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Maze.pas
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(*
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','SMGRTL','STRRTL')]Module Maze;
Const
debug = false;
CharY = 17; CharX = 2;
MonY = 2; MonX = 26;
SpellsY= 7; SpellsX= 26;
ViewY = 2; ViewX = 2;
MsgY = 12; MsgX = 2;
Up_Arrow = CHR(18); Down_Arrow = CHR(19);
Left_Arrow = CHR(20); Right_Arrow = CHR(21);
ZeroOrd=Ord('0');
Type
Coordinate_Matrix = Array [1..6] of Integer;
Place_Ptr = ^Place_Node;
Place_Node = Record
PosX,PosY: Horizontal_Type;
PosZ: Vertical_Type;
Next,Previous: Place_Ptr;
End;
Place_Stack = Record
Length: Integer;
Front,Rear: Place_Ptr;
End;
Var
Dont_Draw: Boolean;
Game_Saved,Leave_Maze,Auto_Load,Auto_Save: [External]Boolean;
Places: [Global]Place_Stack;
Plane_Name: [Global]Array [0..9] of Line;
Direction: [External]Direction_Type;
Rounds_Left: [External]Array [Spell_Name] of Unsigned;
Maze: [External]Level;
PosX,PosY,PosZ: [Byte,External]0..20;
Minute_Counter: [External]Real;
DirectionName: Array [Direction_Type] of Line;
Item_List: [External]List_of_Items;
Messages: [Global]Message_Group;
ScreenDisplay,BottomDisplay,OptionsDisplay,Pasteboard,CharacterDisplay,CommandsDisplay,SpellsDisplay: [External]Unsigned;
MonsterDisplay,Keyboard,GraveDisplay,MessageDisplay,ViewDisplay: [External]Unsigned;
DemonPic,AngelPic: Array [1..20] of Line;
Value
DemonPic[1] :=' _^___^_ | |';
DemonPic[2] :=' |||| | / \ ---<)';
DemonPic[3] :=' |||| | | @ @ | ---<)';
DemonPic[4] :=' ####/ | | ---<)';
DemonPic[5] :=' { || /|\ /|\ ---<)';
DemonPic[6] :=' \( )\/ ^v^v^v^v^v^v^ / | |';
DemonPic[7] :=' \( )\ / \ /( | |';
DemonPic[8] :=' \ (\/ | | \/( | |';
DemonPic[9] :=' \( | | )| |';
DemonPic[10] :=' \ \ / \ / /| |';
DemonPic[11] :=' \()/\ /\()/ | |';
DemonPic[12] :=' \/ \ / \ / \/ | |';
DemonPic[13] :=' $ / \ | |';
DemonPic[14] :=' $ $ $ \\/ ^ \// | |';
DemonPic[15] :=' $$ $ $ \/ / \ $ \/$ | | $';
DemonPic[16] :=' $ v $ $ \ > < $ / $ | | $';
DemonPic[17] :=' $/ \ /\/\$ / < >/\$ \ $ | |$';
DemonPic[18] :=' $ \% ^\$\ \ $ $ >/\/ $\$ /\$ /\ | $/\';
DemonPic[19] :=' /$ ^ %% ^ $$ </ \$ \/ \/ \/\$/ \';
DemonPic[20] :=' / $ #\/^\^$ ^/ \ \ \ \$/ \';
AngelPic[1] :=' / / / / \ \ \ \ \';
AngelPic[2] :=' ~~~~~~~~ ^ ';
AngelPic[3] :=' ((\ /--------\ //|\';
AngelPic[4] :=' ((( \ / /-----\ \ / |||';
AngelPic[5] :=' (((( \ | / ` '' \ | / |||)';
AngelPic[6] :=' (((( | | | * * | | | ||| )';
AngelPic[7] :=' ((((( | | | ^ | | | ||| ))';
AngelPic[8] :=' v ( \/ |\ <_> /| \/ ||| ) )';
AngelPic[9] :=' }*{ ( /___|/-----\|___\ \|+|/ ) )';
AngelPic[10] :=' ^\ ----- ---- {=} )) )';
AngelPic[11] :=' ( | / \ /{=} )) )';
AngelPic[12] :=' (( | / /| | |\ \/ /= )) )';
AngelPic[13] :=' ( / \ / / | _/ \_ | \ / + ))) )';
AngelPic[14] :=' ( \ --- / | | \ / ))) )';
AngelPic[15] :=' ((|\ / /| / \ |\ \/ )))) ';
AngelPic[16] :=' (| \____/ / \________/ \ ))))';
AngelPic[17] :=' (( / | | \ ))))';
AngelPic[18] :=' (( _/ | | \_ ))';
AngelPic[19] :=' (___/ | ^ | \__)';
AngelPic[20] :='';
Plane_Name[0]:='The Prime';
Plane_Name[1]:='Avernus'; Plane_Name[2]:='Dis'; Plane_Name[3]:='Minauros';
Plane_Name[4]:='Phlegethos'; Plane_Name[5]:='Stygia'; Plane_Name[6]:='Malbolge';
Plane_Name[7]:='Maladomini'; Plane_Name[8]:='Caina'; Plane_Name[9]:='Nessus';
DirectionName[North]:= ' North '; DirectionName[South]:=' South ';
DirectionName[East]:= ' East '; DirectionName[West]:= ' West ';
(******************************************************************************)
[External]Function Alive (Character: Character_Type): Boolean;external;
[External]Function Compute_AC (Character: Character_Type; PosZ: Integer:=0): Integer;external;
[External]Function Game_Won (Member: Party_Type; Party_Size: Integer): Boolean;External;
