packages feed

DefendTheKing (empty) → 0.1

raw patch · 6 files changed

+1224/−0 lines, 6 filesdep +GLUTdep +basedep +peakachusetup-changed

Dependencies added: GLUT, base, peakachu

Files

+ DefendTheKing.cabal view
@@ -0,0 +1,33 @@+Name:                DefendTheKing+Version:             0.1+Cabal-Version:       >= 1.2+Synopsis:            A graphical demo. Will be a game+Category:            game, FRP+Description:++  Defend the King from the Forces of Different:++  A graphical demo.++  Intended to become a simple fast-paced multiplayer RTS game+  in the likes of Bughouse-Chess and Starcraft.++Author:              Yair Chuchem+Maintainer:          Yair Chuchem (yairchu@gmail.com)+Homepage:            http://github.com/yairchu/defend/tree+Copyright:           (c) 2009, Yair Chuchem+License:             GPL+License-File:        LICENSE+Stability:           experimental+Build-Type:          Simple+Extra-Source-Files:+  src/defend.hs+  src/Chess.hs+  src/ChessFont.hs+Executable defend+  Executable:        defend+  HS-Source-Dirs:    src+  Main-IS:           defend.hs+  Build-Depends:     base >=2 && < 5, peakachu, GLUT+  GHC-Options:       -O2 -Wall+
+ LICENSE view
@@ -0,0 +1,674 @@+                    GNU GENERAL PUBLIC LICENSE+                       Version 3, 29 June 2007++ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>+ Everyone is permitted to copy and distribute verbatim copies+ of this license document, but changing it is not allowed.++                            Preamble++  The GNU General Public License is a free, copyleft license for+software and other kinds of works.++  The licenses for most software and other practical works are designed+to take away your freedom to share and change the works.  By contrast,+the GNU General Public License is intended to guarantee your freedom to+share and change all versions of a program--to make sure it remains free+software for all its users.  We, the Free Software Foundation, use the+GNU General Public License for most of our software; it applies also to+any other work released this way by its authors.  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+ Setup.hs view
@@ -0,0 +1,3 @@+import Distribution.Simple+main = defaultMain+
+ src/Chess.hs view
@@ -0,0 +1,183 @@+module Chess (+  PieceType(..), BoardPos, PieceSide(..), Piece(..), Board(..),+  chessStart, pieceAt, possibleMoves+  ) where++import Control.Monad (guard, forM)+import Data.Foldable (Foldable, all, any, toList)+import Prelude hiding (all, any, null)++data PieceType =+  Pawn | Knight | Bishop | Rook | Queen | King+  deriving Eq++type BoardPos = (Integer, Integer)++data PieceSide = Black | White+  deriving Eq++data Piece = Piece {+  pieceSide :: PieceSide,+  pieceType :: PieceType,+  piecePos :: BoardPos,+  pieceMoved :: Bool+}++data Board = Board {+  boardPieces :: [Piece],+  boardLastMove :: Maybe (Piece, BoardPos)+}++chessStart :: Board+chessStart =+  Board {+    boardPieces =+      concat (zipWith headRowItems [0..7] headRowTypes) +++      [Piece side Pawn (x, y) False |+      x <- [0..7], (side, y) <- [(White, 1), (Black, 6)]],+    boardLastMove = Nothing+  }+  where+    headRowTypes = [Rook, Knight, Bishop, King, Queen, Bishop, Knight, Rook]+    headRowItems x t = do+      (col, row) <- [(White, 0), (Black, 7)]+      return $ Piece col t (x, row) False++addPos :: BoardPos -> BoardPos -> BoardPos+addPos (xa, ya) (xb, yb) = (xa+xb, ya+yb)++rays :: PieceType -> [[BoardPos]]+rays Knight = do+  a <- [1, -1]+  b <- [2, -2]+  [[(a, b)], [(b, a)]]+rays Bishop = do+  dx <- [1, -1]+  dy <- [1, -1]+  return $ iterate (addPos (dx, dy)) (dx, dy)+rays Rook = do+  (dx, dy) <- [(-1, 0), (1, 0), (0, -1), (0, 1)]+  return $ iterate (addPos (dx, dy)) (dx, dy)+rays Queen = rays Bishop ++ rays Rook+rays King = map (take 1) $ rays Queen+rays Pawn = []++pieceAt :: Board -> BoardPos -> Maybe Piece+pieceAt board pos =+  case filter ((== pos) . piecePos) (boardPieces board) of+    [] -> Nothing+    (x : _) -> Just x++takeUntilIncluding :: (a -> Bool) -> [a] -> [a]+takeUntilIncluding _ [] = []+takeUntilIncluding func (x : xs)+  | func x = [x]+  | otherwise = x : takeUntilIncluding func xs++null :: Foldable t => t a -> Bool+null = all (const False)++possibleMoves :: Board -> Piece -> [(BoardPos, Board)]+possibleMoves board piece =+  simpleMoves ++ otherMoves (pieceType piece)+  where+    simpleMoves = do+      relRay <- rays (pieceType piece)+      dst <-+        takeUntilIncluding (not . null . pieceAt board) .+        takeWhile notBlocked $+        map (addPos src) relRay+      return $ simpleMove dst+    src = piecePos piece+    move updPiece clearPos dst =+      (dst, newBoard)+      where+        newBoard =+          Board {+            boardPieces =+              newPieceState :+              filter (not . (`elem` [src, clearPos]) . piecePos)+              (boardPieces board),+            boardLastMove = Just (newPieceState, src)+          }+        newPieceState =+          updPiece { piecePos = dst, pieceMoved = True }+    simpleMove dst = move piece dst dst+    inBoard (x, y) = 0 <= x && x < 8 && 0 <= y && y < 8+    isOtherSide = (/= pieceSide piece) . pieceSide+    notBlocked pos =+      inBoard pos &&+      all isOtherSide (pieceAt board pos)+    promotionRow = pawnStartRow + 6 * forward+    pawnMove dst@(dx, dy)+      | dy /= promotionRow = simpleMove dst+      | otherwise = move (piece { pieceType = Queen }) dst dst+    otherMoves Pawn =+      (enPassant (boardLastMove board) ++) $+      map pawnMove .+      filter inBoard $+      moveForward +++      filter (any isOtherSide . pieceAt board)+        [(sx-1, sy+forward), (sx+1, sy+forward)] +++      do+        guard $ sy == pawnStartRow+        guard . not $ null moveForward+        guard . null $ pieceAt board sprintDst+        return sprintDst+      where+        moveForward = filter (null . pieceAt board) [(sx, sy+forward)]+        sprintDst = (sx, sy+forward*2)+        enPassant Nothing = []+        enPassant (Just (lpiece, m@(mx, my)))+          | py /= sy = []+          | abs (mx-sx) /= 1 = []+          | abs (py-my) /= 2 = []+          | pieceType lpiece /= Pawn = []+          | pieceSide lpiece == pieceSide piece = []+          | not (null (pieceAt board dst)) = []+          | otherwise = [move piece prevPos dst]+          where+            dst = (mx, sy+forward)+            newPieceState = piece { piecePos = dst }+            prevPos@(px, py) = piecePos lpiece+    otherMoves King = do+      guard . not $ pieceMoved piece+      let+        dangerZone =+          map fst $+          concatMap (possibleMoves board) dangers+        dangers = filter isDanger $ boardPieces board+        isDanger p =+          pieceSide p /= pieceSide piece &&+          (pieceMoved p || pieceType p /= King)+      (rookX, kingDstX, rookDstX, clearPath, safePath) <-+        [(0, 1, 2, [1, 2], [3]), (7, 5, 4, [4..6], [3, 4])]+      let rookPos = (rookX, sy)+      rook <- toList $ pieceAt board