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Monster.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 ('Types','SMGRTL')]Module Edit_Monster;
Type
Attack_Set = Set of Attack_Type;
TreasureSet = Set of T_Type;
Var
Number: Integer;
Attack_Name: Array [Attack_Type] of Packed Array [1..11] of char;
Propty: Array [0..12] of Packed Array [1..16] of char;
Cat: Array [1..31] of Packed Array [1..28] of char;
MonsterType: Array [Monster_Type] of Packed Array [1..13] of char;
ScreenDisplay: [External]Unsigned;
Pics: [External]Pic_List;
Monsters: [Local]List_of_Monsters;
Value
Cat[1]:='Number';
Cat[2]:='Unidentified Name';
Cat[3]:='Unidentified Plural';
Cat[4]:='Real Name';
Cat[5]:='Real Plural';
Cat[6]:='Alignment';
Cat[7]:='Number appearing';
Cat[8]:='Hit points';
Cat[9]:='Monster type';
Cat[10]:='Armor Class';
Cat[11]:='Treas. in lair';
Cat[12]:='Treas. wandering';
Cat[13]:='Levels drained';
Cat[14]:='Years aged';
Cat[15]:='Regenerates';
Cat[16]:='Highest cleric';
Cat[17]:='Highest wizard';
Cat[18]:='Magic resistance';
Cat[19]:='Chance of Chum %';
Cat[20]:='Chum number';
Cat[21]:='Breath Weapon';
Cat[22]:='# of attacks';
Cat[23]:='Damage per attack';
Cat[24]:='Resists';
Cat[25]:='Monster Properties';
Cat[26]:='Picture Number';
Cat[27]:='Hates';
Cat[28]:='Gaze Weapon';
Cat[29]:='Weapon plus needed';
MonsterType[Warrior]:='Fighters';
MonsterType[Mage]:='Wizards';
MonsterType[Priest]:='Clerics';
MonsterType[Pilferer]:='Thieves';
MonsterType[Karateka]:='Monks';
MonsterType[Midget]:='Midgets';
MonsterType[Giant]:='Giants';
MonsterType[Myth]:='Myths';
MonsterType[Animal]:='Animals';
MonsterType[Lycanthrope]:='Lycanthropes';
MonsterType[Undead]:='Undead';
MonsterType[Demon]:='Demons';
MonsterType[Insect]:='Insects';
MonsterType[Plant]:='Plant';
MonsterType[Multiplanar]:='Multi-planar';
MonsterType[Dragon]:='Dragon';
MonsterType[Elemental]:='Elemental';
MonsterType[Fey]:='Fey';
MonsterType[Humanoid]:='Humanoid';
MonsterType[Monstrosities]:='Monstrosities';
MonsterType[Statue]:='Statue';
MonsterType[Reptile]:='Reptiles';
MonsterType[Enchanted]:='Magical';
Propty[0]:='Stones'; Propty[1]:='Poisons';
Propty[2]:='Paralyzes'; Propty[3]:='AutoKills';
Propty[4]:='Can be slept'; Propty[5]:='Can run';
Propty[6]:='Gates'; Propty[7]:='Can''t befriend';
Propty[8]:='Can be surprised'; Propty[9]:='Teleports away';
Propty[10]:='Can''t be turned'; Propty[11]:='Can''t escape';
Propty[12]:='Causes Fear';
Attack_Name[NoAttack]:='No Attack';
Attack_Name[Fire]:='Fire';
Attack_Name[Frost]:='Cold';
Attack_Name[Poison]:='Poison';
Attack_Name[LvlDrain]:='Level Drain';
Attack_Name[Stoning]:='Stoning';
Attack_Name[Magic]:='Magic';
Attack_Name[Death]:='Death Magic';
Attack_Name[CauseFear]:='Fear';
Attack_Name[Electricity]:='Electricity';
Attack_Name[Charming]:='Charming';
Attack_Name[Insanity]:='Insanity';
Attack_Name[Aging]:='Aging';
Attack_Name[Sleep]:='Sleep';
(******************************************************************************)
[External]Procedure Read_Monsters (Var Monster: List_of_Monsters);External;
[External]Procedure Save_Monsters (Monster: List_of_Monsters);External;
[External]Function Yes_or_No (Time_Out: Integer:=-1; Time_Out_Char: Char:=' '): [Volatile]Char;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]Function Make_Choice (Choices: Char_Set; Time_Out: Integer:=-1; Time_Out_Char: Char:=' '): Char;External;
