-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCharacter.pas
794 lines (659 loc) · 24.8 KB
/
Character.pas
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
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
(*
Copyright (C) 2024 Jeffrey Getzin.
Licensed under the GNU General Public License v3.0 with additional terms.
See the LICENSE file in the repository root for details.
*)
[Inherit ('Types','SYS$LIBRARY:Starlet','Librtl','SmgRtl','StrRtl')]Module Character_Editor;
Const
ZeroOrd = Ord('0');
Up_Arrow = CHR(18); Down_Arrow = CHR(19);
Left_Arrow = CHR(20); Right_Arrow = CHR(21);
Type
Category_Type = Array [1..29] of Packed Array [1..16] of Char;
Age_Class_Type = Array [Age_Type] of Packed Array [1..16] of Char;
Var
ScreenDisplay,Keyboard: [External]Unsigned;
Spell: [External]Array [Spell_Name] of Varying [4] of Char;
StatusName: [External]Array [Status_Type] of Varying [14] of char;
ClassName: [External]Array [Class_Type] of Varying [13] of char;
AlignName: [External]Array [Align_Type] of Packed Array [1..7] of char;
RaceName: [External]Array [Race_Type] of Packed Array [1..12] of char;
SexName: [External]Array [Sex_Type] of Packed Array [1..11] of char;
AbilName: [External]Array [1..7] of Packed Array [1..12] of char;
Char_File: [External]Character_File; { TODO: Use methods in Files.pas }
Item_List: [External]List_of_Items;
Cat: Category_Type;
Age_Class: Age_Class_Type;
Value
Cat[1]:='Character Number'; Cat[2]:='Name';
Cat[3]:='Sex'; Cat[4]:='Race';
Cat[5]:='Alignment'; Cat[6]:='Class';
Cat[7]:='Previous Class'; Cat[8]:='Age';
Cat[9]:='Strength'; Cat[10]:='Intelligence';
Cat[11]:='Wisdom'; Cat[12]:='Dexterity';
Cat[13]:='Constitution'; Cat[14]:='Charisma';
Cat[15]:='Luck'; Cat[16]:='Gold';
Cat[17]:='Experience'; Cat[18]:='Level';
Cat[19]:='Previous Level'; Cat[20]:='Lock Status';
Cat[21]:='Current HP'; Cat[22]:='Max HP';
Cat[23]:='Armor Class'; Cat[24]:='Status';
Cat[25]:='# of items'; Cat[26]:='Items';
Cat[27]:='Spells'; Cat[28]:='Age Status';
Cat[29]:='Psionics';
Age_Class[YoungAdult]:='Young Adult';
Age_Class[Mature]:='Mature';
Age_Class[MiddleAged]:='Middle Aged';
Age_Class[Old]:='Old';
Age_Class[Venerable]:='Venerable';
Age_Class[Croak]:='Croak';
[External]Function Make_Choice (Choices: Char_Set; Time_Out: Integer:=-1; Time_Out_Char: Char:=' '): Char;External;
[External]Procedure Delay (Seconds: Real);External;
[External]Procedure Cursor;External;
[External]Procedure No_Cursor;External;
[External]Function String(Num: Integer; Len: Integer:=0):Line;external;
[External]Function Get_Num (Display: Unsigned): Integer;External;
[External]Procedure No_Controly;External;
[External]Procedure Controly;External;
[External]Function Read_Items: [Volatile]List_of_Items;External;
(******************************************************************************)
Procedure Home;
Begin
SMG$Erase_Display (ScreenDisplay);
SMG$Home_Cursor (ScreenDisplay);
End;
(******************************************************************************)
Procedure Print_Edit_Roster (Roster: Roster_Type);
Var
Loop: Integer;
T: Line;
Begin
Home;
SMG$Put_Line (ScreenDisplay,' Roster of Characters',1,1);
SMG$Put_Line (ScreenDisplay,' #) Name Class Level Status');
For Loop:=1 to 20 do
Begin
