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GiveTreasure.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','STRRTL')]Module Treasure;
Const
SpellsY = 7; SpellsX = 26;
ZeroOrd = Ord ('0');
Var
Silenced,Can_Attack: [External]Party_Flag;
Looked,Disarmed: Party_Flag;
NoMagic: [External]Boolean;
OptionsDisplay,Pasteboard,Keyboard,MessageDisplay,FightDisplay: [External]Unsigned;
Treasure: [External]List_of_Treasures;
Item_List: [External]List_of_Items;
TrapName: [External]Array [Trap_Type] of Varying [20] of Char;
(******************************************************************************)
[External]Function Made_Roll (Needed: Integer): [Volatile]Boolean;external;
[External]Procedure Delay (Seconds: Real);External;
[External]Function String(Num: Integer; Len: Integer:=0):Line;External;
[External]Function Make_Choice (Choices: Char_Set; Time_Out: Integer:=-1;
Time_Out_Char: Char:=' '): Char;External;
[External]Procedure Zero_Through_Six (Var Number: Integer; Time_Out: Integer:=-1;
Time_Out_Char: Char:=' ');External;
[External]Function Random_Number (Die: Die_Type): [Volatile]Integer;External;
[External]Function Roll_Die (Die_Type: Integer): [Volatile]Integer;External;
(******************************************************************************)
Function Get_Person (Action_Text: Line; Member: Party_Type; Current_Party_Size: Integer): [Volatile]Integer;
Var
Looker: Integer;
Answer: Char;
Done: Boolean;
Begin
SMG$Begin_Display_Update (OptionsDisplay);
SMG$Erase_Display (OptionsDisplay);
SMG$Set_Cursor_ABS (OptionsDisplay,3,27-(Action_Text.Length div 2));
SMG$Put_Line (OptionsDisplay,Action_Text);
SMG$End_Display_Update (OptionsDisplay);
Done:=False;
Repeat
Begin
Looker:=0;
Answer:=Make_Choice ([CHR(13),'1'..CHR(Current_Party_Size + ZeroOrd)]);
If Answer<>CHR(13) then
Looker:=Ord(Answer)-ZeroOrd;
If Looker>0 then
Done:=Member[Looker].Status in [Healthy,Poisoned,Zombie]
Else
Done:=True;
End;
Until Done;
Get_Person:=Looker;
End;
(******************************************************************************)
Procedure Open_Chest (Var Opener: Integer; Member: Party_Type; Current_Party_Size: Party_Size_Type;
Var Chest_Status: Chest_Status_Type);
Begin
Opener:=Get_Person ('Who will open it?',Member,Current_Party_Size);
If Opener>0 then
Chest_Status:=Opened;
End;
(******************************************************************************)
Procedure Print_Message (T: Line);
Begin
SMG$Begin_Display_Update (OptionsDisplay);
SMG$Erase_Display (OptionsDisplay);
SMG$Put_Chars (OptionsDisplay,T,3,27-(T.length div 2));
SMG$End_Display_Update (OptionsDisplay);
Delay(2);
SMG$Erase_Display (OptionsDisplay);
End;
(******************************************************************************)
Procedure Cant_Cast_It;
Begin
Print_Message ('* * * Thou can''t cast it! * * *');
End;
(******************************************************************************)
Procedure Print_Trap (Trap: Trap_Type);
Begin
Print_Message (TrapName[Trap]);
End;
(******************************************************************************)
Procedure Check_Traps_Spell (Trap: Trap_Type; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type);
Var
Character: Character_Type;
Looker: Integer;
Class,Level: Integer;
[External]Procedure Find_Spell_Group (Spell: Spell_Name; Character: Character_Type; Var Class,Level: Integer);External;
Begin
Looker:=Get_Person ('Who will cast ChTr?', Member,Current_Party_Size);