(******************************************************************************)
Procedure Display_Image (Image: Image_Type);
{ This procedure will display the image at 57, 3 }
Var
X,Y, Row: Integer;
Begin { Display Image }
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay, '+-----------------------+', 3, 57);
For Y:=1 to 9 do
Begin
Row := 3 + Y;
SMG$Put_Chars (ScreenDisplay, '|', Row, 57);
For X:=1 to 23 do
SMG$Put_Chars (ScreenDisplay, Image[X, Y] + '', Row, X + 56, 0);
SMG$Put_Chars (ScreenDisplay, '|', Row, 56 + 23 + 1);
End;
SMG$Put_Chars (ScreenDisplay, '+-----------------------+', 13, 57);
SMG$End_Display_Update (ScreenDisplay);
End; { Display Image }
(******************************************************************************)
Procedure Print_Current_ClassSet(classSet: Class_Set);
Var
Pos: Integer;
Loop: Class_Type;
T, Name: Line;
ClassName: [External]Array [Class_Type] of Varying [13] of char;
Begin
Pos:=1;
T:='';
For Loop:=MIN_CLASS_TYPE to MAX_CLASS_TYPE do
If Loop in ClassSet then
Begin
If Loop <> NoClass then
Name:=ClassName[Loop]
Else
Name:='No-class';
T:=T + Pad(Name,' ',20);
If Odd(Pos) then
T:=T + ' '
Else
Begin
SMG$Put_Line (ScreenDisplay,T);
T:='';
End;
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,T);
End;
(******************************************************************************)
Procedure Print_Available_Classes;
Var
Pos: Integer;
Loop: Class_Type;
T: Line;
Name: Line;
ClassName: [External]Array [Class_Type] of Varying [13] of char;
Begin
Pos:=1;
T:='';
For Loop:=MIN_CLASS_TYPE to MAX_CLASS_TYPE do
Begin
If Loop <> NoClass then
Name:=ClassName[Loop]
Else
Name:='No-class';
T:=T + CHR(Ord(Loop) + 65) + ' ' + Pad(Name,' ',20);
If Odd(Pos) then
T:=T+' '
Else
Begin
SMG$Put_Line (ScreenDisplay,T);
T:='';
End;
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,T,0);
End;
(******************************************************************************)
Function Get_Class_From_Number (attackNumber: Integer): Class_Type;
Var
Temp: Class_Type;
Begin
Temp:=MIN_CLASS_TYPE;
While Ord(Temp)<>attackNumber do
Temp:=Succ(Temp);
Get_Class_From_Number := Temp;
End;
(******************************************************************************)
[Global]Procedure Change_Class_Set (Var ClassSet: Class_Set; T1: Line);
Var
Name: Line;
Pos,ClassNum: Integer;
Temp,Loop: Class_Type;
Answer: Char;
T: Line;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,T1,1,0);
Print_Current_ClassSet(ClassSet);
SMG$Set_Cursor_ABS (ScreenDisplay,15,1);
SMG$Put_Line (ScreenDisplay, 'Change which Class?');
Print_Available_Classes;
SMG$End_Display_Update (ScreenDisplay);
Answer:=Make_Choice (['A' .. CHR(Ord(Barbarian) + 65), ' ']);
If Answer <> ' ' then
Begin
ClassNum:=Ord(Answer) - 65;
Temp := Get_Class_From_Number(ClassNum);
If Temp in ClassSet then
ClassSet:=ClassSet - [ Temp ]
Else
ClassSet:=ClassSet + [ Temp ];
End;
End;
Until (* f *) Answer=' ';
End;
(******************************************************************************)
Procedure Print_Current_Attack_Set (AttackSet: Attack_Set);
Var
Pos: Integer;
Loop: Attack_Type;
Begin
Pos:=1;
For Loop:=MIN_ATTACK_TYPE to MAX_ATTACK_TYPE do
If Loop in AttackSet then
Begin
SMG$Put_Chars (ScreenDisplay,Pad(Attack_Name[Loop],' ',20));
If Odd(Pos) then
SMG$Put_Chars (ScreenDisplay,' ')
Else
Begin
