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unit ghchars;
{This unit handles the constants, functions, and}
{attributes associated with Character gears.}
{
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
{ ******************************** }
{ *** CHARACTER DEFINITIONS *** }
{ ******************************** }
{ G = GG_Character }
{ S = Undefined }
{ V = Unefinded; previously Monster Threat Value. }
uses texutil,gears,ui4gh;
Type
SkillDesc = Record
Hidden: Boolean; { Is this one of the hidden skills all characters start with? }
MekSys: Byte; { Is this skill affected by a mecha stat modifier? }
ToolNeeded: Byte; { Does this skill require a tool? }
Usage: Byte; { How is this skill used? }
end;
Const
num_character_stats = 8;
STAT_Reflexes = 1;
STAT_Body = 2;
STAT_Speed = 3;
STAT_Perception = 4;
STAT_Craft = 5;
STAT_Ego = 6;
STAT_Knowledge = 7;
STAT_Charm = 8;
NAG_StatImprovementLevel = 11; { Counts how many times a stat has been }
{ improved through experience. }
{ This is the normal maximum stat value in character creation. }
NormalMaxStatValue = 14;
{ Here are the Mecha System definitions for skills. }
MS_Maneuver = 1;
MS_Targeting = 2;
MS_Sensor = 3;
NAG_Skill = 1;
{ S = Skill Name }
{ V = Skill Rank }
NAG_CharDescription = 3;
NAS_Gender = 0;
NAV_Male = 0;
NAV_Female = 1;
NAV_Nonbinary = 2;
NAV_Undefined = 3;
NAS_DAge = 1; { CharDescription/Delta age - Offset from 20. }
NAS_CharType = 2; { Character type - PC or NPC. }
NAV_CTPrimary = 0; { default value }
NAV_CTLancemate = 1; { lancemate }
NAV_TempLancemate = 2; { temporary lancemate, added to party by plots etc }
NAS_IsCombatant = 3; { If nonzero, this character is a combatant. }
{ Combatant characters can take part in mecha combat. }
NAS_IsMentor = 4; { If nonzero, this character is a mentor. }
{ Mentors may never be taken as lancemates. }
NAS_NonMissionGiver = 5; { If nonzero, this character may not give missions. }
{ Random NPCs don't usually get this authority. }
NAS_PositiveHeroism = 6; { How many times has the character's Heroism }
{ been increased- there's a limit. }
NAS_RomanceType = 7;
NAV_RT_NoOne = 0;
NAV_RT_Male = 1;
NAV_RT_Female = 2;
NAV_RT_Anyone = 3;
{ CharDescription / Personality Traits }
Num_Personality_Traits = 7;
NAS_Heroic = -1; { CharDescription/ Heroic <-> Villanous }
NAS_Lawful = -2; { CharDescription/ Lawful <-> Chaotic }
NAS_Sociable = -3; { CharDescription/ Assertive <-> Shy }
NAS_Easygoing = -4; { CharDescription/ Easygoing <-> Passionate }
NAS_Cheerful = -5; { CharDescription/ Cheerful <-> Melancholy }
NAS_Renowned = -6; { CharDescription/ Renowned <-> Hopeless }
NAS_Pragmatic = -7; { CharDescription/ Pragmatic <-> Spiritual }
NAG_Experience = 4;
NAS_TotalXP = 0;
NAS_SpentXP = 1;
NAS_Credits = 2;
NAS_FacXP = 3;
NAS_FacLevel = 4;
NAS_RewardLevel = 5; { The maximum faction reward which has been claimed. }
NAS_Skill_XP_Base = 100; { For skill-specific XP awards. }
{ S = 100 + Skill Index }
Credits_Per_XP = 250; { Conversion between credits and experience, used for }
{ skill training and also for skill-boosting foods. }
NAG_Condition = 9;
NAS_StaminaDown = 0;
NAS_MentalDown = 1;
NAS_Hunger = 2;
NAS_MoraleDamage = 3;
{ Overload affects mecha rather than characters, but it's }
{ a condition so it's grouped in with these. }
NAS_PowerSpent = 4;
NAS_CyberTrauma = 5;
MORALE_HPRegen = 5;
MORALE_RepSmall = 10;
MORALE_RepBig = 30;
FOOD_MORALE_FACTOR = 15;
