main.rs 16 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. mod random_table;
  31. use random_table::*;
  32. // ***** //
  33. // STATE //
  34. #[derive(PartialEq, Copy, Clone)]
  35. pub enum RunState {
  36. AwaitingInput,
  37. PreRun,
  38. PlayerTurn,
  39. MonsterTurn,
  40. ShowInventory,
  41. ShowDropItem,
  42. ShowTargeting {
  43. range : i32,
  44. item : Entity
  45. },
  46. MainMenu {
  47. menu_selection: gui::MainMenuSelection
  48. },
  49. SaveGame,
  50. NextLevel,
  51. ShowRemoveItem,
  52. GameOver,
  53. }
  54. pub struct State {
  55. pub ecs: World,
  56. }
  57. impl State {
  58. fn run_systems(&mut self) {
  59. let mut vis = VisibilitySystem{};
  60. vis.run_now(&self.ecs);
  61. let mut mob = MonsterAI{};
  62. mob.run_now(&self.ecs);
  63. let mut mapindex = MapIndexingSystem{};
  64. mapindex.run_now(&self.ecs);
  65. let mut mcs = MeleeCombatSystem{};
  66. mcs.run_now(&self.ecs);
  67. let mut dmgs = DamageSystem{};
  68. dmgs.run_now(&self.ecs);
  69. let mut pickup = ItemCollectionSystem{};
  70. pickup.run_now(&self.ecs);
  71. let mut items = ItemUseSystem{};
  72. items.run_now(&self.ecs);
  73. let mut drop_items = ItemDropSystem{};
  74. drop_items.run_now(&self.ecs);
  75. let mut item_remove = ItemRemoveSystem{};
  76. item_remove.run_now(&self.ecs);
  77. self.ecs.maintain();
  78. }
  79. fn entities_to_remove_on_level_change(&mut self) -> Vec<Entity> {
  80. let entities = self.ecs.entities();
  81. let player = self.ecs.read_storage::<Player>();
  82. let backpack = self.ecs.read_storage::<InBackpack>();
  83. let player_entity = self.ecs.fetch::<Entity>();
  84. let equipped = self.ecs.read_storage::<Equipped>();
  85. let mut to_delete : Vec<Entity> = Vec::new();
  86. for entity in entities.join() {
  87. let mut should_delete = true;
  88. // Don't delete the player
  89. let p = player.get(entity);
  90. if let Some(_p) = p {
  91. should_delete = false;
  92. }
  93. // Don't delete the player's equipment
  94. let bp = backpack.get(entity);
  95. if let Some(bp) = bp {
  96. if bp.owner == *player_entity {
  97. should_delete = false;
  98. }
  99. }
  100. // Don't delete items currently equipped by the player
  101. let eq = equipped.get(entity);
  102. if let Some(eq) = eq {
  103. if eq.owner == *player_entity {
  104. should_delete = false;
  105. }
  106. }
  107. if should_delete {
  108. to_delete.push(entity);
  109. }
  110. }
  111. to_delete
  112. }
  113. fn goto_next_level(&mut self) {
  114. // Delete entities that aren't the player or his/her equipment
  115. let to_delete = self.entities_to_remove_on_level_change();
  116. for target in to_delete {
  117. self.ecs.delete_entity(target).expect("Unable to delete entity");
  118. }
  119. // Build a new map and place the player
  120. let worldmap;
  121. let current_depth;
  122. {
  123. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  124. current_depth = worldmap_resource.depth;
  125. *worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
  126. worldmap = worldmap_resource.clone();
  127. }
  128. // Spawn bad guys
  129. for room in worldmap.rooms.iter().skip(1) {
  130. spawner::spawn_room(&mut self.ecs, room, current_depth);
  131. }
  132. // Place the player and update resources
  133. let (player_x, player_y) = worldmap.rooms[0].center();
  134. let mut player_position = self.ecs.write_resource::<Point>();
  135. *player_position = Point::new(player_x, player_y);
