main.rs 9.2 KB

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  1. use rltk::{GameState, Rltk, Point};
  2. use specs::prelude::*;
  3. use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
  4. extern crate serde;
  5. mod components;
  6. pub use components::*;
  7. mod map;
  8. pub use map::*;
  9. mod player;
  10. use player::*;
  11. mod rect;
  12. pub use rect::Rect;
  13. mod visibility_system;
  14. use visibility_system::VisibilitySystem;
  15. mod monster_ai_system;
  16. use monster_ai_system::MonsterAI;
  17. mod map_indexing_system;
  18. use map_indexing_system::MapIndexingSystem;
  19. mod melee_combat_system;
  20. use melee_combat_system::MeleeCombatSystem;
  21. mod damage_system;
  22. use damage_system::DamageSystem;
  23. mod gui;
  24. mod gamelog;
  25. use gamelog::GameLog;
  26. mod spawner;
  27. mod inventory_system;
  28. use inventory_system::*;
  29. mod saveload_system;
  30. // ***** //
  31. // STATE //
  32. #[derive(PartialEq, Copy, Clone)]
  33. pub enum RunState {
  34. AwaitingInput,
  35. PreRun,
  36. PlayerTurn,
  37. MonsterTurn,
  38. ShowInventory,
  39. ShowDropItem,
  40. ShowTargeting {
  41. range : i32,
  42. item : Entity
  43. },
  44. MainMenu {
  45. menu_selection: gui::MainMenuSelection
  46. },
  47. SaveGame,
  48. }
  49. pub struct State {
  50. pub ecs: World,
  51. }
  52. impl State {
  53. fn run_systems(&mut self) {
  54. let mut vis = VisibilitySystem{};
  55. vis.run_now(&self.ecs);
  56. let mut mob = MonsterAI{};
  57. mob.run_now(&self.ecs);
  58. let mut mapindex = MapIndexingSystem{};
  59. mapindex.run_now(&self.ecs);
  60. let mut mcs = MeleeCombatSystem{};
  61. mcs.run_now(&self.ecs);
  62. let mut dmgs = DamageSystem{};
  63. dmgs.run_now(&self.ecs);
  64. let mut pickup = ItemCollectionSystem{};
  65. pickup.run_now(&self.ecs);
  66. let mut items = ItemUseSystem{};
  67. items.run_now(&self.ecs);
  68. let mut drop_items = ItemDropSystem{};
  69. drop_items.run_now(&self.ecs);
  70. self.ecs.maintain();
  71. }
  72. }
  73. impl GameState for State {
  74. fn tick(&mut self, ctx : &mut Rltk) {
  75. let mut newrunstate;
  76. {
  77. let runstate = self.ecs.fetch::<RunState>();
  78. newrunstate = *runstate;
  79. }
  80. ctx.cls();
  81. match newrunstate {
  82. RunState::MainMenu{..} => {}
  83. _ => {
  84. draw_map(&self.ecs, ctx);
  85. {
  86. let positions = self.ecs.read_storage::<Position>();
  87. let renderables = self.ecs.read_storage::<Renderable>();
  88. let map = self.ecs.fetch::<Map>();
  89. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  90. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  91. for (pos, render) in data.iter() {
  92. let idx = map.xy_idx(pos.x, pos.y);
  93. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  94. }
  95. gui::draw_ui(&self.ecs, ctx);
  96. }
  97. }
  98. }
  99. match newrunstate {
  100. RunState::PreRun => {
  101. self.run_systems();
  102. self.ecs.maintain();
  103. newrunstate = RunState::AwaitingInput;
  104. }
  105. RunState::AwaitingInput => {
  106. newrunstate = player_input(self, ctx);
  107. }
  108. RunState::PlayerTurn => {
  109. self.run_systems();
  110. self.ecs.maintain();
  111. newrunstate = RunState::MonsterTurn;
  112. }
  113. RunState::MonsterTurn => {
  114. self.run_systems();
  115. self.ecs.maintain();
  116. newrunstate = RunState::AwaitingInput;
  117. }
  118. RunState::ShowInventory => {
  119. let result = gui::show_inventory(self, ctx);
  120. match result.0 {
  121. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  122. gui::ItemMenuResult::NoResponse => {}
  123. gui::ItemMenuResult::Selected => {
  124. let item_entity = result.1.unwrap();
  125. let is_ranged = self.ecs.read_storage::<Ranged>();
  126. let is_item_ranged = is_ranged.get(item_entity);
  127. if let Some(is_item_ranged) = is_item_ranged {
  128. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  129. } else {