{ Hunger penalty is calibrated to start roughly twelve hours }
{ after your last meal. }
Hunger_Penalty_Starts = 70;
{ ****************** }
{ *** SKILLS *** }
{ ****************** }
{For now, all skills will be hardcoded into the game binary.}
{At some point in time I may have them defined in an}
{external text file, but since the application of these}
{skills have to be hard coded I don't see why the data}
{for them shouldn't be as well.}
NumSkill = 28;
USAGE_Repair = 1;
USAGE_Clue = 2;
USAGE_Performance = 3; { Gets its own type, since it's unique. }
USAGE_Robotics = 4; { Ditto. }
USAGE_DominateAnimal = 5; { Yet another unique skill. }
USAGE_PickPockets = 6; { The same. }
TOOL_None = 0;
TOOL_Performance = 1;
TOOL_CodeBreaking = 2;
SkillMan: Array [1..NumSkill] of SkillDesc = (
{ Skills 1 - 5 }
( {Mecha Gunnery}
hidden: False;
meksys: MS_Targeting;
ToolNeeded: TOOL_None;
Usage: 0 ),
( {Mecha Fighting}
hidden: False;
meksys: MS_Maneuver;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Mecha Piloting}
hidden: False;
meksys: MS_Maneuver;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Ranged Combat}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Close Combat}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
{ Skills 6 - 10 }
( {Dodge}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Vitality}
hidden: True;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Athletics}
hidden: True;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Concentration}
hidden: True;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Awareness}
hidden: False;
meksys: MS_Sensor;
ToolNeeded: TOOL_None;
Usage: 0; ),
{ Skills 11 - 15 }
( {Initiative}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Survival}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: USAGE_Clue; ),
( {Repair}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: USAGE_Repair; ),
( {Medicine}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: USAGE_Repair; ),
( {Electronic Warfare}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
{ Skills 16 - 20 }
( {Spot Weakness}
hidden: False;
meksys: MS_Sensor;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Conversation}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Shopping}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Stealth}
hidden: False;
meksys: MS_Maneuver;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Intimidation}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
{ Skills 21 - 25 }
( {Science}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: USAGE_Clue; ),
( {Mecha Engineering}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Code Breaking}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_CodeBreaking;
Usage: USAGE_Clue; ),
( {Mysticism}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: USAGE_Clue; ),
( {Performance}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_Performance;
Usage: USAGE_Performance; ),
{ Skills 26 - 30 }
( {Toughness}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; ),
( {Insight}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: USAGE_Clue; ),
( {Taunt}
hidden: False;
meksys: 0;
ToolNeeded: TOOL_None;
Usage: 0; )
);
Num_Basic_Combat_Skills = 6;
NAS_MechaGunnery = 1;
NAS_MechaFighting = 2;
NAS_MechaPiloting = 3;
NAS_RangedCombat = 4;
NAS_CloseCombat = 5;
NAS_Dodge = 6;
NAS_Vitality = 7;
NAS_Athletics = 8;
NAS_Concentration = 9;
