%% basic-stats.sty
%
% Basic stat blocks for the Role-Playing Game Module class
%
% Copyright 2016 Michael C. Davis
%
% LICENSE FOR THE WORK
%
% This work consists of the following files:
%    rpg-module.cls
%    basic-stats.sty
%    basic-stats.def
%    doc/rpg-module.tex
%
% This work may be distributed and/or modified under the conditions of the LaTeX
% Project Public License, either version 1.3 of this license or (at your option)
% any later version. The latest version of this license can be found at:
% http://www.latex-project.org/lppl.txt
% and version 1.3 or later is part of all distributions of LaTeX version
% 2005/12/01 or later.
%
% This work has the LPPL maintenance status `author-maintained'.
% 
% The Author and Maintainer of this work is Michael C. Davis
%
%
% LICENSE FOR COMPILED WORKS
%
% You may distribute compiled works generated using the work as specified in
% Clause 3 of the LaTeX Project Public License. If you incorporate Open Gaming
% Content into the compiled work, you must also comply with the terms of that
% license.
%
%
% USAGE
%
% See the file rpg-module.pdf (source file doc/rpg-module.tex) for documentation. 
% There are a number of worked examples in the examples/ directory.
%
% Technical support is provided on Dragonsfoot Forums:
%
% http://www.dragonsfoot.org/forums/viewtopic.php?f=87&t=73823

\ProvidesPackage{basic-stats}[2016/04/25 Basic Stat Blocks for the Role-Playing Game Module class]

\RequirePackage{tabularx}



% Redefine which environment will be displayed
\includecomment{ifbasicstats}

% Armour class macro
%
% The default for Basic stats is to use the same descending AC that is used in
% the Basic rulebook. However, three alternative styles are defined: ascending
% AC style, B1 style and Swords & Wizardry style. Thanks to Zenopus archives
% for pointing out that the B1 style is an early form of ascending AC, see:
%
% http://zenopusarchives.blogspot.com/2014/02/ascending-ac-in-holmes-basic.html

\newcounter{acasc@module}                                                       % Counter for AC calculations

\newcommand\ac@module[1]{%
   \@ifundefined{acstyle@module}{\gdef\acstyle@module{desc}}{}%                 % Default AC style is descending
   \ifnum\pdfstrcmp{\acstyle@module}{desc}=\z@                                  % Display descending AC
      #1\ignorespaces
   \else\ifnum\pdfstrcmp{#1}{---}=\z@
      #1\ignorespaces
   \else%
      \setcounter{acasc@module}{19}%
      \IfSubStr{#1}{\,}{\StrBefore{#1}{\,}[\tmpac]}{\def\tmpac{#1}}%
      \IfBeginWith{\tmpac}{\minus}{%
         \StrBehind{\tmpac}{\minus}[\tmpac]%
         \addtocounter{acasc@module}{\tmpac}%
      }{%
         \addtocounter{acasc@module}{-\tmpac}%
      }%
      \ifnum\pdfstrcmp{\acstyle@module}{asc}=\z@                                % Display ascending AC
         \theacasc@module\ignorespaces
      \else\ifnum\pdfstrcmp{\acstyle@module}{b1}=\z@                            % Display AC using B1 notation
         #1/\theacasc@module\ignorespaces
      \else\ifnum\pdfstrcmp{\acstyle@module}{sw}=\z@                            % Display AC using Swords & Wizardry notation
         #1\,(\theacasc@module)\ignorespaces
      \else
         Unknown AC style \acstyle@module
      \fi\fi\fi
   \fi\fi
}

% Hit Dice : convert short form to long form for stat blocks

\newcommand\hd@module[1]{\IfBeginWith{#1}{\half}{#1 (1-4 hp)}{#1}}

% Saving throws : convert long form to short form for stat blocks

\newcommand\sv@module[1]{\StrLeft{#1}{1}[\first]\StrBehind{#1}{ }[\second]\IfInteger{\second}{}{\StrLeft{\second}{1}[\second]}\first\second}

% Morale macro : convert long form to short form for stat blocks

\newcommand\ml@module[1]{\IfSubStr{#1}{ }{\StrBefore{#1}{ }}{#1}}

% Alignment macro : convert long form to short form for stat blocks

\newcommand\al@module[1]{%
   \ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/AL}}{Any}=\z@
      N % For monsters with variable alignment, assume Neutral unless we specify with changealignment
   \else
      \StrLeft{\pgfkeysvalueof{/#1/AL}}{1}
   \fi
}