rookPos+      forM clearPath $ \x ->+        guard . null $ pieceAt board (x, sy)+      forM safePath $ \x ->+        guard . not $ (x, sy) `elem` dangerZone+      guard $ Rook == pieceType rook+      guard . not $ pieceMoved rook+      let+        kingDst = (kingDstX, sy)+        newKingState =+          piece { piecePos = kingDst, pieceMoved = True }+        newRookState =+          rook { piecePos = (rookDstX, sy), pieceMoved = True }+        newBoard =+          Board {+            boardPieces =+              [newKingState, newRookState] +++              filter (not . (`elem` [src, rookPos]) . piecePos)+              (boardPieces board),+            boardLastMove = Just (newKingState, src)+          }+      return (kingDst, newBoard)+    otherMoves _ = []+    (forward, pawnStartRow)+      | pieceSide piece == White = (1, 1)+      | otherwise = (-1, 6)+    (sx, sy) = src+
+ src/ChessFont.hs view
@@ -0,0 +1,66 @@+module ChessFont (DrawPos, PiecePix(..), piecePix) where++import Chess (PieceType(..))++import Graphics.UI.GLUT (GLfloat)++type DrawPos = (GLfloat, GLfloat)++data PiecePix = PiecePix {+  pixBody :: [[DrawPos]],+  pixOutline :: [[DrawPos]]+}++piecePix :: PieceType -> PiecePix+piecePix Pawn =+  PiecePix r r+  where+    r = [[(-s, -s), (-s, s), (s, s), (s, -s)]]+    s = 0.6+piecePix Rook = PiecePix {+  pixBody = [thing, othing, [(-s, -s), (-s, s), (s, s), (s, -s)]],+  pixOutline = [thing ++ othing]+  }+  where+    s = 0.5+    thing = [(-s, s), (-1, 1), (1, 1), (s, s)]+    othing = map r thing+    r (x, y) = (-x, -y)+piecePix Knight = PiecePix {+  pixBody = [[a, b, e] ,[b, c, d]],+  pixOutline = [outline]+  }+  where+    outline = [(-1, 0), (1, 1), (0.5, -1), (-1, -1), (0, 0)]+    [a, b, c, d, e] = outline+piecePix Bishop = PiecePix {+  pixBody = [[a, b, d], [b, c, d]],+  pixOutline = [outline]+  }+  where+    outline = [(-1, -1), (0, 1), (1, -1), (0, -0.5)]+    [a, b, c, d] = outline+piecePix King = PiecePix {+  pixBody = [leye, reye, [a, b, e], [c, d, e]],+  pixOutline = [reverse leye, reye, mouthline]+  }+  where+    reye = [(0.25, 0.5), (0.5, 0.75), (0.75, 0.5), (0.5, 0.25)]+    leye = map m reye+    m (x, y) = (-x, y)+    mouthline =+      [(-0.75, -0.75), (-0.75, -0.25)+      ,(0, -0.5)+      ,(0.75, -0.25), (0.75, -0.75)]+    [a, b, c, d, e] = mouthline+piecePix Queen = PiecePix {+  pixBody = [[a, b, j], [d, e, f], [c, h, i], [c, g, h]],+  pixOutline = [outline]+  }+  where+    outline =+      [(-1, 1), (-0.25, 0.5), (0, 1), (0.25, 0.5), (1, 1)+      ,(0.5, 0), (1, -1), (0, -0.5), (-1, -1), (-0.5, 0)]+    [a, b, c, d, e, f, g, h, i, j] = outline++
+ src/defend.hs view
@@ -0,0 +1,265 @@+import Chess+import ChessFont++import Control.Monad (forM, join, when, unless)+import Data.Foldable (foldl', forM_)+import Data.List (genericTake)+import Data.Monoid+import FRP.Peakachu+import FRP.Peakachu.Backend.GLUT+import Graphics.UI.GLUT++faceNormal :: (Floating a, Ord a) => [[a]] -> [a]+faceNormal points =+  normalizeVec [a1*b2-a2*b1, a2*b0-a0*b2, a0*b1-a1*b0]+  where+    offset = head points+    base = map (zipWith (-) offset) (tail points)+    [[a0, a1, a2], [b0, b1, b2]] = base++normalizeVec :: Floating a => [a] -> [a]+normalizeVec vec+  | all (== 0) vec = vec+  | otherwise = map (/ norm) vec+  where+    norm = sqrt . sum $ map (^ (2 :: Int)) vec++screen2board :: DrawPos -> BoardPos+screen2board (cx, cy) =+  (r cx, r cy)+  where+    r ca = round (4 * ca + 3.5)++board2screen :: BoardPos -> DrawPos+board2screen (bx, by) =+  (r bx, r by)+  where+    r ba = (fromIntegral ba - 3.5) / 4++tailRot :: [a] -> [a]+tailRot [] = []+tailRot (x : xs) = xs ++ [x]++outlineSegments :: [a] -> [(a, a)]+outlineSegments xs = zip xs (tailRot xs)++expandOutline :: GLfloat -> [DrawPos] -> [DrawPos]+expandOutline ammount outline =+  last t : init t+  where+    t = map intersection $ outlineSegments segments+    intersection+      (a@((xa0, _), (xa1, _))+      ,b@((xb0, yb0), (xb1, yb1)))+      | xa0 == xa1 =+        (xa0, yb0 + (xa0-xb0) * (yb1-yb0) / (xb1-xb0))+      | xb0 == xb1 = intersection (b, a)+      | otherwise =+        (x, yAt0 a + x * d a)+      where+        x = (yAt0 a - yAt0 b) / (d b - d a)+    d ((x0, y0), (x1, y1)) = (y1-y0)/(x1-x0)+    yAt0 s@((x0, y0), _) = y0 - x0 * d s+    segments = map expandSegment $ outlineSegments outline+    expandSegment ((ax, ay), (bx, by)) =+      ((ax + ammount * nx, ay + ammount * ny)+      ,(bx + ammount * nx, by + ammount * ny))+      where+        [nx, ny] = normalizeVec [ay - by, bx - ax]++type Selection = (BoardPos, Maybe BoardPos)++draw :: (Board, (Selection, DrawPos)) -> Image+draw (board, ((dragSrc, dragDst), (cx, cy))) =+  Image $ do+    cursor $= None+    lineSmooth $= Enabled+    polygonSmooth $= Enabled+    hint LineSmooth $= Nicest+    hint PolygonSmooth $= Nicest+    blend $= Enabled+    blendFunc $= (SrcAlpha, OneMinusSrcAlpha)+    lighting $= Enabled+    light (Light 0) $= Enabled+    position (Light 0) $= Vertex4 0 0 (-1) 0+    cullFace $= Nothing+    drawBoard+    forM_ (boardPieces board) drawPiece+    when (srcFirst dragDst) $ drawCursor dragSrc+    forM_ dragDst drawCursor+    unless (srcFirst dragDst) $ drawCursor dragSrc+  where+    srcFirst Nothing = True+    srcFirst (Just dst) = cursorDist dragSrc < cursorDist dst+    cursorDist = cursorDist' . board2screen+    cursorDist' (x, y) = (cx-x)^(2::Int) + (cy-y)^(2::Int)+    headingUp = normal $ Normal3 0 0 (-1 :: GLfloat)+    drawPiece piece = do+      let+        pix = piecePix (pieceType piece)+        (px, py) = piecePos piece+        (sx, sy) = board2screen (px, py)+        white :: Color4 GLfloat+        white = Color4 1 1 1 1+        black = Color4 0 0 0 1+        (bodyCol, outlineCol)+          | pieceSide piece == White = (white, black)+          | otherwise = (black, white)+        vert m (vx, vy) =+          vertex $ Vertex4+            (sx + m*vx)+            (sy + m*vy) 0 1+      headingUp+      materialDiffuse Front $= bodyCol+      forM (pixBody pix) $ \poly -> do+        let+          polyType+            | 3 == length poly = Triangles+            | otherwise = Quads+        renderPrimitive polyType . forM poly . vert $ pieceSize * 0.125+      materialDiffuse Front $= outlineCol+      renderPrimitive Quads .+        forM (pixOutline pix) $ \outline ->+        forM (outlineSegments +          (zip outline (expandOutline (-0.06) outline))) $+          \((a, b), (d, c)) ->+          forM [a, b, c, d] . vert $ pieceSize * 0.125+    pieceSize = 0.9+    drawBoard =+      forM_ [0..7] $ \bx ->+      forM_ [0..7] $ \by -> do+        let+          col = 0.3 + 0.1 * fromIntegral ((bx + by) `mod` (2::Int))+          r ba va = 0.125*((fromIntegral ba*2+va)-7)+        materialDiffuse Front $= Color4 col col col 1+        headingUp+        renderPrimitive Quads .+          forM square $ \(vx, vy) ->+            vertex $ Vertex4 (r bx vx) (r by vy) 0 1+    drawCursor boardPos = do+      cullFace $= Just Back+      drawCursor' boardPos+      cullFace $= Just Front+      drawCursor' boardPos+    drawCursor' boardPos =+      renderPrimitive Triangles .