Modularise code concerning items

This commit is contained in:
jgk
2021-03-12 02:29:24 +01:00
parent 9bdc6fddd7
commit 22275beb89
9 changed files with 339 additions and 292 deletions
+1
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@@ -39,6 +39,7 @@ void main()
// emitLine (frontR);
// emitLine (backR);
// emitLine (frontR);
emitLine (backR);
emitLine (backL);
}
+2 -1
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@@ -1,12 +1,13 @@
module Dodge.Critters where
-- imports {{{
import Dodge.Data
import Dodge.Weapons
import Dodge.AIs
import Dodge.CreatureState
import Dodge.Prototypes
import Dodge.Base
import Dodge.Smoke
import Dodge.Item.Weapon
import Dodge.Item.Consumable
import Picture
import Geometry
+34
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@@ -0,0 +1,34 @@
module Dodge.Item.Consumable
where
import Dodge.Data
import Dodge.Base
import Dodge.Prototypes
import Dodge.SoundLogic
import Dodge.Item.Draw
import Picture
import Control.Lens
import qualified Data.IntMap.Strict as IM
medkit :: Int -> Item
medkit i = basicConsumable
{ _itIdentity = Medkit25
, _itName = "MEDKIT" ++ show i
, _itMaxStack = 9
, _itAmount = 1
, _cnEffect = heal i
, _itFloorPict = onLayer FlItLayer $ color blue $ circleSolid 3
, _itEquipPict = drawWeapon $ color blue $ circleSolid 3
, _itID = Nothing
}
heal25 :: Int -> World -> Maybe World
heal25 = heal 25
heal :: Int -> Int -> World -> Maybe World
heal hp n w | _crHP (_creatures w IM.! n) >= 10000 = Nothing
| otherwise = Just $ soundOnce healSound
$ over (creatures . ix n . crHP) ((\x-> min x 10000). (+ hp) ) w
+13
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@@ -0,0 +1,13 @@
module Dodge.Item.Draw
where
import Dodge.Data
import Dodge.Base
import Picture
drawWeapon :: Picture -> Creature -> Int -> Drawing
drawWeapon p cr posInInv
| _crInvSel cr == posInInv = onLayer PtLayer drawnWep
| otherwise = blank
where drawnWep = uncurry translate (_crRad cr,0) p
@@ -1,5 +1,5 @@
{-# LANGUAGE BangPatterns #-}
module Dodge.Weapons where
module Dodge.Item.Weapon where
-- imports {{{
import Dodge.Data
import Dodge.Base
@@ -11,6 +11,11 @@ import Dodge.Debug
import Dodge.WallCreatureCollisions
import Dodge.Prototypes
import Dodge.Item.Draw
import Dodge.Item.Weapon.Bullet
import Dodge.Item.Weapon.InventoryDisplay
import Geometry
import Picture
@@ -53,7 +58,6 @@ pistol = Weapon
, _wpFireState = 0
, _wpFire = shootWithSound 0
$ withAccVelWthHiteff' 0.1 (30,0) 2
-- $ threeEff' bulIncCr' bulIncWall' bulHitFF'
$ threeEff' bulHitCr' bulHitWall' bulHitFF'
, _wpSpread = 0.02
, _wpRange = 20
@@ -76,15 +80,6 @@ pistol = Weapon
defaultGun = pistol
defaultAutoGun = autoGun {_itScrollUp = const id
, _itScrollDown = const id, _itInvDisplay = basicWeaponDisplay}
basicWeaponDisplay :: Item -> String
basicWeaponDisplay it = midPadL 10 ' ' (_itName it) (' ' : aIfLoaded)
--basicWeaponDisplay it = rightPad 8 ' ' (_itName it) ++ leftPad 3 ' ' aIfLoaded
-- ++ "/" ++ leftPad 3 ' ' availableAmmo
where
availableAmmo = show $ _wpMaxAmmo it
aIfLoaded = case (_wpReloadState it) of
0 -> show $ _wpLoadedAmmo it
x -> "R" ++ show x
effectGun :: String -> (Int -> World -> World) -> Item
effectGun name eff = defaultGun
{ _itName = name ++ "Gun"
@@ -104,7 +99,6 @@ autoGun = defaultGun
, _wpAmmoType = PistolBullet
, _wpReloadTime = 80
, _wpReloadState = 0
-- , _wpFireRate = 6
, _wpFireRate = 6
, _wpFireState = 0
, _wpFire = autoFireMode
@@ -124,16 +118,6 @@ autoGun = defaultGun
, _itScrollDown = incMode
, _itInvDisplay = displayAutoGun
}
displayAutoGun :: Item -> String
displayAutoGun it@(Weapon {_itAttachment = mayMode})
= midPadL 10 ' ' "AUTOGUN" (' ':aIfLoaded) ++ (' ':phaseS)
where aIfLoaded = case (_wpReloadState it) of
0 -> show $ _wpLoadedAmmo it
x -> "R" ++ show x
phaseS = case mayMode of
Just (ItMode 0) -> "M"
Just (ItMode 1) -> "S"
Just (ItMode 2) -> "B"
autoFireMode = shootWithSound (fromIntegral autoGunSound)
$ withRecoil 40
$ torqueBefore 0.05
@@ -245,16 +229,6 @@ lasGun = defaultAutoGun
, _itScrollDown = decPhaseV
, _itInvDisplay = displayLasGun
}
displayLasGun :: Item -> String
displayLasGun it@(Weapon {_itAttachment = mayPhase})
= midPadL 10 ' ' "LASER" (' ':aIfLoaded) ++ (' ':phaseS)