If Looker>0 then
If Member[Looker].Status in [Healthy,Poisoned] then
Begin
Character:=Member[Looker];
Find_Spell_Group (ChTr,Character,Class,Level);
If (Level<10) and (Level>0) and (Character.SpellPoints[Class,Level]>0) then
Begin
Looked[Looker]:=True;
Print_Trap (Trap);
Character.Experience:=Character.Experience+15*Ord(Trap);
Character.SpellPoints[Class,Level]:=Character.SpellPoints[Class,Level]-1;
Member[Looker]:=Character;
End
Else
Cant_Cast_It;
End;
End;
(******************************************************************************)
Procedure Init_Window;
Begin
SMG$Begin_Display_Update (OptionsDisplay);
SMG$Erase_Display (OptionsDisplay);
SMG$Put_Line (OptionsDisplay,' A chest! Thou may:',2,1);
SMG$Put_Line (OptionsDisplay,' O)pen it S)earch it for traps C)hTr it');
SMG$Put_Line (OptionsDisplay,' L)eave it D)isarm trap',0);
SMG$End_Display_Update (OptionsDisplay);
SMG$Paste_Virtual_Display (OptionsDisplay,Pasteboard,SpellsY,SpellsX);
End;
(******************************************************************************)
Function Choose_Trap (Possible_Traps: Trap_Set): Trap_Type;
Var
List: Array [1..18] of Trap_Type;
Max: Integer;
Loop: Trap_Type;
Begin
Max:=0; List:=Zero;
For Loop:=PoisonNeedle to Stunner do
If Loop in Possible_Traps then
Begin
Max:=Max + 1;
List[Max]:=Loop;
End;
If Max=0 then
Choose_Trap:=Trapless
Else
Choose_Trap:=List[Roll_Die(Max)];
End;
(******************************************************************************)
Function Class_Chance (Class: Class_Type; Level: Integer): Integer;
Begin
Case Class of
Thief,Ninja: Class_Chance:=15+(5*Level);
Antipaladin,Assassin: Class_Chance:=5+(4*Level);
Bard: Class_Chance:=3*Level;
NoClass: Class_Chance:=0;
Otherwise Class_Chance:=Level;
End;
End;
(******************************************************************************)
Function Detect_Trap_Chance (Character: Character_Type; Trap: Trap_Type): Integer;
Var
Chance: Integer;
Begin
Chance:=Max(Class_Chance(Character.Class, Character.Level),
Class_Chance(Character.PreviousClass,Character.Previous_Lvl));
Case Character.Race of
Dwarven: Chance:=Chance + 15;
Gnome: Chance:=Chance + 10;
Hobbit,HfOrc: Chance:=Chance + 5;
HfOgre: Chance:=Chance-10;
Quickling,Drow,Elven: Chance:=Chance + 20;
End;
Case Character.Abilities[4] of
3..8: Chance:=Chance-20;
9,10: Chance:=Chance-10;
11: Chance:=Chance-5;
18: Chance:=Chance + 5;
19,20: Chance:=Chance + 10;
21,22: Chance:=Chance + 15;
23,24: Chance:=Chance + 20;
25: Chance:=Chance + 25;
End;
Chance:=Chance - Round(1.25 * Ord(Trap));
Chance:=Chance + (2 * (Character.Abilities[7]-9)); { Add luck into it }
If Character.Psionics then
Chance:=Chance + Character.DetectTrap;
If Character.Status=Zombie then
Chance:=0;
Detect_Trap_Chance:=Max(0, Min(Chance, 95));
End;
(******************************************************************************)
Procedure Already_Looked;
Begin
Print_Message ('* * * Thou already looked! * * *');
End;
(******************************************************************************)
Procedure Search_Chest (Trap: Trap_Type; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type);
Var
Chance,Looker: Integer;
TS: Trap_Set;
Begin
Looker:=Get_Person ('Who will look?',Member,Current_Party_Size);
If Looker>0 then
If Looked[Looker] then
Already_Looked
Else
Begin
Looked[Looker]:=True;
Chance:=Detect_Trap_Chance (Member[Looker],Trap);
SMG$Erase_Display (OptionsDisplay);