T:=String(Loop,2)+') '+Pad(Roster[Loop].Name,' ',20)+' '+AlignName[Roster[Loop].Alignment][1]+'-';
T:=T + Pad(ClassName[Roster[Loop].Class],' ',13)+' '+String(Roster[Loop].Level,3)+' ';
T:=T + StatusName[Roster[Loop].Status];
SMG$Put_line (ScreenDisplay,T);
End;
End;
(******************************************************************************)
Function Get_Item_Number (Current_Item_Num: Integer): [Volatile]Integer;
Var
Temp: Integer;
Begin
SMG$Put_Line (ScreenDisplay,'Enter a number between 0 and 250. ');
SMG$Put_Chars (ScreenDisplay,'--->');
Temp:=Get_Num (ScreenDisplay);
If (Temp>-1) and (Temp<251) then
Get_Item_Number:=Temp
Else
Get_Item_Number:=Current_Item_Num;
End;
(******************************************************************************)
Procedure Edit_Character_Item (Var Item: Equipment_Type);
Var
Answer: Char;
Options: Char_Set;
Bool_String: Array[Boolean] of Line;
Begin
Bool_String[False]:='No'; Bool_String[True]:='Yes';
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Edit which field?');
SMG$Put_Line (ScreenDisplay,'-----------------');
SMG$Put_Line (ScreenDisplay,'C)ursed = '+Bool_String[Item.Cursed]);
SMG$Put_Line (screenDisplay,'U)sable = '+Bool_String[Item.Usable]);
SMG$Put_Line (screenDisplay,'E)quipped = '+Bool_String[Item.isEquipped]);
SMG$Put_Line (screenDisplay,'I)dentified = '+Bool_String[Item.Ident]);
SMG$Put_Line (screenDisplay,'N)umber = '+String(Item.Item_Num)+' ('+Item_List[Item.Item_Num].True_Name+')');
SMG$End_Display_Update (ScreenDisplay);
Options:=['C','U','E','I','N',CHR(32)];
Answer:=Make_Choice(Options);
Case Answer of
'C': Item.Cursed:=Not Item.Cursed;
'U': Item.Usable:=Not Item.Usable;
'E': Item.isEquipped:=Not Item.isEquipped;
'I': Item.Ident:=Not Item.Ident;
'N': Item.Item_Num:=Get_Item_Number (Item.Item_Num);
' ': ;
End;
End;
Until Answer=CHR(32);
End;
(******************************************************************************)
Procedure Edit_Psionics (Var Character: Character_Type);
Var
Num: Integer;
Answer: Char;
Options: Char_Set;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Edit which field?');
SMG$Put_Line (ScreenDisplay,'-----------------');
SMG$Put_Line (ScreenDisplay,'R)egeneration = '+String (Character.Regenerate));
SMG$Put_Line (ScreenDisplay,'S)ecret detection = '+String (Character.DetectSecret));
SMG$Put_Line (ScreenDisplay,'T)Trap and Special detection = '+String (Character.DetectTrap));
SMG$End_Display_Update (ScreenDisplay);
Options:=['R','S','T',CHR(32)];
Answer:=Make_Choice(Options);
If Answer<>CHR(32) then
Begin
SMG$Put_Chars (ScreenDisplay,'--->');
Num:=Get_Num (ScreenDisplay);
Case Answer of
'R': Character.Regenerates:=Num;
'S': Character.DetectSecret:=Num;
'T': Character.DetectTrap:=Num;
End;
End;
End;
Until Answer=CHR(32);
Character.Psionics:=(Character.DetectTrap<>0) or (Character.DetectSecret<>0) or (Character.Regenerate<>0);
End;
(******************************************************************************)
Procedure Print_Item_Line (Character: Character_Type; Pos: Integer);
Var
Item: Item_Record;
Begin
Item:=Item_List[Character.Item[Pos].Item_Num];
SMG$Put_Line (ScreenDisplay,String(Pos)+') '+Item.True_Name);
End;
(******************************************************************************)