where aIfLoaded = case (_wpReloadState it) of
0 -> show $ _wpLoadedAmmo it
x -> "R" ++ show x
phaseS = case mayPhase of
Just (ItPhaseV 0.2) -> "V"
Just (ItPhaseV 1) -> "/"
Just (ItPhaseV 5) -> "Z"
incPhaseV :: Int -> World -> World
incPhaseV _ w = w & creatures . ix 0 . crInv . ix itRef . itAttachment . _Just . itPhaseV %~ f
@@ -1140,225 +1114,7 @@ torqueAfter torque feff cid w
rotateScope w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
. itAttachment . _Just . scopePos %~ rotateV rot
aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect' -> Float -> Particle'
aGenBulAt' maycid col pos vel hiteff width = Bul'
{ _ptPict' = blank
, _ptUpdate' = mvGenBullet'
, _btVel' = vel
, _btColor' = col
, _btTrail' = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 90
, _btHitEffect' = hiteff
}
-- bullet effects
bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
bulHitCr' bt p cr w =
let sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
-- mvDams = [TorqueDam 1 d1 , PushDam 1 $ 2 *.* (ep -.- sp) ]
mvDams = [ PushDam 1 $ 2 *.* (ep -.- sp) ]
addDamage = over (creatures . ix cid . crState . crDamage)
(\dams -> (Piercing 100 sp p ep : mvDams) ++ dams)
addDamageArmoured = over (creatures . ix cid . crState . crDamage)
(\dams -> mvDams ++ dams)
hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
flashEff = over worldEvents ((.) $ flareAt red p)
bulVel = ep -.- sp
ck cid = (+.+) (crKnockBack cid *.* bulVel)
crKnockBack cid = (/) 1 $ (+) 2 $ _crMass $ _creatures w IM.! cid
hasArmour cr = any (\it -> it ^? itIdentity == Just FrontArmour) $ _crInv cr
cid = _crID cr
sID = newParticleKey w
(d1,g) = randomR (-0.7,0.7) $ _randGen w
(colID,_) = randomR (0,11) $ _randGen w
hitEffect = addDamage . hitSound . flashEff $ w
in case hasArmour cr of --shit this is ugly, to refactor
True -> if hitBack
then hitEffect
else createSpark 8 colID p1
(argV (p -.- _crPos (_creatures w IM.! cid)) + d1)
Nothing
. addDamageArmoured
$ w
where cpos = _crPos $ _creatures w IM.! cid
relHitPos = p -.- cpos
hitBack = errorAngleVV 19 (unitVectorAtAngle (_crDir $ _creatures w IM.! cid))
relHitPos
> pi/2
p1 = p +.+ 2 *.* safeNormalizeV relHitPos
_ -> hitEffect
bulPenCr' :: Particle' -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 50 sp p ep
,Blunt 50 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ over worldEvents addPiercer
w
where (d1,g) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
addPiercer = (.) $ over particles' ((:) piercer)
piercer = (aGenBulAt' (Just cid) (_btColor' bt) p (_btVel' bt)
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
hvBulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
hvBulHitCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 200 sp p ep
,Blunt 100 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
w
where (d1,g) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
bulIncCr' :: Particle' -> Point2 -> Creature -> World -> World
bulIncCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 60 sp p ep
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ incFlamelets
w
where cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
v = evalState (randInCirc 1) $ _randGen w
incFlamelets = over worldEvents $ (.) (makeFlamelet p v (levLayer UPtLayer) Nothing 3)
bulConCr' :: Particle' -> Point2 -> Creature -> World -> World
bulConCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 60 sp p ep
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ mkwave
w
where cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
bulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
bulHitWall' bt p x w = damageBlocks x
$ createSpark 8 colID pOut (reflectDir x) Nothing
$ set randGen g
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(colID,g) = randomR (0,11) $ _randGen w
(a, _) = randomR (-0.1,0.1) $ _randGen w
spid = newKey $ _particles w
reflectDir wall = a + (argV $ reflectIn
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
(p -.- sp)
)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
bulBounceWall' :: Particle' -> Point2 -> Wall -> World -> World
bulBounceWall' bt p wl w = damageBlocks wl
$ over worldEvents addBouncer
-- yay for hack -- should have used this before? or never?
