hoodie (empty) → 0.1.0.0
raw patch · 4 files changed
+1788/−0 lines, 4 filesdep +arraydep +astardep +basesetup-changed
Dependencies added: array, astar, base, containers, hfov, monad-loops, mtl, ncurses, random
Files
- LICENSE +675/−0
- Main.hs +1078/−0
- Setup.hs +2/−0
- hoodie.cabal +33/−0
+ LICENSE view
@@ -0,0 +1,675 @@+ 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. You can apply it to+your programs, too.++ When we speak of free software, we are referring to freedom, not+price. 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+ Main.hs view
@@ -0,0 +1,1078 @@+{-# LANGUAGE GeneralizedNewtypeDeriving #-}+module Main where++-- base, mtl, array, containers, random, monad-loops, ncurses, astar, hfov+import Control.Monad.State+import Data.Array.IArray+import Data.Array.IO+import Data.List (sortBy, find)+import Data.Ord (comparing)+import qualified Data.Set as Set+import Data.Maybe+import System.Random+import Control.Monad.Loops (iterateUntil)+import Data.Graph.AStar (aStar)+import UI.NCurses+import FOV++type Vector2 = (Int, Int)+type Room = (Vector2, Vector2) -- xy, size+type LevelPart = [(Vector2, Char)] -- update for array +-- change Level to include entities, dlvl, and narr, +-- then change dungeon to [dungeon] to allow many levels+type Level = Array Vector2 Char+type Neighbours = Array Vector2 (Set.Set Vector2)++newtype GameT s m a = GameT (StateT s m a)+ deriving (Functor, Monad, MonadIO, MonadTrans, MonadState s)++type Game = GameT GameState Curses++runGame1 :: GameState -> Game a -> Curses GameState+runGame1 s (GameT f) = execStateT f s++io :: IO a -> Game a+io = liftIO++curses :: Curses a -> Game a+curses = lift++data Side = T | B | L | R -- room sides++data ItemType = Weapon -- ']'+ | Armor -- '['+ | Potion -- '!'+ | Scroll -- '?'+ | Corpse -- '%'+ deriving (Eq, Show, Read)++data ItemEffect = None+ | Healing Int+ | Death+ | Teleport+ | Yuck+ deriving (Eq, Show, Read)++-- TODO: use this+data EntityStats = EntityStats+ { strength :: Int+ , agility :: Int+ , intelligence :: Int+ , beauty :: Int+ } deriving (Eq, Show, Read)++data Item = Item+ { iType :: ItemType+ , iName :: String+ , iSpeed :: Int+ , iDamage :: Int+ , iDefence :: Int+ , iWeight :: Int -- mass in grams+ , iEffect :: ItemEffect+ } deriving (Eq, Show, Read)++data Inventory = Inventory+ { equWeapon :: Item+ , equArmor :: Item+ , equMisc :: Item+ , storedItems :: [Item]+ } deriving (Eq, Show, Read)++data Entity = Entity+ { pc :: Bool+ , pos :: Vector2+ , sym :: Char+ , name :: String+ , hp :: (Int, Int)+ , inv :: Inventory+ , weight :: Int -- mass in grams+ , speed :: Int+ , nextMove :: Int+ , seenL :: Array Vector2 Bool -- ^what the player has seen of the level+ , seeingL :: Array Vector2 Bool -- ^what the player *currently* sees+ } deriving (Eq, Show, Read)++data GameState = GameState+ { level :: Level+ , entities :: [Entity]+ , items :: [(Vector2, Item)]+ , msgs :: [(Int, Bool, String)] -- ^ turn added, seen by player, message+ , turn :: Int+ , pquit :: Bool+ , narr :: Neighbours+ , dlvl :: Int+ } deriving (Eq, Show, Read)++-- | get the next actor and the rest+entityPQ :: [Entity] -> (Entity, [Entity])+entityPQ en = + let (p:ren) = sortBy (comparing nextMove) en + in (p, ren)++-- | get the player character and the rest+getPC :: [Entity] -> (Entity, [Entity])+getPC en = + let l = sortBy (comparing pc) en+ in (last l, init l)++-- | check if the Entity is the player character+isPC :: Entity -> Bool+isPC = pc++-- empty level+emptyL :: Level+emptyL = listArray ((1,1), (80, 22)) (repeat ' ')++-- enemies don't use seenL/seeingL, so use this dummy array+nullA :: Array Vector2 Bool+nullA = listArray ((1,1), (2,2)) (repeat False)++testWeapons :: [Item]+testWeapons = [Item Weapon "Sword of Test +1" 100 4 0 1500 None+ ,Item Weapon "Shard of Glass" 150 2 0 300 None+ ,Item Weapon "Staff of Skepticism" 50 10 0 4000 None+ ]++testArmors :: [Item]+testArmors = [Item Armor "Tested Leather Armor" 100 0 1 5000 None+ ,Item Armor "Fancy Suit" 150 0 0 2000 None+ ,Item Armor "Power Armor mk2" 66 0 6 30000 None+ ]++testMisc :: [Item]+testMisc = [Item Scroll "Scroll of Modern Medicine" 100 0 0 100 (Healing 6)+ ,Item Potion "Potion of Alcohol" 100 0 0 700 (Healing (-1))+ ,Item Potion "Homeopathic Potion" 100 0 0 500 (Healing 0)+ ,Item Scroll "Scroll of Death" 100 0 0 100 Death+ ,Item Scroll "Book of Teleportation" 100 0 0 1000 Teleport+ ,Item Corpse "Rodent Corpse" 100 0 0 1000 Yuck+ ]++testEnemies :: [Entity]+testEnemies = + [Entity False (0,0) 'L' "Lamar" (5,5) undefined 30000 50 0 nullA nullA+ ,Entity False (0,0) 'A' "Giant Ant" (7,7) undefined 10000 99 0 nullA nullA+ ,Entity False (0,0) 'm' "Mom" (8,8) undefined 60000 101 0 nullA nullA+ ,Entity False (0,0) 'b' "Bear" (13,13) undefined 120000 120 0 nullA nullA+ ,Entity False (0,0) 'd' "Dog" (3,3) undefined 8000 95 0 nullA nullA+ ,Entity False (0,0) 'a' "Armadillo" (1,1) undefined 1000 85 0 nullA nullA+ ]++testBoss :: Entity+testBoss = + Entity False (0,0) 'G' "Dreadlord Gates" (32,32) + undefined 75000 135 0 nullA nullA++testItems :: [Item]+testItems = testWeapons ++ testArmors ++ testMisc++randInv :: IO Inventory+randInv = do+ w <- randomElem testWeapons+ a <- randomElem testArmors+ m <- randomElem testMisc+ return Inventory { equWeapon = w+ , equArmor = a+ , equMisc = m+ , storedItems = [] }++-- to save disk space, the neighbours array could be discarded here+-- and then rebuilt on load+save :: Game ()+save = get >>= io . writeFile "savefile" . show++load :: Game ()+load = io (readFile "saveFile") >>= io . readIO >>= put++mkPlayer :: Vector2 -> IO Entity+mkPlayer pos' = do+ pinv <- randInv+ return Entity + { pc = True+ , name = "Player"+ , pos = pos'+ , sym = '@'+ , hp = (20, 20)+ , inv = pinv+ , weight = 75000+ , speed = 100+ , nextMove = 0+ , seenL = listArray ((1,1), (80,22)) (repeat False)+ , seeingL = listArray ((1,1), (80,22)) (repeat False)+ }++mkEnemiesOnLevel :: Int -- number of enemies+ -> Int -- nextMove of enemies, set to the nextMove of the player+ -- when descending the dungeon+ -> Level + -> IO [Entity]+mkEnemiesOnLevel dl nm l = do+ en <- randomRIO (1 * dl, 3 * dl) -- amount of enemies+ es <- randFloors l en -- positions+ ei <- replicateM en randInv -- inventories+ em <- replicateM en (randomElem testEnemies) -- random enemies+ ep <- randFloor l -- position of boss, maybe+ bi <- randInv -- inventory of boss, maybe+ return $ + -- add the boss on the fifth level+ [testBoss { pos = ep, inv = bi, nextMove = nm } | dl == 5] ++ + -- add normal enemies+ zipWith3 (\e p i -> e { pos = p, inv = i, nextMove = nm }) em es ei++mkItemsOnLevel :: Level -> IO [(Vector2, Item)]+mkItemsOnLevel l = do+ i <- randomRIO (3,9)+ is <- replicateM i (randomElem testItems)+ ip <- randFloors l i+ return (zip ip is)++-- | Creates a brand-new, fully filled Game.+mkDungeonLevel :: Game ()+mkDungeonLevel = do+ l <- io $ mkRandRooms (80, 22) -- dungeon, or level+ p <- io $ randFloor l -- player position+ ep <- io $ randFloor l -- exit position+ is <- io $ mkItemsOnLevel l+ p' <- io $ mkPlayer p -- player position+ entities' <- io $ mkEnemiesOnLevel 1 0 l+ put GameState+ { entities = p' : entities' + , items = is+ , level = l // [(ep, '>')]+ , msgs = [(0, False, "Welcome to hoodie! (press ? for help)")]+ , turn = 0+ , pquit = False+ , narr = mkNeighbourArray l ".⋅+#SDk"+ , dlvl = 1+ }++-- | changes all the things that need the change between floors+descendLevel :: Game ()+descendLevel = do+ g <- get+ let (p,_) = getPC (entities g) -- get player+ l <- io $ mkRandRooms (80, 22)+ pp <- io $ randFloor l -- new player position+ ep <- io $ randFloor l -- exit position+ is <- io $ mkItemsOnLevel l+ let dlvl' = dlvl g + 1+ p' = p { pos = pp+ , seenL = listArray ((1,1), (80,22)) (repeat False)+ , seeingL = listArray ((1,1), (80,22)) (repeat False)+ }+ entities' <- io $ mkEnemiesOnLevel dlvl' (nextMove p + 1) l+ put $ g+ { entities = p' : entities' + -- level 5 is the last level+ , level = if dlvl' == 5 then l else l // [(ep, '>')]+ , narr = mkNeighbourArray l ".