NAS_Awareness = 10;
NAS_Initiative = 11;
NAS_Survival = 12;
NAS_Repair = 13;
NAS_Medicine = 14;
NAS_ElectronicWarfare = 15;
NAS_SpotWeakness = 16;
NAS_Conversation = 17;
NAS_Shopping = 18;
NAS_Stealth = 19;
NAS_Intimidation = 20;
NAS_Science = 21;
NAS_MechaEngineering = 22;
NAS_CodeBreaking = 23;
NAS_Mysticism = 24;
NAS_Performance = 25;
NAS_Toughness = 26;
NAS_Insight = 27;
NAS_Taunt = 28;
{ ******************* }
{ *** TALENTS *** }
{ ******************* }
NAG_Talent = 16;
NumTalent = 27;
NAS_KungFu = 1;
NAS_HapKiDo = 2;
NAS_Anatomist = 3;
NAS_HardAsNails = 4;
NAS_StuntDriving = 5;
NAS_Polymath = 6;
NAS_Bishounen = 7;
NAS_BornToFly = 8;
NAS_SureFooted = 9;
NAS_RoadHog = 10;
NAS_TechVulture = 11;
NAS_Idealist = 12;
NAS_BusinessSense = 13;
NAS_JackOfAll = 14;
NAS_Rage = 15;
NAS_Ninjitsu = 16;
NAS_HullDown = 17;
NAS_GateCrasher = 18;
NAS_Sniper = 19;
NAS_Innovation = 20;
NAS_Camaraderie = 21;
NAS_Entourage = 22;
NAS_Robotics = 23;
NAS_Acrobatics = 24;
NAS_DominateAnimal = 25;
NAS_PickPockets = 26;
NAS_Extropian = 27;
{ Talent pre-requisites are described as follows: The first }
{ coordinate lists the skill (if positive) or stat (if negative) }
{ needed to gain the talent. The second coordinate lists the }
{ minimum value required. If either coordinate is zero, this }
{ talent has no pre-requisites. }
{ NEW: Personality traits may be specified as -8 + Trait Number }
TALENT_PreReq: Array [1..NumTalent,1..2] of Integer = (
( NAS_CloseCombat , 5 ), ( NAS_CloseCombat , 5 ) , ( NAS_Medicine , 5 ) , ( NAS_Toughness , 5 ) , ( -STAT_Speed , 15 ) ,
( 0 , 0 ), ( -STAT_Charm , 15 ) , ( NAS_MechaPiloting , 5 ) , ( NAS_MechaPiloting , 5 ) , ( NAS_MechaPiloting , 5 ),
( NAS_Repair , 5 ), ( 0 , 0 ), ( NAS_Shopping , 5 ), (-STAT_Craft,15), ( -8 + NAS_Cheerful , -25 ),
( NAS_Stealth , 5 ), ( NAS_ElectronicWarfare , 5 ), ( -8 + NAS_Easygoing , -25 ), ( NAS_SpotWeakness , 5 ), ( NAS_MechaEngineering , 10 ),
( NAS_Conversation , 5 ), ( -8 + NAS_Renowned , 80 ), ( NAS_Science , 5 ), ( NAS_Dodge , 5 ), ( NAS_Survival , 5 ),
( NAS_Stealth , 5 ), ( -8 + NAS_Pragmatic , 25 )
);
TALENT_Usage: Array [1..NumTalent] of Integer = (
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, USAGE_Robotics, 0, USAGE_DominateAnimal,
USAGE_PickPockets, 0
);
{ ************************* }
{ *** MERIT BADGES *** }
{ ************************* }
{ Merit badges are attributes which must be earned by the PC. Some }
{ of them confer special abilities or bonuses, while others don't. }
{ Note that while defined here, merit badges should be stored in the }
{ adventure gear rather than the PC itself. }
NAG_MeritBadge = 28;
NumMeritBadge = 6;
NAS_MB_PopStar = 1;
NAS_MB_ArenaChampion = 2; { The PC has completed a mecha arena. }
NAS_MB_Lancemate2 = 3; { The PC has earned a second lancemate slot. }
NAS_MB_Lancemate3 = 4; { The PC has earned a third lancemate slot. }
NAS_MB_MoralHighGround = 5; { The PC has taken moral high ground after DEF_5 }
NAS_MB_UncompromisingDef = 6; { The PC counterattacked after DEF_5 }
{ PERSONAL attributes hold information about the character's place }
{ in the campaign world. }
NAG_Personal = 5;
NAS_CID = 0; { Character ID }
NAS_ReTalk = 1; { Busy counter... after talking with an NPC once, }
{ you can't talk with that same NPC again for a few }
{ minutes. }
NAS_FactionID = 2; { The character's faction. }
{ Note that the faction ID for NPCs is stored in the }