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
reflectVel = (reflectIn wallV (_btVel' bt))
addBouncer = (.) (over particles' ((:) bouncer))
-- the hack is to get around the fact that the particles' list gets reset after
-- all particles in it are checked, so we cannot add to it as we accumulate over
-- this list
bulIncWall' :: Particle' -> Point2 -> Wall -> World -> World
bulIncWall' bt p wl w = damageBlocks wl
$ incFlamelets
-- yay for hack -- should have used this before? or never?
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
incFlamelets = over worldEvents $ (.) (makeFlamelet pOut reflectVel (levLayer UPtLayer) Nothing 3)
bulConWall' :: Particle' -> Point2 -> Wall -> World -> World
bulConWall' bt p wl w = damageBlocks wl
$ mkwave
-- yay for hack -- should have used this before? or never?
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
hvBulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
hvBulHitWall' bt p x w = damageBlocks x
$ set randGen g
$ foldr ($) w (sparks pOut sv)
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(a, g) = randomR (-0.1,0.1) $ _randGen w
spid = newKey $ _particles w
reflectDir wall = a + (argV $ reflectIn
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
(p -.- sp)
)
sv = unitVectorAtAngle $ reflectDir x
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 20)) w (_blIDs wall)
_ -> w
sID = newParticleKey w
cs = take 10 $ randomRs (0,11) $ _randGen w
ds = randomRs (-0.7,0.7) $ _randGen w
ts = randomRs (4,8) $ _randGen w
sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
bulHitFF' :: Particle' -> Point2 -> ForceField -> World -> World
bulHitFF' _ _ _ = id
bulletEffect' :: HitEffect'
bulletEffect' = threeEff' bulHitCr' bulHitWall' bulHitFF'
bulletParticleSideEffect :: Particle' -> HitEffect'
bulletParticleSideEffect pt = threeEff' mkPt mkPt noEff
where mkPt _ p _ = over particles' ((:) pt {_btTrail' = [p]})
reflect :: Float -> Float -> Float
reflect a b = a + 2*(a-b)
@@ -1682,14 +1438,6 @@ fadeLine sp ep alph width col = setLayer 1 $
-- ]
-- where p x = sp +.+ x *.* (ep -.- sp)
closestOfThree :: Point2 -> Maybe (Point2,a) -> Maybe (Point2,b) -> Maybe (Point2,c)
-> Maybe (Point2, Either3 a b c)
closestOfThree p x1 x2 x3 = listToMaybe $ sortBy g $ catMaybes [fmap f1 x1,fmap f2 x2,fmap f3 x3]
where f1 (r1,s1) = (r1, E3x1 s1)
f2 (r2,s2) = (r2, E3x2 s2)
f3 (r3,s3) = (r3, E3x3 s3)
g (x,_) (y,_) = compare (magV (x -.- p)) (magV (y -.- p))
grenadeLauncher :: Item
grenadeLauncher = pistol
@@ -2012,24 +1760,6 @@ remoteBombPic x = pictures [ color (dark $ dark orange) $ circleSolid 5
remoteBombUnarmedPic :: Picture
remoteBombUnarmedPic = color (dark $ dark orange) $ circleSolid 5
drawWeapon :: Picture -> Creature -> Int -> Drawing
drawWeapon p cr posInInv
| _crInvSel cr == posInInv = onLayer PtLayer drawnWep
| otherwise = blank
where drawnWep = uncurry translate (_crRad cr,0) p
medkit :: Int -> Item
medkit i = basicConsumable
{ _itIdentity = Medkit25
, _itName = "MEDKIT" ++ show i
, _itMaxStack = 9
, _itAmount = 1
, _cnEffect = heal i
, _itFloorPict = onLayer FlItLayer $ color blue $ circleSolid 3
, _itEquipPict = drawWeapon $ color blue $ circleSolid 3
, _itID = Nothing
}
makeTeslaArcAt :: Int -> Point2 -> Float -> Particle
makeTeslaArcAt i pos dir = Particle
@@ -2249,13 +1979,6 @@ latchkeyPic = color yellow $
-- }}}
heal25 :: Int -> World -> Maybe World
heal25 = heal 25
heal :: Int -> Int -> World -> Maybe World
heal hp n w | _crHP (_creatures w IM.! n) >= 10000 = Nothing
| otherwise = Just $ soundOnce healSound
$ over (creatures . ix n . crHP) ((\x-> min x 10000). (+ hp) ) w
forceFieldFire :: Int -> World -> World
forceFieldFire cid w = w
+238
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@@ -0,0 +1,238 @@
module Dodge.Item.Weapon.Bullet
where
import Dodge.Data
import Dodge.Base