[External]Function Get_Level (Level_Number: Integer; Maze: Level; PosZ: Vertical_Type:=0): [Volatile]Level;External;
[External]Function Get_Num (Display: Unsigned): Integer;External;
[External]Function Made_Roll (Needed: Integer): [Volatile]Boolean;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]Procedure Delay (Seconds: Real);External;
[External]Procedure Handle_Completed_Quest (Var Member: Party_Type; Party_Size: Integer);External;
[External]Procedure Handle_Room_Special (Var New_Spot: Boolean; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer; Var Leave_Maze: Boolean; Var Previous_Spot: Area_Type;
Var Time_Delay: Integer);External;
[External]Procedure Init_Stack (Var Stack: Place_Stack);External;
[External]Procedure Insert_Place (PosX,PosY: Horizontal_Type; PosZ: Vertical_Type; Var Stack: Place_Stack);External;
[External]Function Make_Choice (Choices: Char_Set; Time_Out: Integer:=-1; Time_Out_Char: Char:=' '):Char;External;
[External]Procedure Remove_Nodes (Var Stack: Place_Stack);External;
[External]Procedure Ring_Bell (Display_Id: Unsigned; Number_of_Times: Integer:=1);External;
[External]Procedure Show_Image (Number: Pic_Type; Var Display: Unsigned);External;
(******************************************************************************)
Function Has_Light: [Volatile]Boolean;
Begin { Has Light }
Has_Light:=(Rounds_Left[Lght]>0) or (Rounds_Left[CoLi]>0);
End; { Has Light }
(******************************************************************************)
[Global]Procedure Unpaste_All;
Begin { Unpaste All }
SMG$unpaste_virtual_display(OptionsDisplay,Pasteboard);
SMG$unpaste_virtual_display(CharacterDisplay,Pasteboard);
SMG$unpaste_virtual_display(CommandsDisplay,Pasteboard);
SMG$unpaste_virtual_display(SpellsDisplay,Pasteboard);
SMG$unpaste_virtual_display(MessageDisplay,Pasteboard);
SMG$unpaste_virtual_display(MonsterDisplay,Pasteboard);
SMG$unpaste_virtual_display(ViewDisplay,Pasteboard);
End; { Unpaste All }
(******************************************************************************)
[Global]Function Compute_Party_Size (Member: Party_Type; Party_Size: Integer): Integer;
Var
Temp,Character: Integer;
Begin { Compute Party Size }
Temp:=0;
For Character:=1 to Party_Size do
If Alive (Member[Character]) then
Temp:=Temp + 1;
Compute_Party_Size:=Temp;
End; { Compute Party Size }
(******************************************************************************)
Procedure Swap_Characters (Char1,Char2: Character_Type);
Var
Temp: Character_Type;
Begin
Temp:=Char1;
Char1:=Char2;
Char2:=Temp;
End;
(******************************************************************************)
[Global]Procedure Dead_Character (Position: Integer; Var Member: Party_Type; Party_Size: Integer);
Var
Done: Boolean;
Begin
Done:=False;
While (Position<Party_Size) and Not(Done) do
If Alive(Member[Position + 1]) then
Begin
Swap_Characters (Member[Position + 1],Member[Position]);
Position:=Position + 1;
End
Else
Done:=True;
End;
(******************************************************************************)
Procedure One_Day (Position: Integer; Var Member: Party_Type; Party_Size: Integer);
Var
Character: Character_Type;
Begin
Character:=Member[Position];
Character.Age:=Character.Age + 1;
Character.Curr_HP:=Character.Curr_HP + Character.Regenerates;
If Character.Attack.Berserk then
Character.Curr_HP:=Min(Character.Curr_HP,(2 * Character.MAX_HP))
Else
Character.Curr_HP:=Min(Character.Curr_HP,Character.MAX_HP);
If Character.Curr_HP<1 then
Begin
Character.Status:=Dead;
Character.Curr_HP:=0;
Member[Position]:=Character;
Dead_Character (Position,Member,Party_Size); { Move dead character to rear }
End
Else
Member[Position]:=Character;
End;
(******************************************************************************)
[Global]Procedure Time_Effects (Position: Integer; Var Member: Party_Type; Party_Size: Integer);
