Untitled Roguelike

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Changes In Branch btl Excluding Merge-Ins

This is equivalent to a diff from 941b13dad1 to b5bf464440

2018-08-28
03:42
Not much Leaf check-in: b5bf464440 user: zax tags: btl
2017-09-12
01:37
Convert to bearTermLib check-in: 77674d118b user: zax tags: btl
2017-09-11
23:16
Correct directory structure Leaf check-in: 941b13dad1 user: zax tags: trunk
22:47
Update after a bit check-in: 84350377c3 user: zax tags: trunk

Changes to nogue.nimble.

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# Package

version       = "0.1.0"
author        = "ZDS"
description   = "rogue"
license       = "MIT"

# Dependencies

requires "nim >= 0.16.0"
requires "ncurses"

bin = @["nogue"]










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# Package

version       = "0.1.0"
author        = "ZDS"
description   = "rogue"
license       = "MIT"

# Dependencies

requires "nim >= 0.16.0"
requires "https://github.com/zacharycarter/blt-nim.git"

bin = @["nogue"]

Changes to noguepkg/base.nim.

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import ncurses, random, options, deques, strutils
import map, characters

type
  Game* = ref GameObj
  GameObj = object
    y*, x*, ticks*: int
    gameWindow*: ptr window
    map*: Map
    charMap*: Matrix[Character]
    characters*: seq[Character]
    messages*: Deque[Message]
    mode*: GameMode

  GameMode* = enum
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import random, options, deques, strutils
import map, characters

type
  Game* = ref GameObj
  GameObj = object
    y*, x*, ticks*: int

    map*: Map
    charMap*: Matrix[Character]
    characters*: seq[Character]
    messages*: Deque[Message]
    mode*: GameMode

  GameMode* = enum

Changes to noguepkg/characters.nim.

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  Class* = ref object
    case kind*: CharacterKind
      of ckBeast:
        beastKind*: bcKind
        ch*: char
      of ckPlayer:
        playerKind*: pcKind
    color*: int64
    attrs*: seq[int64]
    maxHealth*: int
  bcKind* = enum
    wolf, bear, stag
  pcKind* = enum
    priest, warrior, thief

  HealthLevel = enum
    hlHealthy = "healthy"
    hlWounded = "wounded"
    hlCritical = "critically injured"

proc kind*(c: Character): CharacterKind = c.class.kind
proc color*(c: Character): int64 = c.class.color
proc ch*(c: Character): char = c.class.ch

proc isPC*[T](c: T): bool {. noSideEffect, inline .} = c.kind == ckPlayer

proc verb*(c: Character, v: string): string =
  if c.isPC: v
  else: v & "s"







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  Class* = ref object
    case kind*: CharacterKind
      of ckBeast:
        beastKind*: bcKind
        ch*: char
      of ckPlayer:
        playerKind*: pcKind
    colorName*: string
    attrs*: seq[int64]
    maxHealth*: int
  bcKind* = enum
    wolf, bear, stag
  pcKind* = enum
    priest, warrior, thief

  HealthLevel = enum
    hlHealthy = "healthy"
    hlWounded = "wounded"
    hlCritical = "critically injured"

proc kind*(c: Character): CharacterKind = c.class.kind
proc colorName*(c: Character): string = c.class.colorName
proc ch*(c: Character): char = c.class.ch

proc isPC*[T](c: T): bool {. noSideEffect, inline .} = c.kind == ckPlayer

proc verb*(c: Character, v: string): string =
  if c.isPC: v
  else: v & "s"

Changes to noguepkg/classes.nim.

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import ncurses, options, random
import map, characters

let
  WOLF = Class(
    kind: ckBeast,
    beastKind: wolf,
    ch: 'W',
    color: COLOR_PAIR 0
  )
  STAG = Class(
    kind: ckBeast,
    beastKind: stag,
    ch: 'S',
    color: COLOR_PAIR 1
  )
  BEAR = Class(
    kind: ckBeast,
    beastKind: bear,
    ch: 'B',
    color: COLOR_PAIR 5
  )
  PRIEST = Class(
    kind: ckPlayer,
    playerKind: priest,
    color: COLOR_PAIR 0
  )
  WARRIOR = Class(
    kind: ckPlayer,
    playerKind: warrior,
    color: COLOR_PAIR 2
  )
  THIEF = Class(
    kind: ckPlayer,
    playerKind: thief,
    color: COLOR_PAIR 3
  )
  BEAST_CLASSES = [
    WOLF, STAG, BEAR
  ]
  PLAYER_CLASSES = [
    PRIEST, WARRIOR, THIEF
  ]
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import blt, options, random
import map, characters

