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sdlinfo.pp
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sdlinfo.pp
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unit sdlinfo;
{$MODE FPC}
{
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 sdl,sdl_ttf,sdlgfx,gears,gearutil,damage,movement,texutil,ability,locale,sdlmap,interact,effects;
var
CHAT_Message: String;
CHAT_React,CHAT_Endurance: Integer;
Function DefaultPortraitList( NPC: GearPtr ): SAttPtr;
Function JobAgeGenderDesc( NPC: GearPtr ): String;
Procedure DrawPortrait( GB: GameBoardPtr; NPC: GearPtr; MyDest: TSDL_Rect; WithBackground: Boolean );
Procedure DisplayTargetInfo( Part: GearPtr; gb: GameBoardPtr; Z: DynamicRect );
Procedure DisplayPCInfo( Part: GearPtr; GB: GameBoardPtr );
Procedure LongformGearInfo( Part: GearPtr; gb: GameBoardPtr; Z: DynamicRect );
Procedure DisplayInteractStatus( GB: GameBoardPtr; NPC: GearPtr; React,Endurance: Integer );
Procedure QuickWeaponInfo( Part: GearPtr );
Procedure CharacterDisplay( PC: GearPtr; GB: GameBoardPtr; DZone: DynamicRect );
Procedure InjuryViewer( PC: GearPtr; Redrawer: RedrawProcedureType );
Procedure DrawBackpackHeader( PC: GearPtr );
Procedure MapEditInfo( Pen,Palette,X,Y: Integer );
Procedure PilotInfoForSelectingAMecha( PC: GearPtr; GB: GameBoardPtr; Z: DynamicRect );
Procedure MechaInfoForSelectingAPilot( Mek: GearPtr; GB: GameBoardPtr; Z: DynamicRect );
Procedure MechaEngineeringInfo( Mek: GearPtr; GB: GameBoardPtr; Z: DynamicRect );
implementation
uses ghmodule,ghweapon,ghmecha,ghchars,ghsupport,ghmovers,ui4gh;
const
StatusPerfect:TSDL_Color = ( r: 0; g:255; b: 65 );
StatusOK:TSDL_Color = ( r: 30; g:190; b: 10 );
StatusFair:TSDL_Color = ( r:220; g:190; b: 0 );
StatusBad:TSDL_Color = ( r:220; g: 50; b: 0 );
StatusCritical:TSDL_Color = ( r:150; g: 0; b: 0 );
StatusKO:TSDL_Color = ( r: 75; g: 75; b: 75 );
Interact_Sprite_Name = 'interact.png';
Module_Sprite_Name = 'modules.png';
Backdrop_Sprite_Name = 'backdrops.png';
Altimeter_Sprite_Name = 'sys_altimeter.png';
Speedometer_Sprite_Name = 'sys_speedometer.png';
StatusFX_Sprite_Name = 'statusfx.png';
OtherFX_Sprite_Name = 'otherfx.png';
var
CZone,CDest: TSDL_Rect; { Current Zone, Current Destination }
Interact_Sprite,Module_Sprite,Backdrop_Sprite: SensibleSpritePtr;
Altimeter_Sprite,Speedometer_Sprite: SensibleSpritePtr;
StatusFX_Sprite,OtherFX_Sprite: SensibleSpritePtr;
Master_Portrait_List: SAttPtr;
Function DefaultPortraitList( NPC: GearPtr ): SAttPtr;
{ Return the default list of sprites for this NPC, based on gender. }
var
PList: SAttPtr;
begin
if (NPC<>Nil) and (NAttValue( NPC^.NA , NAG_CharDescription , NAS_Gender ) = NAV_Male) then begin
PList := CreateFileList( Graphics_Directory + 'por_m_*.*' );
end else if (NPC<>Nil) and (NAttValue( NPC^.NA , NAG_CharDescription , NAS_Gender ) = NAV_Female) then begin
PList := CreateFileList( Graphics_Directory + 'por_f_*.*' );
end else begin
PList := CreateFileList( Graphics_Directory + 'por_m_*.*' );
ExpandFileList( PList, Graphics_Directory + 'por_f_*.*' );
end;
DefaultPortraitList := PList;
end;
Function JobAgeGenderDesc( NPC: GearPtr ): String;
{ Return the Job, Age, and Gender of the provided character in }
{ a nicely formatted string. }
var
msg,job: String;
begin
msg := BStr( NAttValue( NPC^.NA , NAG_CharDescription , NAS_DAge ) + 20 ) + ' year old';
if NAttValue( NPC^.NA , NAG_CharDescription , NAS_Gender ) <> NAV_Undefined then begin
msg := msg + ' ' + LowerCase( GenderName[ NAttValue( NPC^.NA , NAG_CharDescription , NAS_Gender ) ] );
end;
job := SAttValue( NPC^.SA , 'JOB' );
if job <> '' then msg := msg + ' ' + LowerCase( job );
msg := msg + '.';
JobAgeGenderDesc := msg;
end;
Function MaxTArmor( Part: GearPtr ): LongInt;
{ Find the max amount of armor on this gear, counting external armor. }
var
it: LongInt;
S: GearPtr;
begin
it := GearMaxArmor( Part );