[Global]Procedure Change_Character_Items (Var Character: Character_Type);
Var
i: Integer;
Options: Char_Set;
Answer: Char;
Begin
Repeat
Begin
item_list := Read_Items; { Get the latest items }
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Edit which item?');
SMG$Put_Line (ScreenDisplay,'----------------');
For i:=1 to Character.No_of_Items do
Print_Item_Line (Character, i);
SMG$Put_Line (ScreenDisplay,'1-' + CHR(Character.No_of_Items + ZeroOrd) + ', <SPACE> exits');
SMG$End_Display_Update(ScreenDisplay);
Options:=['1'..CHR(Character.No_of_Items + ZeroOrd),CHR(32)];
Answer:=Make_Choice (Options);
If Answer<>CHR(32) then
Begin
i:=ORD(answer)-ZeroOrd;
Edit_Character_Item (Character.Item[i]);
End;
End;
Until Answer=CHR(32);
End;
(******************************************************************************)
Procedure Change_Screen1 (Number: Integer; Var Character: Character_Type);
Var
Options: Char_Set;
Num,Loop: Integer;
Answer: Char;
T,Strng: Line;
Begin
Loop:=0;
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Home_Cursor (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Character #'+String(Number,3));
SMG$Put_Line (ScreenDisplay,'--------------');
For Loop:=1 to 15 do
Begin
T:=CHR(Loop + 64)+' '+Cat[Loop]+': ';
Case Loop of
1: T:=T + String(Number);
2: T:=T + Character.Name;
3: T:=T + SexName[Character.Sex];
4: T:=T + RaceName[Character.Race];
5: T:=T + AlignName[Character.Alignment];
6: T:=T + ClassName[Character.Class];
7: T:=T + ClassName[Character.PreviousClass];
8: T:=T + String((Character.Age div 365));
9: T:=T + String(Character.Abilities[1],2);
10: T:=T + String(Character.Abilities[2],2);
11: T:=T + String(Character.Abilities[3],2);
12: T:=T + String(Character.Abilities[4],2);
13: T:=T + String(Character.Abilities[5],2);
14: T:=T + String(Character.Abilities[6],2);
15: T:=T + String(Character.Abilities[7],2);
End;
SMG$Put_Line (ScreenDisplay, T);
End;
SMG$End_Display_Update(ScreenDisplay);
Options:=['A'..'O',' '];
Answer:=Make_Choice(Options);
Case Ord(Answer)-64 of
2: Begin
SMG$Set_Cursor_ABS (ScreenDisplay,18,1);
SMG$Put_Line (ScreenDisplay,'Enter a string of up to 20 characters');
Cursor;
SMG$Read_String (Keyboard,Strng,'--->',Display_Id:=ScreenDisplay);
No_Cursor;
If Strng.Length > 20 then
Strng:=Substr (Strng,1,20);
Character.Name:=Strng;
End;
3: If Character.Sex=Androgynous then
Character.Sex:=Male
Else
Character.Sex:=Succ(Character.Sex);
4: If Character.Race=Numenorean then
Character.Race:=Human
Else
Character.Race:=Succ(Character.Race);
5: If Character.Alignment=Evil then
Character.Alignment:=Good
Else
Character.Alignment:=Succ(Character.Alignment);
6: If Character.Class=Barbarian then
Character.Class:=NoClass
Else
Character.Class:=Succ(Character.Class);
7: If Character.PreviousClass=Barbarian then
Character.PreviousClass:=NoClass
Else
Character.PreviousClass:=Succ(Character.PreviousClass);
8..15: Begin
SMG$Set_Cursor_ABS (ScreenDisplay,18,1);
SMG$Put_Line (ScreenDisplay,'Enter an integer.');
SMG$Put_Chars (ScreenDisplay,'--->',19,1);
Num:=Get_Num(ScreenDisplay);
Case Ord(Answer)-64 of
8: Character.Age:=Num*365;
9..15: If (Num>2) and (Num<26) then
Character.Abilities[Ord(answer)-72]:=Num;
End;
End;
End;
End;
Until Answer=' ';
End;