SMG$Put_Line (ScreenDisplay,'');
End;
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,'',0);
End;
(******************************************************************************)
Procedure Print_Available_Attacks;
Var
Pos: Integer;
Loop: Attack_Type;
Begin
Pos:=1;
For Loop:=MIN_ATTACK_TYPE to MAX_ATTACK_TYPE do
Begin
SMG$Put_Chars (ScreenDisplay,CHR(Ord(Loop) + 65) + ' ' + Pad(Attack_Name[Loop],' ',20));
If Odd(Pos) then
SMG$Put_Chars (ScreenDisplay,' ')
Else
SMG$Put_Line (ScreenDisplay,'');
Pos:=Pos + 1;
End;
End;
(******************************************************************************)
Function Get_Attack_From_Number (attackNumber: Integer): Attack_Type;
Var
Temp: Attack_Type;
Begin
Temp:=MIN_ATTACK_TYPE;
While Ord(Temp)<>attackNumber do
Temp:=Succ(Temp);
Get_Attack_From_Number := Temp;
End;
(******************************************************************************)
[Global]Procedure Change_Attack_Set (Var AttackSet: Attack_Set; T1: Line);
Var
AttackNum: Integer;
Temp: Attack_Type;
Answer: Char;
Begin (* Change_Attack_Set *)
Repeat
Begin (* Repeat *)
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,T1);
Print_Current_Attack_Set(AttackSet);
SMG$Set_Cursor_ABS (ScreenDisplay,15,1);
SMG$Put_Line (ScreenDisplay, 'Change which attack?');
Print_Available_Attacks;
SMG$End_Display_Update (ScreenDisplay);
Answer:=Make_Choice (['A'..CHR(Ord(Sleep)+65),' ']);
If Answer<>' ' then
Begin
AttackNum:=Ord(Answer)-65;
Temp := Get_Attack_From_Number(AttackNum);
If Temp in AttackSet then
AttackSet:=AttackSet-[Temp]
Else
AttackSet:=AttackSet+[Temp];
End;
End;
Until (* a *) Answer=' ';
End; (* Change_Attack_Set *)
(******************************************************************************)
Function Print_Die (die: Die_Type): Line;
Var
T: Line;
Begin
T:=String(die.X,0) + 'D' + String(die.Y,0);
If die.Z>=0 then
T:=T+'+'
Else
T:=T+'-';
T:=T + String(die.Z,0);
Print_Die := T;
End;
(******************************************************************************)
Procedure List_Treasure_Types (Treasure: TreasureSet);
Var
Pos, Loop: Integer;
Begin
Pos:=1;
For Loop:=1 to 150 do
If Loop in Treasure then
Begin
SMG$Put_Chars (ScreenDisplay, String (Loop,0), , (Pos mod 4) * 20);
If (Pos mod 4) = 0 then
SMG$Put_Line (ScreenDisplay, '');
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,'',0);
End;
(******************************************************************************)
Procedure Treasure_Types (Var Treasure: TreasureSet);
Var
Pos, Num: Integer;
Loop: T_Type;
T: Line;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Put_Line (ScreenDisplay, 'The monster has these treasure types');
List_Treasure_Types(Treasure);
SMG$End_Display_Update (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay, 'Change which type? (1-150)',15,1);
Num:=Get_Num(ScreenDisplay);
If Num > 150 then
Num:=0
Else If Num>0 then
If Num in Treasure then
Treasure:=Treasure - [ Num ]
Else
Treasure:=Treasure + [ Num ];
End;
Until Num=0;
End;
(******************************************************************************)
Procedure Change_Screen1 (Number: Integer);
Var
Keyboard: [External]Unsigned;
Options: Char_Set;
X1,Y1,Z1,Num,Loop: Integer;
Answer: Char;
Strng,T: Line;
AlignName: [External]Array [Align_Type] of Packed Array [1..7] of Char;
Begin
Loop:=0;
Monsters[Number].Monster_number:=Number;
Repeat