+      forM_ curPix $ \part ->+      forM_ (outlineSegments part) $+      \((ax, ay), (bx, by)) -> do+        let+          (rx, ry) = board2screen boardPos+          points =+            [[0.9*cx, 0.9*cy, 0.9]+            ,[rx + 0.125*ax, ry + 0.125*ay, 1]+            ,[rx + 0.125*bx, ry + 0.125*by, 1]+            ]+          norml = faceNormal points+          [nx, ny, nz]+            | last norml < 0 = norml+            | otherwise = map negate norml+        normal $ Normal3 nx ny nz+        materialDiffuse Front $=+          case pieceUnderCursor of+            Nothing -> Color4 1 1 0 0.5+            _ -> Color4 0 1 0 1+        forM_ (take 1 points) $ \[px, py, pz] ->+          vertex $ Vertex4 px py 0 pz+        materialDiffuse Front $=+          case pieceUnderCursor of+            Nothing -> Color4 1 1 0 0+            _ -> Color4 0 1 0 0.5+        forM_ (tail points) $ \[px, py, pz] ->+          vertex $ Vertex4 px py 0 pz+    pieceUnderCursor = pieceAt board dragSrc+    curPix =+      case pieceUnderCursor of+        Nothing -> [square]+        Just p -> map (map t) . pixOutline . piecePix $ pieceType p+      where+        t (x, y) = (pieceSize*x, pieceSize*y)+    square = [((-1), (-1)), ((-1), 1), (1, 1), (1, (-1))]++keyState :: UI -> Key -> Event KeyState+keyState ui key =+  mappend (ereturn Up) .+  fmap m $+  efilter f (glutKeyboardMouseEvent ui)+  where+    m (_, state, _, _) = state+    f (k, _, _, _) = k == key++delayEvent :: Integral i => i -> Event a -> Event a+delayEvent count =+  fmap last .+  edrop count .+  escanl step []+  where+    step xs x = x : genericTake count xs++maybeMinimumOn :: Ord b => (a -> b) -> [a] -> Maybe a+maybeMinimumOn f =+  foldl' maybeMin Nothing+  where+    maybeMin Nothing x = Just x+    maybeMin (Just x) y+      | f y < f x = Just y+      | otherwise = Just x++chooseMove :: Board -> BoardPos -> DrawPos -> Maybe (BoardPos, Board)+chooseMove board src (dx, dy) =+  join .+  fmap (maybeMinimumOn (dist . fst) . possibleMoves board) $+  pieceAt board src+  where+    dist pos =+      (px-dx)^(2::Int) + (py-dy)^(2::Int)+      where+        (px, py) = board2screen pos++game :: UI -> Event Image+game ui =+  fmap draw .+  ezip' board $+  ezip' selection (mouseMotionEvent ui)+  where+    board = escanl doMove chessStart moves+    procDst brd src = join . fmap (chooseMove brd src)+    doMove brd (src, dst) =+      case procDst brd src dst of+        Nothing -> brd+        Just r -> snd r+    selection =+      fmap proc .+      ezip' board $+      fmap snd selectionRaw+      where+        proc (brd, (src, dst)) =+          (src, fmap fst (procDst brd src dst))+    selectionRaw =+      edrop (1::Int) .+      escanl drag (Up, undefined) $+      ezip' (keyState ui (MouseButton LeftButton)) (mouseMotionEvent ui)+    drag (Down, (x, _)) (Down, c) =+      (Down, (x, Just c))+    drag _ (s, c) =+      (s, (spos, dst))+      where+        spos = screen2board c+        dst+          | s == Up = Nothing+          | otherwise = Just c+    moves =+      fmap (snd . fst) $+      efilter moveFilter $+      ezip' (delayEvent (1::Int) selectionRaw) selectionRaw+    moveFilter ((Down, _), (Up, _)) = True+    moveFilter _ = False++main :: IO ()+main = do+  initialWindowSize $= Size 600 600+  initialDisplayCapabilities $=+    [With DisplayRGB+    ,Where DisplaySamples IsAtLeast 2+    ]+  run game