  136. let mut position_components = self.ecs.write_storage::<Position>();
  137. let player_entity = self.ecs.fetch::<Entity>();
  138. let player_pos_comp = position_components.get_mut(*player_entity);
  139. if let Some(player_pos_comp) = player_pos_comp {
  140. player_pos_comp.x = player_x;
  141. player_pos_comp.y = player_y;
  142. }
  143. // Mark the player's visibility as dirty
  144. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  145. let vs = viewshed_components.get_mut(*player_entity);
  146. if let Some(vs) = vs {
  147. vs.dirty = true;
  148. }
  149. // Notify the player and give them some health
  150. let mut gamelog = self.ecs.fetch_mut::<gamelog::GameLog>();
  151. gamelog.entries.push("You descend to the next level, and take a moment to heal.".to_string());
  152. let mut player_health_store = self.ecs.write_storage::<CombatStats>();
  153. let player_health = player_health_store.get_mut(*player_entity);
  154. if let Some(player_health) = player_health {
  155. player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
  156. }
  157. }
  158. fn game_over_cleanup(&mut self) {
  159. // Delete everything
  160. let mut to_delete = Vec::new();
  161. for e in self.ecs.entities().join() {
  162. to_delete.push(e);
  163. }
  164. for del in to_delete.iter() {
  165. self.ecs.delete_entity(*del).expect("Deletion failed");
  166. }
  167. // Build a new map and place the player
  168. let worldmap;
  169. {
  170. let mut worldmap_resource = self.ecs.write_resource::<Map>();
  171. *worldmap_resource = Map::new_map_rooms_and_corridors(1);
  172. worldmap = worldmap_resource.clone();
  173. }
  174. // Spawn bad guys
  175. for room in worldmap.rooms.iter().skip(1) {
  176. spawner::spawn_room(&mut self.ecs, room, 1);
  177. }
  178. // Place the player and update resources
  179. let (player_x, player_y) = worldmap.rooms[0].center();
  180. let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
  181. let mut player_position = self.ecs.write_resource::<Point>();
  182. *player_position = Point::new(player_x, player_y);
  183. let mut position_components = self.ecs.write_storage::<Position>();
  184. let mut player_entity_writer = self.ecs.write_resource::<Entity>();
  185. *player_entity_writer = player_entity;
  186. let player_pos_comp = position_components.get_mut(player_entity);
  187. if let Some(player_pos_comp) = player_pos_comp {
  188. player_pos_comp.x = player_x;
  189. player_pos_comp.y = player_y;
  190. }
  191. // Mark the player's visibility as dirty
  192. let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
  193. let vs = viewshed_components.get_mut(player_entity);
  194. if let Some(vs) = vs {
  195. vs.dirty = true;
  196. }
  197. }
  198. }
  199. impl GameState for State {
  200. fn tick(&mut self, ctx : &mut Rltk) {
  201. let mut newrunstate;
  202. {
  203. let runstate = self.ecs.fetch::<RunState>();
  204. newrunstate = *runstate;
  205. }
  206. ctx.cls();
  207. match newrunstate {
  208. RunState::MainMenu{..} => {}
  209. _ => {
  210. draw_map(&self.ecs, ctx);
  211. {
  212. let positions = self.ecs.read_storage::<Position>();
  213. let renderables = self.ecs.read_storage::<Renderable>();
  214. let map = self.ecs.fetch::<Map>();
  215. let mut data = (&positions, &renderables).join().collect::<Vec<_>>();
  216. data.sort_by(|&a, &b| b.1.render_order.cmp(&a.1.render_order) );
  217. for (pos, render) in data.iter() {
  218. let idx = map.xy_idx(pos.x, pos.y);