(******************************************************************************)
Procedure Print_Spell (Book: Spell_Set; Column,Cursor: Spell_Name; X,Y: Integer);
Var
R: Unsigned;
Begin
R:=0;
If Column in Book then R:=R + 1;
If Column=Cursor then R:=R + 2;
SMG$Put_Chars (ScreenDisplay,Spell[Column],Y,X,,R);
End;
(******************************************************************************)
Procedure Print_Book (Book: Spell_Set; Cursor: Spell_Name);
Var
Column: Spell_Name;
X,Y: Integer;
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
X:=1; Y:=1;
For Column:=MIN_SPELL_NAME to Heal do
Begin
Print_Spell (Book,Column,Cursor,X,Y);
Y:=Y + 1;
End;
X:=20; Y:=1;
For Column:=Harm to Dubl do
Begin
Print_Spell (Book,Column,Cursor,X,Y);
Y:=Y + 1;
End;
X:=40; Y:=1;
For Column:=Succ(DuBl) to MAX_SPELL_NAME do
Begin
Print_Spell (Book,Column,Cursor,X,Y);
Y:=Y + 1;
End;
SMG$End_Display_Update (ScreenDisplay);
End;
(******************************************************************************)
Procedure Edit_Book (Var Book: Spell_Set);
Var
Cursor: Spell_Name;
Key: Char;
Begin
Cursor:=CrLt;
Repeat
Begin
Print_Book (Book,Cursor);
Key:=Make_Choice ([Up_arrow,Down_Arrow,' ',CHR(13)]);
Case Key of
Up_Arrow: If Cursor=MIN_SPELL_NAME then
Cursor:=MAX_SPELL_NAME
Else
Cursor:=Pred(Cursor);
Down_Arrow: If Cursor=MAX_SPELL_NAME then
Cursor:=MIN_SPELL_NAME
Else
Cursor:=Succ(Cursor);
' ': If Cursor in Book then
Book:=Book-[Cursor]
Else
Book:=Book+[Cursor];
CHR(13): ;
End;
End;
Until Key=CHR(13);
End;
(******************************************************************************)
Procedure Edit_Spell_Book (Var Character: Character_Type);
Var
Leave: Boolean;
Begin
Leave:=False;
Repeat
Begin
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Edit: W)izard spells, C)leric spells, or L)eave');
Case Make_Choice(['W','C','L']) of
'L': Leave:=True;
'W': Edit_Book (Character.Wizard_Spells);
'C': Edit_Book (Character.Cleric_Spells);
End;
End;
Until Leave;
End;
(******************************************************************************)
Procedure Print_Spell_Points (Character: Character_Type; PosX,PosY: Integer);
Var
Y,Y1,X: Integer;
T: Line;
R: Unsigned;
Begin
For Y:=1 to 2 do
Begin
If Y=1 then T:='Cleric /'
Else T:='Wizard /';
SMG$Put_Chars (ScreenDisplay,T);
For X:=1 to 9 do
Begin
If (X=PosX) and (Y=PosY) then
R:=2 { TODO: Calculate using SMG constants for clarity }
Else
R:=0;
Y1:=Y;
SMG$Put_Chars (ScreenDisplay,String(Character.SpellPoints[Y,X]),Y1,7+(X*2),,R);
SMG$Put_Chars (ScreenDisplay,'/');
End;
SMG$Put_Line (ScreenDisplay,'');
End;
End;
(******************************************************************************)
Procedure Edit_Spell_Points (Var Character: Character_Type);
Var
PosX,PosY: Integer;
Answer: Char;
Begin
PosX:=1; PosY:=1;
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
Print_Spell_Points (Character,PosX,PosY);
SMG$End_Display_Update (ScreenDisplay);
Answer:=Make_Choice(['+','-',Up_Arrow,Down_Arrow,Left_Arrow,Right_Arrow,' ']);
Case Answer of
Left_Arrow: Begin
PosX:=PosX-1;
If PosX<1 then PosX:=9;
End;
Right_Arrow: Begin
PosX:=PosX + 1;
If PosX>9 then PosX:=1;
End;
Up_Arrow,Down_Arrow: If PosY=1 then
PosY:=2
Else
PosY:=1;
'+': Character.SpellPoints[PosY,PosX]:=Min(Character.SpellPoints[PosY,PosX] + 1, 9);