% Change alignment macro, for monsters with Alignment ``Any'' or ``Variable''

\newcommand{\changealignment}[2]{\pgfkeys{/#1/AL = {#2}}}



% Basic stat block key-value pairs

\newcommand{\setstatbasic}[2]{%
   \ifcase\thecurrentstat
      \pgfkeys{/#1/Type/.initial        = {#2}}
   \or
      \pgfkeys{/#1/SilverMagic/.initial = {#2}}
   \or
      \pgfkeys{/#1/AC/.initial          = \ac@module{#2}}
   \or
      \pgfkeys{/#1/HD/.initial          = {#2}}
      \pgfkeys{/#1/HDlong/.initial      = \hd@module{#2}}
   \or
      \pgfkeys{/#1/MVturn/.initial      = {#2}}
   \or
      \pgfkeys{/#1/MVrd/.initial        = {#2}}
   \or
      \pgfkeys{/#1/MVspec/.initial      = {#2}}
   \or
      \pgfkeys{/#1/MVspec_turn/.initial = {#2}}
   \or
      \pgfkeys{/#1/MVspec_rd/.initial   = {#2}}
   \or
      \pgfkeys{/#1/Attshort/.initial    = {#2}}
   \or
      \pgfkeys{/#1/Attlong/.initial     = {#2}}
   \or
      \pgfkeys{/#1/Dmg/.initial         = {#2}}
   \or
      \pgfkeys{/#1/Dmglong/.initial     = {#2}}
   \or
      \pgfkeys{/#1/SV/.initial          = \sv@module{#2}}
      \pgfkeys{/#1/SVlong/.initial      = {#2}}
   \or
      \pgfkeys{/#1/ML/.initial          = \ml@module{#2}}
      \pgfkeys{/#1/MLlong/.initial      = {#2}}
   \or
      \pgfkeys{/#1/AL/.initial          = {#2}}
   \or
      \pgfkeys{/#1/NoAppear/.initial    = {#2}}
   \or
      \pgfkeys{/#1/NoInLair/.initial    = {#2}}
   \or
      \pgfkeys{/#1/TT/.initial          = {#2}}
   \or
      \pgfkeys{/#1/XP/.initial          = {#2}}
   \fi
}

% Define monsters using \setstatbasic

\def\scan@stats#1|{%
   \ifnum\pdfstrcmp{#1}{\relax}=\z@
      \let\next\relax
   \else
      \setstatbasic{\currentmonster}{#1}\let\next\scan@stats
      \stepcounter{currentstat}
  \fi\next
}



% Display monster stats inline
%
% Usage: \stats[monster name]{monster key}{no. appearing}{hit points}

\newcommand{\stats}[4][default]{%
   \ifnum\pdfstrcmp{#1}{default}=\z@
      \ifnum\pdfstrcmp{#3}{1}=\z@
         \pgfkeys{/#2/SingleName}:               % Use the generic name defined for this monster (single instance)
      \else
         \pgfkeys{/#2/PluralName} (#3):          % Use the generic name defined for this monster (plural + number appearing)
      \fi
   \else
      #1                                         % Override the generic name with the optional argument
   \fi
   AC~\pgfkeys{/#2/AC},
   HD~\pgfkeys{/#2/HD},
   hp~#4,
   MV~\pgfkeys{/#2/MVturn}\thinspacebrk(\pgfkeys{/#2/MVrd}),
\ifnum\pdfstrcmp{\pgfkeysvalueof{/#2/MVspec}}{}=\z@\else
   \pgfkeys{/#2/MVspec}~\pgfkeys{/#2/MVspec_turn}\thinspacebrk(\pgfkeys{/#2/MVspec_rd}),
\fi
   Att~\pgfkeys{/#2/Attlong},
   D~\pgfkeys{/#2/Dmglong},
   Save~\pgfkeys{/#2/SV},
   ML~\pgfkeys{/#2/ML},
   AL~\al@module{#2},
   XP~\pgfkeys{/#2/XP}%
}

% Display monster stats in a stat block
%
% Usage: \statblock[monster name]{monster key}{no. appearing}{hit points}

\newcommand{\statblock}[4][default]{%
   \begin{statblockfreestyle}
   \stats[#1]{#2}{#3}{#4}
   \end{statblockfreestyle}
}



