-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathMonsterAttackSpells.pas
609 lines (485 loc) · 18.5 KB
/
MonsterAttackSpells.pas
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
(*
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$LIBRARY:STARLET','Types','SMGRTL','PriorityQueue')]Module Monster_Attack_Spells;
Var
Item_List : [External]List_of_Items;
Silenced,Can_Attack : [External]Party_Flag;
Time_Stop_Players : [External]Boolean;
NoMagic : [External]Boolean;
MessageDisplay : [External]Unsigned;
Seed : [External,Volatile]Unsigned;
Delay_Constant : [External]Real;
(**********************************************************************************************************************)
[External]Function Alive (Character: Character_Type): Boolean;External;
[External]Function Made_Roll (Needed: Integer): [Volatile]Boolean;external;
[External]Function Made_Save (Character: Character_Type; Attack: Attack_Type): [Volatile]Boolean;External;
[External]Function Monster_Name (Monster: Monster_Record; Number: Integer; Identified: Boolean): Monster_Name_Type;External;
[External]Function Random_Number (Die: Die_Type): [Volatile]Integer;External;
[External]Function Roll_Die (Die_Type: Integer): [Volatile]Integer;External;
[External]Function Spell_Damage (Spell: Spell_Name; Caster_Level: Integer:=0): Die_Type;External;
[External]Function String(Num: Integer; Len: Integer:=0):Line;External;
[External]Function Undead_Party_Member (Member: Party_Type; Current_Party_Size: Party_Size_Type; Var Position: Integer): Boolean;External;
[External]Procedure Change_Status (Var Character: Character_Type; Status: Status_Type; Var Changed: Boolean);External;
[External]Procedure Delay (Seconds: Real);External;
[External]Procedure Slay_Character (Var Character: Character_Type; Var Can_Attack: Flag);External;
[Asynchronous,External]Function MTH$RANDOM (%Ref Seed: Unsigned): Real;external;
(**********************************************************************************************************************)
Function Choose_Wizard (Level: Integer): Spell_Name;
Var
Temp: Spell_Name;
Begin
Case Level of
1: Temp:=MaMs;
2: Case Roll_Die (2) of
1: Temp:=MaMs;
2: Temp:=Fear;
End;
3: Case Roll_Die (7) of
1,2,3,5: Temp:=FiBl;
6,7: Temp:=LiBt;
4: Temp:=BiSh;
End;
4: Case Roll_Die (7) of
1,2,3: Temp:=FiBl;
4,5,6,7: Temp:=GrSh;
End;
5: Temp:=CoCd;
6: Case Roll_Die (5) of
1,2: Temp:=DeSp;
3: Temp:=HgSh;
4,5: Temp:=CoCd;
End;
7: Case Roll_Die (4) of
1: Temp:=Slep;
2..4: Temp:=MgFi;
End;
8: Case Roll_Die (3) of
1,2: Temp:=MgFi;
3: Temp:=Slay;
End;
9: Case Roll_Die (5) of
1: Temp:=Kill;
2,4: Temp:=Holo;
5: Temp:=TiSt;
3: Temp:=Harm;
End;
End;
Choose_Wizard:=Temp;
End;
(**********************************************************************************************************************)
Function Choose_Cleric (Level: Integer; Member: Party_Type; Current_Party_Size: Integer): Spell_Name;
Var
Temp: Spell_Name;
Dummy: Integer;
Begin
Case Level of
1: Temp:=CsLt;
2: Case Roll_Die (4) of
1: Temp:=CsLt;
2,3,4: If Undead_Party_Member (Member,Current_Party_Size,Dummy) then
Temp:=Dspl
Else
Temp:=CsLt;
End;
3: Temp:=CsSe;
4: Case Roll_Die (6) of
1: Temp:=CsVs;
3,4,5: Temp:=Wrth;
6,2: Temp:=Sile;
End;
5: Case Roll_Die (5) of
1: Temp:=CsCr;
2,3,4: Temp:=GrWr;
5: Temp:=Slay;
End;
6: Case Roll_Die (7) of
1..3: Temp:=Harm;
4: Temp:=DiPr;
5..7: Temp:=HoWr;
End;
7: Temp:=Dest;
8: Case Roll_Die (4) of
1,2,3: Temp:=DiWr;
4: Temp:=RaDe;
End;
9: Case Roll_Die (4) of
1..3: Temp:=DiWr;
4: Temp:=DiDe;
End;
End;
Choose_Cleric:=Temp;
End;
(**********************************************************************************************************************)
Function Random_Spell_Level (Level: Integer): Integer;
