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Treasure.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_Treasure_Types;
Type
Traps_Set = Set of Trap_Type;
Var
ScreenDisplay: [External]Unsigned;
Item_List: [External]List_of_Items;
TrapName: [External]Array [Trap_Type] of Varying [20] of Char;
Cat: Array [1..5] of Packed Array [1..24] of char;
Value
Cat[1]:='Treasure Number';
Cat[2]:='In a chest?';
Cat[3]:='Possible Traps';
Cat[4]:='Max. num of treasures';
Cat[5]:='Treasures';
(******************************************************************************)
[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]Function Get_Num (Display: Unsigned):Integer;External;
(******************************************************************************)
Procedure Home_Cursor;
Begin
SMG$Home_Cursor (ScreenDisplay);
End;
Procedure Home;
Begin
SMG$Erase_Display (ScreenDisplay);
Home_Cursor;
End;
(******************************************************************************)
[Global]Procedure Edit_Treasures (Var Treasure: List_of_treasures);
Procedure Change_Treasure_Type (Number: Integer);
Var
Loop: Integer;
Options: Char_Set;
Answer: Char;
Number1: Integer;
T: Line;
(*----------------------------------------------------------------------------*)
Procedure Edit_Traps (Var Traps: Traps_Set);
Var
Pos: Integer;
Loop: Trap_Type;
Temp: Trap_Type;
TrapNum: Integer;
Answer: Char;
T: Line;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay, 'The chest can have these traps:');
Pos:=1;
T:='';
For Loop:=PoisonNeedle to Stunner do
If Loop in Traps then
Begin
T:=T + Pad(TrapName[Loop],' ',20);
If Pos/3<>Pos div 3 then
T:=T+' '
Else
Begin
SMG$Put_Line (ScreenDisplay, T);
T:='';
End;
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,T);
SMG$Set_Cursor_ABS (ScreenDisplay,15,1);
SMG$Put_Line (ScreenDisplay,'Change which trap?');
Pos:=1;
T:='';
For Loop:=PoisonNeedle to Stunner do
Begin
T:=T + CHR(Ord(Loop)+64)+' '+Pad(TrapName[Loop],' ',20);
If Pos/3<>Pos div 3 then
T:=T+' '
Else
Begin
SMG$Put_Line (ScreenDisplay, T);
T:='';
End;
Pos:=Pos + 1;
End;
SMG$Put_Line (ScreenDisplay,T,0,0);
SMG$End_Display_Update (ScreenDisplay);
Answer:=Make_Choice(['A'..CHR(Ord(Stunner)+64),' ']);
If Answer<>' ' then
Begin
TrapNum:=Ord(Answer)-64;
Temp:=PoisonNeedle;
While (Ord(Temp)<>TrapNum) do
Temp:=Succ(Temp);
If Temp in Traps then
Traps:=Traps-[Temp]
Else
Traps:=Traps+[Temp];
End;
End;
Until Answer=' ';
End;
(*----------------------------------------------------------------------------*)
Procedure Edit_Cash (Var Treasure: Treasure_Record);
Var
Answer: Char;
Options: Char_Set;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay,'A) Initial base: '+String(Treasure.Initial_Base));
SMG$Put_Line (ScreenDisplay,'B) Initial random: '+String(Treasure.Initial_Random.X)+'D'+String(Treasure.Initial_Random.Y)+'+'+String(Treasure.Initial_Random.Z));
SMG$Put_Line (ScreenDisplay,'C) Random multiplier: '+String(Treasure.Multiplier.X)+'D'+String(Treasure.Multiplier.Y)+'+'+String(Treasure.Multiplier.Z), 2);
SMG$Put_Line (ScreenDisplay,'Which?',0);
SMG$End_Display_Update (ScreenDisplay);
Options:=['A','B','C',' '];
Answer:=Make_Choice (Options);
Case Answer of
'A': Begin
SMG$Put_Chars (ScreenDisplay,'Enter base:',5,1);
Treasure.Initial_Base:=Get_Num (ScreenDisplay);
End;
'B': Begin
SMG$Put_Chars (ScreenDisplay,'Enter X: ',5,1);
Treasure.Initial_Random.X:=Get_Num (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'Enter Y: ',6,1);
Treasure.Initial_Random.Y:=Get_Num (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'Enter Z: ',7,1);
Treasure.Initial_Random.Z:=Get_Num (ScreenDisplay);
End;
'C': Begin
SMG$Put_Chars (ScreenDisplay,'Enter X: ',5,1);
Treasure.Multiplier.X:=Get_Num (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'Enter Y: ',6,1);
Treasure.Multiplier.Y:=Get_Num (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'Enter Z: ',7,1);
Treasure.Multiplier.Z:=Get_Num (ScreenDisplay);
End;
End;
End;
Until Answer=' ';
End;
(*----------------------------------------------------------------------------*)
Procedure Edit_Item (Var Treasure: Treasure_Record);
Var
Answer: Char;
Options: Char_Set;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay,'A) Base item: '+Item_List[Treasure.Item_Number.Z].True_Name);
SMG$Put_Line (ScreenDisplay,'B) Random addition: '+String(Treasure.Item_Number.X)+'D'+String(Treasure.Item_Number.Y));
SMG$Put_Line (ScreenDisplay,'C) Appear probability: '+String(Treasure.Appear_Probability)+'%',2);
