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@@ -1,4 +1,4 @@
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-use rltk::{GameState, Rltk, RGB};
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+use rltk::{GameState, Rltk, Point};
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use specs::prelude::*;
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use specs::prelude::*;
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mod components;
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mod components;
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@@ -13,19 +13,34 @@ mod visibility_system;
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use visibility_system::VisibilitySystem;
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use visibility_system::VisibilitySystem;
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mod monster_ai_system;
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mod monster_ai_system;
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use monster_ai_system::MonsterAI;
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use monster_ai_system::MonsterAI;
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+mod map_indexing_system;
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+use map_indexing_system::MapIndexingSystem;
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+mod melee_combat_system;
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+use melee_combat_system::MeleeCombatSystem;
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+mod damage_system;
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+use damage_system::DamageSystem;
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+mod gui;
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+mod gamelog;
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+use gamelog::GameLog;
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+mod spawner;
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+mod inventory_system;
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+use inventory_system::*;
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// ***** //
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// ***** //
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// STATE //
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// STATE //
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#[derive(PartialEq, Copy, Clone)]
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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pub enum RunState {
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- Paused,
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- Running
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+ AwaitingInput,
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+ PreRun,
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+ PlayerTurn,
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+ MonsterTurn,
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+ ShowInventory,
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+ ShowDropItem,
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}
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}
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pub struct State {
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pub struct State {
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pub ecs: World,
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pub ecs: World,
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- pub runstate: RunState
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}
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}
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impl State {
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impl State {
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@@ -34,6 +49,18 @@ impl State {
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vis.run_now(&self.ecs);
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vis.run_now(&self.ecs);
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let mut mob = MonsterAI{};
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let mut mob = MonsterAI{};
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mob.run_now(&self.ecs);
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mob.run_now(&self.ecs);
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+ let mut mapindex = MapIndexingSystem{};
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+ mapindex.run_now(&self.ecs);
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+ let mut mcs = MeleeCombatSystem{};
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+ mcs.run_now(&self.ecs);
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+ let mut dmgs = DamageSystem{};
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+ dmgs.run_now(&self.ecs);
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+ let mut pickup = ItemCollectionSystem{};
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+ pickup.run_now(&self.ecs);
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+ let mut potions = PotionUseSystem{};
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+ potions.run_now(&self.ecs);
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+ let mut drop_items = ItemDropSystem{};
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+ drop_items.run_now(&self.ecs);
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self.ecs.maintain();
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self.ecs.maintain();
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}
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}
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}
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}
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@@ -41,25 +68,79 @@ impl State {
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impl GameState for State {
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impl GameState for State {
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fn tick(&mut self, ctx : &mut Rltk) {
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fn tick(&mut self, ctx : &mut Rltk) {
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ctx.cls();
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ctx.cls();
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-
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- if self.runstate == RunState::Running {
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- self.run_systems();
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- self.runstate = RunState::Paused;
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- } else {
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- self.runstate = player_input(self, ctx);
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+ let mut newrunstate;
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+ {
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+ let runstate = self.ecs.fetch::<RunState>();
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+ newrunstate = *runstate;
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}
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}
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+ match newrunstate {
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+ RunState::PreRun => {
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+ self.run_systems();
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+ self.ecs.maintain();
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+ newrunstate = RunState::AwaitingInput;
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+ }
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+ RunState::AwaitingInput => {
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+ newrunstate = player_input(self, ctx);
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+ }
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+ RunState::PlayerTurn => {
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+ self.run_systems();
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+ self.ecs.maintain();
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+ newrunstate = RunState::MonsterTurn;
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+ }
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+ RunState::MonsterTurn => {
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+ self.run_systems();
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+ self.ecs.maintain();
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+ newrunstate = RunState::AwaitingInput;
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+ }
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+ RunState::ShowInventory => {
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+ let result = gui::show_inventory(self, ctx);
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+ match result.0 {
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+ gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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+ gui::ItemMenuResult::NoResponse => {}
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+ gui::ItemMenuResult::Selected => {
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+ let item_entity = result.1.unwrap();
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+ let mut intent = self.ecs.write_storage::<WantsToDrinkPotion>();
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+ intent.insert(*self.ecs.fetch::<Entity>(), WantsToDrinkPotion{ potion: item_entity }).expect("Unable to insert intent");
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+ newrunstate = RunState::PlayerTurn;
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+ }
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+ }
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+ }
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+ RunState::ShowDropItem => {
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+ let result = gui::drop_item_menu(self, ctx);
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+ match result.0 {
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+ gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
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+ gui::ItemMenuResult::NoResponse => {}
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+ gui::ItemMenuResult::Selected => {
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+ let item_entity = result.1.unwrap();