Begin { Time Effects }
If Alive(Member[Position]) then
One_Day (Position,Member,Party_Size);
End; { Time Effects }
(******************************************************************************)
Procedure Ouch;
Begin { Ouch }
SMG$Put_Chars (ViewDisplay,'Ouch!',5,8);
Ring_Bell (ViewDisplay);
Delay (0.5);
SMG$Put_Chars (ViewDisplay,' ',5,8);
End; { Ouch }
(******************************************************************************)
Procedure Get_New_Position (Direction: Direction_Type; PosX,PosY: Horizontal_Type; Var TempX,TempY: Horizontal_Type);
Begin
TempX:=PosX; Tempy:=PosY;
Case direction of
North: TempY:=PosY-1;
South: TempY:=PosY + 1;
East: TempX:=PosX + 1;
West: TempX:=PosX-1;
End;
If TempX<1 then TempX:=20;
If TempY<1 then TempY:=20;
If TempX>20 then TempX:=1;
If TempY>20 then TempY:=1;
End;
(******************************************************************************)
Procedure Attempt_to_Move (Cant_Move: Boolean; TempX,TempY: Horizontal_Type; Var PosX,PosY: Horizontal_Type;
Var Previous_Spot: Area_Type; Var New_Spot: Boolean);
Begin
If Cant_Move then Ouch
Else
Begin
Previous_Spot:=Maze.Room[PosX,PosY].Kind;
PosX:=TempX;
PosY:=TempY;
Insert_Place (PosX,PosY,PosZ,Places);
New_Spot:=True;
End;
SMG$Erase_Display (MessageDisplay);
End;
(******************************************************************************)
Procedure Move_Forward (Direction: Direction_Type; Var New_Spot: Boolean; Var Previous_Spot: Area_Type);
Var
Cant_Move: Boolean;
TempX,TempY: Horizontal_Type;
Begin { Move Forward}
Get_New_Position (Direction,PosX,PosY,TempX,TempY);
Case Direction of
North: Cant_Move:=Not(Maze.Room[PosX,PosY].North in [Passage,Walk_Through]);
South: Cant_Move:=Not(Maze.Room[PosX,PosY].South in [Passage,Walk_Through]);
East: Cant_Move:=Not(Maze.Room[PosX,PosY].East in [Passage,Walk_Through]);
West: Cant_Move:=Not(Maze.Room[PosX,PosY].West in [Passage,Walk_Through]);
Otherwise Cant_Move:=True;
End;
Attempt_to_Move (Cant_Move,TempX,TempY,PosX,PosY,Previous_Spot,New_Spot);
End; { Move Forward }
(******************************************************************************)
Procedure Kick_Door (Direction: Direction_Type; Var New_Spot: Boolean; Var Just_Kicked: Boolean; Var Previous_Spot: Area_Type);
Var
Cant_Move: Boolean;
TempX,TempY: Horizontal_Type;
Begin { Move Forward}
Get_New_Position (Direction,PosX,PosY,TempX,TempY);
Cant_Move:=False;
Case Direction of
North: If Maze.Room[PosX,PosY].North in [Wall,Transparent] then
Cant_Move:=True
Else
Just_Kicked:=Maze.Room[PosX,PosY].North in [Walk_Through,Door,Secret];
South: If Maze.Room[PosX,PosY].South in [Wall,Transparent] then
Cant_Move:=True
Else
Just_Kicked:=Maze.Room[PosX,PosY].South in [Walk_Through,Door,Secret];
East: If Maze.Room[PosX,PosY].East in [Wall,Transparent] then
Cant_Move:=True
Else
Just_Kicked:=Maze.Room[PosX,PosY].East in [Walk_Through,Door,Secret];
West: If Maze.Room[PosX,PosY].West in [Wall,Transparent] then
Cant_Move:=True
Else
Just_Kicked:=Maze.Room[PosX,PosY].West in [Walk_Through,Door,Secret];
Otherwise Cant_Move:=True;
End;
Attempt_to_Move (Cant_Move,TempX,TempY,PosX,PosY,Previous_Spot,New_Spot);
End; { Move Forward }
(******************************************************************************)
[Global]Procedure Move_Backward (Direction: Direction_Type; Var New_Spot: Boolean);
Var
Just_Kicked: Boolean;
Previous_Spot: Area_Type;
Begin
Case Direction of
North: Kick_Door (South,New_Spot,Just_Kicked,Previous_Spot);
South: Kick_Door (North,New_Spot,Just_Kicked,Previous_Spot);
East: Kick_Door (West,New_Spot,Just_Kicked,Previous_Spot);
West: Kick_Door (East,New_Spot,Just_Kicked,Previous_Spot);
End;
End;
(******************************************************************************)
