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ability.pp
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ability.pp
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unit ability;
{ This unit handles character and mecha abilities. }
{ Mostly, it's used for obtaining and rolling skill }
{ totals and stuff. }
{
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,ghsensor,ghintrinsic;
const
XPA_AttackHit = 2;
XPA_PerMOS = 3;
XPA_DestroyMaster = 45;
XPA_DestroyThing = 1;
XPA_AvoidAttack = 3;
XPA_GoodRepairJob = 4;
XPA_GoodChat = 1;
XPA_SK_Critical = 2;
XPA_SK_Basic = 1; { XP for just using a combat skill. }
XPA_SK_UseRepair = 3;
{ PERSONAL COMMUNICATION CAPABILITIES }
PCC_Memo = GV_Memo; { Can view adventure memos }
PCC_EMail = GV_EMail; { Can receive emails from NPCs }
PCC_Comm = GV_Comm; { Can receive communications from NPCs }
PCC_Phone = GV_Comm; { Can receive communications from NPCs / legacy, same as above}
PCC_News = GV_News; { Can view internet global news }
CHAT_EXPERIENCE_TARGET = 20;
REPAIR_CritFailure = -1;
REPAIR_Failure = 0;
REPAIR_Success = 1;
{ Even the slowest people will react at this base speed. }
Minimum_Initiative = 6;
NumRepairSkills = 6;
RepairSkillIndex: Array [1..NumRepairSkills] of Integer = (
15,16,20,22,23,24
);
Direct_Skill_Learning: Boolean = False;
var
ABILITY_MESSAGES: SAttPtr;
Function LocatePilot( Mecha: GearPtr ): GearPtr;
Function GearOperational( Mek: GearPtr ): Boolean;
Function GearActive( Mek: GearPtr ): Boolean;
function SkillValue( Master: GearPtr; Skill: Integer ): Integer;
function ReactionTime( Master: GearPtr ): Integer;
function PilotName( Part: GearPtr ): String;
Function LanceMateMenuName( M: GearPtr ): String;
Procedure DoleExperience( Mek: GearPtr; XPV: LongInt );
Procedure DoleExperience( Mek,Target: GearPtr; XPV: LongInt );
Procedure DoleExperienceFromTarget( Mek,Target: GearPtr; XPV: LongInt );
Function DoleSkillExperience( Mek: GearPtr; Skill,XPV: LongInt ): Boolean;
Function RepairSkillNeeded( Part: GearPtr ): Integer;
Function PitFix( Part,Fixer: GearPtr ): Integer;
procedure ExpandCharacter( PC: GearPtr );
procedure ResizeCharacter( PC: GearPtr );
Function MappingRange( Mek: GearPtr; Scale: Integer ): Integer;
Procedure AddMoraleDMG( PC: GearPtr; M: Integer );
Procedure AddReputation( PC: GearPtr; R,V: Integer );
Procedure AddStaminaDown( PC: GearPtr; Strain: Integer );
Procedure AddMentalDown( PC: GearPtr; Strain: Integer );
Function CurrentMental( PC: GearPtr ): Integer;
Function CurrentStamina( PC: GearPtr ): Integer;
Function MechaDescription( Mek: GearPtr ): String;
Function HasPCommCapability( PC: GearPtr; C: Integer ): Boolean;
Function HasTalent( PC: GearPtr; T: Integer ): Boolean;
Function HasIntrinsic( PC: GearPtr; I: Integer; CasualUse: Boolean ): Boolean;
Function LancematePoints( PC: GearPtr ): Integer;
Function SkillRank( PC: GearPtr; Skill: Integer ): Integer;
Function HasSkill( PC: GearPtr; Skill: Integer ): Boolean;
implementation
uses damage,gearutil,ghchars,ghholder,ghmecha,ghmodule,ghsupport,movement,
rpgdice,texutil;
Function LocatePilot( Mecha: GearPtr ): GearPtr;
{ Locate the pilot of this mecha. If no pilot may be found, }
{ return Nil. }
var
CPit, Pilot: GearPtr; { Pointers to the Cockpit and Pilot }
begin
{ Error Check - make sure we have a valid mecha here. }
if ( Mecha = Nil ) then Exit( Nil );
if not IsMasterGear( Mecha ) then Mecha := FindMaster( Mecha );