Begin (* Initial repeat - Change_Screen1 *)
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Home_Cursor (ScreenDisplay);
SMG$Put_Line (ScreenDisplay, 'Monster #' + String(Number,3) );
SMG$Put_Line (ScreenDisplay, '------- ----', 1, 0);
For Loop:=1 to 12 do
Begin (* Do Loop *)
T:=CHR(Loop + 64) + ' ' + Cat[Loop] + ': ';
Case Loop of
1: T:=T + String(Monsters[Number].Monster_Number,0);
2: T:=T + Monsters[Number].Name;
3: T:=T + Monsters[Number].Plural;
4: T:=T + Monsters[Number].Real_Name;
5: T:=T + Monsters[Number].Real_Plural;
6: T:=T + AlignName[Monsters[Number].Alignment];
7: T:=T + Print_Die(Monsters[Number].Number_Appearing);
8: T:=T + Print_Die(Monsters[Number].Hit_Points);
9: T:=T + MonsterType[Monsters[Number].Kind];
10: T:=T + String(Monsters[Number].Armor_Class,0);
11: If Monsters[Number].Treasure.In_Lair=[] then
T:=T+'None'
Else
T:=T+'Type ''K'' to edit list';
12: If Monsters[Number].Treasure.Wandering=[] then
T:=T+'None'
Else
T:=T+'Type ''L'' to edit list';
End; (* Case *)
SMG$Put_Line (ScreenDisplay,T);
End; (* Do Loop *)
SMG$Put_Line (ScreenDisplay, '');
SMG$End_Display_Update (ScreenDisplay);
Options:=['A'..'N',' '];
Answer:=Make_Choice (Options);
Case ORD(Answer)-64 of
2,3,4,5: Begin
SMG$Set_Cursor_ABS (ScreenDisplay,15,1);
SMG$Put_Line (ScreenDisplay,
'Enter a string of'
+' up to 60 characters',1,0);
Cursor;
SMG$Read_String (Keyboard,Strng,Display_ID:=ScreenDisplay);
No_Cursor;
If Strng.length>60 then
Strng:=Substr (Strng,1,60);
Case Ord(Answer)-64 of
2: Monsters[Number].Name:=Strng;
3: Monsters[Number].Plural:=Strng;
4: Monsters[Number].Real_Name:=Strng;
5: Monsters[Number].Real_Plural:=Strng;
End;
End; (* 2, 3, 4, 5 *)
11,12: If Ord(answer)-64=11 then
Treasure_Types(Monsters[Number].Treasure.In_Lair)
Else
Treasure_Types(Monsters[Number].Treasure.Wandering);
10: Begin
SMG$Set_Cursor_ABS (ScreenDisplay,16,1);
SMG$Put_Line (ScreenDisplay,
'Enter an integer ');
Num:=Get_Num(ScreenDisplay);
IF ABS(num)<128 then Monsters[Number].Armor_Class:=Num;
End;
6: If Monsters[Number].Alignment=Evil then
Monsters[Number].Alignment:=NoAlign
Else
Monsters[Number].Alignment:=Succ(Monsters[Number].Alignment);
9: If Monsters[Number].Kind=Enchanted then
Monsters[Number].Kind:=Warrior
Else
Monsters[Number].Kind:=Succ(Monsters[Number].Kind);
7,8: Begin
SMG$Put_Chars (ScreenDisplay, 'Enter X: ',15,1);
X1:=Get_Num(ScreenDisplay);
SMG$Put_Chars (ScreenDisplay, 'Enter Y: ',15,1);
Y1:=Get_Num(ScreenDisplay);
SMG$Put_Chars (ScreenDisplay, 'Enter Z: ',15,1);
Z1:=Get_Num(ScreenDisplay);
Case Ord(Answer)-64 of
8: Begin
Monsters[Number].Hit_Points.X:=X1;
Monsters[Number].Hit_Points.Y:=Y1;
Monsters[Number].Hit_Points.Z:=Z1;
End;
7: Begin
Monsters[Number].Number_Appearing.X:=X1;
Monsters[Number].Number_Appearing.Y:=Y1;
Monsters[Number].Number_Appearing.Z:=Z1;
End;
End;
End;
End; (* Other case *)
End; (* Initial repeat - Change_Screen1 *)
Until (* b *) Answer=' ';
End; (* Screen1 *)
(******************************************************************************)
Procedure Change_Screen2 (Number: Integer);
Type
Property_Set=Set of Property_Type;
Damagetypes = Array [1..20] of die_type;
Var
Options: Char_Set;
Num,Loop: Integer;
Answer: Char;
T: Line;
Procedure PropertiesP (Var Props: Property_Set);
Var
Pos: Integer;
Loop: Property_Type;
Temp: Property_Type;
AttackNum: Integer;
Answer: Char;
T: Line;
