ComTime;
Camp^.gb^.Scene := Scene;
Camp^.gb^.Scale := Scene^.V;
{ Get the PC Forces ready for deployment. }
PreparePCForces( Camp^.gb^.Scale , PCForces );
{ Stick the PC forces on the map. }
{ Clear the PC_TEAM saved position. }
PC_Team_X := 0;
while PCForces <> Nil do begin
it2 := PCForces^.Next;
it := PCForces;
DelinkGear( PCForces , it );
if NAttValue( it^.NA , NAG_Location , NAS_Team ) = NAV_DefPlayerTeam then begin
DeployMek( Camp^.gb , it , GearActive( it ) AND ( it^.Scale <= Camp^.GB^.Scale ) );
end else begin
if GearActive( it ) AND ( it^.Scale <= Camp^.GB^.Scale ) AND ShouldDeployLancemate( Camp^.GB , it , Scene ) then begin
DeployMek( Camp^.gb , it , True );
SetNAtt( it^.NA , NAG_Damage , NAS_OutOfAction , 0 );
end else begin
DeployMek( Camp^.gb , it , False );
end;
end;
PCForces := it2;
end;
{ Stick the local NPCs on the map. }
it := Scene^.InvCom;
while it <> Nil do begin
it2 := it^.Next;
{ Check to see if this is a character. }
if ( it^.G >= 0 ) then begin
DelinkGear( Scene^.InvCom , it );
if NAttValue( it^.NA , NAG_Location , NAS_Team ) = NAV_DefPlayerTeam then begin
DeployMek( Camp^.gb , it , ( it^.G = GG_Character ) );
end else begin
DeployMek( Camp^.gb , it , ( ( it^.Scale <= Scene^.V ) or ( it^.G = GG_Character ) ) );
end;
end;
it := it2;
end;
end;
Function IsGlobalGear( NPC: GearPtr ): Boolean;
{ This function will decide whether or not the NPC is global. }
{ Global NPCs are stored as subcomponents of the ADVENTURE }
{ gear. }
begin
IsGlobalGear := NAttValue( NPC^.NA , NAG_ParaLocation , NAS_OriginalHome ) <> 0;
end;
Procedure PutAwayGlobal( GB: GameBoardPtr; var Item: GearPtr );
{ ITEM is a global gear. It belongs somewhere other than it is. }
{ IMPORTANT: GB, GB^.SCene, and Item are all defined. }
var
SID: Integer;
Scene: GearPtr;
begin
{ Find this gear's original home scene. }
SID := NAttValue( Item^.NA , NAG_ParaLocation , NAS_OriginalHome );
{ Erase the original home data, since we're sending it home now. }
{ If the gear gets moved again its original home data should be }
{ reset. }
SetNAtt( Item^.NA , NAG_ParaLocation , NAS_OriginalHome , 0 );
{ Put it away there. }
if SID > 0 then begin
Scene := FindActualScene( GB , SID );
end else begin
Scene := Nil;
end;
if Scene <> Nil then begin
InsertInvCom( Scene , Item );
{ If inserting a character, better choose a team. }
if IsMasterGear( Grabbed_Gear ) then begin
ChooseTeam( Item , Scene );
end;
end else if GB^.SCene <> Nil then begin
InsertInvCom( FindRoot( GB^.Scene ) , Item );
end else begin
DisposeGear( Item );
end;
end;
Function ShouldDeleteDestroyed( GB: GameBoardPtr; Mek: GearPtr ): Boolean;
{ Return TRUE if MEK should be deleted, or FALSE otherwise. }
{ MEK shouldn't be deleted if it's an artefact. }
begin
ShouldDeleteDestroyed := not AStringHasBString( SAttValue( Mek^.SA , 'TYPE' ) , SAtt_Artifact );
end;
Procedure PutAwayGear( GB: GameBoardPtr; var Mek,PCForces: GearPtr );
{ The game is over. Put MEK wherever it belongs. }
function ShouldBeMoved: Boolean;
{ MEK is a member of the player team. }
{ Return TRUE if Mek should be moved, or FALSE otherwise. }
{ It should be moved if it's a character, if it's the }