'-': Character.SpellPoints[PosY,PosX]:=Max(Character.SpellPoints[PosY,PosX] - 1, 0);
' ': ;
End;
End;
Until Answer=' ';
End;
(******************************************************************************)
Procedure Edit_Spells (Var Character: Character_Type);
Var
Leave: Boolean;
Begin
Leave:=False;
Repeat
Begin
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Edit: 1=Spell Book, 2=Spell Points, 0=Exit');
Case Make_Choice(['0','1','2']) of
'0': Leave:=True;
'1': Edit_Spell_Book (Character);
'2': Edit_Spell_Points (Character);
End;
End;
Until Leave;
End;
(******************************************************************************)
Procedure Change_Screen2 (Number: Integer; Var Character: Character_Type);
Var
T: Line;
Options: Char_Set;
Num,Loop: Integer;
Answer: Char;
Begin
Loop:=0;
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Character #'+String(Number,3));
SMG$Put_Line (ScreenDisplay,'--------------');
For Loop:=16 to 29 do
Begin
T:=CHR(Loop + 49)+' '+Cat[Loop]+': ';
Case Loop of
16: T:=T + String(Character.Gold);
17: T:=T + String(Trunc(Character.Experience));
18: T:=T + String(Character.Level);
19: T:=T + String(Character.Previous_Lvl);
20: If Character.Lock then
T:=T+'Out'
Else
T:=T+'In';
21: T:=T + String(Character.Curr_HP);
22: T:=T + String(Character.Max_HP);
23: T:=T + String(Character.Armor_Class);
24: T:=T + StatusName[Character.Status];
25: T:=T + String(Character.No_of_Items);
26: If Character.No_of_items=0 then
T:=T+'None'
Else
T:=T+'Type ''K'' to edit list';
27: T:=T+'Type ''L'' to edit list';
28: T:=T + Age_Class[Character.Age_Status];
29: If Character.Psionics then
T:=T+'Type ''N'' to edit'
Else
T:=T+'None';
End;
SMG$Put_Line (ScreenDisplay, T);
End;
SMG$End_Display_Update(ScreenDisplay);
Options:=['A'..'O',' '];
Answer:=Make_Choice(Options);
Case Ord(Answer)-49 of
26: Change_Character_Items (Character);
27: EDIT_SPELLS (Character);
29: If Not Character.Psionics then Character.Psionics:=True
Else EDIT_PSIONICS (Character);
16..19,21..23,25: Begin
SMG$Set_Cursor_ABS (ScreenDisplay,17,1);
SMG$Put_Line (ScreenDisplay,'Enter an integer.');
SMG$Put_Chars (ScreenDisplay,'--->',18,1);
Num:=Get_Num (ScreenDisplay);
Case Ord(Answer)-49 of
16: Character.Gold:=Num;
17: Character.Experience:=Num;
18: If ABS(Num)<32768 then Character.Level:=Num;
19: If ABS(Num)<32768 then Character.Previous_Lvl:=Num;
21: Character.Curr_HP:=Num;
22: Character.Max_HP:=Num;
23: If ABS(Num)<128 then Character.Armor_Class:=Num;
25: If (Num>-1) and (Num<9) then Character.No_of_items:=Num;
End;
End;
20: Character.Lock:=Not (Character.Lock);
24: If Character.Status=Poisoned then
Character.Status:=Healthy
Else
Character.Status:=Succ(Character.Status);
28: If Character.Age_Status=Croak then
Character.Age_Status:=YoungAdult
Else
Character.Age_Status:=Succ(Character.Age_Status);
End;
End;
Until Answer=' ';
End;
(******************************************************************************)
Procedure Change_Character (Number: Integer; Var Character: Character_Type);
Var
Answer: Char;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay, 'Character #'+String(Number)+' '+Character.Name);
SMG$Put_Line (ScreenDisplay, 'Which screen? (1 or 2, <SPACE> exits)');
