LambdaHack-0.1.20080413: Display2.hs
module Display2 (module Display, module Display2) where
import Data.Set as S
import Data.List as L
import Data.Map as M
import Message
import Display
import State
import Geometry
import Level
import Perception
import Monster
-- | Displays a message on a blank screen. Waits for confirmation.
displayBlankConfirm :: Session -> String -> IO ()
displayBlankConfirm session txt =
let x = txt ++ more
in do
display ((0,0),(0,length x - 1)) session (const (attr, ' ')) x ""
getConfirm session
-- | Waits for a space or return.
getConfirm :: Session -> IO ()
getConfirm session =
do
e <- nextEvent session
handleModifier e (getConfirm session) $
case e of
"space" -> return ()
"Return" -> return ()
_ -> getConfirm session
-- | Handler that ignores modifier events as they are
-- currently produced by the Gtk frontend.
handleModifier :: String -> IO () -> IO () -> IO ()
handleModifier e h k =
case e of
"Shift_R" -> h
"Shift_L" -> h
"Control_L" -> h
"Control_R" -> h
"Super_L" -> h
"Super_R" -> h
"Menu" -> h
"Alt_L" -> h
"Alt_R" -> h
_ -> k
-- | Configurable event handler for the direction keys. Is used to
-- handle player moves, but can also be used for directed commands
-- such as open/close.
handleDirection :: String -> ((Y,X) -> IO ()) -> IO () -> IO ()
handleDirection e h k =
case e of
"k" -> h (-1,0)
"j" -> h (1,0)
"h" -> h (0,-1)
"l" -> h (0,1)
"y" -> h (-1,-1)
"u" -> h (-1,1)
"b" -> h (1,-1)
"n" -> h (1,1)
_ -> k
displayLevel :: Session -> Level -> Perception -> State -> Message -> IO ()
displayLevel session (lvl@(Level nm sz ms smap nlmap lmeta))
per
(state@(State { splayer = player@(Monster { mhp = php, mdir = pdir, mloc = ploc }), stime = time }))
msg =
let
reachable = preachable per
visible = pvisible per
sSml = ssensory state == Smell
sVis = ssensory state == Vision
sOmn = sdisplay state == Omniscient
sTer = case sdisplay state of Terrain n -> n; _ -> 0
lAt = if sOmn || sTer > 0 then at else rememberAt
lVision = if sVis
then \ vis rea ->
if vis then setBG blue
else if rea then setBG magenta
else id
else \ vis rea -> id
disp msg =
display ((0,0),sz) session
(\ loc -> let tile = nlmap `lAt` loc
sml = ((smap ! loc) - time) `div` 100
vis = S.member loc visible
rea = S.member loc reachable
(rv,ra) = case L.find (\ m -> loc == mloc m) (player:ms) of
_ | sTer > 0 -> viewTerrain sTer (tterrain tile)
Just m | sOmn || vis -> viewMonster (mtype m)
_ | sSml && sml >= 0 -> viewSmell sml
| otherwise -> viewTile tile
vision = lVision vis rea
in
(ra . vision $
attr, rv))
msg
(take 40 (levelName nm ++ repeat ' ') ++ take 10 ("HP: " ++ show php ++ repeat ' ') ++
take 10 ("T: " ++ show (time `div` 10) ++ repeat ' '))
msgs = splitMsg (snd sz) msg
perf [] = disp ""
perf [xs] = disp xs
perf (x:xs) = disp (x ++ more) >> getConfirm session >> perf xs
in perf msgs