let
  WOLF = Class(
    kind: ckBeast,
    beastKind: wolf,
    ch: 'W',
    colorName: "gray"
  )
  STAG = Class(
    kind: ckBeast,
    beastKind: stag,
    ch: 'S',
    colorName: "brown"
  )
  BEAR = Class(
    kind: ckBeast,
    beastKind: bear,
    ch: 'B',
    colorName: "brown"
  )
  PRIEST = Class(
    kind: ckPlayer,
    playerKind: priest,
    colorName: "white"
  )
  WARRIOR = Class(
    kind: ckPlayer,
    playerKind: warrior,
    colorName: "brown"
  )
  THIEF = Class(
    kind: ckPlayer,
    playerKind: thief,
    colorName: "dark gray"
  )
  BEAST_CLASSES = [
    WOLF, STAG, BEAR
  ]
  PLAYER_CLASSES = [
    PRIEST, WARRIOR, THIEF
  ]
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proc displayChar*(character: Character): char =
  if character.isPC:
    '@'
  else:
    character.ch

proc attrs*(cell: Cell): seq[int64] =
  case cell.kind:
    of ckWall: @[COLOR_PAIR 0]
    of ckFloor:
      case cell.floorKind:
        of fkGrass: @[COLOR_PAIR 4]
        of fkStone: @[COLOR_PAIR 0]

proc attrs*(character: Character): seq[int64] =
  let
    level = case character.level:
      of elevated: some(A_BOLD)
      of divine: some(A_UNDERLINE)
      of normal: none(int)
  if level.isSome:
    @[character.color, level.get]
  else:
    @[character.color]

proc randomPC*(): Character =
  Character(
    class: random(PLAYER_CLASSES),
    health: random(20..60),
    speed: random(40..60)
  )
proc randomNPC*(): Character =
  Character(
    class: random(BEAST_CLASSES),
    health: random(10..30),
    speed: random(40..60)
  )







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proc displayChar*(character: Character): char =
  if character.isPC:
    '@'
  else:
    character.ch

proc fullColorName*(cell: Cell): string =
  case cell.kind:
    of ckWall: "gray"
    of ckFloor:
      case cell.floorKind:
        of fkGrass: "green"
        of fkStone: "gray"

proc fullColorName*(character: Character): string =
  let
    levelModifier = case character.level:
      of elevated: "lighter"
      of divine: "light"
      of normal: ""



  levelModifier & " " & character.colorName

proc randomPC*(): Character =
  Character(
    class: random(PLAYER_CLASSES),
    health: random(20..60),
    speed: random(40..60)
  )
proc randomNPC*(): Character =
  Character(
    class: random(BEAST_CLASSES),
    health: random(10..30),
    speed: random(40..60)
  )

Changes to noguepkg/map.nim.

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import sequtils, random, math, options

type
  CellKind* = enum
    ckWall, ckFloor
  FloorKind* = enum
    fkGrass, fkStone
  Cell* = object
    point: Point
    case kind*: CellKind
    of ckWall: discard
    of ckFloor:
      floorKind*: FloorKind
  Matrix*[T] = seq[seq[T]]
  Map* = ref MapMatrix
  MapMatrix = Matrix[Cell]
  Dim* = enum
    y, x
  Point* = array[y..x, int]

proc `[]`*[T](matrix: Matrix[T], y, x: int): T =
  matrix[y][x]
proc `[]`*[T](matrix: Matrix[T], p: Point): T =
  matrix[p[y]][p[x]]
proc `[]=`*[T](matrix: var Matrix[T], y, x: int, t: T) =
  matrix[y][x] = t
proc `[]=`*[T](matrix: var Matrix[T], p: Point, t: T) =
  matrix[p[y]][p[x]] = t








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import sequtils, random, math, options

type
  CellKind* = enum
    ckWall, ckFloor
  FloorKind* = enum
    fkGrass, fkStone
  Cell* = object
    point*: Point
    case kind*: CellKind
    of ckWall: discard
    of ckFloor:
      floorKind*: FloorKind
  Matrix*[T] = seq[seq[T]]
  Map* = ref MapMatrix
  MapMatrix = Matrix[Cell]
  Dim* = enum
    y, x
  Point* = array[y..x, int]

proc `[]`* [T](matrix: Matrix[T], y, x: int): T =
  matrix[y][x]
proc `[]`*[T](matrix: Matrix[T], p: Point): T =
  matrix[p[y]][p[x]]
proc `[]=`*[T](matrix: var Matrix[T], y, x: int, t: T) =
  matrix[y][x] = t
proc `[]=`*[T](matrix: var Matrix[T], p: Point, t: T) =
  matrix[p[y]][p[x]] = t

Changes to noguepkg/ui.nim.