  219. if map.visible_tiles[idx] { ctx.set(pos.x, pos.y, render.fg, render.bg, render.glyph) }
  220. }
  221. gui::draw_ui(&self.ecs, ctx);
  222. }
  223. }
  224. }
  225. match newrunstate {
  226. RunState::PreRun => {
  227. self.run_systems();
  228. self.ecs.maintain();
  229. newrunstate = RunState::AwaitingInput;
  230. }
  231. RunState::AwaitingInput => {
  232. newrunstate = player_input(self, ctx);
  233. }
  234. RunState::PlayerTurn => {
  235. self.run_systems();
  236. self.ecs.maintain();
  237. newrunstate = RunState::MonsterTurn;
  238. }
  239. RunState::MonsterTurn => {
  240. self.run_systems();
  241. self.ecs.maintain();
  242. newrunstate = RunState::AwaitingInput;
  243. }
  244. RunState::ShowInventory => {
  245. let result = gui::show_inventory(self, ctx);
  246. match result.0 {
  247. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  248. gui::ItemMenuResult::NoResponse => {}
  249. gui::ItemMenuResult::Selected => {
  250. let item_entity = result.1.unwrap();
  251. let is_ranged = self.ecs.read_storage::<Ranged>();
  252. let is_item_ranged = is_ranged.get(item_entity);
  253. if let Some(is_item_ranged) = is_item_ranged {
  254. newrunstate = RunState::ShowTargeting{ range: is_item_ranged.range, item: item_entity };
  255. } else {
  256. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  257. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item: item_entity, target: None }).expect("Unable to insert intent");
  258. newrunstate = RunState::PlayerTurn;
  259. }
  260. }
  261. }
  262. }
  263. RunState::ShowTargeting{range, item} => {
  264. let result = gui::ranged_target(self, ctx, range);
  265. match result.0 {
  266. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  267. gui::ItemMenuResult::NoResponse => {}
  268. gui::ItemMenuResult::Selected => {
  269. let mut intent = self.ecs.write_storage::<WantsToUseItem>();
  270. intent.insert(*self.ecs.fetch::<Entity>(), WantsToUseItem{ item, target: result.1 }).expect("Unable to insert intent");
  271. newrunstate = RunState::PlayerTurn;
  272. }
  273. }
  274. }
  275. RunState::ShowDropItem => {
  276. let result = gui::drop_item_menu(self, ctx);
  277. match result.0 {
  278. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  279. gui::ItemMenuResult::NoResponse => {}
  280. gui::ItemMenuResult::Selected => {
  281. let item_entity = result.1.unwrap();
  282. let mut intent = self.ecs.write_storage::<WantsToDropItem>();
  283. intent.insert(*self.ecs.fetch::<Entity>(), WantsToDropItem{ item: item_entity }).expect("Unable to insert intent");
  284. newrunstate = RunState::PlayerTurn;
  285. }
  286. }
  287. }
  288. RunState::MainMenu{ .. } => {
  289. let result = gui::main_menu(self, ctx);
  290. match result {
  291. gui::MainMenuResult::NoSelection{ selected } => newrunstate = RunState::MainMenu{ menu_selection: selected },
  292. gui::MainMenuResult::Selected{ selected } => {
  293. match selected {
  294. gui::MainMenuSelection::NewGame => newrunstate = RunState::PreRun,
  295. gui::MainMenuSelection::LoadGame => {
  296. saveload_system::load_game(&mut self.ecs);
  297. newrunstate = RunState::AwaitingInput;
  298. saveload_system::delete_save();
  299. }
  300. gui::MainMenuSelection::Quit => { ::std::process::exit(0); }
  301. }
  302. }
  303. }
  304. }
  305. RunState::SaveGame => {
  306. saveload_system::save_game(&mut self.ecs);
  307. newrunstate = RunState::MainMenu{ menu_selection : gui::MainMenuSelection::LoadGame };