{ PC's chosen mecha, or if the current scene is dynamic }
{ or the world map. Got all that? }
begin
if ( GB^.Scene = Nil ) or ( IsInvCom( GB^.Scene ) ) then begin
ShouldBeMoved := True;
end else if Mek^.G = GG_Character then begin
ShouldBeMoved := True;
end else if SAttValue( Mek^.SA , 'PILOT' ) <> '' then begin
ShouldBeMoved := True;
end else begin
ShouldBeMoved := False;
end;
end;
begin
if Mek = Nil then begin
Exit;
end else if ( Mek^.G = GG_MetaTerrain ) and ( Mek^.S = GS_MetaFire ) then begin
DisposeGear( Mek );
end else if Destroyed( Mek ) and ShouldDeleteDestroyed( GB , Mek ) then begin
DisposeGear( Mek );
end else if ( NAttValue( Mek^.NA , NAG_Location , NAS_Team ) = NAV_DefPlayerTeam ) and ShouldBeMoved then begin
{ Strip the location & visibility info. }
StripNAtt( Mek , NAG_Location );
StripNAtt( Mek , NAG_Visibility );
StripNAtt( Mek , NAG_Action );
StripNAtt( Mek , NAG_EpisodeData );
{ Store the mecha in the PCForces list. }
Mek^.Next := PCForces;
PCForces := Mek;
end else if ( NAttValue( Mek^.NA , NAG_Location , NAS_Team ) = NAV_LancemateTeam ) and ShouldBeMoved then begin
{ Strip the location & visibility info. }
StripNAtt( Mek , NAG_Location );
StripNAtt( Mek , NAG_Visibility );
StripNAtt( Mek , NAG_Action );
StripNAtt( Mek , NAG_EpisodeData );
{ Make sure to record that this is a lancemate, if appropriate. }
if Mek^.G = GG_Character then SetNAtt( Mek^.NA , NAG_CharDescription , NAS_CharType , NAV_CTLancemate );
{ Store the mecha in the PCForces list. }
Mek^.Next := PCForces;
PCForces := Mek;
end else begin
{ Strip the stuff we don't want to save. }
StripNAtt( Mek , NAG_Visibility );
StripNAtt( Mek , NAG_Action );
StripNAtt( Mek , NAG_EpisodeData );
StripNAtt( Mek , NAG_Condition );
if GB^.Scene <> Nil then begin
if IsGlobalGear( Mek ) then begin
StripNAtt( Mek , NAG_Location );
StripNAtt( Mek , NAG_Damage );
PutAwayGlobal( GB , Mek );
end else begin
InsertInvCom( GB^.Scene , Mek );
end;
end else begin
DisposeGear( Mek );
end;
end;
end;
Procedure PreparePCForDelink( GB: GameBoardPtr );
{ Check the PC forces; restore any dead characters based on the repair skills }
{ posessed by the party; maybe dole out perminant injuries. }
var
PC,TruePC: GearPtr;
team,T,SkRk: LongInt;
begin
{ If this scene is of a NORESCUE type, exit immediately. }
if ( GB^.Scene <> Nil ) and AStringHasBString( SAttValue( GB^.Scene^.SA , 'TYPE' ) , 'NORESCUE' ) then Exit;
{ Step One: Delink the pilots from their mecha. }
PC := GB^.Meks;
while PC <> Nil do begin
team := NAttValue( PC^.NA , NAG_Location , NAS_Team );
if ( PC^.G = GG_Mecha ) and ( ( team = NAV_DefPlayerTeam ) or ( team = NAV_LancemateTeam ) ) then begin
repeat
TruePC := ExtractPilot( PC );
if TruePC <> Nil then begin
AppendGear( GB^.Meks , TruePC );
end;
until TruePC = Nil;
end;
PC := PC^.Next;
end;
{ Step Two: Apply emergency healing to all. }
PC := GB^.Meks;
while PC <> Nil do begin
team := NAttValue( PC^.NA , NAG_Location , NAS_Team );
if ( team = NAV_DefPlayerTeam ) or ( team = NAV_LancemateTeam ) then begin
if Destroyed( PC ) then begin
{ Check every repair skill for applicability. }
for t := 1 to NumSkill do begin
if ( SkillMan[ T ].Usage = USAGE_Repair ) then begin