⋅+#SDk"+ , items = is+ , dlvl = dlvl'+ }++-- | make a random pair within given bounds+randomV2 :: (Vector2, Vector2) -> IO Vector2+randomV2 ((x1, y1), (x2, y2)) = do+ x <- randomRIO (x1, x2)+ y <- randomRIO (y1, y2)+ return (x,y)++isFloor :: Level -> Vector2 -> Bool+isFloor l p = l ! p `elem` ".⋅"++-- | find a random part of the level that's walkable+randFloor :: Level -> IO Vector2+randFloor l = iterateUntil (isFloor l) (randomV2 (bounds l))++-- | find n non-repeating random positions that are walkable+randFloors :: Level -> Int -> IO [Vector2]+randFloors l n =+ flip execStateT [] $+ replicateM_ n $ do+ ps' <- get+ xy <- iterateUntil (`notElem` ps') (liftIO $ randFloor l)+ modify (xy:)++-- | check if two rooms overlap+roomOverlap :: Room -> Room -> Bool+roomOverlap ((x1, y1), (sx1, sy1)) ((x2, y2), (sx2, sy2)) =+ not (x1 > x2 + sx2 + 1+ ||y1 > y2 + sy2 + 1+ ||x2 > x1 + sx1 + 1+ ||y2 > y2 + sy1 + 1)++-- | check if the given room overlaps any of the rooms in the list+roomOverlapAny :: Room -> [Room] -> Bool+roomOverlapAny r = any (roomOverlap r)++-- | create a room without checking if it's within level bounds+createRoom :: Vector2 -> IO Room+createRoom (sx, sy) = do+ -- all rooms need to be at least 2 tiles away from the level bounds+ -- 1 tile to make room for any paths, and +1 tile because FOV crashes+ -- if it tries to look at nothingness.+ x <- randomRIO (3, sx - 3)+ y <- randomRIO (3, sy - 3)+ rx <- randomRIO (2, sx `div` 2)+ ry <- randomRIO (2, sy `div` 2)+ return ((x, y), (rx, ry))++-- | check if a room is within (x2, y2) bounds+goodRoom :: Vector2 -> Room -> Bool+goodRoom (sx, sy) ((x, y), (rx, ry)) = x + rx < sx - 3 && y + ry < sy - 3++-- | try really hard to make a servicable dungeon+mkRandRooms :: Vector2 -> IO Level+mkRandRooms lbounds = do+ -- try 1000 times to create good non-overlapping rooms+ rooms <- flip execStateT [] $+ replicateM_ 1000 $ do+ rooms <- get+ r <- iterateUntil (goodRoom lbounds) (liftIO (createRoom lbounds))+ unless (r `roomOverlapAny` rooms) (modify (r:))++ when (null rooms)+ (error "dungeon generator mkRandRooms didn't make any rooms")++ let room_lps = mkRooms rooms :: LevelPart+ narrP = mkNeighbourArray (emptyL // room_lps) " "++ paths1 <- connectRandomRoomToAll narrP rooms+ paths2 <- connectRandomRooms narrP rooms (length rooms `div` 2)++ return $ emptyL // (room_lps ++ paths1 ++ paths2)++-- | connect a random room from the list to all rooms. Cheap way to+-- ensure that all rooms are connected.+connectRandomRoomToAll :: Neighbours -> [Room] -> IO LevelPart+connectRandomRoomToAll narrP rooms = do+ rc <- randomElem rooms+ concat `fmap` catMaybes `fmap` forM rooms (\r ->+ if r /= rc+ then connectRooms narrP r rc+ else return Nothing)++-- | make n random connections between rooms+connectRandomRooms :: Neighbours -> [Room] -> Int -> IO LevelPart+connectRandomRooms narrP rooms n =+ concat `fmap` catMaybes `fmap` replicateM n+ (do r1 <- randomElem rooms+ r2 <- randomElem rooms+ if r1 /= r2 then connectRooms narrP r1 r2+ else return Nothing)++-- | connect two rooms, using corridors generated by A* pathfinding.+-- Randomly picks a side, so all rooms must have one tile free space+-- around them.+connectRooms :: Neighbours -> Room -> Room -> IO (Maybe LevelPart)+connectRooms narrP r1 r2 = do+ side1 <- randomRIO (1, 4::Int)+ side2 <- randomRIO (1, 4::Int)+ let (f1, r1p') =+ case side1 of+ 1 -> (above, roomSideR r1 T)+ 2 -> (below, roomSideR r1 B)+ 3 -> (left, roomSideR r1 L)+ 4 -> (right, roomSideR r1 R)+ _ -> error "wait, what?"+ (f2, r2p') =+ case side2 of+ 1 -> (above, roomSideR r2 T)+ 2 -> (below, roomSideR r2 B)+ 3 -> (left, roomSideR r2 L)+ 4 -> (right, roomSideR r2 R)+ _ -> error "you're drunk; go home"+ r1p <- r1p'+ r2p <- r2p'+ return $ mkPath narrP r1p r2p f1 f2++-- | produce a random tile location from given side of the given room+roomSideR :: Room -> Side -> IO Vector2+roomSideR ((x1, y1), (sx, sy)) s =+ case s of+ T -> randomRIO (x1+1, x1+sx-1) >>= \x -> return (x, y1)+ B -> randomRIO (x1+1, x1+sx-1) >>= \x -> return (x, y1+sy)+ R -> randomRIO (y1+1, y1+sy-1) >>= \y -> return (x1+sx, y)+ L -> randomRIO (y1+1, y1+sy-1) >>= \y -> return (x1, y)++-- utils for