S := Part^.InvCom;
while S <> Nil do begin
if S^.G = GG_ExArmor then it := it + GearMaxArmor( S );
S := S^.Next;
end;
MaxTArmor := it;
end;
Function CurrentTArmor( Part: GearPtr ): LongInt;
{ Find the current amount of armor on this gear, counting external armor. }
var
it: LongInt;
S: GearPtr;
begin
it := GearCurrentArmor( Part );
S := Part^.InvCom;
while S <> Nil do begin
if S^.G = GG_ExArmor then it := it + GearCurrentArmor( S );
S := S^.Next;
end;
CurrentTArmor := it;
end;
Procedure AI_NextLine;
{ Move the cursor to the next line. }
begin
CDest.Y := CDest.Y + TTF_FontLineSkip( Info_Font );
end;
Procedure AI_Title( msg: String; C: TSDL_Color );
{ Draw a centered message on the current line. }
var
MyImage: PSDL_Surface;
PLine: PChar;
begin
pline := QuickPCopy( msg );
MyImage := TTF_RenderText_Solid( Game_Font , pline , C );
Dispose( pline );
{$IFDEF LINUX}
if MyImage <> Nil then SDL_SetColorKey( MyImage , SDL_SRCCOLORKEY , SDL_MapRGB( MyImage^.Format , 0 , 0, 0 ) );
{$ENDIF}
if MyImage <> Nil then CDest.X := CZone.X + ( ( CZone.W - MyImage^.W ) div 2 );
SDL_BlitSurface( MyImage , Nil , Game_Screen , @CDest );
SDL_FreeSurface( MyImage );
CDest.Y := CDest.Y + TTF_FontLineSkip( Game_Font );
end;
Procedure AI_SmallTitle( msg: String; C: TSDL_Color );
{ Draw a centered message on the current line. }
var
MyImage: PSDL_Surface;
PLine: PChar;
begin
pline := QuickPCopy( msg );
MyImage := TTF_RenderText_Solid( Info_Font , pline , C );
Dispose( pline );
{$IFDEF LINUX}
if MyImage <> Nil then SDL_SetColorKey( MyImage , SDL_SRCCOLORKEY , SDL_MapRGB( MyImage^.Format , 0 , 0, 0 ) );
{$ENDIF}
CDest.X := CZone.X + ( ( CZone.W - MyImage^.W ) div 2 );
SDL_BlitSurface( MyImage , Nil , Game_Screen , @CDest );
SDL_FreeSurface( MyImage );
CDest.Y := CDest.Y + TTF_FontLineSkip( Info_Font );
end;
Procedure AI_Text( msg: String; C: TSDL_Color );
{ Draw a text message starting from the current line. }
var
MyText: PSDL_Surface;
PLine: PChar;
begin
MyText := PrettyPrint( msg , CDest.W, C, True, Info_Font );
if MyText <> Nil then begin
SDL_SetClipRect( Game_Screen , @CZone );
SDL_BlitSurface( MyText , Nil , Game_Screen , @CDest );
CDest.Y := CDest.Y + MyText^.H + 8;
SDL_FreeSurface( MyText );
SDL_SetClipRect( Game_Screen , Nil );
end;
end;
Procedure AI_PrintFromRight( msg: String; Tab: Integer; C: TSDL_Color );
{ Draw a left justified message on the current line. }
var
MyImage: PSDL_Surface;
PLine: PChar;
begin
pline := QuickPCopy( msg );
MyImage := TTF_RenderText_Solid( Info_Font , pline , C );
Dispose( pline );
{$IFDEF LINUX}
if MyImage <> Nil then SDL_SetColorKey( MyImage , SDL_SRCCOLORKEY , SDL_MapRGB( MyImage^.Format , 0 , 0, 0 ) );
{$ENDIF}
CDest.X := CZone.X + Tab;
SDL_BlitSurface( MyImage , Nil , Game_Screen , @CDest );
SDL_FreeSurface( MyImage );
end;
Procedure AI_PrintFromLeft( msg: String; Tab: Integer; C: TSDL_Color );
{ Draw a left justified message on the current line. }
var
MyImage: PSDL_Surface;
PLine: PChar;
begin
pline := QuickPCopy( msg );
MyImage := TTF_RenderText_Solid( Info_Font , pline , C );
Dispose( pline );
{$IFDEF LINUX}
if MyImage <> Nil then SDL_SetColorKey( MyImage , SDL_SRCCOLORKEY , SDL_MapRGB( MyImage^.Format , 0 , 0, 0 ) );
{$ENDIF}
CDest.X := CZone.X + Tab - MyImage^.W;
SDL_BlitSurface( MyImage , Nil , Game_Screen , @CDest );
SDL_FreeSurface( MyImage );
end;
Function StatusColor( Full , Current: LongInt ): TSDL_Color;
{ Given a part's Full and Current hit ratings, decide on a good status color. }
begin
if Full = Current then StatusColor := StatusPerfect
else if Current > ( Full div 2 ) then StatusColor := StatusOK
else if Current > ( Full div 4 ) then StatusColor := StatusFair
else if Current > ( Full div 8 ) then StatusColor := StatusBad
else if Current > 0 then StatusColor := StatusCritical
else StatusColor := StatusKO;
end;
Function EnduranceColor( Full , Current: LongInt ): TSDL_Color;
