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
|
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;
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 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 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;
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 );
GFCombatDisplay( Camp^.GB );
{ 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 );
{ 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 );
UpdateCombatDisplay( Camp^.GB );
{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 );
{$IFDEF SDLMODE}
if OnTheScreen( M ) and ( NAttValue( M^.NA , NAG_Location , NAS_Team ) <> NAV_DefPlayerTeam ) and MekVisible( Camp^.GB , M ) then GFCombatDisplay( Camp^.GB );
{$ENDIF}
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
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 );
GFCombatDisplay( Camp^.GB );
{ 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. }
UpdateCombatDisplay( Camp^.GB );
{ 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. }
var
PC,M,M2: GearPtr;
Cash,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;
{ 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 );
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;
{ 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.
|