if Mecha = Nil then begin
Pilot := Nil;
end else if Mecha^.G = GG_Character then begin
{ Just return this character, since we can't find a mecha. }
Pilot := Mecha;
end else begin
{ This is probably a mecha. }
{ Locate the cockpit. If no cockpit may be found, return Nil. }
CPit := SeekGear( Mecha , GG_Cockpit , 0 , False );
if CPit = Nil then Exit( Nil );
{ Locate the pilot. }
Pilot := CPit^.SubCom;
while ( Pilot <> Nil ) and ( Pilot^.G <> GG_Character ) do begin
Pilot := Pilot^.Next;
end;
end;
LocatePilot := Pilot;
end;
Function GearOperational( Mek: GearPtr ): Boolean;
{ A gear is operational if it is capable of action. }
{ Mecha need a pilot in order to be operational. }
{ Other gears are operational if they aren't destroyed. }
var
MO: Boolean; { This func used to be called MekOperational, so MO }
begin
{ Error Check }
if ( Mek = Nil ) then begin
MO := False
end else if Mek^.G = GG_Mecha then begin
MO := NotDestroyed( Mek ) and NotDestroyed( LocatePilot( Mek ) );
end else MO := NotDestroyed( Mek );
GearOperational := MO;
end;
Function GearActive( Mek: GearPtr ): Boolean;
{ ACTIVE means that a given gear is capable of self-controlled action. }
{ Generally only master gears may be active. }
begin
if Mek = Nil then GearActive := False
else if Mek^.G = GG_Prop then GearActive := False
else if IsMasterGear( Mek ) then GearActive := GearOperational( Mek )
else GearActive := False;
end;
function SkillValue( Master: GearPtr; Skill: Integer ): Integer;
{ Find MASTER's skill roll value. This is the }
{ skill rank + the attribute value + any modifiers }
{ that might apply (maneuver class, etc). }
var
C: GearPtr; {Ptr to the controling character / skill bank.}
SkRk,StRk: Integer; {Skill Rank, Stat Rank. }
SkMod,Morale: Integer; {Skill Roll Modifier. }
it: Integer;
begin
{ Error check- make sure that we're actually dealing }
{ with a master gear and not a ham sandwich or anything. }
if ( Master = Nil ) then Exit( 0 );
if ( Master^.G <> GG_Unit ) and Not IsMasterGear( Master ) then Exit( 0 );
{ Error check- make sure we have a valid skill number. }
if (Skill < 1) or (Skill > NumSkill) then Exit( 0 );
{ Skill Roll Modifier starts out at 0. }
SkMod := 0;
if Master^.G = GG_Character then begin
{ Since this is a character, just grab the needed }
{ ranks from the gear's stats and attributes. }
SkRk := CharaSkillRank( Master , Skill) + ModifiersSkillBonus( Master , Skill );
StRk := CStat( Master , SkillMan[Skill].stat );
{ If the skill isn't known at all, there's a penalty. }
if ( SkRk < 1 ) and ( NAttValue( Master^.NA , NAG_Talent , NAS_JackOfAll ) = 0 ) then SkMod := -2;
C := Master;
{ If this is a combat skill, check for RAGE. }
if ( Skill <= 10 ) and ( NAttValue( Master^.NA , NAG_Talent , NAS_Rage ) <> 0 ) then begin
Morale := NAttValue( Master^.NA , NAG_Condition , NAS_MoraleDamage );
if Morale > 0 then begin
SkRk := SkRk + Morale div 20;
end else if Morale < -20 then begin
SkRk := SkRk - 2;
end;
end;
end else if Master^.G = GG_Unit then begin
SkRk := 0;
C := Master^.SubCom;
{ This is how unit skills work. Look through all the }
{ characters in the unit. Take the highest skill value }
{ among them. Other characters with high skill contribute }
{ a SkMod of +1 per 5 points of skill. }
while C <> Nil do begin
if IsMasterGear( C ) then begin
StRk := SkillValue( C , Skill );
if StRk > SkRk then SkRk := StRk;