{ This function simulates some sort of intelligence on the part of a spell caster: an Arch Mage isn't going to waste much time with
first level spells most of the time }
Var
R1: Integer;
Rand: Real;
Begin
{ MTH$RANDOM -> 0-.999999 }
Rand:=Sqrt(MTH$RANDOM(Seed));
R1:=Trunc (Level * (Rand)) + 1;
{ Shift the scale toward 1 }
Random_Spell_Level := R1;
End;
(**********************************************************************************************************************)
Function Random_Spell (ClerLevel,WizLevel: Integer; Member: Party_Type; Current_Party_Size: Integer): Spell_Name;
Var
ClerChance,WizChance,Class: Integer;
Temp: Spell_Name;
Begin
ClerChance:=0; WizChance:=0;
If ClerLevel > 0 then
ClerChance:=50;
If WizLevel > 0 then
WizChance:=50;
If WizLevel > ClerLevel -2 then ClerChance:=ClerChance-20;
If ClerLevel>WizLevel + 2 then WizChance:=WizChance-10;
Class:=Roll_Die (WizChance + ClerChance);
If Class<=ClerChance then
Class:=1
Else
Class:=2;
If Class=1 then
Temp:=Choose_Cleric (Random_Spell_Level (ClerLevel),Member,Current_Party_Size)
Else
Temp:=Choose_Wizard (Random_Spell_Level (WizLevel));
Random_Spell:=Temp;
End;
(**********************************************************************************************************************)
Procedure Handle_Monster_Group_Spell_1 (Attacker: AttackerType; Var Member: Party_Type; Current_Party_Size: Integer);
Var
Form: Attack_Type;
Loop,CharPosition,Damage: Integer;
Dam: Die_Type;
Character: Character_Type;
T: Line;
Begin
Dam.X:=1; Dam.Y:=1;
Dam.Z:=-1; Damage:=0;
CharPosition:=Roll_Die (Current_Party_Size);
Character:=Member[CharPosition];
T:=Character.Name;
Case Attacker.WhatSpell of
MaMs: Begin
Form:=Magic;
Dam:=Spell_Damage (MaMs,Attacker.Caster_Level);
End;
CsLt: Begin
Form:=Magic;
Dam:=Spell_Damage (CsLt);
End;
CsSe: Begin
Form:=Magic;
Dam:=Spell_Damage (CsSe);
End;
CsVs: Begin
Form:=Magic;
Dam:=Spell_Damage (CsVs);
End;
CsCr: Begin
Form:=Magic;
Dam:=Spell_Damage (CsCr);
End;
Harm: Begin
Form:=Magic;
If Made_Save (Character, Magic) then
Damage:=0
Else
Damage:=Character.Curr_HP - Roll_Die(4);
End;
Slay: Begin
Form:=Death;
If Made_Save (Character, Death) then
Damage:=0
Else
Damage:=Character.Curr_HP;
End;
Dest: Begin
Form:=Death;
Damage:=Character.Curr_HP;
If Made_Save (Character, Death) then
Damage:=Min(Roll_Die(30), Character.Curr_HP);
End;
Kill: Begin
Form:=Death;
If Character.Curr_HP<61 then
Damage:=Character.Curr_HP
Else
Damage:=0;
End;
End;
Damage := Damage + Random_Number (Dam);
If Character.No_of_Items > 0 then
For Loop:=1 to Character.No_of_items do
If Character.Item[Loop].isEquipped then
If Form in Item_List[Character.Item[Loop].Item_Num].Resists then
Damage:=Trunc(Damage / 2);
Character.Curr_HP := Character.Curr_HP - Damage;
If Damage>0 then
Begin
If (Character.Status=Asleep) then
Character.Status:=Healthy;
T := T + ' takes ' + String (Damage) + ' hit point';
If Damage > 1 then
T:=T + 's';
T:=T + ' damage!';
End
Else
T := T + ' is unaffected!';
If Alive (Character) then
Begin
SMG$Put_Line (MessageDisplay, T);
If (Character.Curr_HP < 1) then
Slay_Character (Character,Can_Attack[CharPosition]);
End;
Character.Curr_HP := Max(Character.Curr_HP, 0);
Member[CharPosition] := Character;
End;
(**********************************************************************************************************************)
Function Magic_Resistance (Character: Character_Type; Level: Integer): Integer;
Var
Mod_Resist: Integer;
Begin
Mod_Resist := Character.Magic_Resistance;
If Mod_Resist > 0 then
Mod_Resist:=Mod_Resist - (5 * (Level - 11));
Magic_Resistance := Mod_Resist;
End;
(**********************************************************************************************************************)
