498 lines
14 KiB
Haskell
498 lines
14 KiB
Haskell
{-
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Contains base datatypes that cannot be seperated into
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different modules because they are interdependent;
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circular imports are probably not a good idea.
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-}
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE FlexibleInstances #-}
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{-# LANGUAGE StrictData #-}
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module Dodge.Data
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( module Dodge.Data
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, module Dodge.Data.DamageType
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, module Dodge.Data.SoundOrigin
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, module Dodge.Creature.Data
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, module Dodge.Creature.State.Data
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, Point2 (..)
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, Sound (..)
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, soundTime
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)
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where
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import Dodge.Picture.Layer.Data
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import Dodge.Creature.Data
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import Dodge.Creature.State.Data
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import Dodge.Data.Menu
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import Dodge.Data.SoundOrigin
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import Dodge.Data.DamageType
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import Dodge.Config.Data
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import Dodge.Config.KeyConfig
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import Dodge.Item.Attachment.Data
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import Preload.Data
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import Picture.Data
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import Geometry.Data
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import Sound.Data
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import Control.Lens
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import Control.Monad.State
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import System.Random
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import Data.Graph.Inductive
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import Data.Int (Int16)
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import qualified Data.DList as DL
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import SDL (Scancode, MouseButton)
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import qualified SDL.Mixer as Mix
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import Graphics.Rendering.OpenGL (PrimitiveMode (..),GLfloat,Program,VertexArrayObject,BufferObject)
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import Codec.Picture (Image,PixelRGBA8)
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data World = World
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{ _keys :: !(S.Set Scancode)
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, _mouseButtons :: !(S.Set MouseButton)
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, _cameraCenter :: !Point2
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, _cameraRot :: !Float
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, _cameraZoom :: !Float
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, _cameraViewFrom :: !Point2
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, _creatures :: IM.IntMap Creature
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, _creaturesZone :: IM.IntMap (IM.IntMap (IM.IntMap Creature))
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, _itemPositions :: IM.IntMap ItemPos
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, _clouds :: IM.IntMap Cloud
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, _cloudsZone :: IM.IntMap (IM.IntMap (IM.IntMap Cloud))
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, _projectiles :: IM.IntMap Projectile
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, _particles :: ![Particle]
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, _staticWalls :: [Wall]
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, _walls :: !(IM.IntMap Wall)
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, _wallsZone :: (IM.IntMap (IM.IntMap (IM.IntMap Wall)))
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, _forceFields :: IM.IntMap ForceField
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, _floorItems :: IM.IntMap FloorItem
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, _randGen :: StdGen
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, _mousePos :: !(Float,Float)
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, _testString :: String
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, _yourID :: !Int
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, _worldEvents :: !(World -> World)
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, _pressPlates :: IM.IntMap PressPlate
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, _buttons :: IM.IntMap Button
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, _soundQueue :: [(Int,Int16)]
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, _sounds :: M.Map SoundOrigin Sound
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, _decorations :: IM.IntMap Picture
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, _corpses :: IM.IntMap (IM.IntMap [Corpse])
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, _clickMousePos :: (Float,Float)
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, _pathGraph :: ~(Gr Point2 Float)
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, _pathGraph' :: ~[(Point2,Point2)]
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, _pathPoints :: ~(IM.IntMap (IM.IntMap [(Int,Point2)]))
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, _pathInc :: ~(M.Map Point2 [Point2])
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, _storedLevel :: Maybe World
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, _menuLayers :: [MenuLayer]
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, _worldState :: M.Map WorldState Bool
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, _worldTriggers :: S.Set WorldTrigger
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, _carteDisplay :: !Bool
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, _carteCenter :: !Point2
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, _carteZoom :: !Float
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, _carteRot :: !Float
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, _lightSources :: !(IM.IntMap LightSource)
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, _tempLightSources :: ![TempLightSource]
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, _closeActiveObjects :: [Either FloorItem Button]
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, _seenLocations :: IM.IntMap (World -> Point2,String)
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, _selLocation :: Int
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, _keyConfig :: KeyConfigSDL
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, _varMovementSpeedModifier :: Float
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, _varMovementStrafeSpeedModifier :: Float
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, _debugMode :: Bool
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, _config :: Configuration
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, _sideEffects :: [PreloadData SoundOrigin -> IO (PreloadData SoundOrigin)]