[Global]Function Detected_Secret_Door (Member: Party_Type; Current_Party_Size: Party_Size_Type;
Rounds_Left: Spell_Duration_List;
distance: Integer:=0): [Volatile]Boolean;
Var
Character: Integer;
Chance: Integer;
Begin
{ TODO: Make distance a factor }
Chance:=5;
For Character:=1 to Current_Party_Size do
Begin
If Member[Character].Psionics then Chance:=Chance + Member[Character].DetectSecret;
If Member[Character].Race in [Drow,Elven] then Chance:=Chance + 35
Else If Member[Character].Race=HfElf then Chance:=Chance + 15;
End;
If (Rounds_Left[Lght]>0) or (Rounds_Left[CoLi]>0) then Chance:=Chance + 50;
If Made_Roll(Chance) then Detected_Secret_Door:=True
Else Detected_Secret_Door:=False;
End;
(******************************************************************************)
[Global]Procedure Draw_View (Direction: Direction_Type; New_Spot: Boolean; Member: Party_Type; Current_Party_Size: Party_Size_Type);
[External]Procedure Print_View (Direction: Direction_Type; Member: Party_Type; Current_Party_Size: Party_Size_Type);External;
[External]Procedure printView3D (Direction: Direction_Type; Member: Party_Type; Current_Party_Size: Party_Size_Type; Rounds_Left: Spell_Duration_List);External;
Begin
SMG$Begin_Display_Update (ViewDisplay);
SMG$Erase_Display (ViewDisplay);
{ Print_View (Direction,Member,Current_Party_Size); }
printView3D (Direction,Member,Current_Party_Size, Rounds_Left);
If Not Has_Light and (Minute_Counter<46) and (Minute_Counter>9) then
SMG$PUT_CHARS (ViewDisplay, ' A torch would be nice ',1,1);
SMG$End_Display_Update(ViewDisplay);
If New_Spot then SMG$Erase_Display (MessageDisplay);
End;
(******************************************************************************)
[Global]Procedure Spells_Box (Rounds_Left: Spell_Duration_List);
Var
Rendition: Unsigned;
Detect,Protection,Light,Compass,Levitate: Boolean;
WeakDetect,WeakProtection,WeakLight,WeakCompass,WeakLevitate: Boolean;
Begin { Spells Box }
Detect:=(Rounds_Left[DetS]>0);
WeakDetect:=Detect and (Rounds_Left[DetS]<10);
Light:=Has_Light;
WeakLight:=Light and ((Rounds_Left[CoLi]<10) and (Rounds_Left[Lght]<10));
Protection:=(Rounds_Left[DiPr]>0) or (Rounds_Left[HgSh]>0);
WeakProtection:=Protection and ((Rounds_Left[DiPr]<10) or (Rounds_Left[HgSh]<10));
Compass:=(Rounds_Left[Comp]>0);
WeakCompass:=Compass and (Rounds_Left[Comp]<10);
Levitate:=(Rounds_Left[Levi]>0);
WeakLevitate:=Levitate and (Rounds_Left[levi]<10);
SMG$Begin_Display_Update (SpellsDisplay);
SMG$Erase_Display (SpellsDisplay);
SMG$Put_Chars (SpellsDisplay,'Spells:',2,2);
Rendition:=0; If WeakLight then rendition:=SMG$M_REVERSE;
If Light then SMG$Put_Chars (SpellsDisplay,'Light',3,12,,Rendition)
Else SMG$Put_Chars (SpellsDisplay,' ',3,12);
Rendition:=0; If WeakCompass then rendition:=SMG$M_REVERSE;
If Compass then SMG$Put_Chars (SpellsDisplay,'Compass',4,12,,Rendition)
Else SMG$Put_Chars (SpellsDisplay,' ',4,12);
Rendition:=0; If WeakProtection then rendition:=SMG$M_REVERSE;
If Protection then SMG$Put_Chars (SpellsDisplay,'Protection',3,22,,Rendition)
Else SMG$Put_Chars (SpellsDisplay,' ',3,22);
Rendition:=0; If WeakLevitate then rendition:=SMG$M_REVERSE;
If Levitate then SMG$Put_Chars (SpellsDisplay,'Levitate',4,22,,Rendition)
Else SMG$Put_Chars (SpellsDisplay,' ',4,22);
Rendition:=0; If WeakDetect then rendition:=SMG$M_REVERSE;
If Detect then SMG$Put_Chars (SpellsDisplay,'Detect',3,36,,Rendition)
Else SMG$Put_Chars (SpellsDisplay,' ',3,36);
SMG$End_Display_Update (SpellsDisplay);
SMG$Set_Cursor_ABS (SpellsDisplay);
End; { Spells Box }
(******************************************************************************)
Procedure Print_A_Character_Line (Character: Character_Type; Position: Integer);
Var
Rendition: Unsigned;
AlignName: [External,Readonly]Array [Align_Type] of Packed Array [1..7] of char;
ClassName: [External,Readonly]Array [Class_Type] of Varying [13] of char;