% Table display format for wandering monsters

\newcounter{wandering@module}


\newenvironment{wanderingmonsters}[1][c]{\begin{center}\begin{tabular}{clccccccccc}
\setcounter{wandering@module}{0}%
\tableheader[#1]{Die Roll & Wandering Monster & No. & AC & HD & MV & Attacks & Damage & Save & ML & AL}}
{\end{tabular}\end{center}}

% Usage: \wanderitem[die roll]{monster key}{no. appearing}
%
% Leave no. appearing blank to use the value from the monster stats

\newcommand{\wanderitem}[3][default]{%
   \ifnum\pdfstrcmp{#1}{default}=\z@
      \stepcounter{wandering@module}\thewandering@module
   \else
      \IfInteger{#1}{\setcounter{wandering@module}{#1}\thewandering@module}{#1}
   \fi &
   \IfStrEq{#3}{}{%
      \if\pgfkeysvalueof{/#2/NoAppear}\string 1\pgfkeys{/#2/SingleName}\else\pgfkeys{/#2/PluralName}\fi & \pgfkeys{/#2/NoAppear} &
   }{%
      \ifnum\pdfstrcmp{#3}{1}=\z@\pgfkeys{/#2/SingleName}\else\pgfkeys{/#2/PluralName}\fi & #3 &
   }
   \pgfkeys{/#2/AC} & \pgfkeys{/#2/HD} & \pgfkeys{/#2/MVrd}%
\ifnum\pdfstrcmp{\pgfkeysvalueof{/#2/MVspec}}{}=\z@\else
   /\pgfkeys{/#2/MVspec_rd}%
\fi
   & \pgfkeys{/#2/Attshort} & \pgfkeys{/#2/Dmg} & \pgfkeys{/#2/SV} & \pgfkeys{/#2/ML} & \al@module{#2}\\
}



% Table display format for monster roster

\newenvironment{monsterroster}[1][c]{\begin{center}\begin{tabular}{clcccccccccc}
\tableheader[#1]{Room & Monster & No. & AC & HD & hp & MV & Attacks & Damage & Save & ML & AL}}
{\end{tabular}\end{center}}

% Usage: \rosteritem{room key}{monster key}{no. appearing}{hit points}
%
% If the room key is provided as a reference, the class will create a hyperlink from the monster
% roster to the room description

\newcommand{\rosteritem}[4]{%
   #1 &
   \ifnum\pdfstrcmp{#3}{1}=\z@
      \pgfkeys{/#2/SingleName} &
   \else
      \pgfkeys{/#2/PluralName} &
   \fi
   #3 & \pgfkeys{/#2/AC} & \pgfkeys{/#2/HD} & #4 & \pgfkeys{/#2/MVrd}%
\ifnum\pdfstrcmp{\pgfkeysvalueof{/#2/MVspec}}{}=\z@\else
   /\pgfkeys{/#2/MVspec_rd}%
\fi
   & \pgfkeys{/#2/Attshort} & \pgfkeys{/#2/Dmg} & \pgfkeys{/#2/SV} & \pgfkeys{/#2/ML} & \al@module{#2}\\
}



%
% New Monster environment
%

\newcommand{\newmonsterfont}{\Large\bfseries}
\newcommand{\newmonsterbottomskip}{\topskip}

\newcommand{\longname}[1]{%
   \ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/Type}}{}=\z@
      \pgfkeysvalueof{/#1/SingleName}%
   \else\ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/Type}}{\pgfkeysvalueof{/#1/SingleName}}=\z@
      \pgfkeysvalueof{/#1/SingleName}%
   \else
      \pgfkeysvalueof{/#1/Type}, \texorpdfstring{\protect\StrDel{\pgfkeysvalueof{/#1/SingleName}}{ \pgfkeysvalueof{/#1/Type}}}{}%
   \fi\fi
}