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, _doneSideEffects :: [PreloadData SoundOrigin -> IO (PreloadData SoundOrigin)]
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}
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data Corpse = Corpse
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{ _cpPos :: Point2
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, _cpPict :: Picture
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, _cpRes :: Creature
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}
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data Cloud = Cloud
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{ _clID :: Int
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, _clPos :: Point2
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, _clVel :: Point2
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, _clPict :: Cloud -> Picture
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, _clRad :: Float
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, _clTimer :: Int
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, _clEffect :: Cloud -> World -> World
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}
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data LightSource = LS
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{ _lsID :: !Int
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, _lsPos :: !Point2
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, _lsDir :: !Float
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, _lsRad :: !Float
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, _lsIntensity :: !Float
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}
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data TempLightSource = TLS
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{ _tlsPos :: !Point2
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, _tlsRad :: !Float
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, _tlsIntensity :: !Float
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, _tlsUpdate :: World -> TempLightSource -> (World, Maybe TempLightSource)
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}
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data Creature = Creature
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{ _crPos :: Point2
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, _crOldPos :: Point2
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, _crVel :: Point2
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, _crDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> Picture
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, _crUpdate
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:: World
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-> (World -> World,StdGen)
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-> Creature
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-> ((World -> World,StdGen), Maybe Creature)
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, _crRad :: Float
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, _crMass :: Float
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, _crHP :: Int
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, _crMaxHP :: Int
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, _crInv :: IM.IntMap Item
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, _crInvSel :: Int
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, _crState :: CreatureState
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, _crCorpse :: Picture
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, _crApplyDamage :: [DamageType] -> Creature -> (World -> World,Creature)
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}
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data WorldState
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= DoorNumOpen Int
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| CrNumAlive Int
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deriving (Eq,Ord)
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data WorldTrigger
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= ResetLevel Int
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deriving (Eq,Ord)
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data Button = Button
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{ _btPict :: Picture
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, _btPos :: Point2
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, _btRot :: Float
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, _btEvent :: Button -> World -> World
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, _btID :: Int
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, _btText :: String
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, _btState :: ButtonState
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}
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data ButtonState = BtOn | BtOff | BtNoLabel
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deriving (Eq, Show)
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data PressPlate = PressPlate
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{ _ppPict :: Picture
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, _ppPos :: Point2
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, _ppRot :: Float
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, _ppEvent :: PressPlate -> World -> World
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, _ppID :: Int
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, _ppText :: String
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}
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data FloorItem = FlIt { _flIt :: Item , _flItPos :: Point2 , _flItRot :: Float, _flItID :: Int}
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data ItemPos
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= InInv { _itCrId :: Int , _itInvId :: Int }
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| OnFloor { _itFlID :: Int }
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data Item
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= Weapon
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{ _itName :: String
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, _wpMaxAmmo :: Int
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, _wpLoadedAmmo :: Int
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, _wpReloadTime :: Int
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, _wpReloadState :: Int
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, _itUseRate :: Int
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, _itUseTime :: Int
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, _wpFire :: Int -> World -> World
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, _wpSpread :: Float
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, _wpRange :: Float
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, _itHammer :: HammerPosition
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, _itFloorPict :: Picture
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itAimingSpeed :: Float
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, _itAimingRange :: Float
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, _itZoom :: ItZoom
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, _itEquipPict :: Creature -> Int -> Picture
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, _itScrollUp :: Int -> World -> World
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, _itScrollDown :: Int -> World -> World
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, _itIdentity :: ItemIdentity
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, _itAttachment :: Maybe ItAttachment
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, _itID :: Maybe Int
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, _itEffect :: ItEffect
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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}
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| Consumable
