-- | The game action stuff that is independent from ItemAction.hs -- (both depend on EffectAction.hs). -- TODO: Add an export list and document after it's rewritten according to #17. module Game.LambdaHack.Actions where import Control.Monad import Control.Monad.State hiding (State, state) import qualified Data.List as L import qualified Data.IntMap as IM import Data.Maybe import qualified Data.IntSet as IS import Game.LambdaHack.Utils.Assert import Game.LambdaHack.Action import Game.LambdaHack.Point import Game.LambdaHack.Vector import Game.LambdaHack.Grammar import qualified Game.LambdaHack.Dungeon as Dungeon import qualified Game.LambdaHack.HighScore as H import Game.LambdaHack.Item import qualified Game.LambdaHack.Key as K import Game.LambdaHack.Level import Game.LambdaHack.Actor import Game.LambdaHack.ActorState import Game.LambdaHack.Perception import Game.LambdaHack.State import qualified Game.LambdaHack.Effect as Effect import Game.LambdaHack.EffectAction import qualified Game.LambdaHack.Tile as Tile import qualified Game.LambdaHack.Kind as Kind import qualified Game.LambdaHack.Feature as F import Game.LambdaHack.DungeonState import Game.LambdaHack.Content.ActorKind import Game.LambdaHack.Content.TileKind as TileKind import Game.LambdaHack.Content.ItemKind import Game.LambdaHack.Random import Game.LambdaHack.Msg import Game.LambdaHack.Binding import Game.LambdaHack.Time import qualified Game.LambdaHack.Color as Color import Game.LambdaHack.Draw saveGame :: Action () saveGame = do b <- displayYesNo "Really save?" if b then modify (\ s -> s {squit = Just (True, H.Camping)}) else abortWith "Game resumed." quitGame :: Action () quitGame = do b <- displayYesNo "Really quit?" if b then let status = H.Killed $ Dungeon.levelDefault 0 -- No highscore display for quitters. in modify (\ s -> s {squit = Just (False, status)}) else abortWith "Game resumed." moveCursor :: Vector -> Int -> ActionFrame () moveCursor dir n = do lxsize <- gets (lxsize . slevel) lysize <- gets (lysize . slevel) let upd cursor = let shiftB loc = shiftBounded lxsize (1, 1, lxsize - 2, lysize - 2) loc dir cloc = iterate shiftB (clocation cursor) !! n in cursor { clocation = cloc } modify (updateCursor upd) doLook -- TODO: Think about doing the mode dispatch elsewhere, especially if over -- time more and more commands need to do the dispatch inside their code -- (currently only a couple do). move :: Vector -> ActionFrame () move dir = do pl <- gets splayer targeting <- gets (ctargeting . scursor) if targeting /= TgtOff then do frs <- moveCursor dir 1 -- Mark that unexpectedly it does not take time. modify (\ s -> s {snoTime = True}) return frs else inFrame $ moveOrAttack True pl dir ifRunning :: ((Vector, Int) -> Action a) -> Action a -> Action a ifRunning t e = do ad <- gets (bdir . getPlayerBody) maybe e t ad -- | Guess and report why the bump command failed. guessBump :: Kind.Ops TileKind -> F.Feature -> Kind.Id TileKind -> Action () guessBump cotile F.Openable t | Tile.hasFeature cotile F.Closable t = abortWith "already open" guessBump _ F.Openable _ = abortWith "not a door" guessBump cotile F.Closable t | Tile.hasFeature cotile F.Openable t = abortWith "already closed" guessBump _ F.Closable _ = abortWith "not a door" guessBump cotile F.Ascendable t | Tile.hasFeature cotile F.Descendable t = abortWith "the way goes down, not up" guessBump _ F.Ascendable _ = abortWith "no stairs up" guessBump cotile F.Descendable t | Tile.hasFeature cotile F.Ascendable t = abortWith "the way goes up, not