-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCharacterAttacks.pas
603 lines (472 loc) · 19.8 KB
/
CharacterAttacks.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
(*
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 ('SYS$LIBRARY:STARLET','Types','Librtl','SmgRtl','StrRtl','PriorityQueue')]Module Character_Attacks;
Type
Long_Line = Varying [390] of Char;
Var
Attacker : [Global]AttackerType;
Delay_Constant : [External]Real;
Time_Stop_Monsters : [External]Boolean;
Silenced : [External]Party_Flag;
NoMagic : [External]Boolean;
MessageDisplay : [External]Unsigned;
Rounds_Left : [External]Array [Spell_Name] of Unsigned;
PosZ : [External,Byte]0..20;
Leave_Maze : [External]Boolean;
CharAttack : Array [1..7] of Attack_String;
Item_List : [External]List_of_Items;
Value
CharAttack[1]:='swings'; CharAttack[2]:='slices'; CharAttack[3]:='stabs'; CharAttack[4]:='chops'; CharAttack[5]:='hacks';
CharAttack[6]:='thrusts'; CharAttack[7]:='smashes';
[External]Function Compute_AC (Character: Character_Type; PosZ: Integer:=0): Integer;external;
[External]Function Critical_hit (Attacker: Character_Type; Defender_Level: Integer): [Volatile]Boolean;External;
[External]Function Index_of_Living (Group: Monster_Group): [Volatile]Integer;External;
[External]Function Made_Roll (Needed: Integer): [Volatile]Boolean;external;
[External]Function Monster_Name (Monster: Monster_Record; Number: Integer; Identified: Boolean): Monster_Name_Type;External;
[External]Function Random_Number (Die: Die_Type): [Volatile]Integer;External;
[External]Function Regenerates (Character: Character_Type; PosZ: Integer:=0): Integer;external;
[External]Function Roll_Die (Die_Type: Integer): [Volatile]Integer;External;
[External]Function String(Num: Integer; Len: Integer:=0):Line;external;
[External]Function To_hit_Roll (Character: Character_Type; AC: Integer; Monster: Monster_Record): Integer;External;
[External]Procedure Delay (Seconds: Real);External;
[External]Procedure Plane_Difference (Var Plus: Integer; PosZ: Integer);External;
[External]Procedure Ring_Bell (Display_Id: Unsigned; Number_of_Times: Integer:=1);External;
[External]Procedure Character_Casts_Spell (Var Group: Encounter_Group; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type);External;
(**********************************************************************************************************************)
Function Weapon_Used (Character: Character_Type): Integer;
{ This function returns the position of the equipped weapon. If none is equipped, a zero is returned }
Var
Temp,WeaponUsed: Integer;
Begin
WeaponUsed:=0;
If Character.No_of_Items>0 then
For Temp:=1 to Character.No_of_Items do
If (Character.Item[Temp].isEquipped) and (Item_List[Character.Item[Temp].Item_Num].Kind=Weapon) then
WeaponUsed:=Temp;
Weapon_Used:=WeaponUSed;
End;
(**********************************************************************************************************************)
Function Weapon_Used_Name (Character: Character_Type): Name_Type;
Var
Weapon_Number: Integer;
Begin
Weapon_Number:=Weapon_Used (Character);
If Weapon_Number = 0 then
Weapon_Used_Name := 'bare hands'
Else If Character.Item[Weapon_Number].Ident then
Weapon_Used_Name := Item_List[Character.Item[Weapon_Number].Item_Num].True_Name
Else
Weapon_Used_Name := Item_List[Character.Item[Weapon_Number].Item_Num].Name;
End;