if StRk >= 5 then SkMod := SkMod + ( StRk div 5 );
end;
C := C^.Next;
end;
{ Stat Rank, for the purpose of a unit, is meaningless. }
{ Get rid of it. }
StRk := 0;
C := Master;
end else begin
{ As of this implementation, mecha are assumed to }
{ have a single pilot. This will change at some }
{ point in time, but for now just locate the cockpit. }
C := LocatePilot( Master );
if C = Nil then Exit( 0 );
SkRk := SkillValue( C , Skill) + ModifiersSkillBonus( Master , Skill );
StRk := 0;
if SkillMan[Skill].MekSys = MS_Maneuver then begin
SkMod := SkMod + MechaManeuver( Master );
end else if SkillMan[Skill].MekSys = MS_Targeting then begin
SkMod := SkMod + MechaTargeting( Master );
end else if SkillMan[Skill].MekSys = MS_Sensor then begin
SkMod := SkMod + MechaSensorRating( Master );
end;
end;
{ The final value equals the Skill Rank plus }
{ stat rank plus skill roll modifier. }
it := ( ( StRk + 2 ) div 3 ) + SkRk + SkMod;
if it < 1 then it := 1;
{ Last minute check- if the character is dead, they don't get }
{ to roll dice. }
if ( Master^.G <> GG_Unit ) and Destroyed( C ) then it := 0;
SkillValue := it;
end;
function ReactionTime( Master: GearPtr ): Integer;
{ Determine the reaction time for this character/mecha. }
var
I,RT: Integer;
begin
{ Determine the Initiative skill value for this character. }
I := SkillValue( Master , 12 ) + 1;
if I < Minimum_Initiative then I := Minimum_Initiative;
RT := ( ClicksPerRound * 3 ) div I;
if RT > ClicksPerRound then RT := ClicksPerRound
else if RT < 2 then RT := 2;
ReactionTime := RT;
end;
function PilotName( Part: GearPtr ): String;
{ Locate the name of the pilot of this thing; }
{ provide the best substitute if no controller can be found. }
var
M: GearPtr;
name: String;
begin
M := Part;
if not IsMasterGear( Part ) then M := FindMaster( Part );
if M = Nil then begin
if Part = Nil then name := 'Nothing'
else name := GearName( Part );
end else if M^.G = GG_Mecha then begin
Part := LocatePilot( M );
if Part = Nil then name := GearName( M )
else name := GearName( Part );
end else begin
name := GearName( M );
end;
PilotName := Name;
end;
Function LanceMateMenuName( M: GearPtr ): String;
var
msg,pilot: string;
begin
msg := FullGearName( M );
if M^.G = GG_Mecha then begin
pilot := SAttValue( M^.SA , 'PILOT' );
if pilot <> '' then msg := msg + ' (' + pilot + ')';
end;
LanceMateMenuName := msg;
end;
Procedure DoleExperience( Mek: GearPtr; XPV: LongInt );
{ Give XPV experience points to whoever is behind the wheel of }
{ master unit Mek. }
var
P: GearPtr; { The pilot, in theory. }
begin
P := LocatePilot( Mek );
if P <> Nil then begin
AddNAtt( P^.NA , NAG_Experience , NAS_TotalXP , XPV );
if XPV > Random(25) then AddMoraleDmg( P , -1 );
end;
end;
Procedure DoleExperience( Mek,Target: GearPtr; XPV: LongInt );
{ Give XPV experience points to whoever is behind the wheel of }
{ master unit Mek. Scale the experience points by the relative }
{ values of Mek and Target. }
const
XPV_MAX = 2147483647;
XPV_MIN = -2147483648;
var
MPV,TPV,MonPV: LongInt; { Mek PV, Target PV }
XPV_TPV: Int64;
XPV_TPV_TS: double;
XP2: double;
begin
MPV := GearValue( Mek );
if MPV < 1 then MPV := 1;
if Target <> Nil then begin
TPV := GearValue( Target );
{ Monsters might benefit from an upward-adjusted TPV based on }
{ their difficulcy rating. }
if ( Target^.G = GG_Character ) and ( Target^.V > 0 ) then begin
MonPV := Target^.V * Target^.V * 150 - Target^.V * 100;