Procedure Handle_Monster_Group_Spell_2 (Attacker: AttackerType; Var Member: Party_Type; Current_Party_Size: Integer);
Var
Form: Attack_Type;
Loop,Damage,i: Integer;
Dam: Die_Type;
Character: Character_Type;
T: Line;
Begin
Form := Magic; Dam:=Zero; Damage:=0;
Case Attacker.WhatSpell of
Wrth: Begin
Form:=Magic;
Dam:=Spell_Damage (Attacker.WhatSpell);
End;
GrWr: Begin
Form:=Magic;
Dam:=Spell_Damage (Attacker.WhatSpell);
End;
HoWr: Begin
Form:=Magic;
Dam:=Spell_Damage (Attacker.WhatSpell);
End;
DiWr: Begin
Form:=Magic;
Dam:=Spell_Damage (Attacker.WhatSpell);
End;
Holo: Begin
Form:=Magic;
Dam:=Spell_Damage (Attacker.WhatSpell);
End;
CoCd: Begin
Form:=Frost;
Dam:=Spell_Damage (Attacker.WhatSpell,Attacker.Caster_Level);
End;
LiBt: Begin
Form:=Electricity;
Dam:=Spell_Damage (Attacker.WhatSpell,Attacker.Caster_Level);
End;
FiBl: Begin
Form:=Fire;
Dam:=Spell_Damage (Attacker.WhatSpell,Attacker.Caster_Level);
End;
MgFi: Begin
Form:=Fire;
Dam:=Spell_Damage (Attacker.WhatSpell,Attacker.Caster_Level);
End;
DeSp: ;
End;
For i := 1 to Current_Party_Size do
Begin
Character:=Member[i];
If Attacker.WhatSpell=DeSp then
If Max(Character.Level,Character.Previous_Lvl)<3 then { TODO: It should be the sum }
Damage:=Character.Curr_HP
Else
Damage:=0;
T:=Character.Name;
Damage := Damage + Random_Number (Dam);
If Made_Save (Character,Form) then
Damage := Trunc (Damage / 2);
If Character.No_of_Items > 0 then
For Loop:=1 to Character.No_of_items do
If Character.Item[Loop].isEquipped then
If Form in Item_List[Character.Item[Loop].Item_Num].Resists then
Damage:=Trunc(Damage / 2);
If Attacker.WhatSpell in [FiBl,MgFi] then
Damage:=Round(Damage*(1 / i));
If Made_Roll (Magic_Resistance (Character,Attacker.Caster_Level)) then
Damage:=0;
Character.Curr_HP := Character.Curr_HP - Damage;
If (Character.Status=Asleep) and (Damage > 0) then
Character.Status:=Healthy;
SMG$Begin_Display_Update (MessageDisplay);
SMG$Set_Cursor_ABS (MessageDisplay, 2, 1);
SMG$Put_Line (MessageDisplay,'');
SMG$Put_Line (MessageDisplay,'',0);
SMG$Set_Cursor_ABS (MessageDisplay, 2, 1);
SMG$End_Display_Update (MessageDisplay);
If Damage>0 then
Begin
T := T + ' takes ' + String (Damage) + ' hit point';
If Damage > 1 then
T:=T + 's';
T:=T + ' damage!';
End
Else
T := T + ' is unaffected!';
If Alive (Character) then
SMG$Put_Line (MessageDisplay, T);
If Alive(Character) and (Character.Curr_HP<1) then
Slay_Character (Character,Can_Attack[i]);
Character.Curr_HP := Max(Character.Curr_HP, 0);
Delay (Delay_Constant);
Member[i]:=Character;
End;
End;
(**********************************************************************************************************************)
Procedure Handle_Monster_Protection_Spell (Attacker: AttackerType; Var Group: Monster_Group);
Var
Amount: Integer;
Begin
Amount:=0;
Case Attacker.WhatSpell of
GrSh,DiPr: Amount:=2;
BiSh: Amount:=1;
HgSh: Amount:=4;
End;
Group.Monster.Armor_Class:=Group.Monster.Armor_Class - Amount;
End;
(**********************************************************************************************************************)
Procedure Handle_Monster_Death_Spells (Var Member: Party_Type; Current_Party_Size: Integer; Level: Integer);
Var
T: Line;
Chosen: Integer;
Worked: Boolean;
Character: Character_Type;
Begin
Worked:=False;
Chosen := Roll_Die (Current_Party_Size);
Character:=Member[Chosen];
T:=Character.Name + ' is ';
Worked:=Not(Made_Save (Character,Death)) and Alive(Character);
Worked:=Worked and Not Made_Roll (Magic_Resistance(Character,Level));
If (Worked) then
Begin
Character.Status := Dead;
Character.Curr_HP :=0;
Member[Chosen]:=Character;
End
Else
T:=T+'not ';
T:=T+'slain!';
SMG$Put_Line (MessageDisplay,T,0);
End;
(**********************************************************************************************************************)