Data.Graph.AStar+-- | distance between two level points (taxi metric)+distance :: Vector2 -> Vector2 -> Int+distance (a1,a2) (b1, b2) =+ (b1 - a1) + (b2 - a2)++maybeLookup :: Level -> Vector2 -> Maybe Char+maybeLookup l p@(x,y) =+ let ((x1, y1), (x2, y2)) = bounds l+ in if x > x2 || x < x1 || y > y2 || y < y1+ then Just (l ! p)+ else Nothing++-- | create a array of the sets of neighbours for each tile+mkNeighbourArray :: Level -> String -> Neighbours+mkNeighbourArray l tt =+ let (a@(x1,y1), b@(x2,y2)) = bounds l+ in listArray (a, b) [setOfNeighbours l tt (x,y) |+ x <- [x1..x2],+ y <- [y1..y2]]++-- | create a set of all neighbours of a point that are walkable+setOfNeighbours :: Level -> String -> Vector2 -> Set.Set Vector2+setOfNeighbours l tt p =+ Set.fromList+ . map fst+ . filter (\(p',_) -> l ! p' `elem` tt)+ . filter (\(_,m) -> isNothing m) $+ [ (above p, l `maybeLookup` above p)+ , (below p, l `maybeLookup` below p)+ , (right p, l `maybeLookup` right p)+ , (left p, l `maybeLookup` left p)]++-- | aStar with defaults+simpleAStar :: Neighbours+ -> Vector2+ -> Vector2+ -> Maybe [Vector2]+simpleAStar narrP start goal =+ let adjdist _ _ = 1+ nset p = narrP ! p+ dist = distance goal+ in aStar nset adjdist dist (==goal) start++-- | make a path between two rooms+mkPath :: Neighbours+ -> Vector2 -- ^ from+ -> Vector2 -- ^ to+ -> (Vector2 -> Vector2)+ -- pass above/below/right/left here, because if we're making+ -- a path from a room, the first tile and last tiles are+ -- impassable walls+ -> (Vector2 -> Vector2)+ -> Maybe LevelPart+mkPath narrP p1 p2 f1 f2 = do+ p' <- simpleAStar narrP (f1 p1) (f2 p2)+ return $ zip p' (repeat '#') ++ [(f1 p1, '#'), (p1,'+'), (p2,'+')]++-- level construction+mkHwall :: Char -> Int -> Vector2 -> LevelPart+mkHwall ch len (x,y) = zip (zip [x..(x-1+len)] (repeat y)) (repeat ch)++mkVwall :: Char -> Int -> Vector2 -> LevelPart+mkVwall ch len (x,y) = zip (zip (repeat x) [y..(y-1+len)]) (repeat ch)++-- borders:+-- ┘ ┐ ┌ └ │ ─ ├ ┬ ┤ ┴ ┼ ╭ ╮ ╯ ╰+-- ═ ║ ╒ ╓ ╔ ╕ ╖ ╗ ╘ ╙ ╚ ╛ ╜ ╝ ╞ ╟+-- ╠ ╡ ╢ ╣ ╤ ╥ ╦ ╧ ╨ ╩ ╪ ╫ ╬+mkRoom :: Room -> LevelPart+mkRoom ((x1, y1), (sx, sy)) = concat+ -- floors+ [[((x,y), '⋅') | y <- [y1..(y1+sy)], x <- [x1..(x1+sx)]]+ -- walls+ ,mkHwall '═' sx (x1, y1)+ ,mkHwall '═' sx (x1, y1 + sy)+ ,mkVwall '║' (sy+1) (x1, y1)+ ,mkVwall '║' (sy+1) (x1 + sx, y1)+ -- corners+ ,[((x1, y1), '╔'), ((x1+sx, y1+sy), '╝')+ ,((x1, y1+sy), '╚'), ((x1+sx, y1), '╗')]]++mkRooms :: [Room] -> LevelPart+mkRooms = concatMap mkRoom++walkableL :: Level -> Vector2 -> Bool+walkableL l p@(x,y) =+ let ((x1,y1), (x2,y2)) = bounds l+ in (x < x2 || x > x1 || y < y2 || y > y1) && (l ! p `elem` ".⋅+#SDk>")++-- TODO: this needs to be fixed to account for messages over 75 chars+displayMessageLog :: Game ()+displayMessageLog = do+ g <- get+ let ((x1,_), (x2,y2)) = bounds (level g)+ curses $ draw $ do+ clear (bounds (level g))+ drawStringAt (1,1) "Message log: ('p' to return)"+ forM_ (zip [3..] (take (y2 - 5) (msgs g))) $ \(n,(t,_,m)) ->+ drawStringAt (x1, n) $ take (x2 - 5) "[" ++ show t ++ "] " ++ m+ _ <- curses $ waitForChrs "p"+ curses $ draw (clear (bounds (level g)))++helpString :: [String]+helpString = ["Hello, hoodie here (press ? again to return)"+ ,""+ ,"Move with the Vi keys: hijkyubn"+ ,"Attack by moving into enemies"+ ,"Wait for a turn by pressing ."+ ,"i to look at your inventory"+ ,"a to apply your misc item"+ ,", to pick up items below you"+ ,"Descend to the next level with > when you are on stairs"+ ,"Press p to display the message log,"+ ,""+ ,"q to quit, coward."]++displayHelp :: Game ()+displayHelp = do+ g <- get+ curses $ draw $ do+ clear (bounds (level g))+ forM_ [1..length helpString] $ \y ->+ drawStringAt (1, y) $ center 80 (helpString !! (y-1))+ _ <- curses $ waitForChrs "?"+ curses $ draw (clear (bounds (level g)))++displayPlayerInventory :: Game ()+displayPlayerInventory = do+ p <- (fst . getPC) `fmap` gets entities+ addMessage $ "Inventory: W: " + ++ iName (equWeapon (inv p)) +++ " A: " ++ iName (equArmor (inv p)) +++ " M: " ++ iName (equMisc (inv p)) ++withReverse :: Update () -> Update ()+withReverse upact = do+ setAttribute AttributeReverse True+ upact+ setAttribute AttributeReverse False++itemSym :: Item -> Char+itemSym i = case iType i of+ Weapon -> ']'+ Armor -> '['+ Potion -> '!'