module MovableAdd where import Prelude hiding (floor) import qualified Data.IntMap as IM import Data.List as L import Data.Map as M import Data.Ratio import Data.Maybe import qualified Data.Char as Char import Geometry import State import Level import Dungeon import Movable import MovableState import MovableKind import Random import qualified Config import WorldLoc import qualified Tile -- Generic functions -- setting the time of new monsters to 0 makes them able to -- move immediately after generation; this does not seem like -- a bad idea, but it would certainly be "more correct" to set -- the time to the creation time instead template :: MovableKind -> Int -> Loc -> Movable template mk hp loc = Movable mk hp Nothing TCursor loc [] 'a' 0 nearbyFreeLoc :: Loc -> State -> Loc nearbyFreeLoc origin state@(State { slevel = Level { lmap = map } }) = let hs = levelHeroList state ms = levelMonsterList state places = origin : L.nub (concatMap surroundings places) good loc = Tile.open (map `at` loc) && not (loc `L.elem` L.map mloc (hs ++ ms)) in fromMaybe (error "no nearby free location found") $ L.find good places -- Adding heroes findHeroName :: Config.CP -> Int -> String findHeroName config n = let heroName = Config.getOption config "heroes" ("HeroName_" ++ show n) in fromMaybe ("hero number " ++ show n) heroName -- | Create a new hero on the current level, close to the given location. addHero :: Loc -> State -> State addHero ploc state = let config = sconfig state bHP = Config.get config "heroes" "baseHP" mk = hero {nhpMin = bHP, nhpMax = bHP, nsymbol = symbol, nname = name } loc = nearbyFreeLoc ploc state n = fst (scounter state) symbol = if n < 1 || n > 9 then '@' else Char.intToDigit n name = findHeroName config n startHP = bHP `div` (min 10 (n + 1)) m = template mk startHP loc state' = state { scounter = (n + 1, snd (scounter state)) } in updateLevel (updateHeroes (IM.insert n m)) state' -- | Create a set of initial heroes on the current level, at location ploc. initialHeroes :: Loc -> State -> State initialHeroes ploc state = let k = 1 + Config.get (sconfig state) "heroes" "extraHeroes" in iterate (addHero ploc) state !! k -- Adding monsters -- | Chance that a new monster is generated. Currently depends on the -- number of monsters already present, and on the level. In the future, -- the strength of the character and the strength of the monsters present -- could further influence the chance, and the chance could also affect -- which monster is generated. monsterGenChance :: LevelId -> Int -> Rnd Bool monsterGenChance (LambdaCave depth) numMonsters = chance $ 1%(fromIntegral (250 + 200 * (numMonsters - depth)) `max` 50) -- | Create a new monster in the level, at a random position. addMonster :: MovableKind -> Int -> Loc -> State -> State addMonster mk hp ploc state = do let loc = nearbyFreeLoc ploc state n = snd (scounter state) m = template mk hp loc state' = state { scounter = (fst (scounter state), n + 1) } updateLevel (updateMonsters (IM.insert n m)) state' -- | Create a new monster in the level, at a random position. rollMonster :: State -> Rnd State rollMonster state@(State { slevel = lvl }) = do let hs = levelHeroList state ms = levelMonsterList state rc <- monsterGenChance (lname lvl) (L.length ms) if not rc then return state else do -- TODO: new monsters should always be generated in a place that isn't -- visible by the player (if possible -- not possible for bigrooms) -- levels with few rooms are dangerous, because monsters may spawn -- in adjacent and unexpected places loc <- findLocTry 1000 lvl (\ l t -> Tile.open t && not (l `L.elem` L.map mloc (hs ++ ms))) (\ l t -> Tile.floor t && L.all (\ pl -> distance (mloc pl, l) > 400) hs) let fmk = Frequency $ L.zip (L.map nfreq dungeonMonsters) dungeonMonsters mk <- frequency fmk hp <- randomR (nhpMin mk, nhpMax mk) return $ addMonster mk hp loc state