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MILMATT.PAS
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MILMATT.PAS
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Const
LenEvent = 20;
Var
Event : Packed Array [1 .. LenEvent] of Varying [11] of Char;
NextEvent : String;
Procedure InitEvents;
Begin
Event [ 1] := '00:01:00.00';
Event [ 2] := '00:05:00.00';
Event [ 3] := '00:10:00.00';
Event [ 4] := '04:30:00.00';
Event [ 5] := '04:45:00.00';
Event [ 6] := '04:55:00.00';
Event [ 7] := '04:58:59.00';
Event [ 8] := '04:59:00.00';
Event [ 9] := '07:10:00.00';
Event [10] := '12:00:00.00';
Event [11] := '14:30:00.00';
Event [12] := '14:45:00.00';
Event [13] := '14:55:00.00';
Event [14] := '14:59:59.00';
Event [15] := '15:00:00.00';
Event [16] := '15:04:00.00';
Event [17] := '19:00:00.00';
Event [18] := '20:59:00.00';
Event [19] := '22:40:00.00';
Event [20] := '23:55:00.00';
NextEvent := 'INITIALIZE '
End (*InitEvents*);
Procedure MonStrike (Rm: RmCodeType);
Var
NonDMs, NumSp, AClass, NumPlyrs, MonNum, ILoop, NumMons,
Damage, TempFat: Integer;
Plyr, TUser: UserPoint;
Monster: MonsterPoint;
AtkFlag: Boolean;
ESpeed, Speed: Integer;
Begin
TUser := User;
Speed := MSpeed;
ESpeed := 10;
If NUsers = 1 Then
Begin
Speed := 1;
ESpeed := 40
End (*If*);
With Room [Rm] Do
Begin
If RmMonsterTail <> NIL
Then
If Not RmMonsterTail ^.Permanent
Then
ESpeed := ESpeed Div 5;
NonDMs := 0;
NumPlyrs := 0;
Plyr := RmPlayerTail;
While Plyr <> NIL Do
Begin
If Not Plyr ^.Invisible
Then
NonDMs := NonDMs + 1;
NumPlyrs := NumPlyrs + 1;
Plyr := Plyr ^.Next
End (*While*);
If (EncounterTime > 0) And (WhichEncounter > 0)
Then
If Rnd ((EncounterTime * 25) Div ESpeed) <= 3
Then
Begin
ILoop := 1;
While (EncIndex [WhichEncounter,
Min (6, ILoop + 1)] > 0) And (ILoop < 6) Do
ILoop := ILoop + 1;
If EncIndex [WhichEncounter, 1] > 0
Then
Begin
MonNum := EncIndex [WhichEncounter, Rnd (ILoop)];
NumMons := Rnd (Max (1, NonDMs - 1));
If Rnd (4) = 2
Then
NumMons := Rnd (Max (1, NonDMs - 1) * 2);
Find (MList, MonNum);
For ILoop := 1 to NumMons Do
Begin
New (Monster);
Monster ^ := MList ^;
Monster ^.Hits := Min (Monster ^.MaxHits,
Max (1, Round (Monster ^.Hits * 0.8 + Monster ^.