(**********************************************************************************************************************)
Function Strength_Plus_on_Damage (Character: Character_Type): Integer;
Begin
Case Character.Abilities[1] of
3: Strength_Plus_on_Damage := -3;
4,5: Strength_Plus_on_Damage := -2;
6,7: Strength_Plus_on_Damage := -1;
8..14: Strength_Plus_on_Damage := 0;
15: Strength_Plus_on_Damage := 1;
16,17: Strength_Plus_on_Damage := 2;
18: Strength_Plus_on_Damage := 3;
19: Strength_Plus_on_Damage := 4;
20: Strength_Plus_on_Damage := 5;
21: Strength_Plus_on_Damage := 6;
22: Strength_Plus_on_Damage := 7;
23,24: Strength_Plus_on_Damage := 8;
25: Strength_Plus_on_Damage := 9;
Otherwise Strength_Plus_on_Damage := 0;
End;
End;
(**********************************************************************************************************************)
Function Open_Hand_Damage (Class1,Class2: Class_Type; Level1,Level2: Integer): Integer;
Var
Class: Class_Type;
DamLoop,Calc,Temp,Level: Integer;
Begin
Temp:=0;
If Class1 in [Ninja,Monk] then
If Class2 in [Ninja,Monk] then
Begin
Level:=Max(Level1,Level2);
Class:=Class1;
End
Else
Begin
Level:=Level1;
Class:=Class1;
End
Else If Class2 in [Ninja,Monk] then
Begin
Level:=Level2;
Class:=Class2;
End
Else
Begin
Class:=Fighter;
Level:=0;
End;
If Class in [Ninja,Monk] then
Begin
Temp:=Roll_Die(6);
Calc:=Max(Level div (7 div 2), 1);
DamLoop:=0;
While DamLoop<>Calc do
Begin
Temp:=Temp + Roll_Die(6);
DamLoop:=DamLoop + 1;
End;
End
Else
Temp:=Roll_Die (4);
Open_Hand_Damage:=Temp;
End;
(**********************************************************************************************************************)
Function Weapon_Damage (Item: Item_Record; Kind: Monster_Type): Integer;
Var
Dam_Die: Die_Type;
Temp: Integer;
Begin
Dam_Die:=Item.Damage;
Plane_Difference (Dam_Die.Z,PosZ);
Temp:=Random_Number (Dam_Die);
If Kind in Item.Versus then
Temp:=3 * Temp;
Weapon_Damage:=Temp;
End;
(**********************************************************************************************************************)
Function Class_Bonuses_to_Damage (Class: Class_Type; Level,WeaponUsed: Integer; Kind: Monster_Type): Integer;
Var
Temp: Integer;
Begin
Temp:=0;
Case Class of
Samurai: Begin
Temp:=2;
If Kind=Warrior then
Temp:=Temp + Level div 2;
End;
Monk: If WeaponUsed>0 then
Temp:=Level div 2;
Ranger: If Kind=Giant then
Temp:=Level;
Paladin: If Kind=Demon then
Temp:=Level div 2;
Otherwise ;
End;
Class_Bonuses_to_Damage:=Temp;
End;
(**********************************************************************************************************************)
Function Damage_Inflicted (Character: Character_Type; Group: Monster_Group): Integer;
Var
Class1,Class2: Class_Type;
WeaponUsed,Temp,Level1,Level2: Integer;
Begin
Temp:=0;
Class1:=Character.Class; Level1:=Character.Level;
Class2:=Character.PreviousClass; Level2:=Character.Previous_Lvl;
WeaponUsed:=Weapon_Used (Character);
If WeaponUsed = 0 then
Temp:=Open_Hand_Damage (Class1,Class2,Level1,Level2)
Else
Temp:=Weapon_Damage (Item_List[Character.Item[WeaponUsed].Item_Num],Group.Monster.Kind); { TODO: Really should make "Item_List[Character.Item[WeaponUsed].Item_Num]" a function. }
Temp:=Temp + Class_Bonuses_to_Damage (Class1,Level1,WeaponUsed,Group.Monster.Kind);
Temp:=Temp + Class_Bonuses_to_Damage (Class2,Level2,WeaponUsed,Group.Monster.Kind);
If Character.Attack.Berserk then Temp:=Temp * 2;
Temp:=Temp + Strength_Plus_on_Damage (Character);