TS:=[Trapless .. Stunner]-[Trap];
If Made_Roll (Chance) then
Member[looker].Experience:=Member[Looker].Experience + 15
Else
Trap:=Choose_Trap(TS); { If didn't make chance, give a false(?) trap }
Print_Trap (Trap);
End;
End;
(******************************************************************************)
Procedure Trap_Damage (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer; Victim: Integer;
Trap_Used: Trap_Type);
Var
Character: Character_Type;
Dummy: Boolean;
Damage: Integer;
[External]Procedure Change_Status (Var Character: Character_Type; Status: Status_Type; Var Changed: Boolean);External;
[External]Procedure Dead_Characters (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer;
Var Can_Attack: Party_Flag);External;
Begin
Damage:=0;
Character:=Member[Victim];
Case Trap_Used of
Darts: Damage:=(Roll_Die(5)*RolL_Die(3));
Blades: Damage:=(4 * Roll_Die (6));
Acid: Damage:=(3 * Roll_Die (10));
CrossbowBolt: Damage:=Roll_Die (6) + 1;
Splinters: Damage:=(Roll_Die(2)*Roll_Die(3));
ExplodingBox: Damage:=(3 * Roll_Die(6));
End;
If (Character.Status=Asleep) and (Damage>0) then
Character.Status:=Healthy;
Character.Curr_HP:=Character.Curr_HP-Damage;
If Character.Curr_HP<1 then
Begin
Character.Curr_HP:=0;
Change_Status (Character,Dead,Dummy);
End;
Member[Victim]:=Character;
Dead_Characters (Member,Current_Party_Size,Party_Size,Can_Attack);
End;
(******************************************************************************)
Procedure Handle_Random_Teleport;
Var
Safe: Boolean;
NewX,NewY,NewZ: Integer;
Temp: Level;
Maze: [External]Level;
PosX,PosY: [External]Horizontal_Type;
PosZ: [External]Vertical_Type;
[External]Function Get_Level (Level_Number: Integer; Maze: Level; PosZ: Vertical_Type:=0): [Volatile]Level;External;
Begin
Repeat
Begin
NewX:=Roll_Die(20); NewY:=Roll_Die(20); NewZ:=Roll_Die(9);
Temp:=Get_Level (NewZ,Maze,PosZ);
Safe:=(Temp.Special_Table[Temp.Room[NewX,NewY].Contents].Special=Nothing);
End;
Until Safe;
Maze:=Temp;
PosX:=NewX; PosY:=NewY; PosZ:=NewZ;
End;
(******************************************************************************)
Procedure Trap_Off (Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type; Party_Size: Integer;
Trap_Given: Trap_Type; Victim: Integer; Var CantHave: Boolean; Var Alarm_Off: Boolean);
Var
T: Line;
Dummy: Boolean;
Wizards,Clerics: Set of Class_Type;
[External]Function Made_Save (Character: Character_Type; Attack: Attack_Type): [Volatile]Boolean;External;
[External]Procedure Change_Status (Var Character: Character_Type; Status: Status_Type; Var Changed: Boolean);External;
[External]Function Regenerates (Character: Character_Type; PosZ: Integer:=0): Integer;external;
[External]Procedure Update_Character_Box (Member: Party_Type; Party_Size: Integer; Var Can_Attack: Party_Flag);External;
Begin
Wizards:=[Ranger,Wizard,Bard]; { TODO: Repeated code }
Clerics:=[Cleric,Paladin,Antipaladin];
SMG$Begin_Display_Update (OptionsDisplay);
SMG$Erase_Display (OptionsDisplay);
Case Roll_Die(10) of
1: T:='Yikes';
2: T:='Zoinks';
3: T:='Argh';
4: T:='Whoops';
5: T:='Egads';
6: T:='Uh uh';
7: T:='Gasp';
8: T:='Zounds';
9: T:='Gads';
10: T:='Jinkies';
End;
T:=T+'! ';
T:=T + TrapName[Trap_Given]+'!';
SMG$Set_Cursor_ABS (OptionsDisplay,3,(27-(T.length div 2)));
SMG$Put_Line (OptionsDisplay,T,0,1);
Case Trap_Given of
PoisonNeedle: Change_Status (Member[victim],Poisoned,Dummy);
Alarm: Alarm_Off:=True;
Teleporter:
Begin
Handle_Random_Teleport;