{ Choose color to show remaining endurance (stamina or mental points)}
begin
if Full = Current then EnduranceColor := StatusPerfect
else if Current > 5 then EnduranceColor := StatusOK
else if Current > 0 then EnduranceColor := StatusFair
else EnduranceColor := StatusBad;
end;
Function HitsColor( Part: GearPtr ): TSDL_Color;
{ Decide upon a nice color to represent the hits of this part. }
begin
if PartActive( Part ) then
HitsColor := StatusColor( GearMaxDamage( Part ) , GearCurrentDamage( Part ) )
else
HitsColor := StatusColor( 100 , 0 );
end;
Function ArmorColor( Part: GearPtr ): TSDL_Color;
{ Decide upon a nice color to represent the armor of this part. }
begin
ArmorColor := StatusColor( MaxTArmor( Part ) , CurrentTArmor( Part ) );
end;
Function ArmorDamageColor( Part: GearPtr ): TSDL_Color;
{ Decide upon a nice color to represent the armor of this part. }
var
MA,CA: LongInt; { Max Armor, Current Armor }
begin
MA := MaxTArmor( Part );
CA := CurrentTArmor( Part );
if ( CA >= ( MA * 3 div 4 ) ) then begin
ArmorDamageColor := StatusPerfect;
end else if ( CA > MA div 4 ) then begin
ArmorDamageColor := StatusFair;
end else begin
ArmorDamageColor := StatusCritical;
end;
end;
Procedure DisplayModules( Mek: GearPtr; MyZone: TSDL_Rect );
{ Draw a lovely little diagram detailing this mek's modules. }
var
X0: LongInt; { Midpoint of the info display. }
N: Integer; { Module number on the current line. }
MyDest: TSDL_Rect;
MM,A,B: Integer;
Function PartStructImage( MD: GearPtr; CuD, MxD: Integer ): Integer;
{ Given module type GS, with current damage score CuD and maximum damage }
{ score MxD, return the correct image to use for it in the diagram. }
begin
if ( MxD > 0 ) and ( CuD < 1 ) then begin
PartStructImage := ( MD^.S * 9 ) - 1;
end else begin
PartStructImage := ( MD^.S * 9 ) - 1 - ( CuD * 8 div MxD );
end;
end;
Function PartArmorImage( MD: GearPtr; CuD, MxD: Integer ): Integer;
{ Given module type GS, with current armor score CuD and maximum armor }
{ score MxD, return the correct image to use for it in the diagram. }
begin
if CuD < 1 then begin
PartArmorImage := ( MD^.S * 9 ) + 71;
end else begin
PartArmorImage := ( MD^.S * 9 ) + 71 - ( CuD * 8 div MxD );
end;
end;
Procedure DrawThisPart( MD: GearPtr );
{ Display part MD. }
var
CuD,MxD: Integer; { Armor & Structural damage values. }
begin
{ First, determine the spot at which to display the image. }
if Odd( N ) then MyDest.X := X0 - ( N div 2 ) * 12 - 12
else MyDest.X := X0 + ( N div 2 ) * 12;
Inc( N );
{ Display the structure. }
MxD := GearMaxDamage( MD );
CuD := GearCurrentDamage( MD );
DrawSprite( Module_Sprite , MyDest , PartStructImage( MD , CuD , MxD ) );
{ Display the armor. }
MxD := MaxTArmor( MD );
CuD := CurrentTArmor( MD );
if MxD <> 0 then begin
DrawSprite( Module_Sprite , MyDest , PartArmorImage( MD , CuD , MxD ) );
end;
end;
Procedure AddPartsOfType( GS: Integer );
{ Add parts to the status diagram whose gear S value }
{ is equal to the provided number and haven't overridden their tier. }
var
MD: GearPtr;
begin
MD := Mek^.SubCom;
while ( MD <> Nil ) do begin
if ( MD^.G = GG_Module ) and ( MD^.S = GS ) and ( MD^.Stat[ STAT_InfoTier ] = 0 ) then begin
DrawThisPart( MD );
end;
MD := MD^.Next;
end;
end;
Procedure AddPartsOfTier( Tier: Integer );
{ Add parts to the status diagram whose InfoTier value }
{ is equal to the provided number. }
var
MD: GearPtr;
begin
MD := Mek^.SubCom;
while ( MD <> Nil ) do begin
if ( MD^.G = GG_Module ) and ( MD^.Stat[ STAT_InfoTier ] = Tier ) then begin
DrawThisPart( MD );
end;
MD := MD^.Next;
end;
end;
begin
{ Draw the status diagram for this mek. }
{ Line One - Heads, Turrets, Storage }
MyDest.Y := MyZone.Y;
X0 := MyZone.X + ( MyZone.W div 2 ) - 7;
N := 0;
AddPartsOfType( GS_Head );
AddPartsOfType( GS_Turret );
if N < 1 then N := 1; { Want pods to either side of body; head and/or turret in middle. }