Damage_Inflicted:=Max(Temp, 0);
End;
(**********************************************************************************************************************)
Procedure KilL_Off (Var Group: Monster_Group; Var Number: Integer);
Var
Count,Index: Integer;
Begin
Index:=0; Count:=0;
Repeat
Begin
Index:=Index + 1;
If (Group.Status[Index] in [Healthy,Afraid,Poisoned]) then
Begin
Group.Status[Index]:=Dead;
Count:=Count + 1;
End;
End;
Until (Count=Number) or (Index=Group.Curr_Group_Size);
Number:=Count;
End;
(**********************************************************************************************************************)
Function getTurnLevel(Class1,Class2: Class_Type; Level1,Level2: Integer): Integer;
Begin
Case Class1 of
Cleric: Case Class2 of
Cleric: getTurnLevel:=Max(Level1,Level2);
Paladin,AntiPaladin: getTurnLevel:=Max(Level1,Level2 - 3);
Otherwise getTurnLevel:=Level1;
End;
AntiPaladin,Paladin: Case Class2 of
Cleric: getTurnLevel:=Max(Level1-3,Level2);
Paladin,AntiPaladin: getTurnLevel:=Max(Level1, Level2) - 3;
Otherwise getTurnLevel:=Level1 - 3;
End;
Otherwise Case Class2 of
Cleric: getTurnLevel:=Level2;
Paladin,AntiPaladin: getTurnLevel:=Level2 - 3;
Otherwise getTurnLevel:=0;
End;
End;
End;
(**********************************************************************************************************************)
Procedure Turn_Undead (Member: Party_Type; Var Group: Encounter_Group);
Var
Level: Integer;
Which_Group,Which_Character: Integer;
Monster: Monster_Record;
C1,C2: Class_Type;
Roll_Needed,Amount: Integer;
Character: Character_Type;
T: Varying [390] of Char;
Begin
Which_Group:=Attacker.Target_Group;
Monster:=Group[Which_Group].Monster;
Which_Character:=Attacker.Attacker_Position;
Character:=Member[Which_Character];
T:=Character.Name+' turns ';
If (Monster.Kind in [Undead,Demon,MultiPlanar]) and Not (NoTurn in Monster.Properties) then
Begin
Level:=getTurnLevel(Character.Class,Character.PreviousClass,Character.Level,Character.Previous_Lvl);
Roll_Needed:=(13 - (3 * Level)) + (Monster.Hit_Points.X * 3);
If Monster.Kind in [Demon,MultiPlanar] then
Roll_Needed:=Roll_Needed + 8;
Amount:=(Level + 1) div 2;
If (Roll_Die(20) >= Roll_Needed) and (Amount>0) then
Begin
Kill_Off (Group[Which_Group],Amount);
If Amount<1 then
T:=T+'to no avail!'
Else
Begin
T:=T + 'and ' + String(Amount);
If Amount = 1 then
T:=T+' is'
Else
T:=T+' are';
T:=T+' dispelled!';
End
End
Else
T:=T+'to no avail!';
End
Else
T:=T+'to no avail!';
SMG$Put_Line (MessageDisplay,T,Wrap_Flag:=SMG$M_WRAP_WORD);
End;
(**********************************************************************************************************************)
[Global]Function Max_Group (Group: Encounter_Group): Integer;
Var
Temp: Integer;
Begin
Temp:=0;
Repeat
Temp:=Temp + 1;
Until (Group[Temp].Curr_Group_Size = 0) or (Temp = 4);
Max_Group := Temp;
End;
(**********************************************************************************************************************)
[Global]Procedure Check_Death (Var Group: Encounter_Group; Mon_Group,i: Integer; Var T: Long_Line);
Begin
SMG$Put_Line (MessageDisplay,T,Wrap_Flag:=SMG$M_WRAP_WORD);
If Group[Mon_Group].Curr_HP[i]<1 then
Begin
Group[Mon_Group].Status[i]:=Dead;
SMG$Put_Line (MessageDisplay,Monster_Name (Group[Mon_Group].Monster,1,Group[Mon_Group].Identified) + ' dies!',Wrap_Flag:=SMG$M_WRAP_WORD);
End;
End;
