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training.pp
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unit training;
{ Training is hereby cut off from pcaction.pp; that unit is far too }
{ bloaty to begin with. }
{
GearHead2, a roguelike mecha CRPG
Copyright (C) 2005 Joseph Hewitt
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or (at
your option) any later version.
The full text of the LGPL can be found in license.txt.
This library is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
}
{$LONGSTRINGS ON}
interface
uses gears,locale,
{$IFDEF ASCII}
vidgfx;
{$ELSE}
sdlgfx;
{$ENDIF}
Procedure DoTraining( GB: GameBoardPtr; PC: GearPtr; RD: RedrawProcedureType );
implementation
uses ghchars,gearutil,texutil,ability,description,ui4gh,
{$IFDEF ASCII}
vidmenus,vidinfo;
{$ELSE}
sdlmenus,sdlinfo;
{$ENDIF}
var
TRAINING_GB: GameBoardPtr;
TRAINING_PC: GearPtr;
TRAINING_Redrawer: RedrawProcedureType;
Procedure MainMenuRedraw;
{ Redraw the training screen. }
begin
TRAINING_Redrawer;
CharacterDisplay( TRAINING_PC , TRAINING_GB, ZONE_CharViewChar );
InfoBox( ZONE_CharViewMenu );
{$IFDEF ASCII}
InfoBox( ZONE_CharViewDesc );
{$ENDIF}
end;
Procedure TrainingRedraw;
{ Redraw the training screen. }
begin
TRAINING_Redrawer;
CharacterDisplay( TRAINING_PC , TRAINING_GB, ZONE_CharViewChar );
InfoBox( ZONE_CharViewMenu );
InfoBox( ZONE_CharViewDesc );
{$IFDEF ASCII}
CMessage( 'FREE XP: ' + BStr( NAttValue( TRAINING_PC^.NA , NAG_Experience , NAS_TotalXP ) - NAttValue( TRAINING_PC^.NA , NAG_Experience , NAS_SpentXP ) ) , ZONE_Menu1 , InfoHilight );
{$ELSE}
InfoBox( ZONE_CharViewCaption );
CMessage( 'FREE XP: ' + BStr( NAttValue( TRAINING_PC^.NA , NAG_Experience , NAS_TotalXP ) - NAttValue( TRAINING_PC^.NA , NAG_Experience , NAS_SpentXP ) ) , ZONE_CharViewCaption , InfoHilight );
{$ENDIF}
end;
Procedure NewSkillRedraw;
{ Redraw the training screen. }
begin
TRAINING_Redrawer;
CharacterDisplay( TRAINING_PC , TRAINING_GB, ZONE_CharViewChar );
InfoBox( ZONE_CharViewMenu );
InfoBox( ZONE_CharViewDesc );
{$IFDEF ASCII}
CMessage( BStr( NumberOfSpecialties( TRAINING_PC ) ) + '/' + BStr( NumberOfSkillSlots( TRAINING_PC ) ) , ZONE_Menu1 , InfoHilight );
{$ELSE}
InfoBox( ZONE_CharViewCaption );
CMessage( BStr( NumberOfSpecialties( TRAINING_PC ) ) + '/' + BStr( NumberOfSkillSlots( TRAINING_PC ) ) , ZONE_CharViewCaption , InfoHilight );
{$ENDIF}
end;
Procedure DoTraining( GB: GameBoardPtr; PC: GearPtr; RD: RedrawProcedureType );
{ The player wants to spend some of this character's }
{ accumulated experience points. Go to it! }
Procedure ImproveSkills( PC: GearPtr );
{ The PC is going to improve his or her skills. }
var
FXP: LongInt; { Free XP Points }
SkMenu: RPGMenuPtr; { Training Hall Menu }
Sk: NAttPtr; { A skill counter }
N: LongInt; { A number }
SI,TI: Integer; { Selected Item , Top Item }
msg: String;
begin
{ Initialize the Selected Item and Top Item to the }
{ top of the list. }
SI := 1;
TI := 1;
repeat
{ The number of free XP is the total XP minus the spent XP. }
FXP := NAttValue( PC^.NA , NAG_Experience , NAS_TotalXP ) - NAttValue( PC^.NA , NAG_Experience , NAS_SpentXP );
{ Create the skill menu. }
{$IFDEF ASCII}
SkMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
SkMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
Sk := PC^.NA;
SkMenu^.dtexcolor := InfoGreen;
AttachMenuDesc( SkMenu , ZONE_CharViewDesc );
while Sk <> Nil do begin
if ( Sk^.G = NAG_Skill ) and ( Sk^.S > 0 ) and not SkillMan[ Sk^.S ].Hidden then begin
{ Add this skill to the menu. This is going to be one doozy of a long description. }
AddRPGMenuItem( SkMenu , MsgString( 'SKILLNAME_' + BStr( Sk^.S ) ) + ' +' + BStr( Sk^.V ) + ' (' + BStr( SkillAdvCost( PC , Sk^.V ) ) + ' XP)' , Sk^.S , SkillDescription( Sk^.S ) );
end;
Sk := Sk^.Next;
end;
RPMSortAlpha( SkMenu );
AddRPGMenuItem( SkMenu , MsgString( 'RANDCHAR_ASPDone' ) , -1 );
{ Restore SelectItem , TopItem from the last time. }
SkMEnu^.SelectItem := SI;
SkMenu^.TopItem := TI;
N := SelectMenu( SkMenu , @TrainingRedraw );
{ Save the last cursor position, then dispose of }
{ the menu. }
SI := SkMenu^.SelectItem;
TI := SkMenu^.TopItem;
DisposeRPGMenu( SkMenu );
if N > 0 then begin
{ Locate the exact skill being improved. }
Sk := FindNAtt( PC^.NA , NAG_Skill , N );
{ Use N to store this skill's cost. }
N := SkillAdvCost( PC , Sk^.V );
{ If the PC has enough free XP, this skill will be improved. }
{ Otherwise, do nothing. }
if N > FXP then begin
DialogMsg( ReplaceHash( MsgString( 'TRAINING_NotEnoughXP' ) , GearName( PC ) ) );
end else begin
{ Improve the skill, pay the XP. }
msg := ReplaceHash( MsgString( 'TRAINING_Improved' ) , GearName( PC ) );
msg := ReplaceHash( msg , MsgString( 'SKILLNAME_' + BStr( Sk^.S ) ) );
DialogMsg( msg );
AddNAtt( PC^.NA , NAG_Skill , Sk^.S , 1 );
AddNAtt( PC^.NA , NAG_Experience , NAS_SpentXP , N );
end;
end;
until N = -1;
end;
Function NumAllowedStatAdvances: LongInt;
{ Return the number of stat advances this PC is allowed. }
var
XP: LongInt;
begin
XP := NAttValue( PC^.NA , NAG_Experience , NAS_TotalXP );
if XP > 100000 then XP := 100000;
NumAllowedStatAdvances := XP div 5000;
end;
Function OneStatCanBeAdvanced: Boolean;
{ Return TRUE if at least one stat is capable of being }
{ advanced, or FALSE otherwise. }
var
t,N: Integer;
begin
{ To start with, count up the number of advancements so far. }
N := 0;
for t := 1 to NumGearStats do begin
N := N + NAttValue( PC^.NA , NAG_StatImprovementLevel , T );
end;
OneStatCanBeAdvanced := N < NumAllowedStatAdvances;
end;
Function StatImprovementCost( CIV: Integer ): LongInt;
{ Return the cost of improving this stat. }
begin
StatImprovementCost := ( CIV + 1 ) * 500;
end;
Procedure ImproveStats( PC: GearPtr );
{ The PC is going to improve his or her stats. }
var
FXP: LongInt; { Free XP Points }
StMenu: RPGMenuPtr; { Training Hall Menu }
CIV: Integer; { Current Improvement Value. }
N,T,SI,TI: Integer; { Selected Item , Top Item }
XP: LongInt;
msg: String;
begin
{ Initialize the Selected Item and Top Item to the }
{ top of the list. }
SI := 1;
TI := 1;
repeat
{ The number of free XP is the total XP minus the spent XP. }
FXP := NAttValue( PC^.NA , NAG_Experience , NAS_TotalXP ) - NAttValue( PC^.NA , NAG_Experience , NAS_SpentXP );
{ Create the skill menu. }
{$IFDEF ASCII}
StMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
StMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
AttachMenuDesc( StMenu , ZONE_CharViewDesc );