AddPartsOfType( GS_Storage );
AddPartsOfTier( 1 );
{ Line Two - Torso, Arms, Wings }
N := 0;
MyDest.Y := MyDest.Y + 17;
AddPartsOfType( GS_Body );
AddPartsOfType( GS_Arm );
AddPartsOfType( GS_Wing );
AddPartsOfTier( 2 );
{ Line Three - Tail, Legs }
N := 0;
MyDest.Y := MyDest.Y + 17;
AddPartsOfType( GS_Tail );
if N < 1 then N := 1; { Want legs to either side of body; tail in middle. }
AddPartsOfType( GS_Leg );
AddPartsOfTier( 3 );
end;
Procedure DisplayStatusFX( Part: GearPtr; MyZone: TSDL_Rect );
{ Show status effects and other things this part might be suffering from. }
var
MyDest: TSDL_Rect;
T: Integer;
begin
MyDest := MyZone;
if Part^.G = GG_Character then begin
T := NAttValue( Part^.NA , NAG_Condition , NAS_Hunger ) - Hunger_Penalty_Starts;
if T > ( NumGearStats * 3 ) then begin
DrawSprite( OtherFX_Sprite , MyDest , 4 + ( Animation_Phase div 5 mod 2 ) );
MyDest.X := MyDest.X + 10;
end else if T > ( NumGearStats * 2 ) then begin
DrawSprite( OtherFX_Sprite , MyDest , 2 + ( Animation_Phase div 5 mod 2 ) );
MyDest.X := MyDest.X + 10;
end else if T > 0 then begin
DrawSprite( OtherFX_Sprite , MyDest , ( Animation_Phase div 5 mod 2 ) );
MyDest.X := MyDest.X + 10;
end;
T := NAttValue( Part^.NA , NAG_Condition , NAS_MoraleDamage );
if T < -20 then begin
DrawSprite( OtherFX_Sprite , MyDest , 12 );
MyDest.X := MyDest.X + 10;
end else if T > 20 then begin
DrawSprite( OtherFX_Sprite , MyDest , 13 );
MyDest.X := MyDest.X + 10;
end;
end else if Part^.G = GG_Mecha then begin
T := NAttValue( Part^.NA , NAG_Condition , NAS_Overload ) - OverloadCapacity( Part );
if T > 25 then begin
DrawSprite( OtherFX_Sprite , MyDest , 10 + ( Animation_Phase div 5 mod 2 ) );
MyDest.X := MyDest.X + 10;
end else if T > 10 then begin
DrawSprite( OtherFX_Sprite , MyDest , 8 + ( Animation_Phase div 5 mod 2 ) );
MyDest.X := MyDest.X + 10;
end else if T > 0 then begin
DrawSprite( OtherFX_Sprite , MyDest , 6 + ( Animation_Phase div 5 mod 2 ) );
MyDest.X := MyDest.X + 10;
end;
end;
for t := 1 to Num_Status_FX do begin
if NAttValue( Part^.NA , NAG_StatusEffect , T ) <> 0 then begin
DrawSprite( STatusFX_Sprite , MyDest , (( T - 1 ) * 2 ) + ( Animation_Phase div 5 mod 2 ) );
MyDest.X := MyDest.X + 10;
end;
end;
end;
Procedure LocationInfo( Part: GearPtr; gb: GameBoardPtr );
{ Display location info for this part, if it is on the map. }
{ This procedure is meant to be called after a GearInfo call, }
{ since it assumes that ZX1,ZY1...etc will have been set up }
{ properly beforehand. }
var
MyDest: TSDL_Rect;
n: Integer;
begin
if ( GB <> Nil ) and OnTheMap( Part ) and IsMasterGear( Part ) and ( Part^.G <> GG_Prop ) then begin
{ Props are master gears, but they don't get location info. }
MyDest.Y := CDest.Y + 16;
MyDest.X := CZone.X + ( CZone.W div 8 );
DrawSprite( Module_Sprite , MyDest , 144 + ( NAttValue( Part^.NA , NAG_Location , NAS_D ) + 1 ) mod 8 );
n := mekAltitude( GB , Part ) + 3;
if N < 0 then n := 0
else if N > 8 then n := 8;
MyDest.Y := CDest.Y;
MyDest.X := CZone.X + ( CZone.W div 8 ) + 15;
DrawSprite( Altimeter_Sprite , MyDest , N );
N := NAttValue( Part^.Na , NAG_Action , NAS_MoveAction );
if N = NAV_FullSpeed then begin
N := ( Animation_Phase div 2 ) mod 4 + 6;
end else if ( N <> NAV_Stop ) and ( N <> NAV_Hover ) then begin
N := ( Animation_Phase div 3 ) mod 4 + 2;
end else if BaseMoveRate( Part ) > 0 then begin
N := 1;
end else begin
N := 0;
end;
MyDest.Y := CDest.Y;
MyDest.X := CZone.X + ( CZone.W div 8 ) - 24;
DrawSprite( Speedometer_Sprite , MyDest , N );
end else if SAttValue( Part^.SA , 'SDL_SPRITE' ) <> '' then begin
MyDest.Y := CDest.Y - 12;
MyDest.X := CZone.X + ( CZone.W div 8 ) - 8;
DrawSprite( ConfirmSprite( SAttValue( Part^.SA , 'SDL_SPRITE' ) , SAttValue( Part^.SA , 'SDL_COLORS' ) , 64 , 64 ) , MyDest , ( Animation_Phase div 10 ) mod 8 );
end;
end;
Procedure MekStatDisplay( Mek: GearPtr; GB: GameBoardPtr; LongForm: Boolean );