Begin (* PropertiesP *)
Repeat
Begin (* repeat *)
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,
'The monster has these properties');
Pos:=1;
T:='';
For Loop:=Stones to Cause_Fear do
If Loop in props then
Begin
T:=T + Pad(Propty[Ord(Loop)]
,' ',20);
If Odd(Pos) then
T:=T+' '
Else
Begin
SMG$Put_Line (ScreenDisplay,T);
T:='';
End;
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,T,0);
SMG$Set_Cursor_ABS (ScreenDisplay,15,1);
SMG$Put_Line (ScreenDisplay,'Change which property?');
Pos:=1;
T:='';
For Loop:=Stones to Cause_Fear do
Begin
T:=T + CHR(Ord(Loop)+65)
+' '
+Pad(Propty[Ord(Loop)],' ',20);
If Odd(Pos) then
T:=T+' '
Else
Begin
SMG$Put_Line (ScreenDisplay,T);
T:='';
End;
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,T,1,0);
SMG$End_Display_Update (ScreenDisplay);
Answer:=Make_Choice(['A'..CHR(Ord(Cause_Fear)+65),CHR(32)]);
IF Answer<>CHR(32) then
Begin (* if not space *)
AttackNum:=Ord(Answer)-65;
Temp:=stones;
While Ord(Temp)<>AttackNum do
Temp:=Succ(Temp);
If Temp in props then
Props:=Props-[Temp]
Else
Props:=Props+[Temp];
End; (* if not space *)
End; (* repeat *)
Until (* c *) Answer=' ';
End; (* PropertiesP *)
Procedure List_Current_Attacks (Attack: DamageTypes);
Var
Loop: Integer;
T: Line;
Begin
For Loop:=1 to 20 do
Begin (* For *)
T:=String(Loop,1) + ') ';
T:=T + String(Attack[Loop].X, 0) + 'D';
T:=T + String(Attack[Loop].Y, 0) + '+';
T:=T + String(Attack[Loop].Z, 0);
If Odd (Loop) then
SMG$Put_Chars (ScreenDisplay,T, ,1)
Else
Begin
SMG$Put_Chars (ScreenDisplay,T, , 40);
SMG$Put_Line (ScreenDisplay,'');
End;
End; (* For *)
SMG$Put_Line (ScreenDisplay, '');
End;
(******************************************************************************)
Procedure Edit_Attack (Var attack: Die_Type);
Var
X1,Y1,Z1: Integer;
Begin
SMG$Put_Chars (ScreenDisplay, 'Enter X: ', 16, 1);
X1:=Get_Num(ScreenDisplay);
SMG$Put_Chars (ScreenDisplay, 'Enter Y: ', 17, 1);
Y1:=Get_Num(ScreenDisplay);
SMG$Put_Chars (ScreenDisplay, 'Enter Z: ', 18, 1);
Z1:=Get_Num(ScreenDisplay);
Attack.X:=X1;
Attack.Y:=Y1;
Attack.Z:=Z1;
End;
(******************************************************************************)
Procedure Edit_Attacks (Var Attack: DamageTypes);
Var
Number: Integer;
Begin (* Edit_Attacks *)
Repeat
Begin (* Repeat *)
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Put_Line (ScreenDisplay,'Edit Attacks',,1);
SMG$Put_Line (ScreenDisplay,'---- -------',,1);
List_Current_Attacks (Attack);
SMG$End_Display_Update (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay, 'Change which attack? >', , 1, 1);
Number:=Get_Num(ScreenDisplay);
SMG$Put_Line (ScreenDisplay, '');
If (Number<=20) and (Number>=1) then
Edit_Attack (Attack[Number]);
End; (* Repeat *)
Until Number=0;
End; (* Edit_Attacks *)
(******************************************************************************)
Procedure List_Screen2_Properties(Number: Integer);
Begin (* List_Screen2_Properties *)
For Loop:=13 to 29 do
Begin (* Do Loop *)
T:=CHR(Loop + 52)
+' '
+Cat[Loop]+':';
Case Loop of
13: T:=T + String(Monsters[Number].Levels_Drained);
14: T:=T + String(Monsters[Number].Years_ages);
15: T:=T + String(Monsters[Number].Regenerates) + ' HP/Round';
16: T:=T + String(Monsters[Number].Highest.Cleric_Spell);
17: T:=T + String(Monsters[Number].Highest.Wizard_Spell);
18: T:=T + String(Monsters[Number].Magic_Resistance) + '%';
