File: factory.pp

package info (click to toggle)
gearhead 1.310-1
  • links: PTS
  • area: main
  • in suites: buster
  • size: 10,028 kB
  • sloc: pascal: 36,375; makefile: 78
file content (210 lines) | stat: -rw-r--r-- 5,800 bytes parent folder | download | duplicates (5)
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
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.