{-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE StrictData #-} module Dodge.Data ( module Dodge.Data , Point2 (..) , Sound (..) , soundTime ) where import Picture.Data import Geometry.Data import Sound.Preload import Control.Lens import Control.Monad.State import System.Random import Data.Graph.Inductive import qualified Data.Set as S import qualified IntMapHelp as IM import qualified Data.Map as M import qualified SDL.Mixer as Mix import SDL (Scancode, MouseButton) import Graphics.Rendering.OpenGL (PrimitiveMode (..),GLfloat,Program,VertexArrayObject,BufferObject) import Codec.Picture (Image,PixelRGBA8) import qualified Data.DList as DL import Dodge.LoadConfig 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] , _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 , _menuState :: MenuState , _worldState :: M.Map WorldState Bool , _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 } data Corpse = Corpse { _cpPos :: Point2 , _cpPict :: Picture , _cpRes :: Creature } data Layer = PtLayer | CrLayer | WlLayer | BgLayer | ShadowLayer | FlItLayer | LabelLayer | InvLayer | MenuLayer | 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 , _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 } data CreatureState = CrSt { _goals :: [[Impulse]] , _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 Impulse = 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 | ImpulseID Int Impulse | AtRange Float | AtRanges Float Float | RepeatAction Int Impulse | 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) -- NOTE: walls must be drawn counterclockwise data WorldState = DoorNumOpen Int | CrNumAlive Int deriving (Eq,Ord) data MenuState = LevelMenu Int | PauseMenu | GameOverMenu | InGame 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 , _itUseRate :: Int , _itUseTime :: 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') <<<<<<< HEAD data Projectile = Projectile { _ptPos :: Point2 , _ptStartPos :: Point2 , _ptVel :: Point2 , _ptPict :: Picture , _ptID :: Int , _ptUpdate :: 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 Projectile = Projectile { _ptPos :: Point2 , _ptStartPos :: Point2 , _ptVel :: Point2 , _ptPict :: Picture , _ptID :: Int , _ptUpdate :: World -> World } | Shell { _ptPos :: Point2 , _ptStartPos :: Point2 , _ptVel :: Point2 , _ptPict :: Picture , _ptID :: Int , _ptUpdate :: World -> World , _ptExplosion :: 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) >>>>>>> testing data Either3 a b c = E3x1 a | E3x2 b | E3x3 c data WLID = WLID { _wlIDx :: Int, _wlIDy :: Int, _wlIDid :: Int} data Wall = Wall { _wlLine :: [Point2] , _wlID :: Int , _wlColor :: Color , _wlUnshadowed :: Maybe (Wall -> Picture) , _wlSeen :: Bool , _wlIsSeeThrough :: Bool } | BlockAutoDoor { _wlLine :: [Point2] , _wlID :: Int , _doorMech :: World -> World , _wlColor :: Color , _wlUnshadowed :: Maybe (Wall -> Picture) , _wlSeen :: Bool , _blIDs :: [Int] , _blHP :: Int , _wlIsSeeThrough :: Bool } | Door { _wlLine :: [Point2] , _wlID :: Int , _doorMech :: World -> World , _wlColor :: Color , _wlUnshadowed :: Maybe (Wall -> Picture) , _wlSeen :: Bool , _wlIsSeeThrough :: Bool , _doorPathable :: Bool } | Block { _wlLine :: [Point2] , _wlID :: Int , _wlColor :: Color , _wlUnshadowed :: 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 } data SoundOrigin = InventorySound | BackgroundSound | OnceSound | CrSound Int | CrWeaponSound Int | WallSound Int | CrReloadSound Int | Flamer | ShellSound Int | Flame | LasSound | FootstepSound Int | BlockDegradeSound Int | CrHitSound Int | BarrelHiss Int | GlassBreakSound Int deriving (Eq,Ord,Show) type Poly = [Point2] data PSType = PutCrit Creature | PutLS LightSource Picture | PutButton Button | PutFlIt FloorItem | PutPressPlate PressPlate | PutAutoDoor Point2 Point2 | PutBlock [Int] Color [Point2] | PutLineBlock Wall Float Float Point2 Point2 | PutDoubleDoor Color (World -> Bool) Point2 Point2 | PutBtDoor Color Point2 Float Point2 Point2 | PutSwitchDoor Color Point2 Float Point2 Point2 | RandPS (State StdGen PSType) | PutNothing | CollectivePS { _collectiveID :: Int , _collectiveNum :: Int , _collectiveFunction :: [Int] -> State StdGen [PSType] } | LabelPS { _psLabel :: Int, _ps :: PSType} | PutWindow { _pwPoly :: [Point2] , _pwColor :: Color } data PlacementSpot = PS { _psPos :: Point2 , _psRot :: Float , _psType :: PSType } data Room = Room { _rmPolys :: [Poly] , _rmLinks :: [(Point2,Float)] , _rmPath :: [(Point2, Point2)] , _rmPS :: [PlacementSpot] , _rmBound :: Poly } data SubNode a = SN a | InLink | OutLink data RoomLink = RL {_rlPos :: Point2, _rlRot :: Float} makeLenses ''RoomLink makeLenses ''World makeLenses ''Cloud makeLenses ''Creature makeLenses ''CreatureState makeLenses ''CrSpState makeLenses ''Impulse 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 makeLenses ''PSType makeLenses ''PlacementSpot makeLenses ''Room 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)