if MonPV > TPV then TPV := MonPV;
end;
{ To avoid a range overflow of the LongInt. }
XPV_TPV := Int64(XPV) * Int64(TPV);
XPV_TPV_TS := double(XPV_TPV) * double( Target^.Scale + 1 );
XP2 := XPV_TPV_TS / double(MPV);
if XP2 < XPV_MIN then begin
XPV := XPV_MIN;
end else if XPV_MAX < XP2 then begin
XPV := XPV_MAX;
end else begin
XPV := LongInt(Trunc(XP2));
end;
end;
if XPV < 1 then XPV := 1;
DoleExperience( Mek , XPV );
end;
Procedure DoleExperienceFromTarget( Mek,Target: GearPtr; XPV: LongInt );
{ Give some experience from this target. This experience comes from the }
{ experience pool all monsters have. }
Function TargetMaxXP: Integer;
begin
if Target^.G = GG_Mecha then begin
TargetMaxXP := 10 * Target^.V;
end else if Target^.G = GG_Character then begin
if Target^.V > 0 then begin
TargetMaxXP := 2 * Target^.V;
end else begin
TargetMaxXP := 5;
end;
end else begin
TargetMaxXP := 1;
end;
end;
begin
if ( Target <> Nil ) then begin
end else begin
DoleExperience( Mek , XPV );
end;
end;
Function DoleSkillExperience( Mek: GearPtr; Skill,XPV: LongInt ): Boolean;
{ Give XPV experience points to whoever is behind the wheel of }
{ master unit Mek. Apply these XP directly to SKILL. }
{ Return TRUE if this results in a skill increase, or FALSE if not. }
var
P: GearPtr; { The pilot, in theory. }
SkLvl: Integer;
it: Boolean;
begin
P := LocatePilot( Mek );
it := False; { Assume FALSE unless shown otherwise. }
if P <> Nil then begin
AddNAtt( P^.NA , NAG_Experience , NAS_Skill_XP_Base + Skill , XPV );
{ Check to see if enough skill-specific XPs have been earned to advance the skill. }
SkLvl := NAttValue( P^.NA , NAG_Skill , Skill );
if ( NATTValue( P^.NA , NAG_Experience , NAS_Skill_XP_Base + Skill ) >= SkillAdvCost( Nil , SkLvl ) ) and ( ( NAttValue( P^.NA , NAG_Skill , Skill ) > 0 ) or Direct_Skill_Learning ) then begin
{ Set IT to true, advance the skill, and decrease the }
{ number of skill-specific XPs the character has. }
it := True;
AddNAtt( P^.NA , NAG_Experience , NAS_Skill_XP_Base + Skill , -SkillAdvCost( Nil , SkLvl ) );
AddNAtt( P^.NA , NAG_Skill , Skill , 1 );
end;
end;
{ Return the boolean value. }
DoleSkillExperience := it;
end;
Function RepairSkillNeeded( Part: GearPtr ): Integer;
{ Return the code number of the skill which is needed to fix PART. }
{ The repair skills are: }
{ 15. Mecha Tech }
{ 16. Medicine }
{ 20. First Aid }
{ 22. Bio Tech }
{ 23. General Repair }
{ 24. Cyber Tech }
var
Master: GearPtr;
Material,Skill: Integer;
begin
{ Start by finding the master and material for this part. }
Master := FindMaster( Part );
Material := NAttValue( Part^.NA , NAG_GearOps , NAS_Material );
if Material = NAV_BioTech then begin
Skill := 22;
end else if ( Master = Nil ) or ( Master^.G = GG_Mecha ) then begin
{ If it's made of MEAT, use biotech. }
if Material = NAV_Meat then begin
Skill := 22;
{ If it's made of METAL, use Basic Repair for human-scale }
{ items and Mecha Tech for large scale items. }
end else begin
if Part^.Scale = 0 then Skill := 23
else Skill := 15;
end;
end else if Master^.G = GG_Character then begin
if Material = NAV_Metal then begin
{ If this is a SubCom and its parent is MEAT, use Cybertech. }
{ Otherwise use Basic Repair. }
if IsSubCom( Part ) and ( NAttValue( Part^.Parent^.NA , NAG_GearOps , NAS_Material ) = NAV_Meat ) then Skill := 24
else begin
if Part^.Scale = 0 then Skill := 23
else Skill := 15;
end;
end else begin