CantHave:=True;
End;
Darts: Trap_Damage (Member,Current_Party_Size,Party_Size,
Roll_Die(Current_Party_Size),Darts);
Blades: Trap_Damage (Member,Current_Party_Size,Party_Size,Victim,Blades);
SnoozeAlarm: Begin
If Not (Made_Save(Member[Victim],Sleep)) then
Change_Status (Member[Victim],Asleep,Dummy);
Alarm_Off:=True;
End;
GasCloud: For Victim:=1 to Current_Party_Size do
If Not (Made_Save(Member[Victim],Poison)) then
Change_Status (Member[Victim],Poisoned,Dummy);
Acid: Trap_Damage (Member,Current_Party_Size,Party_Size,Victim,Acid);
Paralyzer: If Not (Made_Save(Member[Victim],Magic)) then
Change_Status (Member[Victim],Paralyzed,Dummy);
BoobyTrap: If Not (Made_Save(Member[Victim],Insanity)) then
Change_Status (Member[Victim],Insane,Dummy);
Sleeper: For Victim:=1 to Current_Party_Size do
If Not (Made_Save(Member[Victim],Sleep)) then
Change_Status (Member[Victim],Asleep,Dummy);
AntiWizard: For Victim:=1 to Current_Party_Size do
If (Member[Victim].Class in Wizards) or (Member[Victim].PreviousClass in Wizards) then
If Not (Made_Save(Member[Victim],Poison)) then
Change_Status (Member[Victim],Paralyzed,Dummy);
AntiCleric: For Victim:=1 to Current_Party_Size do
If (Member[Victim].Class in Clerics) or (Member[Victim].PreviousClass in Clerics) then
If Not (Made_Save(Member[Victim],Poison)) then
Change_Status (Member[Victim],Paralyzed,Dummy);
CrossbowBolt: Trap_Damage (Member,Current_Party_Size,Party_Size,Roll_Die(Current_Party_Size),CrossbowBolt);
ExplodingBox: Begin
For Victim:=1 to Current_Party_Size do
Trap_Damage (Member,Current_Party_Size,Party_Size,Victim,ExplodingBox);
CantHave:=True;
End;
Splinters: Trap_Damage (Member,Current_Party_Size,Party_Size,Victim,Splinters);
Stunner: If Not (Made_Save(Member[Victim],Magic)) then
Change_Status (Member[Victim],Petrified,Dummy);
End;
Member[Victim].Regenerates:=Regenerates (Member[Victim]);
SMG$End_Display_Update (OptionsDisplay);
Delay(2.5);
Update_Character_Box (Member,Party_Size,Can_Attack);
End;
(******************************************************************************)
Procedure Already_Tried;
Begin
Print_Message ('* * * Thou already tried! * * *');
End;
(******************************************************************************)
Function Get_Trap_Name: [Volatile]Line;
Var
TrapToDisarm: Line;
[External]Procedure Cursor;External;
[External]Procedure No_Cursor;External;
Begin
SMG$Erase_Display (OptionsDisplay);
SMG$Put_Chars (OptionsDisplay,'Disarm what trap? >',3,2);
Cursor;
SMG$Read_String (Keyboard,TrapToDisarm,Display_ID:=OptionsDisplay);
No_Cursor;
Get_Trap_Name:=TrapToDisarm;
End;
(******************************************************************************)
Procedure Attempt_to_Disarm (Opener: Integer; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer; Var Trap: Trap_Type; Var Blown: Boolean; Var Alarm_Off: Boolean);
Var
TrapToDisarm: Line;
Chance: Integer;
Right_Trap,Yikes: Boolean;
Begin
Yikes:=False;
If Disarmed[Opener] then
Already_Tried
Else
Begin
Disarmed[Opener]:=True;
Chance:=Detect_Trap_Chance (Member[Opener],Trap);
TrapToDisarm:=Get_Trap_Name;
Right_Trap:=(STR$Case_Blind_Compare(TrapToDisarm,TrapName[Trap]+'')=0);
If Right_Trap and Made_Roll(Chance) then
Begin
Trap:=Trapless;
Print_Message('* * * Thou disarmed it! * * *');
Member[Opener].Experience:=Member[Opener].Experience+15*Ord(Trap);
End
Else
Begin
Chance:=Round(Chance * 75/100);
If Made_Roll (Chance) then
Print_Message ('* * * Thine attempt failed! * * *')