{ Display the stats for MEK. }
{ MEK absolutely must be a valid mecha; otherwise }
{ there's gonna be a strange display. }
var
msg: String;
MM,A,B,CurM,MaxM: Integer;
MD: GearPtr;
C: TSDL_Color;
MyDest: TSDL_Rect;
begin
{ General mecha information - Name, mass, maneuver }
AI_Title( GearName(Mek) , InfoHilight );
{ Draw the status diagram for this mek. }
DisplayModules( Mek, CDest );
LocationInfo( Mek , GB );
{ Print MV, TR, and SN. }
AI_PrintFromRight( 'MV:' + SgnStr(MechaManeuver(Mek)) , ( CZone.W * 3 ) div 4 , InfoGreen );
AI_NextLine;
AI_PrintFromRight( 'TR:' + SgnStr(MechaTargeting(Mek)) , ( CZone.W * 3 ) div 4 , InfoGreen );
AI_NextLine;
AI_PrintFromRight( 'SE:' + SgnStr(MechaSensorRating(Mek)) , ( CZone.W * 3 ) div 4 , InfoGreen );
AI_NextLine;
MyDest := CDest;
MyDest.X := ( CZone.W * 3 ) div 4 + CZone.X - 12;
DisplayStatusFX( Mek, MyDest );
CDest.Y := CZone.Y + 50 + TTF_FontLineSkip( Game_Font );
if LongForm then AI_NextLine;
{ Pilot Information - Name, health, rank }
MD := LocatePilot( Mek );
if MD <> Nil then begin
{ Pilot's name - Left Justified. }
msg := GearName( MD );
{ Color determined by exhaustion. }
A := CharCurrentMental( MD );
B := CharCurrentStamina( MD );
if ( A=0 ) and ( B=0 ) then begin
C := StatusBad;
end else if ( A=0 ) or ( B=0 ) then begin
C := StatusFair;
end else begin
C := NeutralGrey;
end;
AI_PrintFromRight( msg , 2 , C );
AI_PrintFromLeft( BStr( GearCurrentDamage( MD ) ) + 'HP' , ( CZone.W * 3 ) div 4 , HitsColor( MD ) );
AI_NextLine;
end;
{ Movement information. }
MM := NAttValue( Mek^.NA , NAG_Action , NAS_MoveMode );
if MM > 0 then begin
msg := MoveModeName[ MM ];
msg := msg + ' (' + BStr( Speedometer( Mek ) ) + 'dpr)';
end else msg := 'Immobile';
AI_SmallTitle( msg , InfoGreen );
if Longform then begin
AI_SmallTitle( MassString( Mek ) + ' ' + FormName[Mek^.S] + ' PV:' + BStr( GearValue( Mek ) ) , InfoHilight );
{ Encumbrance information. }
{ Get the current mass of carried equipment. }
CurM := EquipmentMass( Mek );
{ Get the maximum mass that can be carried before encumbrance penalties are incurred. }
MaxM := ( GearEncumberance( Mek ) * 2 ) - 1;
AI_PrintFromRight( 'Enc:' , ( CZone.W * 13 ) div 16 - TextLength( Info_Font , 'Enc:' + BStr( CurM div 2 ) + '.' + BStr( ( CurM mod 2 ) * 5 ) + '/' + BStr( ( MaxM ) div 2 ) + '.' + BStr( ( ( MaxM ) mod 2 ) * 5 ) + 't' ) - 24 , InfoGreen );
AI_PrintFromRight( BStr( CurM div 2 ) + '.' + BStr( ( CurM mod 2 ) * 5 ) + '/' + BStr( ( MaxM ) div 2 ) + '.' + BStr( ( ( MaxM ) mod 2 ) * 5 ) + 't' , ( CZone.W * 13 ) div 16 - TextLength( Info_Font , BStr( CurM div 2 ) + '.' + BStr( ( CurM mod 2 ) * 5 ) + '/' + BStr( ( MaxM ) div 2 ) + '.' + BStr( ( ( MaxM ) mod 2 ) * 5 ) + 't' ) - 24 , EnduranceColor( ( MaxM + 1 ) , ( MaxM + 1 ) - CurM ) );
end;
end;
Procedure CharacterInfo( Part: GearPtr; GB: GameBoardPtr; LongForm: Boolean );
{ This gear is a character. Print a list of stats and skills. }
var
T,TT,Width,S,CurM,MaxM: Integer;
C: TSDL_Color;
MyDest: TSDL_Rect;
begin
{ Show the character's name and health status. }
AI_Title( GearName(Part) , InfoHilight );
DisplayModules( Part, CDest );
LocationInfo( Part , GB );
{ Print HP, ME, and SP. }
AI_PrintFromRight( 'HP:' , ( CZone.W * 13 ) div 16 - TextLength( Info_Font , 'HP:' ) - 2 , InfoGreen );
AI_PrintFromRight( BStr( GearCurrentDamage(Part)) + '/' + BStr( GearMaxDamage(Part)) , ( CZone.W * 13 ) div 16 , HitsColor( Part ) );
AI_NextLine;
AI_PrintFromRight( 'St:' , ( CZone.W * 13 ) div 16 - TextLength( Info_Font , 'St:' ) - 2 , InfoGreen );
AI_PrintFromRight( BStr( CharCurrentStamina(Part)) + '/' + BStr( CharStamina(Part)) , ( CZone.W * 13 ) div 16 , EnduranceColor( CharStamina(Part) , CharCurrentStamina(Part) ) );
AI_NextLine;
AI_PrintFromRight( 'Me:' , ( CZone.W * 13 ) div 16 - TextLength( Info_Font , 'Me:' ) - 2 , InfoGreen );
