{-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE StrictData #-} module Dodge.Data ( module Dodge.Data , module Dodge.Data.Menu , module Dodge.Data.SoundOrigin , Point2 (..) , Sound (..) , soundTime ) where import Dodge.Data.Menu import Dodge.Data.SoundOrigin import Dodge.Config.Data import Dodge.Config.KeyConfig import Preload.Data import Picture.Data import Geometry.Data import Sound.Data import Control.Lens import Control.Monad.State import System.Random import Data.Graph.Inductive import Data.Int (Int16) import qualified Data.Set as S import qualified Data.IntMap.Strict as IM import qualified Data.Map as M import qualified Data.DList as DL import SDL (Scancode, MouseButton) import qualified SDL.Mixer as Mix import Graphics.Rendering.OpenGL (PrimitiveMode (..),GLfloat,Program,VertexArrayObject,BufferObject) import Codec.Picture (Image,PixelRGBA8) data World = World { _keys :: !(S.Set Scancode) , _mouseButtons :: !(S.Set MouseButton) , _cameraCenter :: !Point2 , _cameraRot :: !Float , _cameraZoom :: !Float , _cameraViewFrom :: !Point2 , _creatures :: IM.IntMap Creature , _creaturesZone :: IM.IntMap (IM.IntMap (IM.IntMap Creature)) , _itemPositions :: IM.IntMap ItemPos , _clouds :: IM.IntMap Cloud , _cloudsZone :: IM.IntMap (IM.IntMap (IM.IntMap Cloud)) , _projectiles :: IM.IntMap Projectile , _particles' :: ![Particle'] , _walls :: !(IM.IntMap Wall) , _wallsZone :: (IM.IntMap (IM.IntMap (IM.IntMap Wall))) , _forceFields :: IM.IntMap ForceField , _floorItems :: IM.IntMap FloorItem , _randGen :: StdGen , _mousePos :: !(Float,Float) , _testString :: String , _yourID :: !Int , _worldEvents :: !(World -> World) , _pressPlates :: IM.IntMap PressPlate , _buttons :: IM.IntMap Button , _soundQueue :: [(Int,Int16)] , _sounds :: M.Map SoundOrigin Sound , _decorations :: IM.IntMap Picture , _corpses :: IM.IntMap (IM.IntMap [Corpse]) , _clickMousePos :: (Float,Float) , _pathGraph :: ~(Gr Point2 Float) , _pathGraph' :: ~[(Point2,Point2)] , _pathPoints :: ~(IM.IntMap (IM.IntMap [(Int,Point2)])) , _pathInc :: ~(M.Map Point2 [Point2]) , _storedLevel :: Maybe World , _menuLayers :: [MenuLayer] , _worldState :: M.Map WorldState Bool , _worldTriggers :: S.Set WorldTrigger , _windowX :: !Float , _windowY :: !Float , _carteDisplay :: !Bool , _carteCenter :: !Point2 , _carteZoom :: !Float , _carteRot :: !Float , _lightSources :: !(IM.IntMap LightSource) , _tempLightSources :: ![TempLightSource] , _closeActiveObjects :: [Either FloorItem Button] , _seenLocations :: IM.IntMap (World -> Point2,String) , _selLocation :: Int , _keyConfig :: KeyConfigSDL , _varMovementSpeedModifier :: Float , _varMovementStrafeSpeedModifier :: Float , _debugMode :: Bool , _config :: Configuration , _sideEffects :: [PreloadData SoundOrigin -> IO (PreloadData SoundOrigin)] , _doneSideEffects :: [PreloadData SoundOrigin -> IO (PreloadData SoundOrigin)] } data Corpse = Corpse { _cpPos :: Point2 , _cpPict :: Picture , _cpRes :: Creature } data Layer = PtLayer | CrLayer | WlLayer | BgLayer | ShadowLayer | FlItLayer | LabelLayer | InvLayer | MenuDepth | PressPlateLayer | CorpseLayer | UPtLayer | HPtLayer | GloomLayer data Cloud = Cloud { _clID :: Int , _clPos :: Point2 , _clVel :: Point2 , _clPict :: Cloud -> Picture , _clRad :: Float , _clTimer :: Int , _clEffect :: Cloud -> World -> World } data LightSource = LS { _lsID :: !Int , _lsPos :: !Point2 , _lsDir :: !Float , _lsRad :: !Float , _lsIntensity :: !Float } data TempLightSource = TLS { _tlsPos :: !Point2 , _tlsRad :: !Float , _tlsIntensity :: !Float , _tlsUpdate :: World -> TempLightSource -> (World, Maybe TempLightSource) } data Creature = Creature { _crPos :: Point2 , _crOldPos :: Point2 , _crVel :: Point2 , _crDir :: Float , _crID :: Int , _crPict :: Creature -> Picture , _crUpdate :: World -> (World -> World,StdGen) -> Creature -> ((World -> World,StdGen), Maybe Creature) , _crRad :: Float , _crMass :: Float , _crHP :: Int , _crMaxHP :: Int , _crInv :: IM.IntMap Item , _crInvSel :: Int , _crState :: CreatureState , _crCorpse :: Picture , _crIsAnimate :: Bool } data CreatureState = CrSt { _goals :: [[Goal]] , _stance :: Stance , _faction :: Faction , _crDamage :: [DamageType] , _crPastDamage :: Int , _crSpState :: CrSpState , _crApplyDamage :: [DamageType] -> Creature -> (World -> World,Creature) } data CrSpState = Barrel { _piercedPoints :: [Point2]} | GenCr deriving (Eq,Show,Ord) data Goal = MoveTo Point2 | MoveToFor Point2 Int | MoveFire Point2 Point2 | PathTo Point2 | PathAlong [Point2] | SubPathTo Point2 Int Point2 | Wait | WaitFor Int | WaitForID Int Int | FireAt Point2 | FireAtID Int Point2 | Fire | Reload | IncreaseAlert Int | Guard Point2 Point2 | Search Int | SearchNear Point2 | AimAt Point2 Int | InitGuard | Init | MeleeAttack Int | InitTrackYou | TrackYou | Track Int | TrackFor Int Int | TurnByFor Float Int | TurnTo Point2 | TurnToward Point2 | TurnTowardAngle Float | StrafeLeftAround Int Point2 | StrafeRightAround Int Point2 | StrafeLeftFor Int | StrafeRightFor Int | StrafeLeftForSpeed Int Float | StrafeRightForSpeed Int Float | StrafeLeftFire | StrafeRightFire | MoveForwardFor Int | MoveForwardFire | MoveBackwardFor Int | MoveByFor Point2 Int | MoveBackwardFire | GoalID Int Goal | AtRange Float | AtRanges Float Float | RepeatAction Int Goal | MakeJudgement | SetPosture Posture deriving (Eq,Show) data Stance = Stance {_carriage :: Carriage ,_posture :: Posture } deriving (Eq,Show) data Carriage = Walking { _stepCycle :: Int, _stepToAdd :: Int } | Floating | Boosting Point2 deriving (Eq,Show) data Posture = Aiming | AtEase deriving (Eq,Show) data Mind = ZombieMind | HumanMind deriving (Eq,Show) data Faction = GenericFaction Int | ZombieFaction | EncircleFlock | ChaseCritters | SpawnedBy Int | NoFaction deriving (Eq,Show) data WorldState = DoorNumOpen Int | CrNumAlive Int deriving (Eq,Ord) data WorldTrigger = ResetLevel Int deriving (Eq,Ord) data Button = Button { _btPict :: Picture , _btPos :: Point2 , _btRot :: Float , _btEvent :: Button -> World -> World , _btID :: Int , _btText :: String , _btState :: ButtonState } data ButtonState = BtOn | BtOff | BtNoLabel deriving (Eq, Show) data PressPlate = PressPlate { _ppPict :: Picture , _ppPos :: Point2 , _ppRot :: Float , _ppEvent :: PressPlate -> World -> World , _ppID :: Int , _ppText :: String } data FloorItem = FlIt { _flIt :: Item , _flItPos :: Point2 , _flItRot :: Float, _flItID :: Int} data ItemPos = InInv { _itCrId :: Int , _itInvId :: Int } | OnFloor { _itFlID :: Int } data Item = Weapon { _itName :: String , _wpMaxAmmo :: Int , _wpLoadedAmmo :: Int , _wpReloadTime :: Int , _wpReloadState :: Int , _wpFireRate :: Int , _wpFireState :: Int , _wpFire :: Int -> World -> World , _wpSpread :: Float , _wpRange :: Float , _itHammer :: HammerPosition , _itFloorPict :: Picture , _itMaxStack :: Int , _itAmount :: Int , _itAimingSpeed :: Float , _itAimingRange :: Float , _itZoom :: ItZoom , _itEquipPict :: Creature -> Int -> Picture , _itScrollUp :: Int -> World -> World , _itScrollDown :: Int -> World -> World , _itIdentity :: ItemIdentity , _itAttachment :: Maybe ItAttachment , _itID :: Maybe Int , _itEffect :: ItEffect , _itInvDisplay :: Item -> String , _itInvColor :: Color } | Consumable { _itName :: String , _itMaxStack :: Int , _itAmount :: Int , _cnEffect :: Int -> World -> Maybe World , _itFloorPict :: Picture , _itEquipPict :: Creature -> Int -> Picture , _itIdentity :: ItemIdentity , _itID :: Maybe Int , _itInvDisplay :: Item -> String , _itInvColor :: Color , _itEffect :: ItEffect , _itHammer :: HammerPosition } | Craftable { _itName :: String , _itMaxStack :: Int , _itAmount :: Int , _itFloorPict :: Picture , _itEquipPict :: Creature -> Int -> Picture , _itIdentity :: ItemIdentity , _itID :: Maybe Int , _itInvDisplay :: Item -> String , _itInvColor :: Color } | Equipment { _itName :: String , _itMaxStack :: Int , _itAmount :: Int , _itFloorPict :: Picture , _itEquipPict :: Creature -> Int -> Picture , _itIdentity :: ItemIdentity , _itEffect :: ItEffect , _itID :: Maybe Int , _itAimingSpeed :: Float , _itAimingRange :: Float , _itZoom :: ItZoom , _itInvDisplay :: Item -> String , _itInvColor :: Color , _itHammer :: HammerPosition } | Throwable { _itName :: String , _itMaxStack :: Int , _itAmount :: Int , _itFloorPict :: Picture , _twMaxRange :: Float , _twAccuracy :: Float , _twFire :: Int -> World -> World , _itAimingSpeed :: Float , _itAimingRange :: Float , _itZoom :: ItZoom , _itEquipPict :: Creature -> Int -> Picture , _itIdentity :: ItemIdentity , _itID :: Maybe Int , _itAttachment :: Maybe ItAttachment , _itInvDisplay :: Item -> String , _itInvColor :: Color , _itEffect :: ItEffect , _itHammer :: HammerPosition , _itScrollUp :: Int -> World -> World , _itScrollDown :: Int -> World -> World } | NoItem data ItAttachment = ItScope {_scopePos :: Point2 ,_scopeZoomChange :: Int ,_scopeZoom :: Float ,_scopeIsCamera :: Bool } | ItFuse {_itFuseTime :: Int} | ItPhaseV {_itPhaseV :: Float} | ItMode {_itMode :: Int} | ItTargetPos { _itTargetPos :: Point2 } data ItEffect = NoItEffect | ItInvEffect {_itInvEffect :: Creature -> Int -> World -> World ,_itEffectCounter :: Int } | ItEffect {_itInvEffect :: Creature -> Int -> World -> World ,_itFloorEffect :: Int -> World -> World ,_itEffectCounter :: Int } data ItZoom = ItZoom {_itAimZoomMax :: Float ,_itAimZoomMin :: Float ,_itAimZoomFac :: Float ,_itZoomMax :: Float ,_itZoomMin :: Float ,_itZoomFac :: Float } data IntID a = IntID Int a data HammerPosition = HammerDown | HammerReleased | HammerUp | NoHammer data ItemIdentity = Pistol | SpreadGun | MultGun | HvAutoGun | AutoGun | LtAutoGun | MiniGun | Medkit25 | MagShield | FrontArmour | JetPack | FlameShield | Generic | SparkGun | ShatterGun | LongGun | Flamethrower | Blinker | Grenade | RemoteBomb | TeslaGun | LasGun | ForceFieldGun | GrapGun | TractorGun | Launcher | RemoteLauncher | LightningGun | PoisonSprayer deriving (Eq,Show,Ord,Enum) data Particle' = Particle' { _ptDraw :: Particle' -> Picture , _ptUpdate' :: World -> Particle' -> (World, Maybe Particle') } | Bul' { _ptDraw :: Particle' -> Picture , _ptUpdate' :: World -> Particle' -> (World, Maybe Particle') , _btVel' :: Point2 , _btColor' :: Color , _btTrail' :: [Point2] , _btPassThrough' :: Maybe Int , _btWidth' :: Float , _btTimer' :: Int , _btHitEffect' :: HitEffect } | Pt' { _ptDraw :: Particle' -> Picture , _ptUpdate' :: World -> Particle' -> (World, Maybe