packages feed

vty-examples-5.2.0: Rogue.hs

{-# LANGUAGE TemplateHaskell #-}
module Main where

import Graphics.Vty

import Data.Array
import Data.Default (def)

import Control.Applicative
import Control.Monad
import Control.Monad.RWS

import System.Random

data Player = Player
    { playerCoord :: Coord
    } deriving (Show,Eq)

data World = World
    { player :: Player
    , level :: Level
    }
    deriving (Show,Eq)

data Level = Level
    { levelStart :: Coord
    , levelEnd :: Coord
    , levelGeo :: Geo
    -- building the geo image is expensive. Cache it. Though VTY should go
    -- through greater lengths to avoid the need to cache images.
    , levelGeoImage :: Image
    }
    deriving (Show,Eq)

data LevelPiece
    = EmptySpace
    | Rock
    deriving (Show, Eq)

type Game = RWST Vty () World IO
type Geo = Array Coord LevelPiece
type Coord = (Int, Int)

main :: IO ()
main = do
    vty <- mkVty def
    level0 <- mkLevel 1
    let world0 = World (Player (levelStart level0)) level0
    (_finalWorld, ()) <- execRWST play vty world0
    shutdown vty

-- |Generate a level randomly using the specified difficulty.  Higher
-- difficulty means the level will have more rooms and cover a larger area.
mkLevel :: Int -> IO Level
mkLevel difficulty = do
    let size = 80 * difficulty
    [levelWidth, levelHeight] <- replicateM 2 $ randomRIO (size,size)
    let randomP = (,) <$> randomRIO (2, levelWidth-3) <*> randomRIO (2, levelHeight-3)
    start <- randomP
    end <- randomP
    -- first the base geography: all rocks
    let baseGeo = array ((0,0), (levelWidth-1, levelHeight-1))
                        [((x,y),Rock) | x <- [0..levelWidth-1], y <- [0..levelHeight-1]]
    -- next the empty spaces that make the rooms
    -- for this we generate a number of center points
    centers <- replicateM (2 ^ difficulty + difficulty) randomP
    -- generate rooms for all those points, plus the start and end
    geo <- foldM (addRoom levelWidth levelHeight) baseGeo (start : end : centers)
    return $ Level start end geo (buildGeoImage geo)

-- |Add a room to a geography and return a new geography.  Adds a
-- randomly-sized room centered at the specified coordinates.
addRoom :: Int
        -> Int
        -- ^The width and height of the geographical area
        -> Geo
        -- ^The geographical area to which a new room should be added
        -> Coord
        -- ^The desired center of the new room.
        -> IO Geo
addRoom levelWidth levelHeight geo (centerX, centerY) = do
    size <- randomRIO (5,15)
    let xMin = max 1 (centerX - size)
        xMax = min (levelWidth - 1) (centerX + size)
        yMin = max 1 (centerY - size)
        yMax = min (levelHeight - 1) (centerY + size)
    let room = [((x,y), EmptySpace) | x <- [xMin..xMax - 1], y <- [yMin..yMax - 1]]
    return (geo // room)

pieceA, dumpA :: Attr
pieceA = defAttr `withForeColor` blue `withBackColor` green
dumpA = defAttr `withStyle` reverseVideo

play :: Game ()
play = do
    updateDisplay
    done <- processEvent
    unless done play

processEvent :: Game Bool
processEvent = do
    k <- ask >>= liftIO . nextEvent
    if k == EvKey KEsc []
        then return True
        else do
            case k of
                EvKey (KChar 'r') [MCtrl]  -> ask >>= liftIO . refresh
                EvKey KLeft  []            -> movePlayer (-1) 0
                EvKey KRight []            -> movePlayer 1 0
                EvKey KUp    []            -> movePlayer 0 (-1)
                EvKey KDown  []            -> movePlayer 0 1
                _                          -> return ()
            return False

movePlayer :: Int -> Int -> Game ()
movePlayer dx dy = do
    world <- get
    let Player (x, y) = player world
    let x' = x + dx
        y' = y + dy
    -- this is only valid because the level generation assures the border is
    -- always Rock
    case levelGeo (level world) ! (x',y') of
        EmptySpace -> put $ world { player = Player (x',y') }
        _          -> return ()

updateDisplay :: Game ()
updateDisplay = do
    let info = string defAttr "Move with the arrows keys. Press ESC to exit."
    -- determine offsets to place the player in the center of the level.
    (w,h) <- asks outputIface >>= liftIO . displayBounds
    thePlayer <- gets player
    let ox = (w `div` 2) - playerX thePlayer
        oy = (h `div` 2) - playerY thePlayer
    -- translate the world images to place the player in the center of the
    -- level.
    world' <- map (translate ox oy) <$> worldImages
    let pic = picForLayers $ info : world'
    vty <- ask
    liftIO $ update vty pic

--
-- Image-generation functions
--

worldImages :: Game [Image]
worldImages = do
    thePlayer <- gets player
    theLevel <- gets level
    let playerImage = translate (playerX thePlayer) (playerY thePlayer) (char pieceA '@')
    return [playerImage, levelGeoImage theLevel]

imageForGeo :: LevelPiece -> Image
imageForGeo EmptySpace = char (defAttr `withBackColor` green) ' '
imageForGeo Rock = char defAttr 'X'

buildGeoImage :: Geo -> Image
buildGeoImage geo =
    let (geoWidth, geoHeight) = snd $ bounds geo
    -- seems like a the repeated index operation should be removable. This is
    -- not performing random access but (presumably) access in order of index.
    in vertCat [ geoRow
               | y <- [0..geoHeight-1]
               , let geoRow = horizCat [ i
                                       | x <- [0..geoWidth-1]
                                       , let i = imageForGeo (geo ! (x,y))
                                       ]
               ]

--
-- Miscellaneous
--
playerX :: Player -> Int
playerX = fst . playerCoord

playerY :: Player -> Int
playerY = snd . playerCoord