+ Scroll -> '?'+ Corpse -> '%'++drawEverything :: Game ()+drawEverything = do+ g <- get+ l <- gets level+ let (p, en') = getPC (entities g)+ seen = seenL p+ seeing = seeingL p++ curses $ draw $ do+ clear (bounds l)+ -- draw level+ forM_ (indices l) $ \i -> do + when (seen ! i) (drawStringAt i [l ! i])+ when (seeing ! i) (withReverse (drawStringAt i [l ! i]))+ -- draw items+ forM_ (items g) $ \(ip,i) -> + when (seeing ! ip) (drawStringAt ip [itemSym i])+ -- draw enemies+ forM_ en' $ \e ->+ when (seeing ! pos e) (drawStringAt (pos e) [sym e])+ -- draw player+ withReverse $ drawStringAt (pos p) "@"+ -- concat unseen messages and draw them+ let dms = concat $ reverse $ map (\(_,_,m) -> m++" ") $ + takeWhile (\(_,b,_) -> not b) (msgs g)+ unless (null dms) $+ withReverse $ drawStringAt (1,1) dms+ -- draw a statusbar, displaying time, speed, dungeon level, and hp+ withReverse $ drawStringAt (1, 24) $+ "Time: " ++ show (nextMove p) ++ " Speed: " ++ show (speed p) + ++ " DL: " ++ show (dlvl g) ++ " HP: " ++ show (fst (hp p)) + ++ "/" ++ show (snd (hp p))++above, below, right, left :: Vector2 -> Vector2+above (x, y) = (x, y - 1)+below (x, y) = (x, y + 1)+right (x, y) = (x + 1, y)+left (x, y) = (x - 1, y)++aboveleft, aboveright, belowleft, belowright :: Vector2 -> Vector2+aboveleft (x, y) = (x - 1, y - 1)+aboveright (x, y) = (x + 1, y - 1)+belowleft (x, y) = (x - 1, y + 1)+belowright (x, y) = (x + 1, y + 1)++-- | maps directional keys to movement functions+keyToDir :: Char -> Vector2 -> Vector2+keyToDir c = + case c of+ 'k' -> above+ 'j' -> below+ 'l' -> right+ 'h' -> left+ 'y' -> aboveleft+ 'u' -> aboveright+ 'b' -> belowleft+ 'n' -> belowright+ '.' -> id+ _ -> error "movePlayer: controls misconfigured"++-- | Move the player, fail to move the player, rest, or attack an entity+movePlayer :: Char -> Game ()+movePlayer c = do+ l <- gets level+ en <- gets entities+ is <- gets items+ let (p,en') = getPC en+ -- position player wants to move to+ newp = keyToDir c (pos p)+ + -- is there someone there?+ case en' `getEntityAt` newp of+ -- we're moving into an enemy+ Just e -> attackEntity p e+ -- or not+ Nothing ->+ if l `walkableL` newp+ then do+ let i = newp `lookup` is+ when (isJust i) $ addMessage $ "You see here the "++iName (fromJust i)+ p `moveEntityTo` newp+ else addMessage "You bump into an obstacle!"++modifyEntityAt :: [Entity] -> Vector2 -> (Entity -> Entity) -> [Entity]+modifyEntityAt es p f =+ map (\e -> if e == fromJust (es `getEntityAt` p) then f e else e) es++modifyEntityHp :: Int -> Entity -> Entity+modifyEntityHp n e = + let (hp', maxhp') = hp e+ newhp = min maxhp' (hp' + n)+ in e { hp = (newhp, maxhp') }++removeEntityAt :: [Entity] -> Vector2 -> [Entity]+removeEntityAt es p = filter (\e -> pos e /= p) es++getEntityAt :: [Entity] -> Vector2 -> Maybe Entity+getEntityAt es p = find (\e -> pos e == p) es++anyEntityAt :: [Entity] -> Vector2 -> Bool+anyEntityAt es p = p `elem` map pos es++addMessage :: String -> Game ()+addMessage m = do+ g <- get+ put $ g { msgs = (turn g, False, m) : msgs g }++descend :: Game ()+descend = do+ g <- get+ if level g ! pos (fst (getPC (entities g))) == '>'+ then do+ curses $ draw $ clear (bounds (level g))+ descendLevel+ addMessage "You descend into the next level!"+ else addMessage "There are no stairs here!"