19: T:=T + String(Monsters[Number].gate_Success_percentage,0) + '%';
20: If Monsters[Number].Monster_Called=0 then
T:=T+'None'
Else
T:=T + '(' + String(Monsters[Number].Monster_Called) + ')'
+ Monsters[Monsters[Number].Monster_Called].Real_Name;
21: If Monsters[Number].Breath_Weapon=NoAttack then
T:=T+'None'
Else
T:=T + Attack_Name[Monsters[Number].Breath_Weapon];
22: If Monsters[Number].No_of_Attacks>0 then
T:=T + String(Monsters[Number].No_of_Attacks)
Else
T:=T+'None';
23: If Monsters[Number].No_of_Attacks=0 then
T:=T+'None'
Else
T:=T+'Type ''K'' to edit list';
24: If Monsters[Number].Resists=[] then
T:=T+'Nothing'
Else
T:=T+'Type ''L'' to edit list';
25: If Monsters[Number].Properties=[] then
T:=T+'Nothing'
Else
T:=T+'Type ''M'' to edit list';
26: T:=T + String(Monsters[Number].Picture_Number);
27: If Monsters[Number].Extra_Damage=[] then
T:=T+'Nobody'
Else
T:=T+'Type ''O'' to edit list';
28: If Monsters[Number].Gaze_Weapon=NoAttack then
T:=T+'None'
Else
T:=T + Attack_Name[Monsters[Number].Gaze_Weapon];
29: T:=T + String(Monsters[Number].Weapon_Plus_Needed);
End; (* Case *)
SMG$Put_Line (ScreenDisplay, T);
End; (* Do Loop *)
SMG$Put_Line (ScreenDisplay,'');
End; (* List_Screen2_Properties *)
Procedure Edit_Screen2_Properties(Number: Integer);
Begin (* Edit_Screen2_Properties *)
Options:=['A'..'Q',' '];
Answer:=Make_Choice (Options);
Case ORD(Answer)-52 of
13,14,15,16,17,18,19,20,22,26,29: Begin
SMG$Set_Cursor_ABS (ScreenDisplay,22,1);
SMG$Put_Line (ScreenDisplay, 'Enter an Integer.');
Num:=Get_Num(ScreenDisplay);
Case ORD(Answer)-52 of
13: If ABS(Num)<32768 then
Monsters[Number].Levels_Drained:=Num;
14: Monsters[Number].Years_ages:=Num;
15: If ABS(Num)<32768 then
Monsters[Number].Regenerates:=Num;
16: If (Num>-1) and (Num<10) then
Monsters[Number].Highest.Cleric_Spell:=Num;
17: If (Num>-1) and (Num<10) then
Monsters[Number].Highest.Wizard_Spell:=Num;
18: If (Num>-1) and (Num<201) then
Monsters[Number].Magic_Resistance:=Num;
19: If (Num>-1) and (Num<101) then
Monsters[Number].Gate_Success_Percentage:=Num;
20: If (Num>-1) and (Num<451) then
Monsters[Number].Monster_Called:=Num;
22: If (Num>-1) and (Num<21) then
Monsters[Number].No_of_Attacks:=Num;
26: If (Num>-1) and (Num<251) then
Monsters[Number].Picture_Number:=Num;
29: Monsters[Number].Weapon_Plus_Needed:=Num;
End; (* Case ord *)
End;
21: If Monsters[Number].Breath_Weapon=Sleep then
Monsters[Number].Breath_Weapon:=NoAttack
Else
Monsters[Number].Breath_Weapon:=Succ(Monsters[Number].Breath_Weapon);
23: Edit_Attacks (Monsters[Number].Damage);
24: Change_Attack_Set (Monsters[Number].Resists,
'The monster is resistant to these attack forms');
25: Propertiesp (Monsters[Number].Properties);
27: Change_Class_Set (Monsters[Number].Extra_Damage,
'The monster does more damage on these classes');
28: If Monsters[Number].Gaze_Weapon=Sleep then
Monsters[Number].Gaze_Weapon:=NoAttack
Else
Monsters[Number].Gaze_Weapon:=Succ(Monsters[Number].Gaze_Weapon);
End; (* Other case *)
End; (* Edit_Screen2_Properties *)
Begin
Loop:=0;
Repeat
Begin (* Initial repeat - Change_Screen2 *)
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
SMG$Home_Cursor (ScreenDisplay);
SMG$Put_Line (ScreenDisplay, 'Monster #' + String(Number,3) +' (' + Monsters[Number].Real_Name +')');
SMG$Put_Line (ScreenDisplay, '------- ----');
List_Screen2_Properties(Number);