down" guessBump _ F.Descendable _ = abortWith "no stairs down" guessBump _ _ _ = neverMind True -- | Player tries to trigger a tile using a feature. bumpTile :: Point -> F.Feature -> Action () bumpTile dloc feat = do Kind.COps{cotile} <- getCOps lvl <- gets slevel let t = lvl `at` dloc if Tile.hasFeature cotile feat t then triggerTile dloc else guessBump cotile feat t -- | Perform the action specified for the tile in case it's triggered. triggerTile :: Point -> Action () triggerTile dloc = do Kind.COps{cotile=Kind.Ops{okind, opick}} <- getCOps lvl <- gets slevel let f (F.Cause effect) = do pl <- gets splayer void $ effectToAction effect 0 pl pl 0 return () f (F.ChangeTo group) = do Level{lactor} <- gets slevel case lvl `atI` dloc of [] -> if unoccupied (IM.elems lactor) dloc then do newTileId <- rndToAction $ opick group (const True) let adj = (Kind.// [(dloc, newTileId)]) modify (updateLevel (updateLMap adj)) -- TODO: take care of AI using this function (aborts, etc.). else abortWith "blocked" -- by monsters or heroes _ : _ -> abortWith "jammed" -- by items f _ = return () mapM_ f $ TileKind.tfeature $ okind $ lvl `at` dloc -- | Ask for a direction and trigger a tile, if possible. playerTriggerDir :: F.Feature -> Verb -> Action () playerTriggerDir feat verb = do let keys = zip K.dirAllMoveKey $ repeat K.NoModifier e <- displayChoiceUI ("What to " ++ verb ++ "? [movement key") [] keys lxsize <- gets (lxsize . slevel) K.handleDir lxsize e (playerBumpDir feat) (neverMind True) -- | Player tries to trigger a tile in a given direction. playerBumpDir :: F.Feature -> Vector -> Action () playerBumpDir feat dir = do pl <- gets splayer body <- gets (getActor pl) let dloc = bloc body `shift` dir bumpTile dloc feat -- | Player tries to trigger the tile he's standing on. playerTriggerTile :: F.Feature -> Action () playerTriggerTile feat = do ploc <- gets (bloc . getPlayerBody) bumpTile ploc feat -- | An actor opens a door: player (hero or controlled monster) or enemy. actorOpenDoor :: ActorId -> Vector -> Action () actorOpenDoor actor dir = do Kind.COps{ cotile , coitem , coactor=Kind.Ops{okind} } <- getCOps lvl <- gets slevel pl <- gets splayer body <- gets (getActor actor) bitems <- gets (getActorItem actor) let dloc = shift (bloc body) dir -- the location we act upon t = lvl `at` dloc isPlayer = actor == pl isVerbose = isPlayer -- don't report, unless it's player-controlled iq = aiq $ okind $ bkind body openPower = timeScale timeTurn $ if isPlayer then 0 -- player can't open hidden doors else case strongestSearch coitem bitems of Just i -> iq + jpower i Nothing -> iq unless (openable cotile lvl openPower dloc) $ neverMind isVerbose if Tile.hasFeature cotile F.Closable t then abortIfWith isVerbose "already open" else if not (Tile.hasFeature cotile F.Closable t || Tile.hasFeature cotile F.Openable t || Tile.hasFeature cotile F.Hidden t) then neverMind isVerbose -- not doors at all else triggerTile dloc -- | Change the displayed level in targeting mode to (at most) -- k levels shallower. Enters targeting mode, if not already in one. tgtAscend :: Int -> ActionFrame () tgtAscend k = do Kind.COps{cotile} <- getCOps cursor <- gets scursor targeting <- gets (ctargeting . scursor) slid <- gets slid lvl <- gets slevel st <- get dungeon <- gets sdungeon let loc = clocation cursor tile = lvl `at` loc rightStairs = k == 1 && Tile.hasFeature cotile (F.Cause Effect.Ascend) tile || k == -1 && Tile.hasFeature cotile (F.Cause Effect.Descend) tile if rightStairs -- stairs, in the