for t := 1 to NumGearStats do begin
{ Find out how many times this stat has been }
{ improved thus far. }
CIV := NAttValue( PC^.NA , NAG_StatImprovementLevel , T );
AddRPGMenuItem( StMenu , MsgString( 'StatName_' + BStr( T ) ) + ' (' + BStr( StatImprovementCost( CIV ) ) + ' XP)' , T, MsgString( 'StatDesc_' + BStr( T ) ) );
end;
AddRPGMenuItem( StMenu , MsgString( 'RANDCHAR_ASPDone' ) , -1 );
{ Restore SelectItem , TopItem from the last time. }
StMEnu^.SelectItem := SI;
StMenu^.TopItem := TI;
N := SelectMenu( StMenu , @TrainingRedraw );
{ Save the last cursor position, then dispose of }
{ the menu. }
SI := StMenu^.SelectItem;
TI := StMenu^.TopItem;
DisposeRPGMenu( StMenu );
if N > 0 then begin
{ Find out how many times this stat has been }
{ improved thus far. }
CIV := NAttValue( PC^.NA , NAG_StatImprovementLevel , N );
XP := StatImprovementCost( CIV );
if XP > FXP then begin
DialogMsg( ReplaceHash( MsgString( 'TRAINING_NotEnoughXP' ) , GearName( PC ) ) );
end else begin
{ Improve the skill, pay the XP. }
msg := ReplaceHash( MsgString( 'TRAINING_Improved' ) , GearName( PC ) );
msg := ReplaceHash( msg , MsgString( 'StatName_' + BStr( N ) ) );
DialogMsg( msg );
Inc( PC^.Stat[ N ] );
AddNAtt( PC^.NA , NAG_Experience , NAS_SpentXP , XP );
AddNAtt( PC^.NA , NAG_StatImprovementLevel , N , 1 );
ResizeCharacter( PC );
end;
end;
until ( N = -1 ) or not OneStatCanBeAdvanced;
end;
Procedure ForgetLowSkill( PC: GearPtr );
{ The PC wants to forget a currently known skill. }
{ Choose the skill with the lowest rank to delete. }
var
LowSkill,LowSkillRank,T,R: Integer;
begin
LowSkill := 1;
LowSkillRank := 9999;
for t := 1 to NumSkill do begin
R := NAttValue( PC^.NA , NAG_Skill , T );
{ Can't forget the hidden skills. }
if ( R > 0 ) and not SkillMan[t].Hidden then begin
if R < LowSkillRank then begin
LowSkill := T;
LowSkillRank := R;
end else if ( R = LowSkillRank ) and ( Random( 2 ) = 1 ) then begin
LowSkill := T;
LowSkillRank := R;
end;
end;
end;
SetNAtt( PC^.NA , NAG_Skill , LowSkill , 0 );
{ Also remove any talents based on this skill. }
for t := 1 to NumTalent do begin
if Talent_PreReq[ T , 1 ] = LowSkill then SetNAtt( PC^.NA , NAG_Talent , T , 0 );
end;
end;
Procedure GetNewSkill( PC: GearPtr );
{ The PC is going to purchase a new skill. }
var
FXP: LongInt; { Free XP Points }
SkMenu: RPGMenuPtr; { Training Hall Menu }
N,N2: LongInt; { A number }
SkillLimit: Integer; { Highest skill index that can be learned. }
{ NPCs are generally stuck with the skills they }
{ start with, but everyone can learn the 10 basic }
{ combat skills. }
msg: String;
begin
{ The number of free XP is the total XP minus the spent XP. }
FXP := NAttValue( PC^.NA , NAG_Experience , NAS_TotalXP ) - NAttValue( PC^.NA , NAG_Experience , NAS_SpentXP );
{ Create the skill menu. }
{ We only want this menu to contain skills the PC does }
{ not currently know. }
{$IFDEF ASCII}
SkMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
SkMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
AttachMenuDesc( SkMenu , ZONE_CharViewDesc );
SkMenu^.dtexcolor := InfoGreen;
if NAttValue( PC^.NA , NAG_Location , NAS_Team ) = NAV_LancemateTeam then SkillLimit := Num_Basic_Combat_Skills