Hits * Rnd (40) / 100)));
Monster ^.Lvl := Min (25, Max (1, Monster ^.Lvl +
2 - Rnd (3)));
InsertMonster (Monster, Rm)
End (*For*);
Plyr := RmPlayerTail;
For ILoop := 1 to NumPlyrs Do
Begin
If Not Plyr ^.Auto
Then
Plyr ^.EncountStop := True;
If NoTimeOut (Plyr)
Then
Begin
If NonDMs <= 1
Then
B1 := '0You encounter '
Else
B1 := '0Your party encounters ';
If NumMons = 1
Then
Begin
If Cap (Monster ^.Name [1]) in
['A', 'E', 'I', 'O', 'U']
Then
B1 := B1 + 'an '
Else
B1 := B1 + 'a ';
Ps (Monster ^.Name, B2);
B1 := B1 + B2
End (*If*)
Else
Begin
Pn (NumMons, B2);
B1 := B1 + B2;
Ps (Monster ^.Name, B2);
B1 := B1 + B2 + 's'
End (*Else*);
B1 := B1 + '!';
QOut (Plyr ^.Trm, B1)
End (*If*);
Plyr := Plyr ^.Next
End (*For*)
End (*If*)
End (*If*);
Monster := RmMonsterTail;
If Not Safe
Then
While Monster <> NIL Do
With Monster ^ Do
Begin
AtkFlag := False;
If (DefPlayer = NIL) And (Top or (Num < 9))
Then
If SlowReact And (Rnd (Speed * 2) = 1) Or FastReact
Then
Begin
AtkFlag := True;
Plyr := RmPlayerTail;
For ILoop := 1 to Rnd (NumPlyrs) - 1 Do
Plyr := Plyr ^.Next;
If Not Plyr ^.Evil And Not Plyr ^.Invisible And
Not Plyr ^.Hidden
Then
DefPlayer := Plyr
Else
AtkFlag := False
End (*If*)
Else
If MoralReact And (Rnd (Speed) = 1)
Then
Begin
Plyr := RmPlayerTail;
DefPlayer := Plyr;
For ILoop := 1 to NumPlyrs Do
Begin
If (Plyr ^.Pty < DefPlayer ^.Pty) And
(Rnd (3) <= 2)
Then
DefPlayer := Plyr;
Plyr := Plyr ^.Next
End (*For*);
If (DefPlayer ^.Pty > 7) Or DefPlayer ^.Invisible
Then
DefPlayer := NIL
Else
AtkFlag := True
End (*If*);
User := DefPlayer;
If User <> NIL Then
Term := User ^.Trm;
Plyr := User;
If AtkFlag
Then
Begin
MReact := 0;
PM (Monster, True, B1);
Ps (Plyr ^.Name, B2);
B1 := '0' + B1 + ' attacks ' + B2 + '!';
For ILoop := 1 to MsgTerm (TermList, Local) Do
QOut (TermList [ILoop], B1);
PM (Monster, True, B1);
B1 := '0' + B1 + ' attacks you!';
QOut (Plyr ^.Trm, B1)
End (*If*);
If (DefPlayer <> NIL) And (Rnd (Speed) = 1) And Not
(MReact in [1, 2, 3])
Then
Begin
If Regenerate Then
Hits := Min (MaxHits, Hits + Lvl Div 2 + 1);
Plyr := DefPlayer;
Plyr ^.HitAtTime := RealTime;
AClass := - (Plyr ^.AC - 10);
If (Rnd (19) <> 19) And (Rnd (21) < 9 - Lvl +
Plyr ^.Lvl + AClass + Plyr ^.Dex Div 6) And
(MReact <> 6) Or (Plyr ^.Hits = 0) or
(MReact = 4)
Then
Begin
If Not Plyr ^.Brief And NoTimeOut (Plyr)
Then
Begin
PM (Monster, True, B1);
B1 := '0' + B1 + ' misses you!';
QOut (Plyr ^.Trm, B1)
End (*If*)
End (*If*)
Else
With Plyr ^ Do
Begin
Damage := Monster ^.Lvl * 4;
Damage := Max (1, Damage + 3 - Rnd (5));
If Monster ^.MonSpells
Then
If Rnd (3) = 2
Then
Begin
Case Rnd (4) of
1:
NumSp := 3;
2:
NumSp := 4;
3:
NumSp := 8;
4:
NumSp := 16
End (*Case*);
User := Plyr;
Term := Plyr ^.Trm;
Ps (Monster ^.Name, B1);
Ps (SpellList [NumSp], B2);
B1 := '0The ' + B1 + ' casts a ' + B2 +
' spell on ';
Ps (Name, B2);
B1 := B1 + B2 + '!';