  308. }
  309. RunState::NextLevel => {
  310. self.goto_next_level();
  311. newrunstate = RunState::PreRun;
  312. }
  313. RunState::ShowRemoveItem => {
  314. let result = gui::remove_item_menu(self, ctx);
  315. match result.0 {
  316. gui::ItemMenuResult::Cancel => newrunstate = RunState::AwaitingInput,
  317. gui::ItemMenuResult::NoResponse => {}
  318. gui::ItemMenuResult::Selected => {
  319. let item_entity = result.1.unwrap();
  320. let mut intent = self.ecs.write_storage::<WantsToRemoveItem>();
  321. intent.insert(*self.ecs.fetch::<Entity>(), WantsToRemoveItem{ item: item_entity }).expect("Unable to insert intent");
  322. newrunstate = RunState::PlayerTurn;
  323. }
  324. }
  325. }
  326. RunState::GameOver => {
  327. let result = gui::game_over(ctx);
  328. match result {
  329. gui::GameOverResult::NoSelection => {}
  330. gui::GameOverResult::QuitToMenu => {
  331. self.game_over_cleanup();
  332. newrunstate = RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame };
  333. }
  334. }
  335. }
  336. }
  337. {
  338. let mut runwriter = self.ecs.write_resource::<RunState>();
  339. *runwriter = newrunstate;
  340. }
  341. damage_system::delete_the_dead(&mut self.ecs);
  342. }
  343. }
  344. // ********
  345. // MAIN
  346. fn main() -> rltk::BError {
  347. use rltk::RltkBuilder;
  348. let context = RltkBuilder::simple80x50()
  349. .with_title("Saint Antony's Fire")
  350. .build()?;
  351. // Add scanlines
  352. //context.with_post_scanlines(true);
  353. let mut gs = State{
  354. ecs: World::new(),
  355. };
  356. gs.ecs.register::<Position>();
  357. gs.ecs.register::<Renderable>();
  358. gs.ecs.register::<Player>();
  359. gs.ecs.register::<Viewshed>();
  360. gs.ecs.register::<Monster>();
  361. gs.ecs.register::<Name>();
  362. gs.ecs.register::<BlocksTile>();
  363. gs.ecs.register::<CombatStats>();
  364. gs.ecs.register::<WantsToMelee>();
  365. gs.ecs.register::<SufferDamage>();
  366. gs.ecs.register::<Item>();
  367. gs.ecs.register::<InBackpack>();
  368. gs.ecs.register::<WantsToPickupItem>();
  369. gs.ecs.register::<WantsToUseItem>();
  370. gs.ecs.register::<ProvidesHealing>();
  371. gs.ecs.register::<WantsToDropItem>();
  372. gs.ecs.register::<Consumable>();
  373. gs.ecs.register::<Ranged>();
  374. gs.ecs.register::<InflictsDamage>();
  375. gs.ecs.register::<AreaOfEffect>();
  376. gs.ecs.register::<SimpleMarker<SerializeMe>>();
  377. gs.ecs.register::<SerializationHelper>();
  378. gs.ecs.register::<Equippable>();
  379. gs.ecs.register::<Equipped>();
  380. gs.ecs.register::<MeleePowerBonus>();
  381. gs.ecs.register::<DefenseBonus>();
  382. gs.ecs.register::<WantsToRemoveItem>();
  383. gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
  384. let map = Map::new_map_rooms_and_corridors(1);
  385. let (player_x, player_y) = map.rooms[0].center();
  386. let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
  387. gs.ecs.insert(player_entity);
  388. let rng = rltk::RandomNumberGenerator::new();
  389. gs.ecs.insert(rng);
  390. for room in map.rooms.iter().skip(1) {
  391. spawner::spawn_room(&mut gs.ecs, room, 1);
  392. }
  393. gs.ecs.insert(map);
  394. gs.ecs.insert(Point::new(player_x, player_y));
  395. gs.ecs.insert(RunState::MainMenu{ menu_selection: gui::MainMenuSelection::NewGame });
  396. gs.ecs.insert(gamelog::GameLog{ entries : vec!["Saint Antony casts out...".to_string()] });
  397. rltk::main_loop(context, gs)
  398. }