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import ncurses, tables, deques, strutils, sequtils

import map, base, characters, classes

type
  UiCommand = enum
    ucExamine
  ExamineCommand = enum
    ecPrev, ecNext, ecNormal

const
  gameCommands = {
    'l': Command.up,
    'k': Command.down,
    'h': Command.left,
    'e': Command.right,
    'j': Command.upleft,
    'u': Command.upright,
    'b': Command.downleft,
    'm': Command.downright,
    'Q': quitGame
  }.toTable

  uiCommands = {
    'x': ucExamine
  }.toTable

  examineCommands = {
    '<': ecPrev,
    '>': ecNext,
    27.char: ecNormal,
    'x': ecNormal
  }.toTable

var
  examineTarget: Point

proc statusRow(game: Game): int = game.y
proc messageRow(game: Game): int = game.y + 1






proc init*(game: Game) =
  var maxX, maxY, cropY: int
  let gameWindow = initscr()
  getMaxYX(gameWindow, maxY, maxX)
  cropY = (maxX.float / 1.77).int
  discard startColor()
  discard cbreak()

  game.y = cropY
  game.x = maxX
  game.gameWindow = gameWindow

  init_pair(0, COLOR_WHITE, COLOR_BLACK)
  init_pair(1, COLOR_RED, COLOR_BLACK)
  init_pair(2, COLOR_YELLOW, COLOR_BLACK)
  init_pair(3, COLOR_MAGENTA, COLOR_BLACK)
  init_pair(4, COLOR_GREEN, COLOR_BLACK)
  init_pair(5, COLOR_BLUE, COLOR_BLACK)

const
  colorInfo = COLOR_PAIR 0
  colorAlert = COLOR_PAIR 1
  colorSuccess = COLOR_PAIR 4
  colorPlayer = COLOR_PAIR 2
  colorBeast = COLOR_PAIR 3

converter chToInt(ch: char): chtype = ord(ch)

proc display(cell: Cell, ch: char) =
  addch(ch)

proc display(character: Character, ch: char) =
  mvaddch(character.point[y], character.point[x], ch)

proc render[T](t: T, extraAttrs: seq[int] = @[]) =
  let
    ch = t.displayChar
  var attrs = t.attrs.mapIt(it.int) & extraAttrs
  for attr in attrs:
    attron attr
  t.display(ch)
  for attr in attrs:
    attroff attr


proc render(msg: Message) =
  let color = case msg.level:
    of mlInfo:
      colorInfo
    of mlAlert:
      colorAlert
    of mlSuccess:
      colorSuccess
  attron color
  addstr(msg.content)
  attroff color

proc display(game: Game) =
  ## Render the whole game screen.
  var msgBufferLength {.global.} = 0
  # Render the map.
  move(0, 0)
  for i in 0..game.map[].high:
    let row = game.map[i]
    for cell in row:
      render cell
    move(i+1, 0)
  # Populate the map with all characters.


  for character in game.characters:
    render character
  # Render status line.
  move(game.statusRow, 0)
  deleteln()
  insertln()
  if game.mode != gmNormal:
    let modeStr = $game.mode
    addstr modeStr

  else:
    addstr "----------"

  # Message rendering


  # Clear existing message rows.
  move(game.messageRow, 0)
  while msgBufferLength > 0:
    deleteln()
    msgBufferLength -= 1
  # Render new message rows.

  case game.mode:
    of gmExamine:
      let targetCharacter = game.charMap[examineTarget]
      if not targetCharacter.isNil:
        render(targetCharacter, extraAttrs = @[A_BOLD])
        move(game.messageRow, 0)
        addstr targetCharacter.charInfo
        msgBufferLength += 1

    of gmNormal:
      while game.messages.len > 0:
        let
          msgRow = game.messageRow + msgBufferLength
          msg = game.messages.popLast()

        move(msgRow, 0)
        render msg
        msgBufferLength += 1

proc handle(game: var Game, command: UiCommand) =
  case command:
    of ucExamine:
      game.mode = gmExamine

proc findExamineTarget(game: Game, point: var Point, f: proc(p: var Point, y, x: int)) =
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import tables, deques, strutils, sequtils
import blt
import map, base, characters, classes

type
  UiCommand = enum
    ucExamine
  ExamineCommand = enum
    ecPrev, ecNext, ecNormal

const
  gameCommands = {
    TK_U: Command.up,
    TK_K: Command.down,
    TK_H: Command.left,
    TK_E: Command.right,
    TK_L: Command.upleft,
    TK_Y: Command.upright,
    TK_B: Command.downleft,
    TK_M: Command.downright,
    TK_Q: quitGame
  }.toTable