For ILoop := 1 to MsgTerm (TermList, Local)
Do QOut (TermList [ILoop], B1);
Ps (Monster ^.Name, B1);
Ps (SpellList [NumSp], B2);
B1 := '0The ' + B1 + ' casts a ' + B2 +
' spell on you!';
QOut (Term, B1);
Damage := SpellMon (NumSp, Monster ^.Lvl,
15, Plyr, NIL, NIL, Name);
If Damage = 0 Then
Damage := Monster ^.Lvl * 3
End (*If*);
If MReact = 5 Then
Damage := Damage Div 2 + 1;
If MReact = 6 Then
Damage := Damage * 2;
TempFat := 0;
If NoTimeOut (Plyr)
Then
Case Rnd (100) of
1, 2, 3, 4:
Begin
QOut (Term, '0Double damage!');
Damage := Damage * 2
End (*1*);
12, 13, 14:
Begin
QOut (Term, '0Vital wound!');
TempFat := Fatigue;
Fatigue := 0
End (*12*);
18, 19, 20, 21:
Begin
MReact := 3;
Damage := 0;
Ps (Monster ^.Name, B1);
B1 := '0The ' + B1 + ' fumbles!';
QOut (Term, B1);
Monster ^.DefPlayer := NIL
End (*18*)
End (*Case*);
HitShArmor (Plyr, Damage);
If NoTimeOut (Plyr) Then
Begin
PM (Monster, True, B1);
B1 := '0' + B1;
If Brief Then
B1 := B1 + ' hits for '
Else
B1 := B1 + ' hits you for ';
PrintDmg (Plyr, Damage, Brief, B2);
B1 := B1 + B2;
QOut (Term, B1)
End (*If*);
If Drain And (Rnd (4) = 4)
Then
If Lvl <= 1
Then
Begin
Con := 0;
Dead := True;
Hits := 0;
Fatigue := 0
End (*If*)
Else
Begin
If NoTimeOut (Plyr) Then
QOut (Term,
'0You feel weak and drained..');
MaxHits := MaxHits - MaxHits Div Lvl;
MaxFatigue := MaxFatigue -
MaxFatigue Div Lvl;
MaxMagic := MaxMagic - MaxMagic Div Lvl;
Lvl := Lvl - 1;
For ILoop := 1 to 2 Do
Case Rnd (4) of
1:
Str := Max (3, Str - 1);
2:
Int := Max (3, Int - 1);
3:
Dex := Max (3, Dex - 1);
4:
Con := Max (3, Con - 1)
End (*Case*)
End (*Else*);
If Hits + Damage <= Damage
Then
Begin
Dead := True;
Hits := 0;
Fatigue := 0;
User := Plyr;
Term := Trm;
For ILoop := 1 To MsgTerm (TermList, All) Do
Begin
Ps (Name, B2);
B1 := '0### ' + B2 + ', the ' +
CName [Class] + ', was just ';
Case Rnd (3) Of
1: B1 := B1 + 'slain';
2: B1 := B1 + 'killed';
3: B1 := B1 + 'murdered'
End (*Case*);
Ps (Monster ^.Name, B2);
B1 := B1 + ' by a ' + B2 + '.';
QOut (TermList [ILoop], B1);
If Lvl > 4
Then
Begin
Writev (B1,
'0### We shall all grieve for ', Pro [Sex], '.');
QOut (TermList [ILoop], B1)
End (*If*)
End (*For*)
End (*If*)
Else
Begin
If Poison And (Damage > 0)
Then
If (Rnd (Monster ^.Lvl * 2) > Lvl) And
(Rnd (3) = 3)
Then
Begin
If NoTimeOut (Plyr) Then
QOut (Term, '0You''ve been poisoned!');
Poisoned := True
End (*If*);
If Damage > Fatigue Then
Hits := Max (0, Hits - Damage + Fatigue);
Fatigue := Max (0, Fatigue - Damage);
If TempFat > 0
Then
Fatigue := TempFat
End (*Else*);
Monster ^.MReact := 0
End (*With*);
If MReact = 4
Then
MReact := 0
End (*If*)
Else
If MReact in [1, 2, 3] Then
MReact := MReact - 1;
Monster := Monster ^.Next
End (*While*)
End (*With*);
User := TUser
End (*MonStrike*);
Procedure TimeCheck (Var NextCheck: String);
Var
EventNum, ILoop: Integer;
Found: Boolean;