AI_PrintFromRight( BStr( CharCurrentMental(Part)) + '/' + BStr( CharMental(Part)) , ( CZone.W * 13 ) div 16 , EnduranceColor( CharMental(Part) , CharCurrentMental(Part) ) );
AI_NextLine;
MyDest := CDest;
MyDest.X := ( CZone.W * 3 ) div 4 + CZone.X - 12;
DisplayStatusFX( Part, MyDest );
CDest.Y := CZone.Y + 50 + TTF_FontLineSkip( Game_Font );
if LongForm then AI_NextLine;
{ Determine the spacing for the character's stats. }
Width := CZone.W div 4;
{ Show the character's stats. }
for t := 1 to ( NumGearStats div 4 ) do begin
for tt := 1 to 4 do begin
AI_PrintFromRight( StatName[ T * 4 + TT - 4 ][1] + StatName[ T * 4 + TT - 4 ][2] + ':' , ( TT-1 ) * Width + 1 , InfoGreen );
{ Determine the stat value. This may be higher or lower than natural... }
S := CStat( Part , T * 4 + TT - 4 );
if S > Part^.Stat[ T * 4 + TT - 4 ] then C := StatusPerfect
else if S < Part^.Stat[ T * 4 + TT - 4 ] then C := StatusBad
else C := StatusOK;
AI_PrintFromLeft( BStr( S ) , TT * Width -5 , C );
end;
AI_NextLine;
end;
{ Encumbrance information. }
if Longform then begin
{ Get the current mass of carried equipment. }
CurM := EquipmentMass( Part );
{ Get the maximum mass that can be carried before encumbrance penalties are incurred. }
MaxM := ( GearEncumberance( Part ) * 2 ) - 1;
AI_PrintFromRight( 'Enc:' , 1 , InfoGreen );
AI_PrintFromRight( BStr( CurM div 2 ) + '.' + BStr( ( CurM mod 2 ) * 5 ) + '/' + BStr( ( MaxM ) div 2 ) + '.' + BStr( ( ( MaxM ) mod 2 ) * 5 ) + 'kg' , 36 , EnduranceColor( ( MaxM + 1 ) , ( MaxM + 1 ) - CurM ) );
end;
end;
Procedure MiscInfo( Part: GearPtr );
{ Display info for any gear that doesn't have its own info }
{ procedure. }
var
N: LongInt;
msg: String;
AI_Dest: TSDL_Rect;
begin
{ Show the part's name. }
AI_Title( GearName(Part) , InfoHilight );
{ Display the part's armor rating. }
N := GearCurrentArmor( Part );
if N > 0 then msg := '[' + BStr( N )
else msg := '[-';
msg := msg + '] ';
AI_PrintFromRight( msg , 1 , ArmorColor( Part ) );
{ Display the part's damage rating. }
N := GearCurrentDamage( Part );
if N > 0 then msg := BStr( N )
else msg := '-';
AI_PrintFromRight( msg + ' DP' , CZone.W div 2 , HitsColor( Part ) );
N := ( Int64(GearMass( Part )) + 1 ) div 2;
if N > 0 then AI_PrintFromLeft( MassString( Part ) , CZone.W - 1 , InfoGreen );
if Part^.G < 0 then begin
AI_NextLine;
AI_PrintFromRight( Bstr( Part^.G ) + ',' + BStr( Part^.S ) + ',' + BStr( Part^.V ) , CZone.W div 2 , StdWhite );
end;
AI_Dest := CZone;
AI_Dest.X := AI_Dest.X + 10;
AI_Dest.Y := CDest.Y + TTF_FontLineSkip( Info_Font ) + 10;
AI_Dest.W := AI_Dest.W - 20;
AI_Dest.H := AI_Dest.H - ( CDest.Y - CZone.Y ) - 20 - TTF_FontLineSkip( Info_Font );
GameMsg( ExtendedDescription( Part ) , AI_Dest , InfoGreen );
end;
Procedure SetInfoZone( var Z: TSDL_Rect );
{ Copy the provided coordinates into this unit's global }
{ variables, then draw a nice little border and clear the }
{ selected area. }
begin
{ Copy the dimensions provided into this unit's global variables. }
CZone := Z;
CDest := Z;
{ClrZone( Z );}
end;
Procedure RepairFuelInfo( Part: GearPtr );
{ Display info for any gear that doesn't have its own info }
{ procedure. }
var
N: LongInt;
begin
{ Show the part's name. }
AI_Title( GearName(Part) , InfoHilight );
N := GearMass( Part );
if N > 0 then AI_PrintFromLeft( MassString( Part ) , CZone.W - 1 , InfoGreen );
AI_NextLine;
AI_SmallTitle( SkillMan[ Part^.S ].Name , BrightYellow );
AI_SmallTitle( BStr( Part^.V ) + ' DP' , InfoGreen );
end;
Procedure GearInfo( Part: GearPtr; var Z: TSDL_Rect; BorColor: TSDL_Color; GB: GameBoardPtr );
{ Display some information for this gear inside the screen area }
{ X1,Y1,X2,Y2. }
begin
SetInfoZone( Z );
{ Error check }
{ Note that we want the area cleared, even in case of an error. }
if Part = Nil then exit;
{ Depending upon PART's type, branch to an appropriate procedure. }
case Part^.G of
GG_Mecha: MekStatDisplay( Part , GB, True );