import Dodge.WorldActions
import Dodge.SoundLogic
import Dodge.RandomHelp
import Geometry
import System.Random
import Control.Lens
import Control.Monad.State
import qualified Data.IntMap.Strict as IM
import Picture
-- bullet effects
bulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
bulHitCr' bt p cr w =
let sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
-- mvDams = [TorqueDam 1 d1 , PushDam 1 $ 2 *.* (ep -.- sp) ]
mvDams = [ PushDam 1 $ 2 *.* (ep -.- sp) ]
addDamage = over (creatures . ix cid . crState . crDamage)
(\dams -> (Piercing 100 sp p ep : mvDams) ++ dams)
addDamageArmoured = over (creatures . ix cid . crState . crDamage)
(\dams -> mvDams ++ dams)
hitSound = soundMultiFrom [CrHitSound 0] 15 10 0
flashEff = over worldEvents ((.) $ flareAt red p)
bulVel = ep -.- sp
ck cid = (+.+) (crKnockBack cid *.* bulVel)
crKnockBack cid = (/) 1 $ (+) 2 $ _crMass $ _creatures w IM.! cid
hasArmour cr = any (\it -> it ^? itIdentity == Just FrontArmour) $ _crInv cr
cid = _crID cr
sID = newParticleKey w
(d1,g) = randomR (-0.7,0.7) $ _randGen w
(colID,_) = randomR (0,11) $ _randGen w
hitEffect = addDamage . hitSound . flashEff $ w
in case hasArmour cr of --shit this is ugly, to refactor
True -> if hitBack
then hitEffect
else createSpark 8 colID p1
(argV (p -.- _crPos (_creatures w IM.! cid)) + d1)
Nothing
. addDamageArmoured
$ w
where cpos = _crPos $ _creatures w IM.! cid
relHitPos = p -.- cpos
hitBack = errorAngleVV 19 (unitVectorAtAngle (_crDir $ _creatures w IM.! cid))
relHitPos
> pi/2
p1 = p +.+ 2 *.* safeNormalizeV relHitPos
_ -> hitEffect
bulPenCr' :: Particle' -> Point2 -> Creature -> World -> World
bulPenCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 50 sp p ep
,Blunt 50 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ over worldEvents addPiercer
w
where (d1,g) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
addPiercer = (.) $ over particles' ((:) piercer)
piercer = (aGenBulAt' (Just cid) (_btColor' bt) p (_btVel' bt)
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
hvBulHitCr' :: Particle' -> Point2 -> Creature -> World -> World
hvBulHitCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 200 sp p ep
,Blunt 100 sp p ep
,TorqueDam 1 d1
,PushDam 1 $ 3 *.* (ep -.- sp)
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
w
where (d1,g) = randomR (-0.7,0.7) $ _randGen w
cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
bulIncCr' :: Particle' -> Point2 -> Creature -> World -> World
bulIncCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 60 sp p ep
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ incFlamelets
w
where cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
v = evalState (randInCirc 1) $ _randGen w
incFlamelets = over worldEvents $ (.) (makeFlamelet p v (levLayer UPtLayer) Nothing 3)
bulConCr' :: Particle' -> Point2 -> Creature -> World -> World
bulConCr' bt p cr w
= over (creatures . ix cid . crState . crDamage)
(\dams -> [Piercing 60 sp p ep
] ++ dams
)
$ soundMultiFrom [CrHitSound 0] 15 10 0
$ mkwave
w
where cid = _crID cr
sp = head $ _btTrail' bt
ep = sp +.+ _btVel' bt
mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
bulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
bulHitWall' bt p x w = damageBlocks x
$ createSpark 8 colID pOut (reflectDir x) Nothing
$ set randGen g
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(colID,g) = randomR (0,11) $ _randGen w
(a, _) = randomR (-0.1,0.1) $ _randGen w
spid = newKey $ _particles w
reflectDir wall = a + (argV $ reflectIn
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
(p -.- sp)
)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
bulBounceWall' :: Particle' -> Point2 -> Wall -> World -> World
bulBounceWall' bt p wl w = damageBlocks wl
$ over worldEvents addBouncer
-- yay for hack -- should have used this before? or never?