{ character gear, but for the PC it is stored in both }
{ the character gear and the root Adventure gear. }
NAS_RandSeed = 3; { Individual seed for shopkeepers. }
NAS_RestockTime = 4;
NAS_CashOnHandRestock = 5; { Recharge time for picking pockets. }
{ TACTICS SETTINGS }
NAS_OptMax = 6;
NAS_OptMin = 7;
NAS_NumConversation = 8; { Number of times this NPC has chatted with PC. }
NAS_Resurrections = 9; { Number of times the PC has cheated death. }
NAS_LancemateOrders = 10; { Default AIType of this lancemate- see ability.pp for list. }
{ Legal values are NAV_SeekAndDestroy (default), NAV_Passive, }
{ and NAV_Follow (always follows the PC) }
NAS_SpecialistSkill = 11; { The NPC is particularly good at this skill. }
NAS_MechaTheme = 12; { The NPC has a theme that will affect mecha equipment }
{ and also combat text. }
NAS_PerformancePenalty = 13; { How many times the NPC has heard the PC perform. }
NAS_OldFaction = 14; { When the PC has his faction changed in the core story, }
{ this variable may be used to record its original value. }
NAS_InteractXPStep = 15; { The last level at which the PC was rewarded for increasing }
{ relations with this NPC. }
NAS_PlotRecharge = 16; { NPCs must recharge before offering another mission, usually. }
NAS_RumorRecharge = 17; { They also have to recharge in between providing rumors. }
{ FACREWARD attributes tell what perks the PC has been given by a faction. }
{ These are stored in the faction gear rather than the PC. }
NAG_FacReward = 17;
NAS_AccessArmory = 1; { PC may take anything from faction base, }
{ and it doesn't count as stealing. }
Procedure InitChar(Part: GearPtr);
Function CharBaseDamage( PC: GearPtr; CBod,CVit: Integer ): Integer;
Function RandomName: String;
procedure RollStats( PC: GearPtr; Pts: Integer);
function RandomPilot( StatPoints , SkillRank: Integer ): GearPtr;
Function NumberOfSpecialties( PC: GearPtr ): Integer;
function IsLegalCharSub( Part: GearPtr ): Boolean;
Function PersonalityTraitDesc( Trait,Level: Integer ): String;
Function NPCTraitDesc( NPC: GearPtr ): String;
Function CanLearnTalent( PC: GearPtr; T: Integer ): Boolean;
Function NumFreeTalents( PC: GearPtr ): Integer;
Procedure ApplyTalent( PC: GearPtr; T: Integer );
Function CharStamina( PC: GearPtr ): Integer;
Function CharMental( PC: GearPtr ): Integer;
Function IsACombatant( NPC: GearPtr ): Boolean;
implementation
uses ghmodule;
Procedure InitChar(Part: GearPtr);
{PART is a newly created Character record.}
{Initialize its stuff.}
begin
{Default scale for a PC is 0.}
Part^.Scale := 0;
{ Default material for a PC is "meat". }
SetNAtt( Part^.NA , NAG_GearOps , NAS_Material , NAV_Meat );
end;
Function CharBaseDamage( PC: GearPtr; CBod,CVit: Integer ): Integer;
{Calculate the number of general HPs that a character}
{can take.}
var
HP: Integer;
begin
{Error check- make sure we have a character here.}
if PC^.G <> GG_Character then Exit(0);
{ If CBod is less than the BODY stat, use the BODY stat. }
if CBod < PC^.STAT[ STAT_Body ] then CBod := PC^.STAT[ STAT_Body ];
HP := ( CBod + 5 ) div 2;
{ Add the Vitality skill. }
HP := HP + CVit + ( NAttValue( PC^.NA , NAG_Skill , NAS_Toughness ) div 2 );
CharBaseDamage := HP;
end;
Function RandomName: String;
{Generate a random name for a character.}
Const
NumSyllables = 126;
SyllableList: Array [1..NumSyllables] of String [5] = (
'Jo','Sep','Hew','It','Seo','Eun','Suk','Ki','Kang','Cho',