GG_Character: CharacterInfo( Part , GB, True );
GG_RepairFuel: RepairFuelInfo( Part );
else MiscInfo( Part );
end;
end;
Procedure DisplayPCInfo( Part: GearPtr; GB: GameBoardPtr );
{ Show some stats for whatever sort of thing PART is. }
begin
{ All this procedure does is call the ArenaInfo unit procedure }
{ with the dimensions of the Info Zone. }
CZone := ZONE_PCInfo;
CDest := ZONE_PCInfo;
{ Error check }
if Part = Nil then exit;
{ Depending upon PART's type, branch to an appropriate procedure. }
case Part^.G of
GG_Mecha: MekStatDisplay( Part , GB, False );
GG_Character: CharacterInfo( Part , GB, False );
end;
end;
Procedure DisplayTargetInfo( Part: GearPtr; gb: GameBoardPtr; Z: DynamicRect );
{ Show some stats for whatever sort of thing PART is. }
var
MyRect: TSDL_Rect;
begin
{ All this procedure does is call the ArenaInfo unit procedure }
{ with the dimensions of the provided Zone. }
MyRect := Z.GetRect();
GearInfo( Part , MyRect , TeamColor( GB , Part ) , GB );
end;
Function PortraitName( NPC: GearPtr ): String;
{ Return a name for this NPC's protrait. }
var
it,Criteria: String;
PList,P,P2: SAttPtr; { Portrait List. }
IsOld: Integer; { -1 for young, 0 for medium, 1 for old }
IsCharming: Integer; { -1 for low Charm, 0 for medium, 1 for high charm }
HasMecha: Boolean; { TRUE if NPC has a mecha, FALSE otherwise. }
{ Y Must have positive value }
{ N Must have negative valie }
{ - May have either value }
PisOK: Boolean;
begin
{ Error check - better safe than sorry, unless in an A-ha song. }
if NPC = Nil then Exit( '' );
{ Check the standard place first. If no portrait is defined, }
{ grab one from the IMAGE/ directory. }
it := SAttValue( NPC^.SA , 'SDL_PORTRAIT' );
if (it = '') or not StringInList( it, Master_Portrait_List ) then begin
{ Create a portrait list based upon the character's gender. }
PList := DefaultPortraitList( NPC );
{ Filter the portrait list based on the NPC's traits. }
if NAttValue( NPC^.NA , NAG_CharDescription , NAS_DAge ) < 6 then begin
IsOld := -1;
end else if NAttValue( NPC^.NA , NAG_CharDescription , NAS_DAge ) > 15 then begin
IsOld := 1;
end else IsOld := 0;
if NPC^.Stat[ STAT_Charm ] < 10 then begin
IsCharming := -1;
end else if NPC^.Stat[ STAT_Charm ] >= 15 then begin
IsCharming := 1;
end else IsCharming := 0;
HasMecha := SAttValue( NPC^.SA, 'MECHA' ) <> '';
P := PList;
while P <> Nil do begin
P2 := P^.Next;
Criteria := RetrieveBracketString( P^.Info );
PisOK := True;
if Length( Criteria ) >= 3 then begin
{ Check youth. }
Case Criteria[1] of
'O': PisOK := IsOld > 0;
'Y': PisOK := IsOld < 0;
'A': PisOK := IsOld > -1;
'J': PisOK := IsOld < 1;
end;
{ Check charm. }
if PisOK then Case Criteria[2] of
'C': PisOK := IsCharming > 0;
'U': PisOK := IsCharming < 0;
'P': PisOK := IsCharming < 1;
'A': PisOK := IsCharming > -1;
end;
{ Check mecha. }
if PisOK then Case Criteria[3] of
'Y': PisOK := HasMecha;
'N': PisOK := not HasMecha;
end;
end;
if not PisOK then RemoveSAtt( PList , P );
P := P2;
end;
{ As long as we found some appropriate files, select one of them }
{ randomly and save it for future reference. }
if PList <> Nil then begin
it := SelectRandomSAtt( PList )^.Info;
DisposeSAtt( PList );
SetSAtt( NPC^.SA , 'SDL_PORTRAIT <' + it + '>' );
end;
end;
PortraitName := it;
end;
Procedure DrawPortrait( GB: GameBoardPtr; NPC: GearPtr; MyDest: TSDL_Rect; WithBackground: Boolean );
{ Draw this character's portrait in the requested area. }
{ Note that if we have a pet rather than a character, }
{ draw its sprite instead. }
var
SS: SensibleSpritePtr;
begin
if NAttValue( NPC^.NA, NAG_CharDescription, NAS_Sentience ) = NAV_IsCharacter then begin
if WithBackground then DrawSprite( Backdrop_Sprite , MyDest , 0 );
SS := ConfirmSprite( PortraitName( NPC ) , TeamColorString( GB , NPC ) , 100 , 150 );
DrawSprite( SS , MyDest , 0 );
end else begin
MyDest.X := MyDest.X + 18;