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
bouncer = (aGenBulAt' Nothing (_btColor' bt) pOut reflectVel
(_btHitEffect' bt) (_btWidth' bt)
) {_btTimer' = _btTimer' bt - 1}
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
reflectVel = (reflectIn wallV (_btVel' bt))
addBouncer = (.) (over particles' ((:) bouncer))
-- the hack is to get around the fact that the particles' list gets reset after
-- all particles in it are checked, so we cannot add to it as we accumulate over
-- this list
bulIncWall' :: Particle' -> Point2 -> Wall -> World -> World
bulIncWall' bt p wl w = damageBlocks wl
$ incFlamelets
-- yay for hack -- should have used this before? or never?
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
incFlamelets = over worldEvents $ (.) (makeFlamelet pOut reflectVel (levLayer UPtLayer) Nothing 3)
bulConWall' :: Particle' -> Point2 -> Wall -> World -> World
bulConWall' bt p wl w = damageBlocks wl
$ mkwave
-- yay for hack -- should have used this before? or never?
w
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 5)) w (_blIDs wall)
_ -> w
wallV = (_wlLine wl !! 1 -.- _wlLine wl !! 0)
mkwave = over worldEvents $ (.) (makeShockwaveAt p 15 4 1 white)
hvBulHitWall' :: Particle' -> Point2 -> Wall -> World -> World
hvBulHitWall' bt p x w = damageBlocks x
$ set randGen g
$ foldr ($) w (sparks pOut sv)
where sp = head $ _btTrail' bt
pOut = p +.+ safeNormalizeV (sp -.- p)
(a, g) = randomR (-0.1,0.1) $ _randGen w
spid = newKey $ _particles w
reflectDir wall = a + (argV $ reflectIn
(_wlLine wall !! 1 -.- _wlLine wall !! 0)
(p -.- sp)
)
sv = unitVectorAtAngle $ reflectDir x
damageBlocks wall w
= case wall ^? blHP of
Just hp -> foldr (\j -> over (walls . ix j . blHP) (\y -> y - 20)) w (_blIDs wall)
_ -> w
sID = newParticleKey w
cs = take 10 $ randomRs (0,11) $ _randGen w
ds = randomRs (-0.7,0.7) $ _randGen w
ts = randomRs (4,8) $ _randGen w
sparks pos vel = zipWith3 (\t c d -> createSpark t c pos (argV vel + d) Nothing) ts cs ds
bulHitFF' :: Particle' -> Point2 -> ForceField -> World -> World
bulHitFF' _ _ _ = id
bulletEffect' :: HitEffect'
bulletEffect' = threeEff' bulHitCr' bulHitWall' bulHitFF'
bulletParticleSideEffect :: Particle' -> HitEffect'
bulletParticleSideEffect pt = threeEff' mkPt mkPt noEff
where mkPt _ p _ = over particles' ((:) pt {_btTrail' = [p]})
aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect' -> Float -> Particle'
aGenBulAt' maycid col pos vel hiteff width = Bul'
{ _ptPict' = blank
, _ptUpdate' = mvGenBullet'
, _btVel' = vel
, _btColor' = col
, _btTrail' = [pos]
, _btPassThrough' = maycid
, _btWidth' = width
, _btTimer' = 90
, _btHitEffect' = hiteff
}
+34
View File
@@ -0,0 +1,34 @@
module Dodge.Item.Weapon.InventoryDisplay