'Ai','Bo','Ca','Des','El','Fas','Gun','Ho','Ia','Jes',
'Kep','Lor','Mo','Nor','Ox','Pir','Qu','Ra','Sun','Ter',
'Ub','Ba','Tyb','War','Bac','Yan','Zee','Es','Vis','Jang',
'Vic','Tor','Et','Te','Ni','Mo','Bil','Con','Ly','Dam',
'Cha','Ro','The','Bes','Ne','Ko','Kun','Ran','Ma','No',
'Ten','Do','To','Me','Ja','Son','Love','Joy','Ken','Iki',
'Han','Lu','Ke','Sky','Wal','Jen','Fer','Le','Ia','Chu',
'Tek','Ubu','Roi','Har','Old','Pin','Ter','Red','Ex','Al',
'Alt','Rod','Mia','How','Phi','Aft','Aus','Tin','Her','Ge',
'Hawk','Eye','Ger','Ru','Od','Jin','Un','Hyo','Leo','Star',
'Buck','Ers','Rog','Eva','Ova','Oni','Ami','Ga','Cyn','Mai',
'Na','Mel','Gha','Mek','Kat','Ser'
);
NumVowels = 11;
VowelList: Array [1..NumVowels] of Char = (
'A','E','I','O','U','Y','A','E','I','O',
'U'
);
NumConsonants = 33;
ConsonantList: Array [1..NumConsonants] of Char = (
'B','C','D','F','G','H','J','K','L','M','N',
'P','Q','R','S','T','V','W','X','Y','Z','T',
'N','S','H','R','D','L','C','M','P','B','G'
);
Function Syl( IsFirst: Boolean ): String;
begin
if Random(20) = 1 then
Syl := VowelList[Random(NumVowels)+1]
else if Random( 4 ) <> 1 then begin
{ Create a three-letter syllable. }
if IsFirst then begin
if Random( 2 ) = 1 then begin
{ Begin with a vowel- use VCC, as reccomended by Joshua Smyth }
Syl := VowelList[Random(NumVowels)+1] + LowerCase( ConsonantList[Random(NumConsonants)+1] ) + LowerCase( ConsonantList[Random(NumConsonants)+1] );
end else if Random( 10 ) = 1 then begin
Syl := ConsonantList[Random(NumConsonants)+1] + LowerCase( VowelList[Random(NumVowels)+1] ) + LowerCase( VowelList[Random(NumVowels)+1] ) + LowerCase( ConsonantList[Random(NumConsonants)+1] );
end else begin
{ Begin with a consonant- use CVC, again reccomended by Joshua Smyth }
Syl := ConsonantList[Random(NumConsonants)+1] + LowerCase( VowelList[Random(NumVowels)+1] ) + LowerCase( ConsonantList[Random(NumConsonants)+1] );
end;
end else begin
if Random( 5 ) = 1 then begin
{ Begin with a consonant- use CVC, again reccomended by Joshua Smyth }
Syl := ConsonantList[Random(NumConsonants)+1] + LowerCase( VowelList[Random(NumVowels)+1] ) + LowerCase( ConsonantList[Random(NumConsonants)+1] );
end else if Random( 4 ) = 1 then begin
Syl := VowelList[Random(NumVowels)+1] + LowerCase( ConsonantList[Random(NumConsonants)+1] ) + LowerCase( VowelList[Random(NumVowels)+1] );
end else if Random( 3 ) = 1 then begin
Syl := ConsonantList[Random(NumConsonants)+1] + LowerCase( VowelList[Random(NumVowels)+1] );
end else if Random( 2 ) = 1 then begin
Syl := VowelList[Random(NumVowels)+1] + LowerCase( ConsonantList[Random(NumConsonants)+1] );
end else begin
Syl := VowelList[Random(NumVowels)+1] + LowerCase( ConsonantList[Random(NumConsonants)+1] ) + LowerCase( ConsonantList[Random(NumConsonants)+1] );
end;
end;
end else if Random( 7 ) = 2 then begin
if Random(3) = 1 then
Syl := ConsonantList[Random(NumConsonants)+1] + LowerCase( VowelList[Random(NumVowels)+1] )
else if Random(2) = 1 then
Syl := VowelList[Random(NumVowels)+1] + LowerCase( ConsonantList[Random(NumConsonants)+1] )
else if Random(2) = 1 then
Syl := ConsonantList[Random(NumConsonants)+1] + LowerCase( VowelList[Random(NumVowels)+1] ) + LowerCase( ConsonantList[Random(NumConsonants)+1] )
else
Syl := VowelList[Random(NumVowels)+1] + LowerCase( ConsonantList[Random(NumConsonants)+1] ) + LowerCase( VowelList[Random(NumVowels)+1] );
end else