{ If this is an inventory part, use BioTech. }
{ If the part has been destroyed, this requires }
{ the Medicine skill. Otherwise First Aid will do. }
if IsInvCom( Part ) then Skill := 22
else if Destroyed( Part ) then Skill := 16
else Skill := 20;
end;
end else begin
{ Apparently we don't know what this is, so }
{ we'll just use MECHA TECH on it. }
Skill := 15;
end;
RepairSkillNeeded := Skill;
end;
Function PitFix( Part,Fixer: GearPtr ): Integer;
{ An attempt is being made to fix PART. }
var
AD,SD: LongInt; { Armor Damage, Struct Damage }
Cash,Cost: LongInt;
Skill,SkRoll,MOS,AMOS: Integer;
begin
AD := NAttValue( Part^.NA , NAG_Damage , NAS_ArmorDamage );
SD := NAttValue( Part^.NA , NAG_Damage , NAS_StrucDamage );
Cash := NAttValue( Fixer^.NA , NAG_Experience , NAS_Credits );
MOS := 10;
{ The exact skill to be used depends upon PART's parent }
{ and type. }
Skill := RepairSkillNeeded( Part );
{ Find the value for the skill. }
Skill := SkillValue( Fixer , Skill );
if SD > 0 then begin
{ If a roll to repair Structural Damage is not successful, }
{ it may result in greater damage being done. }
SkRoll := RollStep( Skill );
MOS := SkRoll div 5 - 2;
Cost := SD;
{ Attempt to buy off failure. }
if MOS > 6 then MOS := 6
else if MOS < 1 then begin
while ( MOS < 1 ) and ( Cash > 0 ) do begin
Cash := Cash - Cost;
Inc( MOS );
end;
end;
if MOS > 0 then begin
SetNAtt( Part^.NA , NAG_Damage , NAS_StrucDamage , 0 );
if MOS > 1 then Cost := ( Cost * ( 6 - MOS ) ) div 5;
Cash := Cash - Cost;
end else if MOS < 0 then begin
{ A critical failure results in more damage being done. }
if NotDestroyed( Part ) then AddNAtt( Part^.NA , NAG_Damage , NAS_StrucDamage , Abs( MOS ) * SD );
end;
end;
if AD > 0 then begin
{ Armor damage costs money to repair, but if the roll }
{ is critically failed there's no extra bad thing. It }
{ just doesn't get done. }
SkRoll := RollStep( Skill );
AMOS := SkRoll div 5 - 2;
Cost := AD div 3;
{ Attempt to buy off failure. }
if AMOS > 5 then AMOS := 5
else if AMOS < 1 then begin
while ( AMOS < 1 ) and ( Cash > 0 ) do begin
Cash := Cash - Cost;
Inc( AMOS );
end;
end;
if AMOS > 0 then begin
SetNAtt( Part^.NA , NAG_Damage , NAS_ArmorDamage , 0 );
if AMOS > 1 then Cost := ( Cost * ( 6 - MOS ) ) div 5;
Cash := Cash - Cost;
end;
end;
if Cash < 0 then Cash := 0;
SetNAtt( Fixer^.NA , NAG_Experience , NAS_Credits , Cash );
PitFix := MOS;
end;
procedure ExpandCharacter( PC: GearPtr );
{ Create a body for a currently disembodied character gear. }
var
M,H: GearPtr; { Module , Hand }
{ PROCEDURES BLOCK }
Procedure InsertLimb( N: Integer );
begin
M := AddGear( PC^.SubCom , PC );
M^.G := GG_Module;
M^.S := N;
M^.V := MasterSize( M );
InitGear( M );
M^.Stat[STAT_Resizable] := 1;
end;
begin
if PC^.SubCom = Nil then begin
InsertLimb( GS_Head );
InsertLimb( GS_Body );
H := AddGear( M^.InvCom , M );
H^.G := GG_ExArmor;
H^.S := GS_Body;
SetSAtt( H^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_Clothes' ) + '>' );
InitGear( H );
InsertLimb( GS_Arm );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_RightArm' ) + '>' );
H := AddGear( M^.SubCom , M );
H^.G := GG_Holder;
H^.S := GS_Hand;
SetSAtt( H^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_RightHand' ) + '>' );
InitGear( H );
InsertLimb( GS_Arm );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_LeftArm' ) + '>' );
H := AddGear( M^.SubCom , M );
H^.G := GG_Holder;