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+ let mut intent = self.ecs.write_storage::<WantsToDropItem>();
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+ intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
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+ newrunstate = RunState::PlayerTurn;
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+ }
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+ }
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+ }
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+ }
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+
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+ {
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+ let mut runwriter = self.ecs.write_resource::<RunState>();
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+ *runwriter = newrunstate;
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+ }
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+ damage_system::delete_the_dead(&mut self.ecs);
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+
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draw_map(&self.ecs, ctx);
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draw_map(&self.ecs, ctx);
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let positions = self.ecs.read_storage::<Position>();
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let renderables = self.ecs.read_storage::<Renderable>();
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let map = self.ecs.fetch::<Map>();
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let map = self.ecs.fetch::<Map>();
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- for (pos, render) in (&positions, &renderables).join() {
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+ let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
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+ data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
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+ for (pos, render) in data.iter() {
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let idx = map.xy_idx(pos.x, pos.y);
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let idx = map.xy_idx(pos.x, pos.y);
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if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
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if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
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}
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}
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-
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+
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+ gui::draw_ui(&self.ecs, ctx);
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}
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}
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}
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}
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@@ -69,11 +150,13 @@ impl GameState for State {
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fn main() -> rltk::BError {
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fn main() -> rltk::BError {
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use rltk::RltkBuilder;
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use rltk::RltkBuilder;
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let context = RltkBuilder::simple80x50()
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let context = RltkBuilder::simple80x50()
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- .with_title("Roguelike Tutorial")
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+ .with_title("Saint Antony's Fire")
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.build()?;
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.build()?;
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+ // Add scanlines
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+ //context.with_post_scanlines(true);
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+
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let mut gs = State{
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let mut gs = State{
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ecs: World::new(),
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ecs: World::new(),
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- runstate: RunState::Running
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};
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};
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gs.ecs.register::<Position>();
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gs.ecs.register::<Position>();
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@@ -81,47 +164,38 @@ fn main() -> rltk::BError {
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gs.ecs.register::<Player>();
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gs.ecs.register::<Player>();
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Viewshed>();
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gs.ecs.register::<Monster>();
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gs.ecs.register::<Monster>();
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+ gs.ecs.register::<Name>();
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+ gs.ecs.register::<BlocksTile>();
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+ gs.ecs.register::<CombatStats>();
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+ gs.ecs.register::<WantsToMelee>();
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+ gs.ecs.register::<SufferDamage>();
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+ gs.ecs.register::<Item>();
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+ gs.ecs.register::<Potion>();
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+ gs.ecs.register::<InBackpack>();
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+ gs.ecs.register::<WantsToPickupItem>();
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+ gs.ecs.register::<WantsToDrinkPotion>();
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+ gs.ecs.register::<WantsToDropItem>();
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+
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let map = Map::new_map_rooms_and_corridors();
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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let (player_x, player_y) = map.rooms[0].center();
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- let mut rng = rltk::RandomNumberGenerator::new();
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- for room in map.rooms.iter().skip(1) {
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- let (x,y) = room.center();
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-
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- let glyph : rltk::FontCharType;
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- let roll = rng.roll_dice(1, 2);
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- match roll {
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- 1 => { glyph = rltk::to_cp437('g') }
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- _ => { glyph = rltk::to_cp437('o') }
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- }
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+ let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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- gs.ecs.create_entity()
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- .with(Position{ x, y })
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- .with(Renderable{
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- glyph: glyph,
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- fg: RGB::named(rltk::RED),
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- bg: RGB::named(rltk::BLACK),
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- })
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- .with(Viewshed{ visible_tiles : Vec::new(), range: 8, dirty: true })
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- .with(Monster{})
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- .build();
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+ gs.ecs.insert(player_entity);
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+
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+ let rng = rltk::RandomNumberGenerator::new();
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+ gs.ecs.insert(rng);
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+
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+ for room in map.rooms.iter().skip(1) {
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+ spawner::spawn_room(&mut gs.ecs, room);
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}
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}
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gs.ecs.insert(map);
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gs.ecs.insert(map);
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+ gs.ecs.insert(Point::new(player_x, player_y));
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+ gs.ecs.insert(RunState::PreRun);
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- gs.ecs
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- .create_entity()
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- .with(Position { x: player_x, y: player_y })
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- .with(Renderable {
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- glyph: rltk::to_cp437('@'),
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- fg: RGB::named(rltk::YELLOW),
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- bg: RGB::named(rltk::BLACK),
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- })
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- .with(Player{})
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- .with(Viewshed{ visible_tiles : Vec::new(), range : 8, dirty: true })
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- .build();
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-
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+ gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] });
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rltk::main_loop(context, gs)
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rltk::main_loop(context, gs)
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}
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}
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