else SkillLimit := NumSkill;
for N := 1 to SkillLimit do begin
if ( NAttValue( PC^.NA , NAG_Skill , N ) = 0 ) and not SkillMan[ N ].Hidden then begin
AddRPGMenuItem( SkMenu , MsgString( 'SkillName_' + BStr( N ) ) + ' (' + BStr( SkillAdvCost( PC , 0 ) ) + ' XP)' , N , SkillDescription( N ) );
end;
end;
RPMSortAlpha( SkMenu );
AddRPGMenuItem( SkMenu , ' Cancel' , -1 );
N := SelectMenu( SkMenu , @NewSkillRedraw );
DisposeRPGMenu( SkMenu );
if N > 0 then begin
{ If the PC has enough free XP, this skill will be improved. }
{ Otherwise, do nothing. }
if SkillAdvCost( PC , 0 ) > FXP then begin
DialogMsg( ReplaceHash( MsgString( 'TRAINING_NotEnoughXP' ) , GearName( PC ) ) );
end else begin
{ Improve the skill, pay the XP. }
if NumberOfSpecialties( PC ) >= NumberOfSkillSlots( PC ) then begin
{$IFDEF ASCII}
SkMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
SkMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
AttachMenuDesc( SkMenu , ZONE_CharViewDesc );
SkMenu^.dtexcolor := InfoGreen;
AddRPGMenuItem( SkMenu , MsgSTring( 'LearnSkill_AcceptPenalty' ) , 1 , MsgString( 'LearnSkill_Warning' ) );
AddRPGMenuItem( SkMenu , MsgString( 'LearnSkill_ForgetPrevious' ) , 2 , MsgString( 'LearnSkill_Warning' ) );
AddRPGMenuItem( SkMenu , MsgString( 'Cancel' ) , -1 , MsgString( 'LearnSkill_Warning' ) );
N2 := SelectMenu( SkMenu , @NewSkillRedraw );
if N2 = -1 then begin
{ Cancelled learning new skill. }
N := -1;
end else if N2 = 2 then begin
{ Will forget previous skill. }
ForgetLowSkill( PC );
end;
DisposeRPGMenu( SkMenu );
end;
if ( N >= 1 ) and ( N <= NumSkill ) then begin
msg := ReplaceHash( MsgString( 'TRAINING_Learned' ) , GearName( PC ) );
msg := ReplaceHash( msg , MsgString( 'SKILLNAME_' + BStr( N ) ) );
DialogMsg( msg );
SetNAtt( PC^.NA , NAG_Skill , N , 1 );
AddNAtt( PC^.NA , NAG_Experience , NAS_SpentXP , SkillAdvCost( PC , 0 ) );
FXP := FXP - SkillAdvCost( PC , 0 );
end;
end;
end;
end;
Procedure GetNewTalent( PC: GearPtr );
{ The PC is going to purchase a new talent. }
var
FXP: LongInt; { Free XP Points }
TMenu: RPGMenuPtr; { Training Hall Menu }
N: LongInt; { A number }
msg: String;
begin
{ The number of free XP is the total XP minus the spent XP. }
FXP := NAttValue( PC^.NA , NAG_Experience , NAS_TotalXP ) - NAttValue( PC^.NA , NAG_Experience , NAS_SpentXP );
{ Create the skill menu. }
{ We only want this menu to contain skills the PC does }
{ not currently know. }
{$IFDEF ASCII}
TMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
TMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
AttachMenuDesc( TMenu , ZONE_CharViewDesc );
TMenu^.dtexcolor := InfoGreen;
for N := 1 to NumTalent do begin
if CanLearnTalent( PC , N ) then begin
AddRPGMenuItem( TMenu , MsgString( 'TALENT' + BStr( N ) ) , N , MsgString( 'TALENTDESC' + BStr( N ) ) );
end;
end;
RPMSortAlpha( TMenu );
AddRPGMenuItem( TMenu , ' Cancel' , -1 );
repeat
N := SelectMenu( TMenu , @TrainingRedraw );
if N > 0 then begin
{ If the PC has enough free XP, this skill will be improved. }
{ Otherwise, do nothing. }
if 1000 > FXP then begin
DialogMsg( MsgString( 'CANTAFFORDTALENT' ) );
end else if NumFreeTalents( PC ) < 1 then begin
DialogMsg( MsgString( 'NOFREETALENTS' ) );
end else begin