SMG$Put_Line (ScreenDisplay,'Which?',0);
SMG$End_Display_Update (ScreenDisplay);
Options:=['A','B','C',' '];
Answer:=Make_Choice (Options);
Case Answer of
'A': Begin
SMG$Put_Chars (ScreenDisplay,'Enter the item number:',6,1);
Treasure.Item_Number.Z:=Get_Num (ScreenDisplay);
End;
'B': Begin
SMG$Put_Chars (ScreenDisplay,'Enter X: ',6,1);
Treasure.Item_Number.X:=Get_Num (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'Enter Y: ',7,1);
Treasure.Item_Number.Y:=Get_Num (ScreenDisplay);
End;
'C': Begin
SMG$Put_Chars (ScreenDisplay,'Enter probability: ',6,1);
Treasure.Appear_Probability:=Get_Num (ScreenDisplay);
End;
End;
End;
Until Answer=' ';
End;
(*----------------------------------------------------------------------------*)
Procedure Edit_Treasure (Var Treasure: Treasure_Record);
Var
Options: Char_Set;
Answer: Char;
T: Line;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
T:='A) Kind: ';
If Treasure.Kind=Cash_Given then
T:=T+'Cash'
Else
T:=T+'Item';
SMG$Put_Line (ScreenDisplay, T);
T:='B) ';
If Treasure.Kind=Cash_Given then
T:=T+'Enter Cash editor'
Else
T:=T+'Enter item editor';
SMG$Put_Line (ScreenDisplay, T,2,0);
SMG$Put_Line (ScreenDisplay,'Which?',0,0);
SMG$End_Display_Update (ScreenDisplay);
Options:=['A','B',' '];
Answer:=Make_Choice (Options);
Case Answer of
'A': Begin
If Treasure.Kind=Cash_Given then
Begin
Treasure.Kind:=Item_Given;
Treasure.Range:=0;
Treasure.Item_Number.X:=0;
Treasure.Item_Number.Y:=0;
Treasure.Item_Number.Z:=0;
End
Else
Begin
Treasure.Kind:=Cash_Given;
Treasure.Initial_Random.X:=0;
Treasure.Initial_Random.Y:=0;
Treasure.Initial_Random.Z:=0;
Treasure.Multiplier.X:=0;
Treasure.Multiplier.Y:=0;
Treasure.Multiplier.Z:=0;
Treasure.Initial_Base:=0;
End;
End;
'B': Begin
If Treasure.Kind=Cash_Given then
Edit_Cash (Treasure)
Else
Edit_Item (Treasure);
End;
End;
End;
Until Answer=' ';
End;
(*----------------------------------------------------------------------------*)
Procedure Edit_Treasures (Var Treasure: List_of_TreasureType);
Var
Number,Loop: Integer;
T: Line;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay,'Edit Treasures');
SMG$Put_Line (ScreenDisplay,'---- ---------');
For Loop:=1 to 7 do
Begin
T:=String(Loop,1)+') ';
If Treasure[Loop].Kind=Cash_Given then
T:=T+'Gold'
Else
T:=T+'Item';
SMG$Put_Line (ScreenDisplay,T);
End;
SMG$End_Display_Update (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'Change which treasure? (0 exits)->',11,1);
Number:=Get_Num (ScreenDisplay);
If (Number<=7) and (Number>=1) then
Edit_Treasure (Treasure[Number]);
End;
Until Number=0;
End;
(*----------------------------------------------------------------------------*)
Begin
Loop:=0;
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay,'Treasure #'+String(Number,3));
SMG$Put_Line (ScreenDisplay,'-------- ----');
For Loop:=1 to 5 do
Begin
T:=CHR(Loop + 64)+' '+Cat[Loop]+': ';
Case Loop of
1: T:=T + String(Number);
2: If Treasure[Number].In_Chest then
T:=T+'Yes'
Else
T:=T+'No';
3: If Treasure[Number].Possible_Traps=[] then
T:=T+'None'
Else
T:=T+'Type ''C'' to edit';
4: If Treasure[Number].Max_No_Of_Treasures=0 then
T:=T+'None'
Else
T:=T + String(Treasure[Number].Max_No_of_Treasures);
5: If Treasure[Number].Max_No_Of_Treasures=0 then
T:=T+'None'
Else
T:=T+'Type ''E'' to edit';
End;
SMG$Put_Line (ScreenDisplay, T);
End;
SMG$Put_Line (ScreenDisplay,'',2);
SMG$End_Display_Update (ScreenDisplay);
Options:=['B','C','D','E',' '];
Answer:=Make_Choice (Options);
Case Ord(Answer)-64 of
2: Treasure[Number].In_Chest:=Not Treasure[Number].In_Chest;
3: Edit_Traps (Treasure[Number].Possible_Traps);
4: Begin
SMG$Put_Chars (ScreenDisplay,'How many? ->',2,0,1);
Treasure[Number].Max_No_of_Treasures:=Get_Num (ScreenDisplay);
End;
5: Edit_Treasures (Treasure[Number].Treasure);
End;
End;
Until Answer=' ';
End;
(******************************************************************************)
Procedure Edit_Treasure_Types;
Var
Number: Integer;
Begin
Repeat
Begin
SMG$Begin_Display_Update (ScreenDisplay);
Home;
SMG$Put_Line (ScreenDisplay,' Edit treasure');
SMG$Put_Line (ScreenDisplay,'150 is the table size. Edit which treasure?');
SMG$End_Display_Update (ScreenDisplay);
SMG$Put_Chars (ScreenDisplay,'(1-150, 0 exits) --->',3,1);
Number:=Get_Num (ScreenDisplay);
If (Number>0) and (Number<151) then
Change_Treasure_Type (Number);
End;
Until Number=0;
End;
(*-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=*)
Begin
Edit_Treasure_Types;
End;
End. { Edit Treasure Types }