StatusName: [External,Readonly]Array [Status_Type] of Varying [14] of char;
Begin { Print a Character Line }
SMG$Put_Chars (CharacterDisplay, ' ' + Pad(Character.Name,' ',20) + ' ');
SMG$Put_Chars (CharacterDisplay, ' '
+String(Character.Level,3)
+' '
+AlignName[Character.Alignment][1]
+'-' );
SMG$Put_Chars (CharacterDisplay,
Pad(ClassName[Character.Class],
' ',14));
SMG$Put_Chars (CharacterDisplay,
String(Character.Armor_Class,3)
+' '
+String(Character.Curr_HP,5) );
If Character.Regenerates>0 then
SMG$Put_Chars (CharacterDisplay,
'+')
Else
If Character.Regenerates<0 then
SMG$Put_Chars (CharacterDisplay,
'-')
Else
SMG$Put_Chars (CharacterDisplay,
' ');
SMG$Put_Chars (CharacterDisplay,
' ');
If (Character.Status=Healthy) then
SMG$Put_Line (CharacterDisplay,
Substr(String(Character.Max_HP,4),1,4),0 )
Else
Begin
SMG$Put_Chars (CharacterDisplay,
' ');
Rendition:=0;
Case Character.Status of
NoStatus,Healthy,Afraid,Asleep,Zombie,Insane: ;
Dead,Deleted,Paralyzed,Petrified,Ashes: Rendition:=SMG$M_REVERSE;
Poisoned: Rendition:=SMG$M_BLINK + SMG$M_BOLD + SMG$M_REVERSE;
Otherwise Rendition:=SMG$M_REVERSE;
End;
SMG$Put_Line (CharacterDisplay,StatusName[Character.Status],0,Rendition);
End;
End; { Print a Character Line }
(******************************************************************************)
[Global]Procedure Print_Party_Line (Member: Party_Type; Party_Size,Position: Integer);
Begin { Print Party Line }
SMG$Put_Chars (CharacterDisplay,CHR(Position + ZeroOrd),Position + 1,2,1);
If Position<=Party_Size then
Print_A_Character_Line (Member[Position],Position);
End; { Print Party Line }
(******************************************************************************)
[Global]Procedure Party_Box (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer;
Var Leave_Maze: Boolean);
Const
Character_Window_Heading = ' # Character '
+'Name Level Class '
+'AC Hits Status';
Var
Person: Integer;
Begin { Party Box }
SMG$Begin_Display_Update (CharacterDisplay);
SMG$Put_Chars(CharacterDisplay,Character_Window_Heading,1,1);
For Person:=1 to 6 do
Print_Party_Line (Member,Party_Size,Person);
SMG$End_Display_Update (CharacterDisplay);
Current_Party_Size:=Compute_Party_Size (Member,Party_Size);
Leave_Maze:=Leave_Maze or (Current_Party_Size=0);
End; { Party Box }
(******************************************************************************)
Procedure Init_Windows (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer;
Var Leave_Maze: Boolean; NewSpot: Boolean);
Begin { Init Windows }
SMG$Label_Border (ViewDisplay);
If Not Dont_Draw then Draw_View (Direction,NewSpot,Member,Current_Party_Size);
Party_Box (Member,Current_Party_Size,Party_Size,Leave_Maze);
Spells_Box (Rounds_Left);
End; { Init Windows }
(******************************************************************************)
Procedure Draw_Screen (New_Spot: Boolean; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer);
Begin { Draw Screen }
Init_windows (Member,Current_Party_Size,Party_Size,Leave_Maze,New_Spot);
SMG$Paste_Virtual_Display (CharacterDisplay,Pasteboard,CharY,CharX);
SMG$Paste_Virtual_Display (CommandsDisplay,Pasteboard,MonY,MonX);
SMG$Paste_Virtual_Display (SpellsDisplay,Pasteboard,SpellsY,SpellsX);
SMG$Paste_Virtual_Display (ViewDisplay,Pasteboard,ViewY,ViewX);
SMG$Paste_Virtual_Display (MessageDisplay,Pasteboard,MsgY,MsgX);
End; { Draw Screen }
(******************************************************************************)
[External]Procedure Camp (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer;
Var Leave_Maze,Auto_Save: Boolean; Var Time_Delay: Integer);external;
[External]Procedure Run_Encounter (Monster_Number: Integer; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer; Var Alarm_Off: Boolean; Location: Area_Type:=Corridor;