if TotalRepairableDamage( PC , T ) > 0 then begin
{ Determine how many repair points it's possible }
{ to apply. }
if ( PC^.G = GG_Mecha ) then begin
if TeamHasSkill( GB , NAV_DefPlayerTeam , T ) then begin
SkRk := RollStep( TeamSkill( GB , NAV_DefPlayerTeam , T ) ) * 5;
end else SkRk := 0;
end else if Team = NAV_DefPlayerTeam then begin
SkRk := TotalRepairableDamage( PC , T );
end else if TeamHasSkill( GB , NAV_DefPlayerTeam , T ) then begin
SkRk := RollStep( TeamSkill( GB , NAV_DefPlayerTeam , T ) ) - 10;
if SkRk < 0 then SkRk := 0;
end else SkRk := 0;
ApplyRepairPoints( PC , T , SkRk );
if PC^.G = GG_Character then SetNAtt( PC^.NA , NAG_Damage , NAS_OutOfAction , 1 );
end;
end;
end;
if ( PC^.G = GG_Character ) and ( Team = NAV_DefPlayerTeam ) then begin
AddNAtt( PC^.NA , NAG_Damage , NAS_Resurrections , 1 );
if NAttValue( PC^.NA , NAG_Damage , NAS_Resurrections ) > (( NAttValue( PC^.NA , NAG_CharDescription , NAS_Heroic ) + RollStep( TeamSkill( GB , NAV_DefPlayerTeam , 16 )) div 20 ) + 1 ) then ApplyPerminantInjury( PC );
AddReputation( PC , 6 , -10 );
AddMoraleDmg( PC , 100 );
end;
if GearActive( PC ) then begin
StripNAtt( PC , NAG_StatusEffect );
if PC^.G = GG_Mecha then begin
DialogMsg( ReplaceHash( MsgString( 'DJ_MECHARECOVERED' ) , GearName( PC ) ) );
end else if Team = NAV_DefPlayerTeam then begin
DialogMsg( ReplaceHash( MsgString( 'DJ_PCRESCUED' ) , PilotName( PC ) ) );
end else begin
DialogMsg( ReplaceHash( MsgString( 'DJ_OUTOFACTION' ) , PilotName( PC ) ) );
end;
end;
end;
end;
PC := PC^.Next;
end;
{ Step Three: Remove PILOT tags from mecha whose pilots are }
{ no longer with us. }
PC := GB^.Meks;
while PC <> Nil do begin
team := NAttValue( PC^.NA , NAG_Location , NAS_Team );
if ( team = NAV_DefPlayerTeam ) or ( team = NAV_LancemateTeam ) then begin
if ( PC^.G = GG_Mecha ) and ( SAttValue( PC^.SA , 'PILOT' ) <> '' ) then begin
TruePC := SeekGearByName( GB^.Meks , SAttValue( PC^.SA , 'PILOT' ) );
if ( TruePC = Nil ) or Destroyed( TruePC ) then begin
SetSAtt( PC^.SA , 'PILOT <>' );
end;
end;
end;
PC := PC^.Next;
end;
end;
Procedure DoPillaging( GB: GameBoardPtr );
{ Pillage everything that isn't nailed down. }
const
V_MAX = 2147483647;
V_MIN = -2147483648;
var
PC,M,M2: GearPtr;
Cash: Int64;
NID: LongInt;
begin
Cash := 0;
PC := GG_LocatePC( GB );
{ If this is a NOPILLAGE scene, exit. }
if ( GB^.Scene <> Nil ) and AStringHasBString( SAttValue( GB^.Scene^.SA, 'TYPE' ) , 'NOPILLAGE' ) then Exit;
if ( PC <> Nil ) and OnTheMap( PC ) then begin
{ First pass: Shakedown anything that's destroyed. }
M := GB^.Meks;
while M <> Nil do begin
if OnTheMap( M ) and IsMasterGear( M ) and not GearOperational( M ) then begin
cash := cash + SHakeDown( GB , M , 1 , 1 );
end;
M := M^.Next;
end;
if (V_MAX < Cash) then begin
Cash := V_MAX;
end else if (Cash < V_MIN) then begin
Cash := V_MIN;
end;
{ Second pass: Pick up anything we can! }
M := GB^.Meks;
while M <> Nil do begin
M2 := M^.Next;
if OnTheMap( M ) and NotDestroyed( M ) and IsLegalSlot( PC , M ) and ( M^.G > 0 ) and not IsMasterGear( M ) then begin
DelinkGear( GB^.Meks , M );
{ Clear the item's location values. }
StripNAtt( M , NAG_Location );
InsertInvCom( PC , M );
