diff --git a/LICENSE b/LICENSE
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--- /dev/null
+++ b/LICENSE
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+              GNU GENERAL PUBLIC LICENSE
+                Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+              END OF TERMS AND CONDITIONS
+
+     How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program 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 General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
+
diff --git a/Main.hs b/Main.hs
new file mode 100644
--- /dev/null
+++ b/Main.hs
@@ -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
diff --git a/Setup.hs b/Setup.hs
new file mode 100644
--- /dev/null
+++ b/Setup.hs
@@ -0,0 +1,2 @@
+import Distribution.Simple
+main = defaultMain
diff --git a/hoodie.cabal b/hoodie.cabal
new file mode 100644
--- /dev/null
+++ b/hoodie.cabal
@@ -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