Syl := SyllableList[Random(NumSyllables)+1];
end;
var
it: String;
begin
{A basic name is two syllables stuck together.}
if Random(100) <> 5 then
it := Syl( True ) + LowerCase(Syl( False ) )
else
it := Syl( True );
{Uncommon names may have 3 syllables.}
if ( Random(8) > Length(it) ) then
it := it + LowerCase(Syl( False ) )
else if Random(30) = 1 then
it := it + LowerCase(Syl( False ) );
{Short names may have a second part. This isn't common.}
if ( Length( it ) < 3 ) and ( Random( 30 ) <> 1 ) then begin
it := it + ' ' + Syl( True ) + LowerCase(Syl( False ) )
end else if ( Length( it ) < 5 ) and ( Random( 3 ) <> 1 ) then begin
it := it + ' ' + Syl( True );
if Random(4) <> 1 then it := it + LowerCase(Syl( False ) );
end else if (Length(it) < ( 7 + Random( 5 ) ) ) and (Random(3) = 1) then begin
it := it + ' ' + Syl( True );
if Random(3) <> 1 then it := it + LowerCase(Syl( False ) );
end;
{ Random chance of random anime designation. }
if Random(1000) = 123 then it := it + ' - ' + ConsonantList[Random(21)+1];
RandomName := it;
end;
procedure RollStats( PC: GearPtr; Pts: Integer);
{ Randomly allocate PTS points to all of the character's }
{ stats. Advancing stats past maximum }
{ rank takes two stat points per rank instead of one. }
{ Hopefully, this will be clear once you read the implementation... }
var
T: Integer; { A loop counter. }
STemp: Array [1..NumGearStats] of Integer;
{ I always name my loop counters T, in honor of the C64. }
begin
{ Error Check - Is this a character!? }
if ( PC = Nil ) or ( PC^.G <> GG_Character ) then Exit;
{ Set all stat values to minimum. }
if Pts >= NumGearStats then begin
for t := 1 to NumGearStats do begin
STemp[T] := 1;
end;
Pts := Pts - NumGearStats;
end else begin
for t := 1 to NumGearStats do begin
STemp[T] := 0;
end;
end;
{ Keep processing until we run out of stat points to allocate. }
while Pts > 0 do begin
{ T will now point to the stat slot to improve. }
T := Random( NumGearStats ) + 1;
{ If the stat selected is under the max value, }
{ improve it. If it is at or above the max value, }
{ there's a one in three chance of improving it. }
if ( STemp[T] + PC^.Stat[ T ] ) < NormalMaxStatValue then begin
Inc( STemp[T] );
Dec( Pts );
end else if Random(2) = 1 then begin
Inc( STemp[T] );
Pts := Pts - 2;
end;
end;
{ Add the STemp values to the stat baseline. }
for t := 1 to NumGearStats do PC^.Stat[t] := PC^.Stat[t] + STemp[t];
end;
function RandomPilot( StatPoints , SkillRank: Integer ): GearPtr;
{ Create a totally random mecha pilot, presumably so that }
{ the PC pilots will have someone to thwack. }
const
NumNPCPilotSpecialties = 6;
PS: Array [1..NumNPCPilotSpecialties] of Byte = (
NAS_SpotWeakness, NAS_Initiative, NAS_ElectronicWarfare, NAS_Awareness, NAS_Stealth,
NAS_Vitality
);
var
NPC: GearPtr;
T: Integer;
begin
{ Generate record. }
NPC := NewGear( Nil );
if NPC = Nil then Exit( Nil );
InitChar( NPC );
NPC^.G := GG_Character;
{ Roll some stats for this character. }
RollStats( NPC , StatPoints );
{ Set all combat skills to equal SkillRank. }
for t := 1 to Num_Basic_Combat_Skills do begin
SetNAtt( NPC^.NA , NAG_Skill , T , SkillRank );
end;
{ Add a specialty. }
SetNAtt( NPC^.NA , NAG_Skill , PS[ Random( NumNPCPilotSpecialties ) + 1 ] , SkillRank );
{ Generate a random name for the character. }
SetSAtt( NPC^.SA , 'Name <'+RandomName+'>');
{ Return a pointer to the character record. }
RandomPilot := NPC;
end;