NID := NAttValue( M^.NA , NAG_Narrative , NAS_NID );
if NID <> 0 then SetTrigger( GB , TRIGGER_GetItem + BStr( NID ) );
end;
M := M2;
end;
{ Finally, hand the PC any money that was found. }
PC := LocatePilot( PC );
if ( PC <> Nil ) and ( Cash > 0 ) then AddNAtt( PC^.NA , NAG_Experience , NAS_Credits , Cash );
end;
end;
Function DelinkJJang( GB: GameBoardPtr ): GearPtr;
{ Delink all the components of the scenario, filing them away }
{ for fututure use. Return a pointer to the surviving PC forces. }
var
PCForces,Mek,Pilot: GearPtr;
begin
if DEBUG_ON then DialogMsg( 'DelinkJJang' );
{ Step one - Delete obsoleted teams. }
{ A team will be deleted if it has no members, if it isn't the }
{ player team or the neutral team, and if it has no wandering }
{ monsters allocated. }
DeleteObsoleteTeams( GB );
if DEBUG_ON then DialogMsg( 'Team update complete.' );
{ Step one-and-a-half: If this is a dynamic scene, and is safe, and pillaging }
{ is enabled, then pillage away! }
if IsInvCom( GB^.Scene ) and IsSafeArea( GB ) and Pillage_On then begin
DoPillaging( GB );
end;
{ Step two - Remove all models from game board. }
{ Initialize the PC Forces to Nil. }
PCForces := Nil;
{ Prepare the PCForces for delinkage. }
PreparePCForDelink( GB );
{ Keep processing while there's gears to process. }
while GB^.Meks <> Nil do begin
{ Delink the first gear from the list. }
Mek := GB^.Meks;
Pilot := Nil;
DelinkGear( GB^.Meks , Mek );
{ Decide what to do with this gear. }
{ - If a mecha or disembodied module, remove its pilots. }
{ - if on player team, store in PCForces }
{ - if not on player team, store in GB^.Scene }
{ - if destroyed, delete it }
if ( Mek^.G = GG_Mecha ) or ( Mek^.G = GG_Module ) then begin
{ Delink the pilot, and add to the list. }
repeat
Pilot := ExtractPilot( Mek );
if Pilot <> Nil then begin
PutAwayGear( GB , Pilot , PCForces );
end;
until Pilot = Nil;
end;
{ Send MEK to its destination. }
PutAwayGear( GB , Mek , PCForces );
end;
DelinkJJang := PCForces;
end;
Function ScenePlayer( Camp: CampaignPtr ; Scene: GearPtr; var PCForces: GearPtr ): Integer;
{ Construct then play a scenario. }
{ Note that this procedure ABSOLUTELY DEFINITELY requires that }
{ the SCENE gear be defined. }
var
N: Integer;
begin
DeployJJang( Camp , Scene , PCForces );
{ Once everything is deployed, save the campaign. }
if DoAutoSave then PCSaveCampaign( Camp , GG_LocatePC( Camp^.GB ) , False );
{$IFDEF SDLMODE}
InitMapDisplay( Camp^.GB, GG_LocatePC( Camp^.GB ) );
{$ENDIF}
if UseTacticsMode and ( Camp^.gb^.Scale = 2 ) then begin
N := TacticsMain( Camp );
end else begin
N := CombatMain( Camp );
end;
PCForces := DelinkJJang( Camp^.gb );
{ Save the final ComTime in the Campaign. }
Camp^.ComTime := Camp^.GB^.ComTime;
{$IFDEF SDLMODE}
FinalizeMapDisplay();
{$ENDIF}
{ If SCENE is a part of Camp\Source, the map needs to be saved. }
{ Otherwise dispose of the map and the scene together. }
if ( FindGearIndex( Camp^.Source , Camp^.GB^.Scene ) <> -1 ) then begin
if ( SAttValue( Camp^.GB^.Scene^.SA , 'NAME' ) <> '' ) then begin
FreezeLocation( GearName( Scene ) , Camp^.GB , Camp^.Maps );
end;
Camp^.gb^.Scene := Nil;
end;
DisposeMap( Camp^.gb );
ScenePlayer := N;
end;
end.