(**********************************************************************************************************************)
[Global]Function Takes_Damage_Message (Damage: Integer): Line;
Var
T: Line;
Begin
If Damage>0 then
Begin
T:=' takes ' + String(Damage) + ' hit point';
If Damage > 1 then
T:=T+'s';
T:=T + ' damage!';
End
Else
T:=' is unaffected!';
Takes_Damage_Message:=T;
End;
(**********************************************************************************************************************)
Function Compute_Num_of_Attacks (Class: Class_Type; Level,WeaponUsed: Integer): Integer;
Var
Temp: Integer;
Begin
Case Class of
Samurai: Temp := 1 + ((Level - 6) div 7);
Barbarian,Fighter,Ranger,AntiPaladin,Paladin: Temp := 1 + ((Level - 7) div 8);
Ninja,Monk: If WeaponUsed = 0 then
Temp := 1 + ((Level - 5) div 6)
Else
Temp := 1;
Otherwise Temp:=1;
End;
Compute_Num_of_Attacks := Max(Temp, 1);
End;
(**********************************************************************************************************************)
Function Num_of_Attacks (Character: Character_Type): Integer;
Var
Temp,Temp1,Temp2: Integer;
ItemNum,WeaponUsed,Plus: Integer;
Begin
WeaponUsed:=Weapon_Used (Character);
Temp1 := Compute_Num_of_Attacks (Character.Class, Character.Level, WeaponUsed);
Temp2 := Compute_Num_of_Attacks (Character.PreviousClass, Character.Previous_Lvl, WeaponUsed);
Temp := Max(Temp1,Temp2);
If Character.Abilities[4]>15 then
If Made_Roll ((Character.Abilities[4] - 15) * 5) then
Temp := Temp * 2;
If Character.Status=Zombie then
Temp := 1;
If Character.No_of_Items > 0 then
For ItemNum := 1 to Character.No_of_Items do
If Character.Item[ItemNum].isEquipped then
Begin
Plus:=Item_List[Character.Item[ItemNum].Item_Num].Additional_Attacks;
Plane_Difference (Plus,PosZ := PosZ);
Temp := Temp + Plus;
End;
Num_of_Attacks := Temp;
End;
(**********************************************************************************************************************)
Procedure Attempt_to_Hit (Var Mon_Group: Monster_Group; i: Integer; Var Character: Character_Type);
Var
Number_of_Attacks,Loop,Hits,Damage,Roll_Needed: Integer;
Monster: Monster_Record;
T: Varying [390] of Char;
Begin
Damage := 0; Hits := 0; Monster := Mon_Group.Monster;
SMG$Begin_Display_Update (MessageDisplay);
T:=Character.Name + ' ' + CharAttack[Roll_Die(7)] + ' at ';
T:=T + Monster_Name (Monster,1,Mon_Group.Identified) + ' with ';
T:=T + Weapon_Used_Name (Character);
Number_of_Attacks := Num_of_Attacks(Character);
Roll_Needed := To_Hit_Roll (Character,Monster.Armor_Class,Monster);
If Number_of_Attacks > 0 then
For Loop := 1 to Number_of_Attacks do
If Roll_Die(20) >= Roll_Needed then
Begin
Hits := Hits + 1;
Damage := Damage + Damage_Inflicted (Character,Mon_Group);
End;
T := T + ' and ';
If Hits > 0 then
Begin
T := T + 'hits ';
If Hits = 1 then
T := T + 'once '
Else
T := T + String(Hits) + ' times ';
T := T + 'for ' + String(Damage) + ' hit point';
If Damage > 1 then
T := T + 's';
T := T + ' of damage!';
SMG$Put_Line (MessageDisplay,T,Wrap_Flag := SMG$M_WRAP_WORD);
SMG$End_Display_Update (MessageDisplay);
If Critical_Hit (Character,Mon_Group.Monster.Hit_Points.X) then
Begin
SMG$Put_Line (MessageDisplay,'A critical hit!',0,1);
Ring_Bell (MessageDisplay, 3);
Delay ((2 * Delay_Constant) + 1);
Mon_Group.Status[i] := Dead;
End
End
Else
Begin
T := T + 'misses!';
SMG$Put_Line (MessageDisplay,T,Wrap_Flag:=SMG$M_WRAP_WORD);