Function NumberOfSpecialties( PC: GearPtr ): Integer;
{ Return the number of skills this PC knows. Don't return the hidden skills; }
{ those don't count. }
var
T,N: Integer;
begin
N := 0;
for t := 1 to NumSkill do begin
if ( not SkillMan[ t ].Hidden ) and ( NAttValue( PC^.NA , NAG_Skill , T ) > 0 ) then Inc( N );
end;
NumberOfSpecialties := N;
end;
function IsLegalCharSub( Part: GearPtr ): Boolean;
{ Return TRUE if the specified part can be a subcomponent of }
{ SPC, false if it can't be. }
begin
if ( Part^.G = GG_Module ) then IsLegalCharSub := True
else if ( Part^.G = GG_Modifier ) then IsLegalCharSub := Part^.V = GV_CharaModifier
else IsLegalCharSub := False;
end;
Function PersonalityTraitDesc( Trait,Level: Integer ): String;
{ Return a string which describes the nature & intensity of this }
{ personality trait. }
var
msg: String;
begin
if ( Level = 0 ) or ( Trait < 1 ) or ( Trait > Num_Personality_Traits ) then msg := ''
else begin
if Level > 0 then begin
msg := MsgString( 'TRAITNAME_' + BStr( Trait ) + '_+' );
end else begin
msg := MsgString( 'TRAITNAME_' + BStr( Trait ) + '_-' );
end;
if Abs( Level ) < 25 then msg := MsgString( 'TRAITDESC_MINOR' ) + ' ' + msg
else if Abs( Level ) >= 75 then msg := MsgString( 'TRAITDESC_EXTREME' ) + ' ' + msg
else if Abs( Level ) >= 50 then msg := MsgString( 'TRAITDESC_MAJOR' ) + ' ' + msg;
end;
PersonalityTraitDesc := msg;
end;
Function NPCTraitDesc( NPC: GearPtr ): String;
{ Describe this NPC's characteristics. This function is used }
{ for selecting characters for plots & stuff. }
{ - Age ( Young < 20yo , Old > 40yo ) }
{ - Gender ( GENDER:M, GENDER:F, GENDER:N, GENDER:U ) }
{ - Personality Traits }
{ - Exceptional Stats }
{ - Job }
Const
GenderName: Array[0..3] of Char = ( 'M' , 'F', 'N', 'U' );
var
it: String;
T,V: Integer;
begin
if ( NPC = Nil ) or ( NPC^.G <> GG_Character ) then begin
NPCTraitDesc := '';
end else begin
it := 'GENDER:' + GenderName[ NATtValue( NPC^.NA , NAG_CharDescription , NAS_Gender ) ];
T := NATtValue( NPC^.NA , NAG_CharDescription , NAS_Dage );
if T < 0 then begin
it := it + ' young';
end else if T >= 20 then begin
it := it + ' old';
end;
{ Add descriptors for character traits. }
for t := 1 to Num_Personality_Traits do begin
V := NAttValue( NPC^.NA , NAG_CHarDescription , -T );
if V >= 10 then begin
it := it + ' ' + MsgString( 'TRAITNAME_' + BStr( Abs( T ) ) + '_+' );
end else if V <= -10 then begin
it := it + ' ' + MsgString( 'TRAITNAME_' + BStr( Abs( T ) ) + '_-' );
end;
end;
{ Add the job description. }
it := it + ' ' + SAttValue( NPC^.SA , 'JOB' );
{ Add a note if this NPC has a mecha. }
if IsACombatant( NPC ) then begin
it := it + ' HASMECHA';
end;
{ Add descriptors for high stats. }
for t := 1 to 8 do begin
if NPC^.Stat[ T ] > 13 then it := it + ' ' + MsgString( 'StatName_' + BStr( T ) );
end;
NPCTraitDesc := it;
end;
end;
Function CanLearnTalent( PC: GearPtr; T: Integer ): Boolean;
{ Return TRUE if the PC can learn this talent, or FALSE otherwise. }
begin
{ The talent must be within the legal range in order to be }
{ learned. }
if ( T < 1 ) or ( T > NumTalent ) then begin
CanLearnTalent := False;
{ The PC can't learn the same talent twice. }
end else if NAttValue( PC^.NA , NAG_Talent , T ) <> 0 then begin
CanLearnTalent := False;
end else if ( Talent_PreReq[ T , 1 ] = 0 ) or ( Talent_PreReq[ T , 2 ] = 0 ) then begin
CanLearnTalent := True;
end else if ( Talent_PreReq[ T , 1 ] > 0 ) then begin