right direction then case whereTo st k of Nothing -> -- we are at the "end" of the dungeon abortWith "no more levels in this direction" Just (nln, nloc) -> assert (nln /= slid `blame` (nln, "stairs looped")) $ do -- We only look at the level, but we have to keep current -- time somewhere, e.g., for when we change the player -- to a hero on this level and then end targeting. -- If that's too slow, we could keep current time in the @Cursor@. switchLevel nln -- do not freely reveal the other end of the stairs lvl2 <- gets slevel let upd cur = let clocation = if Tile.hasFeature cotile F.Exit (lvl2 `rememberAt` nloc) then nloc -- already know as an exit, focus on it else loc -- unknow, do not reveal the position in cur { clocation, clocLn = nln } modify (updateCursor upd) else do -- no stairs in the right direction let n = Dungeon.levelNumber slid depth = Dungeon.depth dungeon nln = Dungeon.levelDefault $ min depth $ max 1 $ n - k when (nln == slid) $ abortWith "no more levels in this direction" switchLevel nln -- see comment above let upd cur = cur {clocLn = nln} modify (updateCursor upd) when (targeting == TgtOff) $ do let upd cur = cur {ctargeting = TgtExplicit} modify (updateCursor upd) doLook -- | Switches current hero to the next hero on the level, if any, wrapping. -- We cycle through at most 10 heroes (\@, 0--9). cycleHero :: Action () cycleHero = do pl <- gets splayer s <- get let hs = map (tryFindHeroK s) [0..9] i = fromMaybe (-1) $ L.findIndex (== Just pl) hs (lt, gt) = (take i hs, drop (i + 1) hs) case L.filter (flip memActor s) $ catMaybes gt ++ catMaybes lt of [] -> abortWith "Cannot select any other hero on this level." ni : _ -> selectPlayer ni >>= assert `trueM` (pl, ni, "hero duplicated") -- | Search for hidden doors. search :: Action () search = do Kind.COps{coitem, cotile} <- getCOps lvl <- gets slevel le <- gets (lsecret . slevel) lxsize <- gets (lxsize . slevel) ploc <- gets (bloc . getPlayerBody) pitems <- gets getPlayerItem let delta = timeScale timeTurn $ case strongestSearch coitem pitems of Just i -> 1 + jpower i Nothing -> 1 searchTile sle mv = let loc = shift ploc mv t = lvl `at` loc -- TODO: assert or cope elsewhere with the IM.! below k = timeAdd (le IM.! loc) $ timeNegate delta in if Tile.hasFeature cotile F.Hidden t then if k > timeZero then IM.insert loc k sle else IM.delete loc sle else sle leNew = L.foldl' searchTile le (moves lxsize) modify (updateLevel (\ l -> l {lsecret = leNew})) lvlNew <- gets slevel let triggerHidden mv = do let dloc = shift ploc mv t = lvlNew `at` dloc when (Tile.hasFeature cotile F.Hidden t && IM.notMember dloc leNew) $ triggerTile dloc mapM_ triggerHidden (moves lxsize) -- | This function performs a move (or attack) by any actor, -- i.e., it can handle monsters, heroes and both. moveOrAttack :: Bool -- ^ allow attacks? -> ActorId -- ^ who's moving? -> Vector -- ^ in which direction? -> Action () moveOrAttack allowAttacks actor dir = do -- We start by looking at the target position. cops@Kind.COps{cotile = cotile@Kind.Ops{okind}} <- getCOps state <- get pl <- gets splayer lvl <- gets slevel sm <- gets (getActor actor) let sloc = bloc sm -- source location tloc = sloc `shift` dir -- target location tgt <- gets (locToActor tloc) case tgt of Just target | allowAttacks -> -- Attacking does not require full access, adjacency is enough. actorAttackActor actor target | accessible cops lvl sloc tloc -> do -- Switching positions requires full access. when (actor == pl) $ msgAdd $ lookAt cops False True state lvl