SMG$End_Display_Update (ScreenDisplay);
Answer:=Make_Choice (['1','2',' ']);
If Answer='1' then
Change_Screen1 (Number,Character)
Else If Answer='2' then
Change_Screen2 (Number,Character);
End;
Until Answer=' ';
End;
(******************************************************************************)
[Global]Procedure Edit_Character (Var Roster: Roster_Type);
Var
Number: Integer;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay,' Edit Character',1,1);
Print_Edit_Roster (Roster);
SMG$End_Display_Update (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'Edit which character? (0 exits) ',23,1);
Number:=Get_Num (ScreenDisplay);
If (Number > 0) and (Number<21) then
Change_Character(Number,Roster[Number]);
End;
Until Number=0;
End;
(******************************************************************************)
Procedure Select_File (Var Done: Boolean; Var FileName: Line); { TODO: Move to Files.pas }
Var
Established: Boolean;
Dummy: Line;
Begin
Done:=False; Established:=False; Dummy:=''; FileName:='';
Repeat
Begin
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Enter the directory to be read. [RETURN] exits. Do NOT add the Character.dat');
SMG$Put_Line (ScreenDisplay,'NOTE: User can not be playing when characters are edited.');
Cursor;
SMG$Read_String (Keyboard, FileName, '--->',Display_Id:=ScreenDisplay);
No_Cursor;
STR$UPCASE(FileName,FileName);
If FileName.Length=0 then
Done:=True
Else
Begin
FileName:=FileName+'Character.Dat';
LIB$Find_File (FileName,Dummy,0);
Established:=(Dummy<>'');
If not Established then
Begin
SMG$Put_Line (ScreenDisplay,'Not found.');
Delay (2);
End;
End;
End;
Until Done or Established;
End;
(******************************************************************************)
[global]Procedure Read_Players_Roster (Var Done: Boolean; Var Roster: Roster_Type; FileName: Line); { TODO: Move to Files.pas }
Var
Loop: Integer;
Begin
Repeat
Open (Char_File,FileName,History:=OLD,Error:=CONTINUE,Sharing:=NONE)
Until (Status(Char_File)<>PAS$K_FILALROPE);
If Status(Char_File)=PAS$K_FILNOTFOU then
Begin
Done:=True;
SMG$Put_Line (ScreenDisplay,FileName+' not found...');
Delay(5);
End
Else If Status(Char_File)=PAS$K_ERRDUROPE then
Begin
Done:=True;
SMG$Put_Line (ScreenDisplay,'Insufficient privileges...');
Delay(5);
End
Else
Begin
Reset (Char_File,Error:=Continue);
For Loop:=1 to 20 do
Read (Char_File,Roster[Loop],Error:=Continue);
End;
End;
(******************************************************************************)
Procedure Write_Players_Roster (Roster: Roster_Type); { TODO: Move to Files.pas }
Var
Loop: Integer;
Begin
No_ControlY;
ReWrite (Char_File);
For Loop:=1 to 20 do
Write (Char_File,Roster[Loop]);
Close (Char_File);
ControlY;
End;
(*-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*)
[Global]Procedure Edit_Players_Character;
Var
Done,Error: Boolean;
Roster: Roster_Type;
FileName: Line;
Begin { Edit Players Character }
Done:=False; Error:=False;
Repeat
Begin
Select_File (Done,FileName);
If Not Done then
Read_Players_Roster (Error,Roster,FileName);
If Not (Error or Done) then
Begin
Edit_Character (Roster);
Write_Players_Roster (Roster);
End;
Close (Char_File,Error:=Continue);
End;
Until Done;
End; { Edit Players Character }
End. { Character Editor }