Else
Begin
Print_Message ('* * * Thou set it off! * * *');
Yikes:=True;
End;
End;
If Yikes and (Trap<>Trapless) then
Begin
Trap_Off (Member,Current_Party_Size,Party_Size,Trap,Opener,Blown,Alarm_Off);
Trap:=Trapless;
End
End
End;
(******************************************************************************)
Procedure Disarm_Trap (Var Trap: Trap_Type; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer; Var Blown: Boolean; Var Alarm_Off: Boolean);
{ This procedure allows a character to disarm a trap on a chest. It does not actually say if the trap the character is trying to
disarm is the trap that is actually on the chest. }
Var
Opener: Integer;
Begin
Opener:=Get_Person ('Who will attempt to disarm?',Member,Current_Party_Size);
If Opener>0 then Attempt_to_Disarm (Opener,Member,Current_Party_Size,Party_Size,Trap,Blown,Alarm_Off);
End;
(******************************************************************************)
Procedure Init_Chest (Current_PArty_Size: Party_Size_Type; Var BlownItem,BlownMoney: Treasure_Record; Var Trap: Trap_Type;
Var Chest_Status: Chest_Status_Type; Chest: Treasure_Table);
Begin
Looked:=Zero;
Disarmed:=Zero;
Chest_Status:=Closed;
With BlownItem do
Begin
Kind:=Item_Given;
Item_Number:=Zero;
End;
With BlownMoney do
Begin
Kind:=Cash_Given;
Initial_Random:=Zero;
Initial_Base:=0;
Multiplier:=Zero;
End;
Trap:=Choose_Trap (Chest.Possible_Traps);
End;
(******************************************************************************)
Procedure Handle_Chest (Var Chest: Treasure_Table; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer; Var Leave: Boolean; Var Alarm_Off: Boolean);
Var
Chest_Status: Chest_Status_Type;
Trap: Trap_Type;
BlownItem,BlownMoney: Treasure_Record;
Options: Char_Set;
Answer: Char;
Opener: Integer;
Begin
Options:=['O','S','C','L','D']; Opener:=0;
Init_Chest (Current_Party_Size,BlownItem,BlownMoney,Trap,Chest_Status,Chest);
Repeat
Begin
Init_Window;
Answer:=Make_Choice (Options);
Case Answer of
'D': Disarm_Trap (Trap,Member,Current_Party_Size,Party_Size,Leave,Alarm_Off);
'S': Search_Chest (Trap,Member,Current_Party_Size);
'O': Open_Chest (Opener,Member,Current_Party_Size,Chest_Status);
'C': Check_Traps_Spell (Trap,Member,Current_Party_Size);
'L': Leave:=True;
End;
End;
Until (Chest_Status=Opened) or Leave;
If (Chest_Status=Opened) and (Trap<>Trapless) then
Trap_Off (Member,Current_Party_Size,Party_Size,Trap,Opener,Leave,Alarm_Off);
SMG$Unpaste_Virtual_Display (OptionsDisplay,Pasteboard);
End;
(******************************************************************************)
Procedure Give_Money (Amount: Integer; Var Member: Party_Type; Current_Party_Size: Party_Size_Type);
Var
Recipient: Integer;
Begin
SMG$Erase_Display (MessageDisplay);
Recipient:=Roll_Die (Current_Party_Size);
SMG$Put_Line (MessageDisplay,Member[Recipient].Name+' found a sack of '+String(Amount)+' gold pieces!');
Member[Recipient].Gold:=Member[Recipient].Gold + Amount;
Delay(2);
End;
(******************************************************************************)
Function Character_With_Room (Member: Party_Type; Current_Party_Size: Party_Size_Type): Integer;
Var
Person,Num: Integer;
Begin
Person:=0; Num:=0;
For Person:=1 to Current_Party_Size do
Num:=Num + Member[Person].No_of_Items;
If Num<>(Current_Party_Size * 8) then
Repeat
Person:=Roll_Die (Current_Party_Size);
Until (Member[Person].No_of_Items<8)
Else
Person:=0;
Character_with_Room:=Person;