T: Packed Array [1 .. 11] of Char;
Begin
User := UserTail;
Term := User ^.Trm (* Select dummy term so MsgTerm doesn't blow up*);
If NextCheck = 'INITIALIZE '
Then
Begin
Time (T);
For ILoop := LenEvent DownTo 1 Do
If T <= Event [ILoop]
Then
NextCheck := Event [ILoop];
If NextCheck = 'INITIALIZE '
Then
NextCheck := Event [1]
End (*If*)
Else
Begin
ILoop := LenEvent;
Found := False;
While Not Found And (ILoop >= 1) Do
Begin
Found := (NextCheck >= Event [ILoop]);
ILoop := ILoop - 1
End (*While*);
If Found
Then
EventNum := ILoop + 1
Else
Abort ('0 Mil943 - Timed event not found!');
Case EventNum of
1 (*12:01 PM*):
NextCheck := Event [2];
2 (*12:05 AM*): ;
3 (*12:10 AM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0You hear an owl hooting in the distance.');
4 (* 4:30 AM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0>>> Program will abort at 5:00 AM.');
5 (* 4:45 AM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0>>> Program aborting in 15 minutes.');
6 (* 4:55 AM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0>>> Program aborting in 5 minutes.');
7 (* 4:59 AM*):
Begin
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0Wait until program aborts. A hangup will cost you a con point.');
LastUpdate := RealTime - UpdatePeriod - 10 (*Force update*)
End (*7*);
8 (* 4:59 AM*):
Begin
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0*** Warning *** Program aborting.');
Off;
Abort ('0 Mil001 - Program took itself down.')
End (*8*);
9 (* 7:10 AM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0Good morning and welcome to Milieu!');
10(*12:00 PM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0You hear the town clock strike the noon hour.');
11(* 2:30 PM*): ;
12(* 2:45 PM*): ;
13(* 2:55 PM*): ;
14(* 2:59 PM*): ;
15(* 2:59 PM*): ;
16(* 3:04 PM*): ;
17(* 7:00 PM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0The sun sets in the west.');
18(* 8:59 PM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0The town watch sets out on its patrol.');
19(*10:40 PM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0You hear crickets chirping in the grass.');
20(*11:55 PM*):
For ILoop := 1 to MsgTerm (TermList, SysMsg) Do
QOut (TermList [ILoop],
'0The town clock strikes the midnight hour.')
End (*Case*);
If (EventNum > 2) Then
If EventNum = LenEvent
Then
NextCheck := Event [1]
Else
NextCheck := Event [EventNum + 1]
End (*Else*)
End (*TimeCheck*);
Procedure MonAttack;
Var
Plyr: UserPoint;
TempFat: Integer;
T: Packed Array [1 .. 11] of Char;
Begin (*MonAttack*)
Time (T);
If (T >= NextEvent) or (NextEvent = 'INITIALIZE ')
Then
If NUsers > 0
Then
TimeCheck (NextEvent);
Plyr := UserTail;
While Plyr <> NIL Do
Begin
If Plyr ^.Status <> SLogin
Then
If Room [Plyr ^.RmCode].RmPlayerTail = Plyr
Then
MonStrike (Plyr ^.RmCode);
Plyr := Plyr ^.NextUser
End (*While*)
End (*MonAttack*);