  uiCommands = {
    TK_X: ucExamine
  }.toTable

  examineCommands = {
    TK_COMMA: ecPrev,
    TK_PERIOD: ecNext,
    TK_ESCAPE: ecNormal,
    TK_X: ecNormal
  }.toTable

var
  examineTarget: Point

proc statusRow(game: Game): int = game.y
proc messageRow(game: Game): int = game.y + 1

const
  MAXY = 25
  MAXX = 80
  WINDOWY = 35

proc init*(game: Game) =





  discard terminal_open()
  discard terminal_set("window.title='nogue'; window.size=80x35")

  game.x = MAXX
  game.y = MAXY







let

  colorInfo = color_from_name("white")
  colorAlert = color_from_name("red")
  colorSuccess = color_from_name("green")











proc render[T: Cell | Character](t: T, extraAttrs: seq[int] = @[]) =
  let
    ch = t.displayChar
    colorName = t.fullColorName
  terminal_color colorName.color_from_name




  terminal_put(t.point[x].cint, t.point[y].cint, ch.cint)

proc render(x, y: cint, msg: Message) =
  let color = case msg.level:
    of mlInfo:
      colorInfo
    of mlAlert:
      colorAlert
    of mlSuccess:
      colorSuccess
  terminal_color color
  discard terminal_print(x, y, msg.content.cstring)


proc display(game: Game) =
  ## Render the whole game screen.
  var msgBufferLength {.global.} = 0
  # Render the map.
  terminal_layer(1)
  for y in 0..game.map[].high:
    let row = game.map[y]
    for x in 0..row.high:
      render row[x]

  # Populate the map with all characters.
  terminal_layer(2)
  terminal_clear_area(0, 0, 80, 25)
  for character in game.characters:
    render character
  # Render status line.

  terminal_layer(0)

  if game.mode != gmNormal:
    let modeStr = $game.mode

    discard terminal_print(0.cint, game.statusRow.cint, modeStr.cstring)
  else:
    discard terminal_print(0.cint, game.statusRow.cint, "----------".cstring)

  # Message rendering
  var onScreenMessages {.global.} = initDeque[Message]()






  # Render new message rows.
  terminal_clear_area(0.cint, game.messageRow.cint, MAXX.cint, (WINDOWY-MAXY).cint)
  case game.mode:
    of gmExamine:
      let targetCharacter = game.charMap[examineTarget]
      if not targetCharacter.isNil:
        render(targetCharacter)

        discard terminal_print(0.cint, game.messageRow.cint, targetCharacter.charInfo)
        msgBufferLength += 1

    of gmNormal:
      while game.messages.len > 0:
        if onScreenMessages.len > WINDOWY-MAXY:
          onScreenMessages.popLast()
        onScreenMessages.addFirst(game.messages.popLast())
      var i = 0
      for msg in onScreenMessages:
        render(0.cint, (game.messageRow + i).cint, msg)
        i += 1

proc handle(game: var Game, command: UiCommand) =
  case command:
    of ucExamine:
      game.mode = gmExamine

proc findExamineTarget(game: Game, point: var Point, f: proc(p: var Point, y, x: int)) =
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      game.findExamineTarget(currentPoint, mPrevPoint)
    of ecNext:
      game.findExamineTarget(currentPoint, mNextPoint)
    of ecNormal:
      game.mode = gmNormal

proc cycle*(game: var Game): Command =
  var
    success: int
  # Refresh display and get input.
  display game
  success = refresh()
  let input = getch().char

  # Handle player input.
  result = Command.noOp
  case game.mode:
    of gmNormal:
      if input in uiCommands:
        let uiCommand = uiCommands[input]
        game.handle(uiCommand)
      if input in gameCommands:
        result = gameCommands[input]
    of gmExamine:
      if input in examineCommands:
        let examineCommand = examineCommands[input]
        game.handle(examineCommand)

proc cleanUp*() =
  endwin()







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      game.findExamineTarget(currentPoint, mPrevPoint)
    of ecNext:
      game.findExamineTarget(currentPoint, mNextPoint)
    of ecNormal:
      game.mode = gmNormal

proc cycle*(game: var Game): Command =


  # Refresh display and get input.
  display game
  terminal_refresh()
  var input = terminal_read()
  echo "INPUT: ", input
  # Handle player input.
  result = Command.noOp
  case game.mode:
    of gmNormal:
      if input in uiCommands:
        let uiCommand = uiCommands[input]
        game.handle(uiCommand)
      if input in gameCommands:
        result = gameCommands[input]
    of gmExamine:
      if input in examineCommands:
        let examineCommand = examineCommands[input]
        game.handle(examineCommand)

proc cleanUp*() =
  terminal_close()