Display_Image (Pics[Monsters[Number].Picture_Number].Image);
SMG$End_Display_Update (ScreenDisplay);
Edit_Screen2_Properties(Number);
End; (* Initial repeat - Change_Screen2 *)
Until (* d *) Answer=' ';
End; (* Screen2 *)
(******************************************************************************)
Procedure Change_Monster (Number: Integer);
Var
Answer: Char;
Options: Char_Set;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
If Monsters[Number].Monster_number <> Number then
Monsters[Number].Breath_Weapon:=NoAttack;
SMG$Put_Line(ScreenDisplay, 'Monster #' + String(Number,0) + ' ' + Monsters[Number].Real_Name, 1, 0);
SMG$Put_Line(ScreenDisplay, 'Which screen? (1 or 2, <SPACE> exits)', 0, 0);
SMG$End_Display_Update (ScreenDisplay);
Options:=['1','2',' '];
Answer:=Make_Choice (Options);
If Answer='1' then
Change_Screen1 (Number)
Else If Answer='2' then
Change_Screen2 (Number);
End;
Until (* e *) Answer=' ';
End;
(******************************************************************************)
Procedure Print_Table;
Var
Options: Char_Set;
Loop,First,Last: Integer;
Answer: Char;
Begin
Answer:=' ';
First:=1;
Last:=First + 18;
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
SMG$Erase_Display (ScreenDisplay);
For Loop:=First to Last do
Begin
SMG$Put_Chars (ScreenDisplay, String(Loop,3) + ' ' + Pad(Monsters[Loop].Real_Name,' ',62));
SMG$Put_Chars (ScreenDisplay, String(Monsters[Loop].Hit_Points.X,3) +' HD');
SMG$Put_Line (ScreenDisplay, ' ' + MonsterType[Monsters[Loop].Kind]);
End;
SMG$Put_Line (ScreenDisplay,'F)orward, B)ack, E)xit, C)hange',0);
SMG$End_Display_Update (ScreenDisplay);
Options:=['F','B','E','C'];
Answer:=Make_Choice (options);
If (Answer='F') and (Last<450) then
Begin
First:=Last;
Last:=Min(First + 18, 450);
End
Else If (Answer='F') then
Begin
First:=1;
Last:=First + 18;
End
Else If (Answer='B') and (First>=18) then
Begin
Last:=First;
First:=Max(First - 18, 1);
End
Else If (Answer='B') then
Begin
Last:=450;
First:=Last-18;
End
Else If (Answer='C') then
Begin
SMG$Put_Chars (ScreenDisplay, 'Change which monster? --->',24,1,1);
Number:=Get_Num(ScreenDisplay);
If (Number > 0) and (Number < 451) then
Change_Monster (Number);
End;
End;
Until Answer='E';
End;
(******************************************************************************)
Procedure Swap_Records;
Var
Old_Slot,New_Slot: Integer;
Temp_Record: Monster_Record;
Begin
SMG$Put_Chars (ScreenDisplay, 'Swap record A ->');
Repeat
Old_Slot:=Get_Num(ScreenDisplay)
Until (Old_Slot > -1) and (Old_Slot < 451);
SMG$Put_Chars (ScreenDisplay, 'Swap record B ->');
Repeat
New_Slot:=Get_Num(ScreenDisplay)
Until (New_Slot > -1) and (New_Slot < 451);
SMG$Put_Line (ScreenDisplay, 'Swap: ' + Monsters[New_Slot].Real_Name + ' with ' + Monsters[Old_Slot].Real_Name);
SMG$Put_Line (ScreenDisplay, 'Confirm? (Y/N)');
If Yes_or_No='Y' then
Begin
Temp_Record:=Monsters[Old_Slot];
Monsters[Old_Slot]:=Monsters[New_Slot];
Monsters[New_Slot]:=Temp_Record;
Monsters[New_Slot].Monster_Number:=New_Slot;
Monsters[Old_Slot].Monster_Number:=Old_Slot;
End;
End;
(******************************************************************************)
Procedure Copy_Records;
Var
Old_Slot,New_Slot: Integer;
Begin
Repeat
Begin
SMG$Put_Chars (ScreenDisplay,
'Record to copy ->',1,1);
Old_Slot:=Get_Num(ScreenDisplay);
End;
Until (Old_Slot>-1) and (Old_Slot<451);
Repeat