tloc "" actorRunActor actor target | otherwise -> abortWith "blocked" Nothing | accessible cops lvl sloc tloc -> do -- Perform the move. updateAnyActor actor $ \ body -> body {bloc = tloc} when (actor == pl) $ msgAdd $ lookAt cops False True state lvl tloc "" | allowAttacks && actor == pl && Tile.canBeHidden cotile (okind $ lvl `rememberAt` tloc) -> do msgAdd "You search your surroundings." -- TODO: proper msg search | otherwise -> actorOpenDoor actor dir -- try to open a door, TODO: bumpTile tloc F.Openable -- | Resolves the result of an actor moving into another. Usually this -- involves melee attack, but with two heroes it just changes focus. -- Actors on blocked locations can be attacked without any restrictions. -- For instance, an actor embedded in a wall -- can be attacked from an adjacent position. -- This function is analogous to projectGroupItem, but for melee -- and not using up the weapon. actorAttackActor :: ActorId -> ActorId -> Action () actorAttackActor source target = do sm <- gets (getActor source) tm <- gets (getActor target) if bparty sm == heroParty && bparty tm == heroParty then do -- Select adjacent hero by bumping into him. Takes no time, so rewind. selectPlayer target >>= assert `trueM` (source, target, "player bumps into himself") -- Mark that unexpectedly it does not take time. modify (\ s -> s {snoTime = True}) else do cops@Kind.COps{coactor, coitem=coitem@Kind.Ops{opick, okind}} <- getCOps state <- get per <- getPerception bitems <- gets (getActorItem source) let h2hGroup = if isAHero state source then "unarmed" else "monstrous" h2hKind <- rndToAction $ opick h2hGroup (const True) let h2hItem = Item h2hKind 0 Nothing 1 sloc = bloc sm (stack, tell, verbosity, verb) = if bparty sm `elem` allProjectiles then assert (length bitems == 1) $ (head bitems, False, 10, "hit") -- projectile else case strongestSword cops bitems of Nothing -> (h2hItem, False, 0, iverbApply $ okind $ h2hKind) -- hand-to-hand Just w -> (w, True, 0, iverbApply $ okind $ jkind w) -- weapon single = stack { jcount = 1 } -- The msg describes the source part of the action. -- TODO: right now it also describes the victim and weapon; -- perhaps, when a weapon is equipped, just say "you hit" -- or "you miss" and then "nose dies" or "nose yells in pain". msg = actorVerbActor coactor sm verb tm $ if tell then "with " ++ objectItem coitem state single else "" visible = sloc `IS.member` totalVisible per when visible $ msgAdd msg -- Msgs inside itemEffectAction describe the target part. itemEffectAction verbosity source target single -- | Resolves the result of an actor running (not walking) into another. -- This involves switching positions of the two actors. actorRunActor :: ActorId -> ActorId -> Action () actorRunActor source target = do pl <- gets splayer sm <- gets (getActor source) tm <- gets (getActor target) let sloc = bloc sm tloc = bloc tm updateAnyActor source $ \ m -> m { bloc = tloc } updateAnyActor target $ \ m -> m { bloc = sloc } cops@Kind.COps{coactor} <- getCOps per <- getPerception let visible = sloc `IS.member` totalVisible per || tloc `IS.member` totalVisible per msg = actorVerbActor coactor sm "displace" tm "" when visible $ msgAdd msg diary <- getDiary -- here diary possibly contains the new msg s <- get let locs = [tloc, sloc] anim = map (IM.fromList . zip locs) [ [Color.AttrChar (Color.Attr Color.BrMagenta Color.defBG) '.', Color.AttrChar (Color.Attr Color.Magenta Color.defBG) 'o'] , [Color.AttrChar (Color.Attr Color.BrMagenta Color.defBG) 