\newenvironment{newmonster}[1]{%
\@afterindentfalse\@afterheading\vspace{\topskip}
\begin{tabularx}{\linewidth}{@{}l>{\raggedright\arraybackslash}Xl>{\raggedright\arraybackslash}X@{}}
\multicolumn{4}{l}{\hspace{-\tabcolsep}\newmonsterfont\longname{#1}\pgfkeys{/#1/SilverMagic}%
\phantomsection\addcontentsline{toc}{section}{\longname{#1}}}\\[\topskip]
\ArmourClass: & \pgfkeys{/#1/AC}                          & No. Appearing: & \pgfkeys{/#1/NoAppear} (\pgfkeys{/#1/NoInLair})\\
Hit Dice:     & \pgfkeys{/#1/HDlong}                      & Save As:       & \pgfkeys{/#1/SVlong}\\
Move:         & \pgfkeys{/#1/MVturn} (\pgfkeys{/#1/MVrd}) & Morale:        & \pgfkeys{/#1/MLlong}\\
\ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/MVspec}}{}=\z@\else
\hspace{1em}\pgfkeys{/#1/MVspec}: & \pgfkeys{/#1/MVspec_turn} (\pgfkeys{/#1/MVspec_rd})\\
\fi
Attacks:      & \pgfkeys{/#1/Attlong}                     & Treasure Type: & \pgfkeys{/#1/TT}\\
Damage:       & \pgfkeys{/#1/Dmglong}                     & Alignment:     & \pgfkeys{/#1/AL}\\
\end{tabularx}\par\vspace{\newmonsterbottomskip}\noindent\ignorespaces}{\vspace{\newmonsterbottomskip}\par\aftergroup\@afterindentfalse\aftergroup\@afterheading}

% Two-column version

\newenvironment{newmonster2*}[4]{%
\@afterindentfalse\@afterheading\vspace{\topskip}
\begin{tabularx}{\linewidth}{@{}X>{\raggedright\arraybackslash}>{\raggedright\arraybackslash}X>{\raggedright\arraybackslash}X@{}}
\ifnum\pdfstrcmp{#3}{}=\z@\else
\multicolumn{3}{l}{\hspace{-\tabcolsep}\newmonsterfont#3#4%
\phantomsection\addcontentsline{toc}{section}{#3}}\\[\newmonsterbottomskip]
\fi
 & \ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/Type}}{\pgfkeysvalueof{/#1/SingleName}}=\z@
   Normal
\fi\pgfkeys{/#1/SingleName}                                      & \pgfkeys{/#2/SingleName}\\
\cmidrule(l{\tabcolsep}r{\tabcolsep}){2-2}
\cmidrule(l{\tabcolsep}r{\tabcolsep}){3-3}
\ArmourClass:  & \pgfkeys{/#1/AC}                                & \pgfkeys{/#2/AC}\\
Hit Dice:      & \pgfkeys{/#1/HDlong}                            & \pgfkeys{/#2/HDlong}\\
Move:          & \pgfkeys{/#1/MVturn} (\pgfkeys{/#1/MVrd})       & \pgfkeys{/#2/MVturn} (\pgfkeys{/#2/MVrd})\\
\ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/MVspec}}{}=\z@\else
\hspace{1em}\pgfkeys{/#1/MVspec}: & \pgfkeys{/#1/MVspec_turn} (\pgfkeys{/#1/MVspec_rd}) & \pgfkeys{/#2/MVspec_turn} (\pgfkeys{/#2/MVspec_rd})\\
\fi
Attacks:       & \pgfkeys{/#1/Attlong}                           & \pgfkeys{/#2/Attlong}\\
Damage:        & \pgfkeys{/#1/Dmglong}                           & \pgfkeys{/#2/Dmglong}\\
No. Appearing: & \pgfkeys{/#1/NoAppear} (\pgfkeys{/#1/NoInLair}) & \pgfkeys{/#2/NoAppear} (\pgfkeys{/#2/NoInLair})\\
Save As:       & \pgfkeys{/#1/SVlong}                            & \pgfkeys{/#2/SVlong}\\
Morale:        & \pgfkeys{/#1/MLlong}                            & \pgfkeys{/#2/MLlong}\\
Treasure Type: & \pgfkeys{/#1/TT}                                & \pgfkeys{/#2/TT}\\
Alignment:     & \pgfkeys{/#1/AL}                                & \pgfkeys{/#2/AL}\\
\end{tabularx}\par\vspace{\newmonsterbottomskip}\noindent\ignorespaces}{\vspace{\newmonsterbottomskip}\par\aftergroup\@afterindentfalse\aftergroup\@afterheading}

\newenvironment{newmonster2}[2]{\begin{newmonster2*}{#1}{#2}{\pgfkeysvalueof{/#1/Type}}{\pgfkeysvalueof{/#1/SilverMagic}}}{\end{newmonster2*}}