NoMagic: Boolean:=False; Var Time_Delay: Integer);external;
(******************************************************************************)
[Global]Procedure Run_Encounter_Aux (Monster_Number: Integer; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer; Var Alarm_Off: Boolean; Location: Area_Type:=Corridor;
NoMagic: Boolean:=False; Var Time_Delay: Integer);
Begin
Run_Encounter (Monster_Number,Member,Current_Party_Size,Party_Size,Alarm_Off,Location,NoMagic,Time_Delay);
End;
(******************************************************************************)
Procedure Initialize_Party (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer);
Var
Character: Integer;
Begin { Initialize Party }
For Character:=1 to Party_Size do
Begin
Member[Character].Regenerates:=Regenerates (Member[Character],PosZ);
Member[Character].Armor_Class:=Compute_Ac (Member[Character],PosZ);
Member[Character].Attack.Berserk:=False;
End;
Current_Party_Size:=Compute_Party_Size (Member,Party_Size);
End; { Initialize Party }
(******************************************************************************)
[External]Procedure Create_Null_SaveFile;External;
(******************************************************************************)
Procedure Initialize (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer; Var Maze: Level;
Var Time_Delay: Integer; Var Round_Counter: Integer; Var Previous_Spot: Area_Type);
[External]Procedure Kill_Save_File;External;
[External]Function Read_Messages: Message_Group;external;
[External]Function Load_Saved_Game: [Volatile]Save_Record;External;
Var
Saved_Game_Record: Save_Record;
Show_Place: Boolean;
Begin { Initialize }
Leave_Maze:=False; Direction:=North;
Time_Delay:=300;
Maze:=Zero;
PosX:=1;
PosY:=1;
PosZ:=1;
Previous_Spot:=Corridor;
Round_Counter:=1; Minute_Counter:=1;
Messages:=Read_Messages;
Init_Stack (Places);
Rounds_Left:=Zero;
Initialize_Party (Member, Current_Party_Size, Party_Size);
Maze:=Get_Level (1, Maze);
Show_Place:=Auto_Load;
Dont_Draw:=Not Show_Place;
If Auto_Load then
Begin
Saved_Game_Record:=Load_Saved_Game;
Initialize_Party (Member,Current_Party_Size,Party_Size);
Rounds_Left:=Saved_Game_Record.Spells_Casted;
Time_Delay:=Saved_Game_Record.Time_Delay;
Direction:=Saved_Game_Record.Direction;
Maze:=Saved_Game_Record.Current_Level;
PosX:=Saved_Game_Record.PosX; PosY:=Saved_Game_Record.PosY; PosZ:=Saved_Game_Record.PosZ;
Game_Saved:=False; Auto_load:=False;
Create_Null_SaveFile;
Kill_Save_File;
SMG$Unpaste_Virtual_Display (ScreenDisplay,Pasteboard);
SMG$Erase_Display(ScreenDisplay);
End
Else
SMG$Begin_Pasteboard_Update (Pasteboard);
If debug then
Begin
Rounds_Left[CoLi]:=1000;
Rounds_Left[Comp]:=1000;
End;
Insert_Place (PosX,PosY,PosZ,Places);
Draw_Screen (TRUE,Member,Current_Party_Size,Party_Size);
If Not Show_Place then
Show_Image (37,ViewDisplay);
Party_Box (Member,Current_Party_Size,Party_Size,Leave_Maze);
If Rounds_Left[Comp]>0 then
SMG$Label_Border (ViewDisplay,DirectionName[Direction],SMG$K_TOP);
{ SMG$END_PASTEBOARD_UPDATE in CAMP module }
End; { Initialize }
(******************************************************************************)
[Global]Function Choose_Monster (Table: Encounter_Table; Area: Area_Type; Var Encountered: Boolean): Integer;
{ This function returns a monster that might be encountered from the given table, and also checks to see if it was
indeed encountered. }
var
Correct: Encounter;
Base: Integer;
Begin
Case Area of
Room: Correct:=Table[2];
Corridor: Correct:=Table[1];
End;
Base:=Correct.Base_Monster_Number;
Base:=Min(Base + Random_Number (Correct.Addition), 450);
Choose_Monster:=Base;
If Has_Light then
Correct.Probability:=Correct.Probability + 15; { Light draws attention }
Encountered:=Made_Roll (Correct.Probability);
End;