  130. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  131. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  132. newrunstate = RunState::PlayerTurn;
  133. }
  134. }
  135. }
  136. }
  137. RunState::ShowTargeting{range, item} => {
  138. let result = gui::ranged_target(self, ctx, range);
  139. match result.0 {
  140. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  141. gui::ItemMenuResult::NoResponse => {}
  142. gui::ItemMenuResult::Selected => {
  143. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  144. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  145. newrunstate = RunState::PlayerTurn;
  146. }
  147. }
  148. }
  149. RunState::ShowDropItem => {
  150. let result = gui::drop_item_menu(self, ctx);
  151. match result.0 {
  152. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  153. gui::ItemMenuResult::NoResponse => {}
  154. gui::ItemMenuResult::Selected => {
  155. let item_entity = result.1.unwrap();
  156. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  157. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  158. newrunstate = RunState::PlayerTurn;
  159. }
  160. }
  161. }
  162. RunState::MainMenu{ .. } => {
  163. let result = gui::main_menu(self, ctx);
  164. match result {
  165. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  166. gui::MainMenuResult::Selected{ selected } => {
  167. match selected {
  168. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  169. gui::MainMenuSelection::LoadGame => {
  170. saveload_system::load_game(&mut self.ecs);
  171. newrunstate = RunState::AwaitingInput;
  172. saveload_system::delete_save();
  173. }
  174. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  175. }
  176. }
  177. }
  178. }
  179. RunState::SaveGame => {
  180. saveload_system::save_game(&mut self.ecs);
  181. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  182. }
  183. }
  184. {
  185. let mut runwriter = self.ecs.write_resource::<RunState>();
  186. *runwriter = newrunstate;
  187. }
  188. damage_system::delete_the_dead(&mut self.ecs);
  189. }
  190. }
  191. // ********
  192. // MAIN
  193. fn main() -> rltk::BError {
  194. use rltk::RltkBuilder;
  195. let context = RltkBuilder::simple80x50()
  196. .with_title("Saint Antony's Fire")
  197. .build()?;
  198. // Add scanlines
  199. //context.with_post_scanlines(true);
  200. let mut gs = State{
  201. ecs: World::new(),
  202. };
  203. gs.ecs.register::<Position>();
  204. gs.ecs.register::<Renderable>();
  205. gs.ecs.register::<Player>();
  206. gs.ecs.register::<Viewshed>();
  207. gs.ecs.register::<Monster>();
  208. gs.ecs.register::<Name>();
  209. gs.ecs.register::<BlocksTile>();
  210. gs.ecs.register::<CombatStats>();
  211. gs.ecs.register::<WantsToMelee>();
  212. gs.ecs.register::<SufferDamage>();
  213. gs.ecs.register::<Item>();
  214. gs.ecs.register::<InBackpack>();
  215. gs.ecs.register::<WantsToPickupItem>();
  216. gs.ecs.register::<WantsToUseItem>();
  217. gs.ecs.register::<ProvidesHealing>();
  218. gs.ecs.register::<WantsToDropItem>();
  219. gs.ecs.register::<Consumable>();
  220. gs.ecs.register::<Ranged>();
  221. gs.ecs.register::<InflictsDamage>();
  222. gs.ecs.register::<AreaOfEffect>();
  223. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  224. gs.ecs.register::<SerializationHelper>();
  225. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  226. let map = Map::new_map_rooms_and_corridors();
  227. let (player_x, player_y) = map.rooms[0].center();
  228. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  229. gs.ecs.insert(player_entity);
  230. let rng = rltk::RandomNumberGenerator::new();
  231. gs.ecs.insert(rng);
  232. for room in map.rooms.iter().skip(1) {
  233. spawner::spawn_room(&mut gs.ecs, room);
  234. }
  235. gs.ecs.insert(map);
  236. gs.ecs.insert(Point::new(player_x, player_y));
  237. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  238. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] });
  239. rltk::main_loop(context, gs)
  240. }