H^.S := GS_Hand;
SetSAtt( H^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_LeftHand' ) + '>' );
InitGear( H );
InsertLimb( GS_Leg );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_RightLeg' ) + '>' );
InsertLimb( GS_Leg );
SetSAtt( M^.SA , 'NAME <' + SATtValue( ABILITY_MESSAGES , 'EXPAND_LeftLeg' ) + '>' );
end;
end;
Procedure ResizeCharacter ( PC: GearPtr );
{ Adjust the size of the limbs of a human character to }
{ reflect an altered body stat.}
var
Module : GearPtr;
begin
if PC^.G = GG_Character then begin
Module := PC^.SubCom;
While Module <> Nil do begin
if (Module^.G = GG_Module)
and (Module^.Stat[STAT_Resizable] = 1)
then
Module^.V := MasterSize (PC);
Module := Module^.Next;
end;
end;
end;
Function MappingRange( Mek: GearPtr; Scale: Integer ): Integer;
{ Determine how far this mek can see new map tiles. }
{ This is determined by two things- first, the mek's sensor }
{ rating, and secondly the pilot's Perception stat. }
var
Sensor,Pilot: GearPtr;
it,t: Integer;
begin
it := 0;
Sensor := SeekActiveIntrinsic( Mek , GG_Sensor , GS_MainSensor );
if Sensor <> Nil then begin
it := it + Sensor^.V;
end;
Pilot := LocatePilot( Mek );
if Pilot <> Nil then begin
it := it + ( Pilot^.Stat[ STAT_Perception ] div 3 );
end;
{ Adjust the mapping range for scale. }
if Mek^.Scale > Scale then begin
for t := ( Scale + 1 ) to Mek^.Scale do it := it * 2;
end else if Mek^.Scale < ( Scale + 1 ) then begin
for t := 1 to ( Scale - Mek^.Scale - 1 ) do it := it div 2;
if it < 1 then it := 1;
end;
MappingRange := it;
end;
Procedure AddMoraleDMG( PC: GearPtr; M: Integer );
{ Add some morale to the PC, keeping it withing the normal }
{ range of +100 (miserable) to -100 (ecstatic). }
var
CL: Integer; { Current Level }
begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) and ( PC^.G = GG_Character ) then begin
CL := NAttValue( PC^.NA , NAG_Condition , NAS_MoraleDamage );
{ If it's positive morale damage and CL is negative, }
{ make a RESISTANCE roll to avoid losing mood. }
if ( M > 1 ) and ( CL < 0 ) then begin
if RollStep( SkillValue( PC , 36 ) ) < ( M + 1 ) then begin
CL := CL div 2;
end;
end;
if Abs( CL + M ) > 100 then begin
SetNATt( PC^.NA , NAG_Condition , NAS_MoraleDamage , 100 * Sgn( CL ) );
end else begin
SetNATt( PC^.NA , NAG_Condition , NAS_MoraleDamage , CL + M );
end;
end;
end;
Procedure AddReputation( PC: GearPtr; R,V: Integer );
{ Add a certain amount to reputation R, keeping in mind that }
{ the allowable range is -100..+100. }
var
CL: Integer; { Current Level }
begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) and ( PC^.G = GG_Character ) then begin
CL := NAttValue( PC^.NA , NAG_CHarDescription , -R );
{ Increasing a favored reputation improves morale, }
{ while decreasing a reputation abuses it. }
if R = -NAS_Renowned then begin
{ Gaining renown always improves mood, losing it always }
{ abuses mood. }
if V > 0 then begin
AddMoraleDmg( PC , -MORALE_RepSmall );
end else if V < 0 then begin
AddMoraleDmg( PC , MORALE_RepSmall );
end;
end else if Sgn( CL ) = Sgn( V ) then begin
if Abs( V ) = 1 then begin
AddMoraleDmg( PC , -MORALE_RepSmall );
end else begin
AddMoraleDmg( PC , -MORALE_RepBig );
end;
end else if Sgn( CL ) = -Sgn( V ) then begin
if Abs( V ) = 1 then begin
AddMoraleDmg( PC , MORALE_RepSmall );
end else begin
AddMoraleDmg( PC , MORALE_RepBig );
end;
end;
{ Any act of major villainy or comission of crimes }