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _cnEffect :: Int -> World -> Maybe World
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, _itFloorPict :: Picture
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, _itEquipPict :: Creature -> Int -> Picture
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, _itIdentity :: ItemIdentity
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, _itID :: Maybe Int
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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, _itEffect :: ItEffect
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, _itHammer :: HammerPosition
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}
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| Craftable
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: Picture
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, _itEquipPict :: Creature -> Int -> Picture
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, _itIdentity :: ItemIdentity
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, _itID :: Maybe Int
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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}
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| Equipment
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: Picture
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, _itEquipPict :: Creature -> Int -> Picture
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, _itIdentity :: ItemIdentity
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, _itEffect :: ItEffect
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, _itID :: Maybe Int
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, _itAimingSpeed :: Float
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, _itAimingRange :: Float
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, _itZoom :: ItZoom
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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, _itHammer :: HammerPosition
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}
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| Throwable
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{ _itName :: String
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, _itMaxStack :: Int
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, _itAmount :: Int
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, _itFloorPict :: Picture
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, _twMaxRange :: Float
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, _twAccuracy :: Float
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, _twFire :: Int -> World -> World
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, _itUseRate :: Int
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, _itUseTime :: Int
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, _itAimingSpeed :: Float
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, _itAimingRange :: Float
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, _itZoom :: ItZoom
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, _itEquipPict :: Creature -> Int -> Picture
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, _itIdentity :: ItemIdentity
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, _itID :: Maybe Int
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, _itAttachment :: Maybe ItAttachment
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, _itInvDisplay :: Item -> String
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, _itInvColor :: Color
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, _itEffect :: ItEffect
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, _itHammer :: HammerPosition
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, _itScrollUp :: Int -> World -> World
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, _itScrollDown :: Int -> World -> World
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}
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| NoItem
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data ItEffect = NoItEffect
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| ItInvEffect
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{_itInvEffect :: Creature -> Int -> World -> World
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,_itEffectCounter :: Int
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}
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| ItEffect
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{_itInvEffect :: Creature -> Int -> World -> World
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,_itFloorEffect :: Int -> World -> World
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,_itEffectCounter :: Int
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}
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data ItZoom = ItZoom
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{_itAimZoomMax :: Float
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,_itAimZoomMin :: Float
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,_itAimZoomFac :: Float
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,_itZoomMax :: Float
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,_itZoomMin :: Float
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,_itZoomFac :: Float
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}
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data IntID a = IntID Int a
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data HammerPosition
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= HammerDown
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| HammerReleased
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| HammerUp
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| NoHammer
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data ItemIdentity
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= Pistol
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| SpreadGun
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| MultGun
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| HvAutoGun
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| AutoGun
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| LtAutoGun
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| MiniGun
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| Medkit25
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| MagShield
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| FrontArmour
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| JetPack
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| FlameShield
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| Generic
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| SparkGun
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| ShatterGun
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| LongGun
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| Flamethrower
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| Blinker
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| Grenade
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| RemoteBomb
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| TeslaGun
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| LasGun
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| ForceFieldGun
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| GrapGun
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| TractorGun
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| Launcher
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| RemoteLauncher
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| LightningGun
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| PoisonSprayer
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deriving (Eq,Show,Ord,Enum)
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{-
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Objects without ids.
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Update themselves, perhaps with side effects.