(******************************************************************************)
[Global]Procedure Fix_Compass (Direction: Direction_Type; Rounds_Left: Spell_Duration_List);
Begin { Fix Compass }
If Rounds_Left[Comp]>0 then SMG$Label_Border (ViewDisplay,DirectionName[Direction],SMG$K_TOP)
Else SMG$Label_Border (ViewDisplay);
End; { Fix Compass }
(******************************************************************************)
[Global]Procedure Update_Status (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer;
Var Leave_Maze: Boolean; Rounds_Left: Spell_Duration_List);
Begin
Spells_Box (Rounds_Left);
Party_Box (Member,Current_Party_Size,Party_Size,Leave_Maze);
End;
(******************************************************************************)
Function Evil_Party (Member: Party_Type; Party_Size: Integer): Boolean;
Var
Loop,Temp: Integer;
Begin
Temp:=0;
For Loop:=1 to Party_Size do
Begin
Case Member[Loop].Alignment of
Evil: Temp:=-1;
Neutral: Temp:=Temp + 1;
Good: Temp:=Temp + 2;
End;
End;
Evil_Party:=(Temp < 0);
End;
(******************************************************************************)
Function Salvation_Chance (Member: Party_Type; Party_Size: Integer): Integer;
Var
Character,Temp,Base,Adjust: Integer;
Average_Luck: Real;
Begin
Temp:=0;
For Character:=1 to Party_Size do
Temp:=Temp + Member[Character].Abilities[7];
Average_Luck:=Temp / Party_Size;
Base:=Round(Average_Luck * 2.5);
Adjust:=0;
For Character:=1 to Party_Size do
Case Member[Character].Alignment of
Good: Adjust:=Adjust + 5;
Evil: Adjust:=Adjust-5;
Neutral,NoAlign: ;
End;
Salvation_Chance:=Min(Base + ABS(Adjust),85);
End;
(******************************************************************************)
Procedure Print_Demon (Var DemonDisplay: Unsigned);
Var
Line: Integer;
Begin
SMG$ERASE_DISPLAY (DemonDisplay);
For Line:=1 to 20 do
SMG$Put_Line (DemonDisplay,DemonPic[Line]);
End;
(******************************************************************************)
Procedure Print_Angel (Var AngelDisplay: Unsigned);
Var
Line: Integer;
Begin
SMG$ERASE_DISPLAY (AngelDisplay);
For Line:=1 to 20 do
SMG$Put_Line (AngelDisplay,AngelPic[Line]);
End;
(******************************************************************************)
Procedure Ressurrect_Party(Var Member: Party_Type; Party_Size: Integer);
Var
Character: Integer;
Begin
For Character:=1 to Party_Size do
If Member[Character].Level>0 then
Begin
Member[Character].Status:=Healthy;
Member[Character].Curr_HP:=Member[Character].Max_HP;
If Made_Roll (15) then
Member[Character].No_of_Items:=0;
Member[Character].Armor_Class:=Compute_AC(Member[Character],PosZ);
Member[Character].Regenerates:=Regenerates(Member[Character],PosZ);
Member[Character].Experience:=Member[Character].Experience + 100;
End;
End;
(******************************************************************************)
Procedure Perchance_Salvation (Var Member: Party_Type; Party_Size: Integer);
Var
AngelDisplay: Unsigned;
T: Line;
Begin
If Made_Roll (Salvation_Chance(Member,Party_Size)) then
Begin
SMG$Create_Virtual_Display (22,78,AngelDisplay,1);
If Not Evil_Party (Member,Party_Size) then
Begin
SMG$Label_Border (AngelDisplay,'=*> A Divine Reprieve <*=',SMG$K_TOP);
Print_Angel (AngelDisplay);
End
Else
Begin
SMG$Label_Border (AngelDisplay,'=*> An Infernal Bargain <*=',SMG$K_TOP);
Print_Demon (AngelDisplay);
End;
{ Show the angel and make 'em sweat for 2 seconds }
SMG$Paste_Virtual_Display (AngelDisplay, Pasteboard, 2, 2);
SMG$Erase_Display (GraveDisplay, 21, 1);
Delay(2);
{ Print the angel's speech }
If Evil_Party (Member,Party_Size) then T:='We are not through with thee yet'
Else T:='Thine efforts have not gone unnoticed';
SMG$Put_Chars (AngelDisplay, T, 22, 39 - (T.length div 2), 1);
Delay (2);
If Evil_Party (Member,Party_Size) then T:='Go back and wreak further havoc!'