CanLearnTalent := NAttValue( PC^.NA , NAG_Skill , Talent_PreReq[ T , 1 ] ) >= Talent_PreReq[ T , 2 ];
end else if ( Talent_PreReq[ T , 1 ] < -8 ) then begin
if Talent_PreReq[ T , 2 ] < 0 then begin
CanLearnTalent := NAttValue( PC^.NA , NAG_CharDescription , Talent_PreReq[ T , 1 ] + 8 ) <= Talent_PreReq[ T , 2 ];
end else begin
CanLearnTalent := NAttValue( PC^.NA , NAG_CharDescription , Talent_PreReq[ T , 1 ] + 8 ) >= Talent_PreReq[ T , 2 ];
end;
end else begin
CanLearnTalent := PC^.Stat[ Abs( Talent_PreReq[ T , 1 ] ) ] >= Talent_PreReq[ T , 2 ];
end;
end;
Function NumFreeTalents( PC: GearPtr ): Integer;
{ Return the number of talents the PC can learn. }
var
TP: NAttPtr;
N: Integer;
XP: LongInt;
begin
{ Start by counting the number of talents the PC currently has. }
TP := PC^.NA;
N := 0;
while TP <> Nil do begin
if TP^.G = NAG_Talent then Inc( N );
TP := TP^.Next;
end;
{ Subtract this from the total number of talents the PC can get, }
{ based on Experience. }
XP := NAttValue( PC^.NA , NAG_Experience , NAS_TotalXP );
if XP > 100000 then N := 5 - N
else if XP > 60000 then N := 4 - N
else if XP > 30000 then N := 3 - N
else if XP > 10000 then N := 2 - N
else N := 1 - N;
NumFreeTalents := N;
end;
Procedure ApplyIdealism( PC: GearPtr );
{ Apply a +1 modifier to three random stats. }
var
T,T2,S: Integer;
StatDeck: Array [1..NumGearStats] of Integer;
begin
{ Start by shuffling the statdeck. }
for t := 1 to NumGearStats do StatDeck[ t ] := T;
for t := 1 to NumGearStats do begin
S := Random( NumGearStats ) + 1;
T2 := StatDeck[ t ];
StatDeck[ t ] := StatDeck[ S ];
StatDeck[ S ] := T2;
end;
{ Select the first three stats off the top of the deck. }
for t := 1 to 3 do Inc( PC^.Stat[ StatDeck[ T ] ] );
end;
Procedure ApplyTalent( PC: GearPtr; T: Integer );
{ Apply the listed talent to the PC, invoking any special effects }
{ if needed. }
begin
{ Start with an error check. }
if ( T < 1 ) or ( T > NumTalent ) then Exit;
{ Record the talent. }
SetNAtt( PC^.NA , NAG_Talent , T , 1 );
{ Depending on the talent, do various effects. }
Case T of
NAS_Idealist:
ApplyIdealism( PC );
end;
end;
Function CharStamina( PC: GearPtr ): Integer;
{Calculate the number of stamina points that a character has.}
var
SP: Integer;
begin
{Error check- make sure we have a character here.}
if PC^.G <> GG_Character then Exit(0);
{ basic stamina rating is equal to the average between BODY and EGO. }
SP := ( PC^.Stat[ STAT_Body ] + PC^.Stat[ STAT_Ego ] + 5 ) div 2;
{ Add the Athletics skill. }
SP := SP + NAttValue( PC^.NA , NAG_Skill , NAS_Athletics ) * 3;
CharStamina := SP;
end;
Function CharMental( PC: GearPtr ): Integer;
{Calculate the number of mental points that a character has.}
var
MP: Integer;
begin
{Error check- make sure we have a character here.}
if PC^.G <> GG_Character then Exit(0);
{ basic mental rating is equal to the average between }
{ KNOWLEDGE and EGO. }
MP := ( PC^.Stat[ STAT_Knowledge ] + PC^.Stat[ STAT_Ego ] + 5 ) div 2;
{ Add the Concentration skill. }
MP := MP + NAttValue( PC^.NA , NAG_Skill , NAS_Concentration ) * 3;
CharMental := MP;
end;
Function IsACombatant( NPC: GearPtr ): Boolean;
{ Return TRUE if this NPC should be given a mecha to take part in combat. }
begin
IsACombatant := ( NPC <> Nil ) and ( NAttValue( NPC^.NA , NAG_CharDescription , NAS_IsCombatant ) <> 0 );
end;
end.
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