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unit factory;
{
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 texutil,gears,gearutil,context,congfx,coninfo,conmenus,menugear;
Procedure CreateNewMecha;
implementation
uses ghmecha,ghmodule,ghsupport;
const
FMI_SetName = 1;
FMI_SetDesig = 2;
FMI_AddPart = 3;
FMI_SaveDesign = 6;
FMI_Cancel = 7;
Function SelectMechaForm: Integer;
{ Select a mecha form. }
Function FormMenuItem( T: Integer ): String;
var
msg: String;
begin
msg := FormName[ T ];
while Length( msg ) < 15 do msg := msg + ' ';
FormMenuItem := msg + ' [ ' + SgnStr( FormMVBonus[ T ] ) + ' MV / ' + SgnStr( FormTRBonus[ T ] ) + ' TR ]';
end;
var
RPM: RPGMenuPtr;
T: Integer;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Factory_Parts );
AttachMenuDesc( RPM , ZONE_Info );
GameMsg( MsgString( 'FACTORY_SelectForm' ) , ZONE_Factory_Caption , MenuSelect );
{ Add one menu item for each available form. }
for t := 0 to (NumForm-1) do begin
AddRPGMenuItem( RPM , FormMenuItem( T ) , T , MsgString( 'FACTORY_Form' + BStr( T ) ) );
end;
T := SelectMenu( RPM );
DisposeRPGMenu( RPM );
ClrZone( ZONE_Factory_Caption );
SelectMechaForm := T;
end;
Function SelectMechaSize: Integer;
{ Select a mecha size. }
var
RPM: RPGMenuPtr;
T: Integer;
begin
RPM := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Factory_Parts );
GameMsg( MsgString( 'FACTORY_SelectSize' ) , ZONE_Factory_Caption , MenuSelect );
{ Add one menu item for each available form. }
for t := 1 to 10 do begin
AddRPGMenuItem( RPM , MsgString( 'FACTORY_Size' + BStr( T ) ) , T );
end;
T := SelectMenu( RPM );
DisposeRPGMenu( RPM );
ClrZone( ZONE_Factory_Caption );
SelectMechaSize := T;
end;
Procedure SetMechaSAtt( Mek: GearPtr; label: String );
{ Set a string attribute for this mecha... usually either NAME }
{ or DESIG. }
var
info: String;
begin
info := GetStringFromUser( ReplaceHash( MsgString( 'FACTORY_GetSAtt' ) , label ) );
if info <> '' then SetSATt( Mek^.SA , label + ' <' + info + '>' );
end;
Function SelectPartToAdd( Mek: GearPtr ): GearPtr;
{ Select a part to add to this mecha. Return a pointer to the }
{ new part, which must then be linked into the mecha somewhere. }
begin
{ First, decide whether to add a weapon, module, movesys, or }
{ sensor. }
{ Depending on what kind of gear was selected, decide on a specific }
{ gear to return. }
end;
Procedure AddPartToMecha( Mek: GearPtr );
{ Add a part to this mecha. }
var
Part: GearPtr;
begin
Part := SelectPartToAdd( Mek );
end;
Procedure EditMecha( Mek: GearPtr );
{ This part is going to be edited. Print up a menu and }
{ prompt for choices. The menu items will be dependant upon }
{ the item's type. }
var
PartMenu,ControlMenu: RPGMenuPtr;
A: Integer; { Action }
begin
PartMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Factory_Parts );
BuildGearMenu( PartMenu , Mek );
DisplayGearInfo( Mek );
DisplayMenu( PartMenu );
DisposeRPGMenu( PartMenu );
ControlMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu );
AddRPGMenuItem( ControlMenu , MsgString( 'FACTORY_SetName' ) , FMI_SetName );
AddRPGMenuItem( ControlMenu , MsgString( 'FACTORY_SetDesignation' ) , FMI_SetDesig );
AddRPGMenuItem( ControlMenu , MsgString( 'FACTORY_AddPart' ) , FMI_AddPart );
repeat
BuildGearMenu( PartMenu , Mek );
DisplayGearInfo( Mek );
DisplayMenu( PartMenu );
DisposeRPGMenu( PartMenu );
A := SelectMenu( ControlMenu );
Case A of
FMI_SetName: SetMechaSAtt( Mek , 'NAME' );
FMI_SetDesig: SetMechaSAtt( Mek , 'DESIG' );
FMI_AddPart: AddPartToMecha( Mek );
end;
until A = -1;
end;
Procedure CreateNewMecha;
{ This function will allow the player to design a brand new mecha, }
{ then return a pointer to the resultant gear. }
var
M_Form,M_Size: Integer;
Mek,Body,Part: GearPtr;
begin
SetupFactoryDisplay;
{ Step One - Select a form. }
M_Form := SelectMechaForm;
if M_Form = -1 then Exit;
{ Step Two - Select mecha size. }
M_Size := SelectMechaSize;
if M_Size = -1 then Exit;
{ Create a blank mecha form with nothing but a body, engine, }
{ gyro and cockpit. }
Mek := NewGear( Nil );
Mek^.G := GG_Mecha;
Mek^.S := M_Form;
Mek^.V := M_Size;
InitGear( Mek );
Body := AddGear( Mek^.SubCom , Mek );
Body^.G := GG_Module;
Body^.S := GS_Body;
Body^.V := M_Size;
InitGear( Body );
Part := AddGear( Body^.SubCom , Body );
Part^.G := GG_Support;
Part^.S := GS_Engine;
Part^.V := M_Size;
InitGear( Part );
Part := AddGear( Body^.SubCom , Body );
Part^.G := GG_Support;
Part^.S := GS_Gyro;
Part^.V := 1;
InitGear( Part );
Part := AddGear( Body^.SubCom , Body );
Part^.G := GG_Cockpit;
InitGear( Part );
{ Keep editing the parts until the user selects either "CANCEL" }
{ or "SAVE". }
EditMecha( Mek );
DisposeGear( Mek );
end;
end.
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