{ (greater than a -1 change) will completely wipe }
{ out any heroic or lawful reputation that }
{ this character may have had. }
if ( R <= 2 ) and ( V < -1 ) and ( CL > 0 ) then begin
CL := 0;
end;
if Abs( CL + V ) > 100 then begin
SetNATt( PC^.NA , NAG_CharDescription , -R , 100 * Sgn( CL ) );
end else begin
SetNATt( PC^.NA , NAG_CharDescription , -R , CL + V );
end;
end;
end;
Procedure AddStaminaDown( PC: GearPtr; Strain: Integer );
{ Apply stamina drain to the PC. }
begin
{ Begin with a battery of error checks. }
if ( PC <> Nil ) and ( Strain > 0 ) then begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) then begin
if ( CharCurrentStamina( PC ) > 0 ) then begin
AddNAtt( PC^.NA , NAG_Condition , NAS_StaminaDown , Strain );
{ Using SP trains athletics. }
DoleSkillExperience( PC , 26 , Strain );
end else begin
AddMoraleDmg( PC , Strain );
end;
end;
end;
end;
Procedure AddMentalDown( PC: GearPtr; Strain: Integer );
{ Apply mental drain to the PC. }
begin
{ Begin with a battery of error checks. }
if ( PC <> Nil ) and ( Strain > 0 ) then begin
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if ( PC <> Nil ) then begin
if ( CharCurrentMental( PC ) > 0 ) then begin
AddNAtt( PC^.NA , NAG_Condition , NAS_MentalDown , Strain );
{ Using MP trains concentration. }
DoleSkillExperience( PC , 30 , Strain );
end else begin
AddMoraleDMG( PC , Strain );
end;
end;
end;
end;
Function CurrentMental( PC: GearPtr ): Integer;
{ Return how many mental points this character currently has. }
begin
PC := LocatePilot( PC );
if PC <> Nil then begin
CurrentMental := CharCurrentMental( PC );
end else begin
CurrentMental := 0;
end;
end;
Function CurrentStamina( PC: GearPtr ): Integer;
{ Return how many stamina points this character currently has. }
begin
PC := LocatePilot( PC );
if PC <> Nil then begin
CurrentStamina := CharCurrentStamina( PC );
end else begin
CurrentStamina := 0;
end;
end;
Function MechaDescription( Mek: GearPtr ): String;
{ Return a text description of this mecha's technical points. }
var
it,i2: String;
MM,MMS: Integer;
CanMove: Boolean;
Engine: GearPtr;
begin
if Mek^.G <> GG_Mecha then Exit( 'NOT A MECHA!' );
it := MassString( Mek ) + ' ' + FormName[Mek^.S];
it := it + ' ' + 'MV:' + SgnStr(MechaManeuver(Mek));
it := it + ' ' + 'TR:' + SgnStr(MechaTargeting(Mek));
it := it + ' ' + 'SE:' + SgnStr(MechaSensorRating(Mek));
MM := CountActiveParts( Mek , GG_Holder , GS_Hand );
if MM > 0 then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Hands' ) + ':' + BStr( MM );
end;
MM := CountActiveParts( Mek , GG_Holder , GS_Mount );
if MM > 0 then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Mounts' ) + ':' + BStr( MM );
end;
CanMove := False;
for MM := 1 to NumMoveMode do begin
MMS := BaseMoveRate( Mek , MM );
if MMS > 0 then begin
CanMove := True;
{ Add a description for this movemode. }
if MM = MM_Fly then begin
{ Check to see whether the mecha can }
{ fly or just jump. }
if JumpTime( Mek ) = 0 then begin
it := it + ' ' + MoveModeName[ MM ] + ':' + BStr( MMS );
end else begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Jump' ) + ':' + BStr( JumpTime( Mek ) ) + 's';
end;
end else begin
it := it + ' ' + MoveModeName[ MM ] + ':' + BStr( MMS );
end;
end;
end;
Engine := SeekGear( Mek , GG_Support , GS_Engine );
if Engine <> Nil then begin
i2 := SAttValue( ABILITY_MESSAGES , 'MEKDESC_ENGINE' + Bstr( Engine^.Stat[ STAT_EngineSubtype ] ) );