'd', Color.AttrChar (Color.Attr Color.Magenta Color.defBG) 'p'] , [Color.AttrChar (Color.Attr Color.Magenta Color.defBG) 'p', Color.AttrChar (Color.Attr Color.BrMagenta Color.defBG) 'd'] , [Color.AttrChar (Color.Attr Color.Magenta Color.defBG) 'o'] , [] ] animFrs = animate s diary cops per anim when visible $ mapM_ displayFramePush $ Nothing : animFrs if source == pl then stopRunning -- do not switch positions repeatedly else void $ focusIfOurs target -- | Create a new monster in the level, at a random position. rollMonster :: Kind.COps -> Perception -> State -> Rnd State rollMonster Kind.COps{cotile, coactor=Kind.Ops{opick, okind}} per state = do let lvl@Level{lactor} = slevel state ms = hostileList state hs = heroList state isLit = Tile.isLit cotile rc <- monsterGenChance (Dungeon.levelNumber $ slid state) (L.length ms) if not rc then return state else do let distantAtLeast d = \ l _ -> L.all (\ h -> chessDist (lxsize lvl) (bloc h) l > d) hs loc <- findLocTry 20 (lmap lvl) -- 20 only, for unpredictability [ \ _ t -> not (isLit t) , distantAtLeast 30 , distantAtLeast 20 , \ l t -> not (isLit t) || distantAtLeast 20 l t , distantAtLeast 10 , \ l _ -> not $ l `IS.member` totalVisible per , distantAtLeast 5 , \ l t -> Tile.hasFeature cotile F.Walkable t && unoccupied (IM.elems lactor) l ] mk <- opick "monster" (const True) hp <- rollDice $ ahp $ okind mk return $ addMonster cotile mk hp loc state -- | Generate a monster, possibly. generateMonster :: Action () generateMonster = do cops <- getCOps state <- get per <- getPerception nstate <- rndToAction $ rollMonster cops per state srandom <- gets srandom put $ nstate {srandom} -- | Possibly regenerate HP for all actors on the current level. regenerateLevelHP :: Action () regenerateLevelHP = do Kind.COps{ coitem , coactor=coactor@Kind.Ops{okind} } <- getCOps time <- gets stime let upd itemIM a m = let ak = okind $ bkind m bitems = fromMaybe [] $ IM.lookup a itemIM regen = max 1 $ aregen ak `div` case strongestRegen coitem bitems of Just i -> 5 * jpower i Nothing -> 1 in if (time `timeFit` timeTurn) `mod` regen /= 0 then m else addHp coactor 1 m -- We really want hero selection to be a purely UI distinction, -- so all heroes need to regenerate, not just the player. -- Only the heroes on the current level regenerate (others are frozen -- in time together with their level). This prevents cheating -- via sending one hero to a safe level and waiting there. hi <- gets (linv . slevel) modify (updateLevel (updateActorDict (IM.mapWithKey (upd hi)))) -- | Display command help. displayHelp :: ActionFrame () displayHelp = do keyb <- getBinding displayOverlays "Basic keys. [press SPACE or ESC]" $ keyHelp keyb displayHistory :: ActionFrame () displayHistory = do Diary{shistory} <- getDiary time <- gets stime lysize <- gets (lysize . slevel) let turn = show $ time `timeFit` timeTurn msg = "Your adventuring lasts " ++ turn ++ " half-second turns. Past messages:" displayOverlays msg $ splitOverlay lysize $ renderHistory shistory dumpConfig :: Action () dumpConfig = do config <- gets sconfig let fn = "config.dump" msg = "Current configuration dumped to file " ++ fn ++ "." dumpCfg fn config abortWith msg redraw :: Action () redraw = return () -- | Add new smell traces to the level. Only humans leave a strong scent. addSmell :: Action () addSmell = do s <- get pl <- gets splayer let time = stime s ploc = bloc (getPlayerBody s) upd = IM.insert ploc $ timeAdd time $ smellTimeout s when (isAHero s pl) $ modify $ updateLevel $ updateSmell upd