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-}
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data Particle
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= Particle
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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}
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| Bul'
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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, _btVel' :: Point2
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, _btColor' :: Color
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, _btTrail' :: [Point2]
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, _btPassThrough' :: Maybe Int
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, _btWidth' :: Float
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, _btTimer' :: Int
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, _btHitEffect' :: HitEffect
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}
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| Pt'
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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, _btVel' :: Point2
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, _btColor' :: Color
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, _btPos' :: Point2
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, _btPassThrough' :: Maybe Int
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, _btWidth' :: Float
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, _btTimer' :: Int
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, _btHitEffect' :: HitEffect
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}
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| Shockwave'
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{ _ptDraw :: Particle -> Picture
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, _ptUpdate' :: World -> Particle -> (World, Maybe Particle)
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, _btColor' :: Color
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, _btPos' :: Point2
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, _btRad' :: Float
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, _btDam' :: Int
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, _btPush' :: Float
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, _btMaxTime' :: Int
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, _btTimer' :: Int
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}
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type HitEffect = Particle -> [(Point2, (Either3 Creature Wall ForceField))] -> World
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-> (World,Maybe Particle)
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data Projectile
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= Projectile
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjPict :: Picture
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, _pjID :: Int
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, _pjUpdate :: World -> World
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}
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| Shell
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{ _pjPos :: Point2
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, _pjStartPos :: Point2
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, _pjVel :: Point2
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, _pjPict :: Picture
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, _pjID :: Int
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, _pjUpdate :: World -> World
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, _pjPayload :: Point2-> World -> World
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}
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data Either3 a b c = E3x1 a | E3x2 b | E3x3 c
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data Wall
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= Wall
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{ _wlLine :: [Point2] , _wlID :: Int
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, _wlColor :: Color
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, _wlSeen :: Bool
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, _wlIsSeeThrough :: Bool
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}
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| BlockAutoDoor
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{ _wlLine :: [Point2]
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, _wlID :: Int
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, _doorMech :: World -> World
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, _wlColor :: Color
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, _wlSeen :: Bool
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, _blIDs :: [Int]
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, _blHP :: Int
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, _wlIsSeeThrough :: Bool
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}
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| Door
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{ _wlLine :: [Point2] , _wlID :: Int
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, _doorMech :: World -> World
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, _wlColor :: Color
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, _wlSeen :: Bool
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, _wlIsSeeThrough :: Bool
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, _doorPathable :: Bool
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}
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| Block
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{ _wlLine :: [Point2]
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, _wlID :: Int
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, _wlColor :: Color
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, _wlSeen :: Bool
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, _blIDs :: [Int]
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, _blHP :: Int
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, _wlIsSeeThrough :: Bool
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, _blVisible :: Bool
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, _blDegrades :: [Int]
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, _blShadows :: [Int]
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}
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data ForceField = FF
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{ _ffLine :: [Point2] , _ffID :: Int
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, _ffColor :: Color
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, _ffDeflect :: Maybe (StdGen -> Point2 -> ForceField -> (Point2,StdGen))
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, _ffState :: FFState
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}
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data FFState = FFDestroyable { _ffsHP :: Int }
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makeLenses ''World
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makeLenses ''Cloud
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makeLenses ''Creature
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makeLenses ''LightSource
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makeLenses ''TempLightSource
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makeLenses ''Stance
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makeLenses ''Item
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makeLenses ''ItemPos
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makeLenses ''ItEffect
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makeLenses ''ItZoom
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makeLenses ''FloorItem
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makeLenses ''Projectile
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makeLenses ''Particle
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makeLenses ''Wall
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makeLenses ''ForceField
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makeLenses ''FFState
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makeLenses ''PressPlate
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makeLenses ''Button
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numColor :: Int -> Color
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numColor 0 = (1,0,0,1)
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numColor 1 = (0,1,0,1)
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numColor 2 = (0,0,1,1)
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numColor 3 = (1,1,0,1)
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numColor 4 = (0,1,1,1)
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numColor 5 = (1,0,1,1)
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numColor 6 = (1,0,0.5,1)
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numColor 7 = (0.5,0,1,1)
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numColor 8 = (0,0.5,1,1)
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numColor 9 = (0,1,0.5,1)
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numColor 10 = (0.5,1,0,1)
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numColor 11 = (1,0.5,0,1)
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numColor 12 = (1,1,1,1)
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