msg := ReplaceHash( MsgString( 'TRAINING_Learned' ) , GearName( PC ) );
msg := ReplaceHash( msg , MsgString( 'TALENT' + BStr( N ) ) );
DialogMsg( msg );
ApplyTalent( PC , N );
AddNAtt( PC^.NA , NAG_Experience , NAS_SpentXP , 1000 );
FXP := FXP - 1000;
{ Having purchased a skill, we want to leave this procedure. }
N := -1;
end;
end;
until N = -1;
DisposeRPGMenu( TMenu );
end;
Procedure ReviewTalents( PC: GearPtr );
{ The PC is going to review his talents. }
var
TMenu: RPGMenuPtr; { Training Hall Menu }
N: LongInt; { A number }
begin
{ Create the skill menu. }
{$IFDEF ASCII}
TMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
TMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
AttachMenuDesc( TMenu , ZONE_CharViewDesc );
TMenu^.dtexcolor := InfoGreen;
for N := 1 to NumTalent do begin
if HasTalent( PC , N ) then begin
AddRPGMenuItem( TMenu , MsgString( 'TALENT' + BStr( N ) ) , N , MsgString( 'TALENTDESC' + BStr( N ) ) );
end;
end;
RPMSortAlpha( TMenu );
AddRPGMenuItem( TMenu , ' Exit' , -1 );
N := SelectMenu( TMenu , @TrainingRedraw );
DisposeRPGMenu( TMenu );
end;
Procedure ReviewCyberware( PC: GearPtr );
{ The PC is going to review his talents. }
var
S: GearPtr; { Subcoms of PC. }
TMenu: RPGMenuPtr; { Training Hall Menu }
begin
{ Create the cyber menu. }
{$IFDEF ASCII}
TMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
TMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
AttachMenuDesc( TMenu , ZONE_CharViewDesc );
TMenu^.dtexcolor := InfoGreen;
S := PC^.SubCom;
while S <> Nil do begin
if S^.G = GG_Modifier then begin
AddRPGMenuItem( TMenu , GearName( S ) , 0 , ExtendedDescription( GB , S ) + ' (' + SAttValue( S^.SA , 'CYBERSLOT' ) + ')' );
end;
S := S^.Next;
end;
RPMSortAlpha( TMenu );
AddRPGMenuItem( TMenu , ' Exit' , -1 );
SelectMenu( TMenu , @TrainingRedraw );
DisposeRPGMenu( TMenu );
end;
var
DTMenu: RPGMenuPtr;
N: Integer;
begin
{ Error check - PC must point to the character record. }
if PC^.G <> GG_Character then PC := LocatePilot( PC );
if PC = Nil then Exit;
TRAINING_PC := PC;
TRAINING_GB := GB;
TRAINING_Redrawer := RD;
repeat
{$IFDEF ASCII}
DTMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_Menu2 );
{$ELSE}
DTMenu := CreateRPGMenu( MenuItem , MenuSelect , ZONE_CharViewMenu );
{$ENDIF}
AddRPGMenuItem( DTMenu , MsgString( 'TRAINING_ImproveSkill' ) , 1 );
AddRPGMenuItem( DTMenu , MsgString( 'TRAINING_NewSkill' ) , 2 );
AddRPGMenuItem( DTMenu , MsgString( 'TRAINING_ReviewCyberware' ) , 6 );
AddRPGMenuItem( DTMenu , MsgString( 'TRAINING_ReviewTalents' ) , 5 );
if ( NumFreeTalents( PC ) > 0 ) and ( NAttValue( PC^.NA , NAG_Location , NAS_Team ) <> NAV_LancemateTeam ) then begin
AddRPGMenuItem( DTMenu , MsgString( 'TRAINING_NewTalent' ) , 4 );
end;
if OneStatCanBeAdvanced then begin
AddRPGMenuItem( DTMenu , MsgString( 'TRAINING_ImproveStat' ) , 3 );
end;
AddRPGMenuItem( DTMenu , MsgString( 'Exit' ) , -1 );
N := SelectMenu( DTMenu , @MainMenuRedraw );
DisposeRPGMenu( DTMenu );
if N = 1 then ImproveSkills( PC )
else if N = 3 then ImproveStats( PC )
else if N = 2 then GetNewSkill( PC )
else if N = 4 then GetNewTalent( PC )
else if N = 5 then ReviewTalents( PC )
else if N = 6 then ReviewCyberware( PC );
until N = -1;
end;
end.