++-- | merge the old "seen" array with the new "seeing" array+-- to produce an updated "seen" array+updateSeen :: Array Vector2 Bool+ -> Array Vector2 Bool+ -> IO (Array Vector2 Bool)+updateSeen old_seen new_seeing = do+ u_n_s <- thaw new_seeing :: IO (IOArray Vector2 Bool)+ upds <- filter snd `fmap` getAssocs u_n_s+ return $ old_seen // upds++-- | update the "seen" and "seeing" arrays+updateVision' :: GameState -> IO GameState+updateVision' g = do+ let l = level g+ (p,en') = getPC (entities g)+ pp = pos p+ seen = seenL p+ + (seeing',seen') <- do+ s <- ioInit+ newSeeing <- newArray (bounds l) False :: IO (IOUArray Vector2 Bool)++ let lightPoint x y = writeArray newSeeing (x, y) True+ isOpaque x y = return (l ! (x, y) `elem` " ═║╔╝╚╗")++ -- use FOV's circle to write into the newSeeing array+ circle s pp 5 lightPoint isOpaque+ newSeeing' <- freeze newSeeing :: IO (Array Vector2 Bool)+ newSeen' <- updateSeen seen newSeeing'+ return (newSeeing', newSeen')++ let np = p { seenL = seen', seeingL = seeing' }+ g' = g { entities = np:en' }++ return g'++getGoodCh :: Game Char+getGoodCh = curses $ waitForChrs "?hjklyubnqsdpria.,>" ++setQuit :: Game ()+setQuit = do + g <- get+ put $ g { pquit = True }++-- | Checks if the player is dead and quits if they are.+isPlayerDead :: Game ()+isPlayerDead = do+ en <- gets entities + let php = fst . hp .fst . getPC $ en+ when (php <= 0) $ do+ addMessage "Oh no! You are dead!"+ setQuit++-- | Turn or time is a measure of how long the player has been in the dungeon.+-- An entity with 100 speed and 100 speed armor takes 10 "time" to move one+-- square. Higher speed = less time taken.+setTurn :: Game ()+setTurn = do+ g <- get+ let p = fst . getPC $ entities g+ put $ g { turn = nextMove p }+ +-- | This is the main update function, updating one entity per call. The+-- entity to be updated is the one with the lowest nextMove value. When the+-- entity perform a task (including nothing at all), the time cost of the task+-- is added to its nextMove. "turn" is used for the lack of a better word.+gameTurn :: Game ()+gameTurn = do+ processNegativeHpEntities+ g <- get+ let en@(e, _) = entityPQ (entities g)+ if isPC e + then do+ setTurn+ drawEverything+ ageMessages+ c <- getGoodCh+ case c of + 'q' -> setQuit+ 'p' -> displayMessageLog+ '?' -> displayHelp+ ',' -> playerPickupItem+ 'a' -> entityApplyItem e+ 'i' -> displayPlayerInventory+ 's' -> save+ 'd' -> load+ 'r' -> mkDungeonLevel >> updateVision+ '>' -> descend >> updateVision+ _ -> movePlayer c >> updateVision+ else processEnemies en+ isPlayerDead+ +modifyEntity :: Entity -> (Entity -> Entity) -> Game ()+modifyEntity e f = do+ g <- get+ en <- gets entities+ put $ g { entities = map (\e' -> if e' == e then f e' else e') en }++-- | The time needed to perform an action is:+--+-- 1000+-- --------------------------------------+-- (speed of entity + speed of item used) +-- ----------------------------------+-- 2+--+-- or equivalently: 2000 / (speed of entity + speed of item used)+--+-- for moving around, the item speed used is that of the equipped armor+itemUseCost :: Entity -> Item -> Int+itemUseCost e i = 2000 `div` (speed e + iSpeed i)++-- TODO: consume item or item charge on use+-- | Use your misc item to do something+entityApplyItem :: Entity -> Game ()+entityApplyItem e = do+ g <- get+ let (p, _) = getPC (entities g)+ pm = equMisc (inv e)+ verb = case iType pm of+ Potion -> "drink"+ Scroll -> "read"+ Corpse -> "squeeze"+ _ -> "use"+ useMsg = + if e == p+ then "You " ++ verb ++ " the " ++ iName pm ++ "!"+ -- don't bother using verbs for others :)+ else name e ++ " uses the " ++ iName pm ++ "!"+ case iEffect pm of+ None -> + return ()+ Healing n -> do+ addMessage useMsg+ modifyEntity e ( modifyEntityHp n + . addEntityTime (itemUseCost e pm))+ Death -> do+ -- always add useMsg+ addMessage useMsg+ -- only add these when the player uses items+ when (e == p) $ addMessage "You feel stupid!"+ modifyEntity e ( modifyEntityHp (-999))+ Teleport -> do+ addMessage useMsg+ newp <- io $ randFloor (level g)+ modifyEntity e (modifyEntityPos newp)+ addMessage "Woosh!"+ updateVision+ Yuck -> do+ addMessage useMsg+ when (e == p) $ addMessage "Yuck!"+ +-- | Pick up an item, if there is one below the player.+playerPickupItem :: Game ()+playerPickupItem = do+ g <- get+ -- items on the floor+ let is = items g+ -- player and friends+ (p, en) = getPC (entities g)+ -- current inventory+ cinv = inv p+ -- is there an item below us?+ case pos p `lookup` is of+ Nothing -> + addMessage "There's nothing here to pick up!"