% Three-column version

\newenvironment{newmonster3*}[5]{%
\@afterindentfalse\@afterheading\vspace{\topskip}
\begin{tabularx}{\linewidth}{@{}>{\raggedright\arraybackslash}X>{\raggedright\arraybackslash}X>{\raggedright\arraybackslash}X>{\raggedright\arraybackslash}X@{}}
\ifnum\pdfstrcmp{#4}{}=\z@\else
\multicolumn{4}{l}{\hspace{-\tabcolsep}\newmonsterfont#4#5%
\phantomsection\addcontentsline{toc}{section}{#4}}\\[\newmonsterbottomskip]
\fi
 & \ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/Type}}{\pgfkeysvalueof{/#1/SingleName}}=\z@
   Normal
\fi\pgfkeys{/#1/SingleName}                                      & \pgfkeys{/#2/SingleName} & \pgfkeys{/#3/SingleName}\\
\cmidrule(l{\tabcolsep}r{\tabcolsep}){2-2}
\cmidrule(l{\tabcolsep}r{\tabcolsep}){3-3}
\cmidrule(l{\tabcolsep}r{\tabcolsep}){4-4}
\ArmourClass:  & \pgfkeys{/#1/AC}                                & \pgfkeys{/#2/AC}         & \pgfkeys{/#3/AC}\\
Hit Dice:      & \pgfkeys{/#1/HDlong}                            & \pgfkeys{/#2/HDlong}     & \pgfkeys{/#3/HDlong}\\
Move:          & \pgfkeys{/#1/MVturn} (\pgfkeys{/#1/MVrd})
               & \pgfkeys{/#2/MVturn} (\pgfkeys{/#2/MVrd})
               & \pgfkeys{/#3/MVturn} (\pgfkeys{/#3/MVrd})\\
\ifnum\pdfstrcmp{\pgfkeysvalueof{/#1/MVspec}}{}=\z@\else
\hspace{1em}\pgfkeys{/#1/MVspec}: & \pgfkeys{/#1/MVspec_turn} (\pgfkeys{/#1/MVspec_rd})
                                  & \pgfkeys{/#2/MVspec_turn} (\pgfkeys{/#2/MVspec_rd})
                                  & \pgfkeys{/#3/MVspec_turn} (\pgfkeys{/#3/MVspec_rd})\\
\fi
Attacks:       & \pgfkeys{/#1/Attlong}                           & \pgfkeys{/#2/Attlong}    & \pgfkeys{/#3/Attlong}\\
Damage:        & \pgfkeys{/#1/Dmglong}                           & \pgfkeys{/#2/Dmglong}    & \pgfkeys{/#3/Dmglong}\\
No. Appearing: & \pgfkeys{/#1/NoAppear} (\pgfkeys{/#1/NoInLair})
               & \pgfkeys{/#2/NoAppear} (\pgfkeys{/#2/NoInLair})
               & \pgfkeys{/#3/NoAppear} (\pgfkeys{/#3/NoInLair})\\
Save As:       & \pgfkeys{/#1/SVlong}                            & \pgfkeys{/#2/SVlong}     & \pgfkeys{/#3/SVlong}\\
Morale:        & \pgfkeys{/#1/MLlong}                            & \pgfkeys{/#2/MLlong}     & \pgfkeys{/#3/MLlong}\\
Treasure Type: & \pgfkeys{/#1/TT}                                & \pgfkeys{/#2/TT}         & \pgfkeys{/#3/TT}\\
Alignment:     & \pgfkeys{/#1/AL}                                & \pgfkeys{/#2/AL}         & \pgfkeys{/#3/AL}\\
\end{tabularx}\par\vspace{\newmonsterbottomskip}\noindent\ignorespaces}{\vspace{\newmonsterbottomskip}\par\aftergroup\@afterindentfalse\aftergroup\@afterheading}

\newenvironment{newmonster3}[3]{\begin{newmonster3*}{#1}{#2}{#3}{\pgfkeysvalueof{/#1/Type}}{\pgfkeysvalueof{/#1/SilverMagic}}}{\end{newmonster3*}}



% A few special macros for stat blocks

\newcommand\x{$\times$}                                                         % Text-mode multiplication symbol
\newcommand\minus{$-$}                                                          % Text-mode minus sign
\newcommand{\?}{\discretionary{/}{}{/}}                                         % Breaking slash
\newcommand{\+}{\discretionary{\,+}{}{\,+\,}}                                   % Breaking + with 1/6 em space either side



%
% Load pre-defined monster stats
%

\input{basic-stats.def}