Procedure Handle_Monster_Displ (Var Member: Party_Type; Current_Party_Size: Integer);
Var
T: Line;
Chosen: Integer;
Begin
If Undead_Party_Member (Member,Current_Party_Size,Chosen) then
Begin
T:=Member[Chosen].Name + ' is dispelled!';
Member[Chosen].Status := Ashes;
Member[Chosen].Curr_HP:=0;
End
Else
T:='but nothing happens!';
SMG$Put_Line (MessageDisplay,T,0);
End;
(**********************************************************************************************************************)
Procedure Handle_Monster_Non_Lethal (Attacker: AttackerType; Var Member: Party_Type; Current_Party_Size: Integer);
Var
T, verb: Line;
Char_Num: Integer;
Attack: Attack_Type;
Affected, Saved: Boolean;
Character: Character_Type;
Begin
If Attacker.WhatSpell in [Slep,Sile] then Attack := Magic
Else Attack := CauseFear;
Case Attacker.WhatSpell of
Slep: verb:='slept';
Fear: verb:='made afraid';
Sile: verb:='silenced';
End;
For Char_Num := 1 to Current_Party_Size do
Begin
Affected := False;
Character:=Member[Char_Num];
T := Character.Name + ' is ';
SMG$Erase_Display (MessageDisplay, 2, 1);
SMG$Set_Cursor_ABS (MessageDisplay, 2, 1);
SMG$End_Display_Update (MessageDisplay);
Saved:=Made_Save (Character,Attack);
Saved:=Saved or Made_Roll (Magic_Resistance (Character,Attacker.Caster_Level));
If Not Saved then
Case Attacker.WhatSpell of
Slep: Change_Status (Member[Char_Num],Asleep,Affected);
Fear: Change_Status (Member[Char_Num],Afraid,Affected);
Sile: Begin
Affected := True;
Silenced[Char_Num] := True;
End;
End;
Saved := Saved or Not(Affected);
If Saved then
T:=T + 'not ';
T:=T + verb + '!';
SMG$Put_Line (MessageDisplay, T, 0);
Delay (Delay_Constant);
End;
End;
(**********************************************************************************************************************)
Procedure Implement_Spell (Attacker: AttackerType; Spell_Chosen: Spell_Name; Var Member: Party_Type;
Var Current_Party_Size: Party_Size_Type; Var Group: Encounter_Group);
Begin
Attacker.WhatSpell:=Spell_Chosen;
Case Spell_Chosen of
LiBt,MaMs,CsLt,CsSe,CsVs,CsCr,Harm,Kill,Slay,Dest: Handle_Monster_Group_Spell_1 (attacker,Member,Current_Party_Size);
HoWr,DiWr,DeSp,Holo,FiBl,MgFi,Wrth,GrWr,CoCd: Handle_Monster_Group_Spell_2 (Attacker, Member, Current_Party_Size);
DiPr,BiSh,GrSh,HgSh: Handle_Monster_Protection_Spell (Attacker,Group[Attacker.Group]);
Slep,Sile,Fear: Handle_Monster_Non_Lethal (Attacker,Member,Current_Party_Size);
DiDe,RaDe: Handle_Monster_Death_Spells (Member,Current_Party_Size,Attacker.Caster_Level);
Dspl: Handle_Monster_Displ (Member, Current_Party_Size);
TiSt: If Made_Roll (85) then Time_Stop_Players:=True
Else SMG$Put_Line (MessageDisplay,'but Time Stop failed!');
End;
End;
(**********************************************************************************************************************)
[Global]Procedure Monster_Spell (Attacker: AttackerType; Var Group: Encounter_Group; Var Member: Party_Type;
Var Current_Party_Size: Party_Size_Type);
Var
Spell_Chosen: Spell_Name;
Cler_Level,Wiz_Level: Integer;
Begin
Cler_Level:=Group[Attacker.Group].Monster.Highest.Cleric_Spell;
Wiz_Level:=Group[Attacker.Group].Monster.Highest.Wizard_Spell;
SMG$Put_Chars (MessageDisplay,Monster_Name(Group[Attacker.Group].Monster,1,Group[Attacker.Group].Identified)+' casts a spell ');
Spell_Chosen:=Random_Spell (Cler_Level,Wiz_Level,Member,Current_Party_Size);
If NoMagic then
SMG$Put_Line (MessageDisplay,'but it fizzles out!')
Else If Group[Attacker.Group].Silenced[Attacker.Attacker_Position] then
SMG$Put_Line (MessageDisplay,'that fails to become audible!')
Else
Begin
SMG$Put_Line (MessageDisplay,'');
Implement_Spell (Attacker,Spell_Chosen,Member,Current_Party_Size,Group);
End;
Delay (Delay_Constant);
End;
End. { Monster Attack Spells }