+ Just i -> do + -- make a new inventory based on the type of the item+ let newinv = case iType i of+ Weapon -> cinv { equWeapon = i }+ Armor -> cinv { equArmor = i }+ _ -> cinv { equMisc = i }+ -- item we're dropping from the player's inventory+ dropped = case iType i of+ Weapon -> equWeapon (inv p)+ Armor -> equArmor (inv p)+ _ -> equMisc (inv p)+ -- commit new inventory, remove the item from the floor+ -- and add the dropped item to the floor at the player's feet+ put $ g { entities = p { inv = newinv } : en + , items = (pos p, dropped) : filter (/= (pos p, i)) is + }+ -- picking stuff up takes time+ modifyEntity p (addEntityTime (itemUseCost p i))+ -- add message+ addMessage $ "You pick up the " ++ iName i ++ "!"++-- | After one turn, set messages to viewed so they don't display any more+ageMessages :: Game ()+ageMessages = do+ g <- get+ put $ g { msgs = map (\(t,_,m) -> (t, True, m)) (msgs g) }++updateVision :: Game ()+updateVision = get >>= io . updateVision' >>= put++-- | Checks if the Entity current hp <= 0.3 of max+panicEntityAI :: Entity -> Bool+panicEntityAI e = + let (cHp, mHp) = hp e+ hpRatio = fromIntegral cHp / fromIntegral mHp :: Double+ in hpRatio <= 0.3++processEnemies :: (Entity, [Entity]) -> Game ()+processEnemies (e, en) = do+ let p = (fst . getPC) en+ if panicEntityAI e+ -- if the entity has low hp then use its misc item+ then entityApplyItem e+ else + -- if the enemy is next to the player, attack, otherwise+ -- move closer to the player+ if pos e `nextTo` pos p+ then e `attackEntity` p+ else moveEntityAI en e++-- | subtract damage from defender, add time spent to the attacker, and+-- add messages +attackEntity :: Entity -- attacker+ -> Entity -- defender+ -> Game ()+attackEntity atk def = do+ let -- inventories of the attacker and defender+ aw = equWeapon (inv atk)+ da = equArmor (inv def)+ -- damage done from attacker to defender is attacker's weapon attack+ -- value minus defender's armor's defend value+ dmg = max 0 (iDamage aw - iDefence da)+ -- add messages+ when (isPC def) $ addMessage $ "The " ++ name atk ++ " hits you!"+ when (isPC atk) $ addMessage $ "You hit the " ++ name def ++ "!"+ unless (isPC def || isPC atk) $+ addMessage $ "The " ++ name atk ++ "hits the " ++ name def ++ "!"+ -- damage the defender+ modifyEntity def (modifyEntityHp (-dmg))+ -- add attack cost to the attacker+ modifyEntity atk (addEntityTime (itemUseCost atk aw))++-- | remove entities that have <= 0 current hitpoints and add messages about+-- their deaths+processNegativeHpEntities :: Game ()+processNegativeHpEntities = do+ g <- get+ let died = filter (\e -> fst (hp e) <= 0) (entities g)+ unless (null died) $+ -- death messages+ do let dms = map (\e -> name e ++ " dies!") died+ -- entities that are still alive+ new = filter (`notElem` died) (entities g)+ -- create corpses to drop at the positions where+ -- the entities died+ corpses = map (\e -> (pos e, entityToCorpse e)) died+ -- add messages+ mapM_ addMessage dms+ g' <- get+ put $ g' { entities = new, items = corpses ++ items g' }++entityToCorpse :: Entity -> Item+entityToCorpse e =+ Item { iType = Corpse+ , iName = name e ++ " corpse"+ , iSpeed = 100+ , iDamage = 0+ , iDefence = 0+ , iWeight = weight e+ , iEffect = Yuck+ }++-- | cartesian distance function+cartDistance :: Vector2 -> Vector2 -> Double+cartDistance (x1, y1) (x2, y2) =+ sqrt $ fromIntegral $ (x2-x1)^(2::Int) + (y2-y1)^(2::Int)++-- | all the directions you could ever possibly want to move in to including none+directions :: [Vector2 -> Vector2]+directions =+ [id, above, below, right, left+ ,aboveright, aboveleft+ ,belowright, belowleft]++-- | calculate the distances between two points if you were to move the+-- *first* point in all possible directions+distances :: Vector2 -> Vector2 -> [Double]+distances a b =+ map (\f -> cartDistance (f a) b) directions++-- | Check if a is next to b+nextTo :: Vector2 -> Vector2 -> Bool+nextTo a b = any (\f -> a == f b) directions++modifyEntityPos :: Vector2 -> Entity -> Entity+modifyEntityPos new e = e { pos = new }++addEntityTime :: Int -> Entity -> Entity+addEntityTime n e = e { nextMove = nextMove e + n }++moveEntityTo :: Entity -> Vector2 -> Game ()+moveEntityTo e newp =+ modifyEntity e ( modifyEntityPos newp+ . addEntityTime (itemUseCost e (equArmor (inv e)))+ )++-- | make a list of functions sorted by the distance that they would bring+-- the enemy to if it moved in that direction, then select the first good one+moveEntityAI :: [Entity] -- rest of the enemies+ -> Entity -- the entity we're moving+ -> Game () +moveEntityAI en' e = do+ l <- gets level+ en <- gets entities+ -- player position+ let pp = pos (fst (getPC en))+ -- entity position+ ep = pos e+ -- sort the movement functions by the distance that they would+ -- bring the enemy to if it moved into that direction+ sorted_funs = map snd $ sortBy (comparing fst)+ (zip (distances ep pp) directions)+ -- is this tile a good move?+ goodmove ne = (l `walkableL` ne -- is the tile traversable?+ -- is there an enemy on it?+ && not (en' `anyEntityAt` ne))+ -- we can also just stand still+ && ne /= pp+ -- get the first function that's a good move. Since they're sorted+ -- by ascending distance, it's the optimal move. There is always+ -- at least one element of this list - id.+ bestfunc = head $ dropWhile (\f -> not (goodmove (f ep))) sorted_funs+ + -- enemies have a detection radius of 10, if the player is outside+ -- it then just stand still+ e `moveEntityTo` (if cartDistance ep pp < 10 then bestfunc ep else ep)++quitCond :: Game Bool+quitCond = liftM pquit get++runGame :: Game Bool -- ^ end condition+ -> Game () -- ^ update function+ -> IO GameState -- ^ end state+runGame predf logicf = do+ let loop' = do+ doquit <- predf+ if doquit+ then get+ else logicf >> loop'+ runCurses $ do+ setEcho False+ _ <- setCursorMode CursorInvisible+ runGame1 undefined $ do+ mkDungeonLevel+ updateVision+ loop'++main :: IO ()+main = do+ g <- runGame quitCond gameTurn+ mapM_ print (reverse (msgs g))++-- FOV init+ioInit :: IO Settings+ioInit = do+ settings <- newSettings+ setShape settings Circle+ setOpaqueApply settings True+ return settings++-- ncurses stuff+draw :: Update () -> Curses ()+draw ioact = do+ w <- defaultWindow+ updateWindow w ioact+ render++clear :: (Vector2, Vector2) -> Update ()+clear ((x1, y1), (x2, y2)) =+ let cs = replicate (x2-x1) ' '+ in forM_ [y1..y2+2] $ \y ->+ drawStringAt (x1, y) cs++waitForChrs :: String -> Curses Char+waitForChrs cs = loop' where+ loop' = do+ w <- defaultWindow+ ev <- getEvent w Nothing+ case ev of+ Nothing -> loop'+ Just (EventCharacter c) -> if c `elem` cs then return c else loop'+ _ -> loop'++drawStringAt :: Vector2 -> String -> Update ()+drawStringAt (x, y) s = do+ moveCursor' (y - 1, x - 1)+ drawString s++screenSize' :: Curses Vector2+screenSize' = screenSize >>= \(y, x) ->+ return (fromIntegral y, fromIntegral x)++moveCursor' :: Vector2 -> Update ()+moveCursor' (y, x) = moveCursor (fromIntegral y) (fromIntegral x)++-- misc stuff+swap :: (a, b) -> (b, a)+swap (a, b) = (b, a)++replaceElem :: [a] -> a -> Int -> [a]+replaceElem es e n = take n es ++ e : drop (n + 1) es++randomElem :: [a] -> IO a+randomElem xs = (xs !!) `fmap` randomRIO (0, length xs - 1)++center :: Int -> String -> String+center n xs = + let padding = replicate ((n - length xs) `div` 2) ' '+ in padding ++ xs ++ padding
+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ hoodie.cabal view
@@ -0,0 +1,33 @@+-- Initial hoodie.cabal generated by cabal init. For further +-- documentation, see http://haskell.org/cabal/users-guide/++name: hoodie+version: 0.1.0.0+synopsis: A small, toy roguelike+description: A small roguelike; perhaps 10% of a real one. In development+license: GPL-3+license-file: LICENSE+author: Denis Volk+maintainer: denis.volk@gmail.com+-- copyright: +category: Game+build-type: Simple+cabal-version: >=1.8++source-repository head+ type: git+ location: https://github.com/dvolk/hoodie++executable hoodie+ main-is: Main.hs+ -- other-modules: + build-depends: base ==4.6.*+ , mtl ==2.1.*+ , array ==0.4.*+ , containers ==0.5.*+ , random ==1.0.*+ , monad-loops ==0.4.*+ , astar ==0.2.*+ , ncurses ==0.2.*+ , hfov ==1.0.*+ GHC-Options: -Wall