if i2 <> '' then it := it + ' ' + i2;
end;
{ Add warnings for different conditions. }
if not CanMove then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Immobile' );
end;
if Destroyed( Mek ) then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_Destroyed' );
end;
if SeekGear(mek,GG_CockPit,0) = Nil then begin
it := it + ' ' + SAttValue( ABILITY_MESSAGES , 'MEKDESC_NoCockpit' );
end;
MechaDescription := it;
end;
Function HasPCommCapability( PC: GearPtr; C: Integer ): Boolean;
{ Return TRUE if the listed PC has the requested Personal }
{ Communications Capability. }
begin
HasPCommCapability := PCommRating( PC ) >= C;
end;
Function HasTalent( PC: GearPtr; T: Integer ): Boolean;
{ Return TRUE if PC has the listed talent, FALSE otherwise. }
begin
PC := LocatePilot( PC );
HasTalent := ( PC <> Nil ) and ( NAttValue( PC^.NA , NAG_Talent , T ) <> 0 );
end;
Function HasIntrinsic( PC: GearPtr; I: Integer; CasualUse: Boolean ): Boolean;
{ Return TRUE if the PC has the listed intrinsic, or FALSE otherwise. }
{ If this is casual use, search the general inventory. Otherwise }
{ just search the subcomponents. }
Function IntrinsicFoundAlongTrack( Part: GearPtr ): Boolean;
{ Return TRUE if the intrinsic is found along this track. }
var
WasFound: Boolean;
begin
{ Begin by assuming FALSE. }
WasFound := False;
{ Search along the track until we run out of parts or find }
{ the intrinsic. }
while ( Part <> Nil ) and not WasFound do begin
if NotDestroyed( Part ) then begin
WasFound := NAttValue( Part^.NA , NAG_Intrinsic , I ) <> 0;
if not WasFound then WasFound := IntrinsicFoundAlongTrack( Part^.SubCom );
if not WasFound then WasFound := IntrinsicFoundAlongTrack( Part^.InvCom );
end;
Part := Part^.Next;
end;
IntrinsicFoundAlongTrack := WasFound;
end;
var
it: Boolean;
begin
{ Start with an error check- if this isn't a regular intrinsic, return FALSE. }
if ( PC = Nil ) or ( I < 1 ) or ( I > NumIntrinsic ) then Exit( False );
it := NAttValue( PC^.NA , NAG_Intrinsic , I ) <> 0;
if not it then it := IntrinsicFoundAlongTrack( PC^.SubCom );
if CasualUse and not it then it := IntrinsicFoundAlongTrack( PC^.InvCom );
HasIntrinsic := it;
end;
Function LancematePoints( PC: GearPtr ): Integer;
{ Return however many lancemates the PC can have. }
{ A human lancemate who can pilot a mecha costs 2 points; a pet costs 1 point. }
{ How to tell which from which? Human lancemates have CIDs; pets don't. }
begin
PC := LocatePilot( PC );
if PC = Nil then Exit( 0 );
LancematePoints := ( PC^.Stat[ STAT_Charm ] + NAttValue( PC^.NA , NAG_Skill , NAS_Leadership ) + ( NAttValue( PC^.NA , NAG_CharDescription , NAS_Renowned ) div 10 ) ) div 4;
end;
Function SkillRank( PC: GearPtr; Skill: Integer ): Integer;
{ Return the PC's rank in this skill. }
var
it: Integer;
begin
{ Make sure we're dealing with the real PC here. }
PC := LocatePilot( PC );
SkillRank := CharaSkillRank( PC , Skill );
end;
Function HasSkill( PC: GearPtr; Skill: Integer ): Boolean;
{ Return TRUE if the PC has the listed skill, or FALSE otherwise. }
begin
{ Make sure we're dealing with the real PC here. }
PC := LocatePilot( PC );
if PC <> Nil then begin
HasSkill := ( NAttValue( PC^.NA , NAG_Skill , Skill ) > 0 ) or HasTalent( PC , NAS_JackOfAll );
end else begin
HasSkill := False;
end;
end;
initialization
ABILITY_MESSAGES := LoadStringList( Ability_Message_File );
finalization
DisposeSAtt( ABILITY_MESSAGES );
end.