where
import Dodge.Data
import Dodge.Base
basicWeaponDisplay :: Item -> String
basicWeaponDisplay it = midPadL 10 ' ' (_itName it) (' ' : aIfLoaded)
where
availableAmmo = show $ _wpMaxAmmo it
aIfLoaded = case (_wpReloadState it) of
0 -> show $ _wpLoadedAmmo it
x -> "R" ++ show x
displayAutoGun :: Item -> String
displayAutoGun it@(Weapon {_itAttachment = mayMode})
= midPadL 10 ' ' "AUTOGUN" (' ':aIfLoaded) ++ (' ':phaseS)
where aIfLoaded = case (_wpReloadState it) of
0 -> show $ _wpLoadedAmmo it
x -> "R" ++ show x
phaseS = case mayMode of
Just (ItMode 0) -> "M"
Just (ItMode 1) -> "S"
Just (ItMode 2) -> "B"
displayLasGun :: Item -> String
displayLasGun it@(Weapon {_itAttachment = mayPhase})
= midPadL 10 ' ' "LASER" (' ':aIfLoaded) ++ (' ':phaseS)
where aIfLoaded = case (_wpReloadState it) of
0 -> show $ _wpLoadedAmmo it
x -> "R" ++ show x
phaseS = case mayPhase of
Just (ItPhaseV 0.2) -> "V"
Just (ItPhaseV 1) -> "/"
Just (ItPhaseV 5) -> "Z"
+1
View File
@@ -126,6 +126,7 @@ noBoundClip = not . boundClip
connectRoom :: a -> Tree (Either a a)
connectRoom r = Node (Right r) []
deadRoom :: a -> Tree (Either a a)
deadRoom r = Node (Left r) []
+10 -8
View File
@@ -1,7 +1,7 @@
module Dodge.Rooms where
-- imports {{{
import Dodge.Data
import Dodge.Weapons
import Dodge.Item.Weapon
import Dodge.Critters
import Dodge.LevelGen
import Dodge.Base
@@ -89,8 +89,6 @@ corridor = Room
where lnks = [((20,70) ,0)
,((20,80) +.+ rotateV (0-pi/3) (-20,0), pi/6)
,((20,80) +.+ rotateV ( pi/3) ( 20,0),0-pi/6)
-- ,((40,0) +.+ rotateV ( pi/3) (-20,0), 2*pi/3)
-- ,(( 0,0) +.+ rotateV (0-pi/3) ( 20,0),0-2*pi/3)
,((20,10) ,pi)
]
corridorN :: Room
@@ -207,7 +205,8 @@ door = Room
{ _rmPolys = [rectNSWE 40 0 0 40]
, _rmLinks = lnks
, _rmPath = [((20,35),(20,5))]
, _rmPS = [PS (0,20) 0 $ PutAutoDoor (0,0) (40,0)]
-- door extends into side walls (for shadows as rendered 12/03)
, _rmPS = [PS (0,20) 0 $ PutAutoDoor (-10,0) (50,0)]
, _rmBound = []
}
where lnks = [((20,35),0)
@@ -531,11 +530,14 @@ weaponLongCorridor = do
i2 <- state $ randomR (2,5)
let branch1 = treeTrunk (replicate i1 $ Left corridor) (connectRoom $ putCrs connectingRoom)
let branch2 = treeTrunk (replicate i2 $ Left corridor) (deadRoom $ putWp corridorN)
return $ Node (Left root) [branch1,branch2]
return $ Node (Left $ addLS root) [branch1,branch2]
where putCrs = set rmPS [PS (10,40) (-pi/2) $ randC
,PS (-10,40) (-pi/2) $ randC
]
putWp = set rmPS [PS (20,40) 0 $ RandPS randFirstWeapon]
,PS (-10,40) (-pi/2) $ randC
]
putWp = set rmPS [PS (20,40) 0 $ RandPS randFirstWeapon
,PS (20,60) 0 $ basicLS
]
addLS = id -- set rmPS [PS (0,60) 0 $ basicLS]
critInDeadEnd :: Room
critInDeadEnd = set rmPS [PS (0,0) 0 $ randC] deadEndRoom