MyDest.Y := MyDest.Y + 43;
SS := ConfirmSprite( GearSpriteName(Nil,NPC) , TeamColorString( GB , NPC ) , 64 , 64 );
if SS <> Nil then DrawSprite( SS , MyDest , Animation_Phase div 5 mod 8 );
end;
end;
Procedure DisplayInteractStatus( GB: GameBoardPtr; NPC: GearPtr; React,Endurance: Integer );
{ Show the needed information regarding this conversation. }
var
msg,job: String;
MyDest: TSDL_Rect;
T,RStep: Integer;
SS: SensibleSpritePtr;
begin
MyDest := ZONE_InteractStatus.GetRect();
SetInfoZone( MyDest );
CHAT_React := React;
CHAT_Endurance := Endurance;
{ First the name, then the description. }
AI_Title( GearName( NPC ) , InfoHiLight );
AI_Title( JobAgeGenderDesc( NPC ) , InfoGreen );
{ Prepare to draw the reaction indicators. }
{ClrZone( ZONE_InteractInfo.GetRect() );}
MyDest := ZONE_InteractInfo.GetRect();
MyDest.Y := MyDest.Y + ( MyDest.H - 32 ) div 4;
MyDest.X := MyDest.X + ( MyDest.H - 32 ) div 4;
for t := 0 to 3 do begin
DrawSprite( INTERACT_SPRITE , MyDest , t );
MyDest.X := MyDest.X + 4;
end;
{ Calculate how many 4-pixel-wide measures we can show in the zone, }
{ to indicate a Reaction of 100. }
RStep := 400 div ( ZONE_InteractInfo.W - ZONE_InteractInfo.H + 16 );
if RStep < 1 then RStep := 1;
{ Draw the reaction indicators. }
if React > 0 then begin
for t := 0 to ( React * ( ZONE_InteractInfo.W - ZONE_InteractInfo.H + 16 ) div 400 ) do begin
DrawSprite( INTERACT_SPRITE , MyDest , 8 );
MyDest.X := MyDest.X + 4;
end;
end else if React < 0 then begin
for t := 0 to ( Abs( React ) * ( ZONE_InteractInfo.W - ZONE_InteractInfo.H + 16 ) div 400 ) do begin
DrawSprite( INTERACT_SPRITE , MyDest , 9 );
MyDest.X := MyDest.X + 4;
end;
end else begin
DrawSprite( INTERACT_SPRITE , MyDest , 10 );
end;
MyDest := ZONE_InteractInfo.GetRect();
MyDest.Y := MyDest.Y + MyDest.H div 2 + ( MyDest.H - 32 ) div 4;
MyDest.X := MyDest.X + ( MyDest.H - 32 ) div 4;
for t := 4 to 7 do begin
DrawSprite( INTERACT_SPRITE , MyDest , t );
MyDest.X := MyDest.X + 4;
end;
if Endurance > 5 then begin
RStep := 11;
end else if Endurance > 2 then begin
RStep := 12;
end else begin
RStep := 13;
end;
for t := 1 to ( Endurance * ( ZONE_InteractInfo.W - ZONE_InteractInfo.H + 16 ) div 40 ) do begin
DrawSprite( INTERACT_SPRITE , MyDest , RStep );
MyDest.X := MyDest.X + 4;
end;
{ Draw the portrait. }
DrawPortrait( GB, NPC, ZONE_InteractPhoto.GetRect(), True );
end;
Procedure QuickWeaponInfo( Part: GearPtr );
{ Provide quick info for this weapon in the MENU2 zone. }
begin
if Part = Nil then exit;
{ Display the weapon description. }
CMessage( GearName( Part ) + ' ' + WeaponDescription( Part ) , ZONE_Menu1.GetRect() , InfoGreen );
end;
Procedure CharacterDisplay( PC: GearPtr; GB: GameBoardPtr; DZone: DynamicRect );
{ Display the important stats for this PC in the specified zone. }
var
msg,job: String;
T,R,FID: Integer;
S: LongInt;
C: TSDL_Color;
X0,X1,Y0: Integer;
Mek: GearPtr;
MyZone,MyDest: TSDL_Rect;
SS: SensibleSpritePtr;
begin
{ Begin with one massive error check... }
if PC = Nil then Exit;
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if PC = Nil then Exit;
MyZone := DZone.GetRect();
SetInfoZone( MyZone );
AI_Title( GearName( PC ) , InfoHilight );
AI_Title( JobAgeGenderDesc( PC ) , InfoGreen );
AI_NextLine;
{ Record the current Y position- we'll be coming back here later. }
Y0 := CDest.Y;
MyDest.Y := CDest.Y;
X0 := MyZone.X + ( MyZone.W div 3 );
for t := 1 to NumGearStats do begin
{ Find the adjusted stat value for this stat. }
S := CStat( PC , T );
R := ( S + 2 ) div 3;
if R > 7 then R := 7;
{ Determine an appropriate color for the stat, depending }
{ on whether its adjusted value is higher or lower than }
{ the basic value. }
if S > PC^.Stat[ T ] then C := InfoHilight
else if S < PC^.Stat[ T ] then C := StatusBad
else C := InfoGreen;
{ Do the output. }
MyDest.X := MyZone.X + 10;
QuickText( StatName[ T ] , MyDest , NeutralGrey );