Else T:='Thou shalt live again!';
SMG$Put_Chars (AngelDisplay, T, 22, 39 - (T.length div 2), 1);
Delay (4);
SMG$Unpaste_Virtual_Display (AngelDisplay,Pasteboard);
Ressurrect_Party (Member,Party_Size);
SMG$Delete_Virtual_Display (AngelDisplay);
End;
End;
(******************************************************************************)
Procedure Make_Grave_Stone (Member: Party_Type; Character: Integer; X,Y: Integer);
Var
Name: Name_Type;
Begin
Name:=Member[Character].Name;
If Name.Length > 12 then
Name:=SUBSTR(Name,1,12);
SMG$Draw_Rectangle (GraveDisplay, Y, X, Y + 9, X + 12);
SMG$Put_Chars(GraveDisplay,'R.I.P.', Y + 1, X + 3);
SMG$Put_Chars (GraveDisplay,Name+'', Y + 3, X + 6 - (Name.Length div 2));
End;
(******************************************************************************)
Procedure Make_Grave_Stones (Var Member: Party_Type; Party_Size: Integer);
Var
Character: Integer;
CorX,CorY: Coordinate_Matrix;
Begin
CorX[1]:=10; CorY[1]:= 1;
CorX[2]:=32; CorY[2]:= 1;
CorX[3]:=54; CorY[3]:= 1;
CorX[4]:=10; CorY[4]:=11;
CorX[5]:=32; CorY[5]:=11;
CorX[6]:=54; CorY[6]:=11;
For Character:=1 to Party_Size do
Begin
Member[Character].Status:=Deleted;
Make_Grave_Stone (Member, Character, CorX[Character], CorY[Character]);
End;
End;
(******************************************************************************)
Procedure Enter_Grave_Yard (Var Member: Party_Type; Party_Size: Integer);
Begin
SMG$Erase_Display (GraveDisplay);
Make_Grave_Stones (Member,Party_Size);
SMG$Put_Chars (GraveDisplay,'Thy entire party has been slaughtered.',22,20,1);
SMG$Paste_Virtual_Display (GraveDisplay,Pasteboard,2,2);
Unpaste_All;
SMG$End_Pasteboard_Update (Pasteboard); { From Maze death }
SMG$End_Pasteboard_Update (Pasteboard); { In case of death }
Delay (3);
Perchance_Salvation (Member, Party_Size);
SMG$Begin_Display_Update (GraveDisplay);
SMG$Erase_Display (GraveDisplay,21,1);
SMG$Put_Chars (GraveDisplay,'Press [Return] to leave the cemetery',22,21);
SMG$End_Display_Update (GraveDisplay);
Make_Choice( [ CHR(13) ] );
SMG$Unpaste_Virtual_Display (GraveDisplay,Pasteboard);
End;
(******************************************************************************)
Function Party_Movable (Member: Party_Type; Current_Party_Size: Party_Size_Type): Boolean;
Var
Temp: Boolean;
Charnum: Integer;
Begin { Party Movable }
Temp:=False;
For CharNum:=1 to Current_Party_Size do
If Member[CharNum].Status in [Healthy,Poisoned,Insane] then
Temp:=True;
Party_Movable:=Temp;
End; { Party Movable }
(******************************************************************************)
Procedure Check_For_Encounter (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer;
Var New_Spot: Boolean; Just_Kicked: Boolean; Var Time_Delay: Integer);
Var
Monster_Encountered: Integer;
Area: Area_Type;
Encountered,No_Magic,Alarm_Off,Dummy: Boolean;
Begin
No_Magic:=(Maze.Special_Table[Maze.Room[PosX,PosY].Contents].Special = AntiMagic);
Alarm_Off:=False;
Encountered:=False;
Dummy:=False;
If Just_Kicked and (Maze.Room[PosX,PosY].Kind=Room) then Area:=Room { If we JUST walked into the room, it's a lair encounter }
Else Area:=Corridor; { Otherwise, it's wandering }
Monster_Encountered:=Choose_Monster (Maze.Monsters,Area,Encountered);
If Encountered then
Begin
Draw_View (Direction,New_Spot,Member,Current_Party_Size);
Run_Encounter_Aux (Monster_Encountered,Member,Current_Party_Size,Party_Size,Alarm_Off,Area,No_Magic,Time_Delay);
While Alarm_Off do
Begin
Monster_Encountered:=Choose_Monster (Maze.Monsters,Area,Dummy);
Run_Encounter_Aux (Monster_Encountered,Member,Current_Party_Size,Party_Size,Alarm_Off,Area,No_Magic,Time_Delay);
End;
End;
If Encountered then { If there was an encounter ... }
Begin
New_Spot:=True;
Spells_Box (Rounds_Left);
Fix_Compass (Direction,Rounds_Left);
End;
End;
(******************************************************************************)
Procedure New_Round (Var Round_Counter: Integer; Var Member: Party_Type; Current_Party_Size, Party_Size: Integer);
Var
Character: Integer;