Particle') , _btVel' :: Point2 , _btColor' :: Color , _btPos' :: Point2 , _btPassThrough' :: Maybe Int , _btWidth' :: Float , _btTimer' :: Int , _btHitEffect' :: HitEffect } | Shockwave' { _ptDraw :: Particle' -> Picture , _ptUpdate' :: World -> Particle' -> (World, Maybe Particle') , _btColor' :: Color , _btPos' :: Point2 , _btRad' :: Float , _btDam' :: Int , _btPush' :: Float , _btMaxTime' :: Int , _btTimer' :: Int } type HitEffect = Particle' -> [(Point2, (Either3 Creature Wall ForceField))] -> World -> (World,Maybe Particle') data Projectile = Projectile { _pjPos :: Point2 , _pjStartPos :: Point2 , _pjVel :: Point2 , _pjPict :: Picture , _pjID :: Int , _pjUpdate :: World -> World } | Shell { _pjPos :: Point2 , _pjStartPos :: Point2 , _pjVel :: Point2 , _pjPict :: Picture , _pjID :: Int , _pjUpdate :: World -> World , _pjPayload :: Point2-> World -> World } data DamageType = Piercing {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 } | Blunt {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 } | SparkDam {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 } | Flaming {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 } | Lasering {_dmAmount :: Int , _dmFrom :: Point2 , _dmAt :: Point2 , _dmTo :: Point2 } | Concussive { _dmAmount :: Int , _dmFrom :: Point2 , _dmPush :: Float , _dmPushExp :: Float , _dmPushRadius :: Float } | TorqueDam {_dmAmount :: Int , _dmTorque :: Float } | PushDam {_dmAmount :: Int , _dmPushBack :: Point2 } | PoisonDam {_dmAmount :: Int} deriving (Eq,Ord,Show) data Either3 a b c = E3x1 a | E3x2 b | E3x3 c data Wall = Wall { _wlLine :: [Point2] , _wlID :: Int , _wlColor :: Color , _wlDraw :: Maybe (Wall -> Picture) , _wlSeen :: Bool , _wlIsSeeThrough :: Bool } | BlockAutoDoor { _wlLine :: [Point2] , _wlID :: Int , _doorMech :: World -> World , _wlColor :: Color , _wlDraw :: Maybe (Wall -> Picture) , _wlSeen :: Bool , _blIDs :: [Int] , _blHP :: Int , _wlIsSeeThrough :: Bool } | Door { _wlLine :: [Point2] , _wlID :: Int , _doorMech :: World -> World , _wlColor :: Color , _wlDraw :: Maybe (Wall -> Picture) , _wlSeen :: Bool , _wlIsSeeThrough :: Bool , _doorPathable :: Bool } | Block { _wlLine :: [Point2] , _wlID :: Int , _wlColor :: Color , _wlDraw :: Maybe (Wall -> Picture) , _wlSeen :: Bool , _blIDs :: [Int] , _blHP :: Int , _wlIsSeeThrough :: Bool , _blVisible :: Bool , _blDegrades :: [Int] , _blShadows :: [Int] } data ForceField = FF { _ffLine :: [Point2] , _ffID :: Int , _ffColor :: Color , _ffDeflect :: Maybe (StdGen -> Point2 -> ForceField -> (Point2,StdGen)) , _ffState :: FFState } data FFState = FFDestroyable { _ffsHP :: Int } makeLenses ''World makeLenses ''Cloud makeLenses ''Creature makeLenses ''CreatureState makeLenses ''CrSpState makeLenses ''Goal makeLenses ''LightSource makeLenses ''TempLightSource makeLenses ''Stance makeLenses ''Carriage makeLenses ''Posture makeLenses ''Item makeLenses ''ItemPos makeLenses ''ItEffect makeLenses ''ItAttachment makeLenses ''ItZoom makeLenses ''FloorItem makeLenses ''Projectile makeLenses ''Particle' makeLenses ''Wall makeLenses ''ForceField makeLenses ''FFState makeLenses ''PressPlate makeLenses ''Button numColor :: Int -> Color numColor 0 = (1,0,0,1) numColor 1 = (0,1,0,1) numColor 2 = (0,0,1,1) numColor 3 = (1,1,0,1) numColor 4 = (0,1,1,1) numColor 5 = (1,0,1,1) numColor 6 = (1,0,0.5,1) numColor 7 = (0.5,0,1,1) numColor 8 = (0,0.5,1,1) numColor 9 = (0,1,0.5,1) numColor 10 = (0.5,1,0,1) numColor 11 = (1,0.5,0,1) numColor 12 = (1,1,1,1)