SMG$End_Display_Update (MessageDisplay);
End;
Mon_Group.Curr_HP[i]:=Mon_Group.Curr_HP[i] - Damage;
If (Mon_Group.Curr_HP[i] < 1) or (Mon_Group.Status[i]=Dead) then
Begin
Mon_Group.Status[i] := Dead;
SMG$Set_Cursor_ABS (MessageDisplay,,1);
SMG$Put_Line (MessageDisplay,Character.Name+' kills it!',,1,Wrap_Flag := SMG$M_WRAP_WORD);
End;
Delay (Delay_Constant);
End;
(**********************************************************************************************************************)
Procedure Character_Attacks (Var Group: Encounter_Group; Var Member: Party_Type);
Var
Character: Character_Type;
Mon_Group,I: Integer;
Begin
Mon_Group:=Attacker.Target_Group;
Character:=Member[Attacker.Attacker_Position];
i:=Index_of_Living (Group[Mon_Group]);
If i > 0 then
Attempt_to_Hit (Group[Mon_Group],i,Character);
End;
(**********************************************************************************************************************)
Procedure Switch_Items (Attacker_Record: AttackerType; Var Member: Party_Type);
Var
Character: Character_Type;
T: Varying [390] of Char;
Begin
Character := Member[Attacker.Attacker_Position];
T := Character.Name;
If Attacker.Old_Item > 0 then
Character.Item[Attacker.Old_Item].isEquipped := False;
If Attacker.New_Item > 0 then
Begin
Character.Item[Attacker.New_Item].isEquipped := True;
If Item_List[Character.Item[Attacker.New_Item].Item_Num].Cursed then
Character.Item[Attacker.New_Item].Cursed := True;
If Item_List[Character.Item[Attacker.New_Item].Item_Num].Kind = Weapon then
Begin
Character.Attack.WeaponUsed := Attacker.New_Item;
If Attacker.Old_Item > 0 then
SMG$Put_Line (MessageDisplay,T + ' switches weapons!',Wrap_Flag:=SMG$M_WRAP_WORD)
Else
SMG$Put_Line (MessageDisplay,T + ' picks up a weapon!',Wrap_Flag:=SMG$M_WRAP_WORD)
End
Else If Attacker.Old_Item > 0 then
SMG$Put_Line (MessageDisplay,T + ' switches items!',Wrap_Flag:=SMG$M_WRAP_WORD)
Else
SMG$Put_Line (MessageDisplay,T + ' puts on an item!',Wrap_Flag:=SMG$M_WRAP_WORD);
End
Else If Item_List[Character.Item[Attacker.New_Item].Item_Num].Kind=Weapon then
SMG$Put_Line (MessageDisplay,T + ' drops a weapon!',Wrap_Flag:=SMG$M_WRAP_WORD)
Else
SMG$Put_Line (MessageDisplay,T + ' takes off an item!',Wrap_Flag:=SMG$M_WRAP_WORD);
Character.Regenerates := Regenerates (Character,PosZ);
Character.Armor_Class := Compute_AC (Character,PosZ);
Member[Attacker.Attacker_Position] := Character;
Delay (Delay_Constant);
End;
(**********************************************************************************************************************)
[Global]Procedure Handle_Character_Attack( Attacker_Record: AttackerType;
Var MonsterGroup: Encounter_Group;
Var Member: Party_Type;
Var Current_Party_Size: Party_Size_Type);
Begin { Handle Character Attack }
Attacker:=Attacker_Record; { Make it module-global }
Case Attacker.Action of
TurnUndead: Turn_Undead (Member,MonsterGroup);
CastSpell,UseItem: Character_Casts_Spell (MonsterGroup,Member,Current_Party_Size);
SwitchItems: Switch_Items (Attacker,Member);
Berserker_Rage: Begin
Attacker.Action := Attack;
Member[Attacker.Attacker_Position].Armor_Class := Member[Attacker.Attacker_Position].Armor_Class + 2;
Member[Attacker.Attacker_Position].Attack.Berserk := True;
If Attacker.Attacker_Position = 1 then
Character_Attacks (MonsterGroup,Member);
End;
Otherwise Character_Attacks (MonsterGroup, Member);
End;
End; { Handle Character Attack }
End. { Character Attacks }