End;
(******************************************************************************)
Procedure Give_Item (Item_No: Integer; Var Member: Party_Type; Current_Party_Size: Party_Size_Type);
Var
Num,Person: Integer;
Begin
Person:=Character_With_Room (Member,Current_Party_Size);
If Person<>0 then
Begin
Member[Person].No_of_Items:=Member[Person].No_of_Items + 1;
Num:=Member[Person].No_of_Items;
With Member[Person].Item[Num] do
Begin
Ident:=false;
isEquipped:=False;
Cursed:=False;
Usable:=(Member[Person].Class in Item_List[Item_No].Usable_By)
or (Member[Person].PreviousClass in Item_List[Item_No].Usable_By);
Item_Num:=Item_no;
End;
SMG$Erase_Display (MessageDisplay);
SMG$Put_Line (MessageDisplay,Member[Person].Name+' found a '+Item_List[Item_No].Name, 0);
If (Num = 8) then
SMG$Put_Line (MessageDisplay,'Thou can not carry any more items until thou drops something...');
Delay(2);
SMG$Erase_Display(MessageDisplay);
End;
End;
(******************************************************************************)
Procedure Deliver_Gold_And_Money (Treasure: Treasure_Record; Var Member: Party_Type; Current_Party_Size: Party_Size_Type);
Var
Money,Item_No,Temp: Integer;
Begin
If Treasure.Kind=Cash_Given then
Begin
Money:=Treasure.Initial_Base + Random_Number(Treasure.Initial_Random);
Temp:=Random_Number(Treasure.Multiplier);
If Temp <> 0 then
Money:=Money * Temp;
Give_Money (Money,Member,Current_Party_Size);
End
Else
Begin
Item_No:=Random_Number(Treasure.Item_Number);
If Made_Roll (Treasure.Appear_Probability) then
Give_Item (Item_No,Member,Current_Party_Size);
End;
End;
(******************************************************************************)
Procedure Deliver_Treasure (Number: Integer; Var Member: Party_Type; Var Current_Party_Size: Party_Size_Type;
Party_Size: Integer; Var Alarm_Off: Boolean);
Const
Chest_Picture_Number = 18;
Gold_Picture_Number = 19;
Var
Group: Integer;
CantHave: Boolean;
[External]Procedure Show_Monster_Image (Number: Pic_Type; Var Display: Unsigned);External;
Begin { Deliver Treasure }
CantHave:=False;
If Treasure[Number].In_Chest then
Begin
Show_Monster_Image (Chest_Picture_Number,FightDisplay);
SMG$Erase_Display (MessageDisplay);
Handle_Chest (Treasure[Number],Member,Current_Party_Size,Party_Size,CantHave,Alarm_Off);
End;
{ Opened the chest if there was one }
If (Not CantHave) and (Treasure[Number].Max_No_of_Treasures > 0) then
Begin
Show_Monster_Image (Gold_Picture_Number,FightDisplay);
For Group:=1 to Min(Treasure[Number].Max_no_of_Treasures, Lower(Treasure[Number].Treasure)) do
Deliver_Gold_And_Money (Treasure[Number].Treasure[Group],Member,Current_Party_Size);
End;
End;
(******************************************************************************)
[Global]Procedure Give_Treasure (Encounter: Encounter_Group; Area: Area_Type; Var Member: Party_Type;
Var Current_Party_Size: Party_Size_Type; Party_Size: Integer; Var Alarm_Off: Boolean);
Var
Group, Treasure_Type: Integer;
Monster: Monster_Record;
TreasureSet: Set of T_Type;
Begin { Give Treasure }
For Group:=1 to 4 do
If Encounter[Group].Orig_Group_Size > 0 then
Begin
Monster:=Encounter[Group].Monster;
If Area=Room then TreasureSet:=Monster.Treasure.In_Lair
Else TreasureSet:=Monster.Treasure.Wandering;
For Treasure_Type:=1 to 150 do
If Treasure_Type in TreasureSet then
Deliver_Treasure (Treasure_Type,Member,Current_Party_Size,Party_Size,Alarm_Off);
End;
End; { Give Treasure }
End. { Treasure }