Done.
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parent
e38e119562
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175
src/main.rs
175
src/main.rs
@ -1,11 +1,10 @@
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// #![allow(unused_imports)]
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// #![allow(unused_variables)]
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// #![allow(unused_mut)]
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// #![allow(dead_code)]
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use std::cmp;
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#![allow(unused_imports)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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#![allow(dead_code)]
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use rand::Rng;
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use serde::{Deserialize, Serialize};
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use std::cmp;
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use std::error::Error;
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use std::fs::File;
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use std::io::{Read, Write};
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@ -165,7 +164,7 @@ impl Object {
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pub fn attack(&mut self, target: &mut Object, game: &mut Game) {
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// A simple formula for attack damage
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let damage = self.fighter.map_or(0, |f| f.power) - target.fighter.map_or(0, |f| f.defense);
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let damage = self.power(game) - target.defense(game);
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if damage > 0 {
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// Make the target take some damage
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game.messages.add(
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@ -191,11 +190,12 @@ impl Object {
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}
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}
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pub fn heal(&mut self, amount: i32) {
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pub fn heal(&mut self, amount: i32, game: &Game) {
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let max_hp = self.max_hp(game);
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if let Some(ref mut fighter) = self.fighter {
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fighter.hp += amount;
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if fighter.hp > fighter.max_hp {
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fighter.hp = fighter.max_hp;
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if fighter.hp > max_hp {
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fighter.hp = max_hp;
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}
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}
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}
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@ -254,6 +254,50 @@ impl Object {
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);
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}
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}
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// Returns a list of equipped items
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pub fn get_all_equipped(&self, game: &Game) -> Vec<Equipment> {
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if self.name == "player" {
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game
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.inventory
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.iter()
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.filter(|item| item.equipment.map_or(false, |e| e.equipped))
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.map(|item| item.equipment.unwrap())
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.collect()
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} else {
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vec![] // other objects have no equipment
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}
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}
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pub fn power(&self, game: &Game) -> i32 {
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let base_power = self.fighter.map_or(0, |f| f.base_power);
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let bonus: i32 = self
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.get_all_equipped(game)
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.iter()
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.map(|e| e.power_bonus)
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.sum();
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base_power + bonus
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}
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pub fn defense(&self, game: &Game) -> i32 {
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let base_defense = self.fighter.map_or(0, |f| f.base_defense);
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let bonus: i32 = self
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.get_all_equipped(game)
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.iter()
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.map(|e| e.defense_bonus)
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.sum();
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base_defense + bonus
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}
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pub fn max_hp(&self, game: &Game) -> i32 {
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let base_max_hp = self.fighter.map_or(0, |f| f.base_max_hp);
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let bonus: i32 = self
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.get_all_equipped(game)
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.iter()
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.map(|e| e.max_hp_bonus)
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.sum();
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base_max_hp + bonus
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}
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}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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@ -322,10 +366,10 @@ impl Rect {
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// Combat related properties and methods (monster, player, NPC).
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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struct Fighter {
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max_hp: i32,
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base_max_hp: i32,
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hp: i32,
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defense: i32,
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power: i32,
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base_defense: i32,
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base_power: i32,
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xp: i32,
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on_death: DeathCallback,
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}
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@ -361,6 +405,9 @@ struct Transition {
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struct Equipment {
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slot: Slot,
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equipped: bool,
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power_bonus: i32,
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defense_bonus: i32,
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max_hp_bonus: i32,
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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@ -419,7 +466,8 @@ enum Item {
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Lightning,
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Confuse,
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Fireball,
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Equipment,
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Sword,
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Shield,
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}
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enum UseResult {
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@ -536,7 +584,12 @@ Experience to level up: {}
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Maximum HP: {},
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Attack: {},
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Defense: {}",
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level, fighter.xp, level_up_xp, fighter.max_hp, fighter.power, fighter.defense
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level,
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fighter.xp,
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level_up_xp,
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player.max_hp(game),
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player.power(game),
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player.defense(game),
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);
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msgbox(&msg, CHARACTER_SCREEN_WIDTH, &mut tcod.root);
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}
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@ -717,8 +770,18 @@ fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>, level: u32) {
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item: Item::Confuse,
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},
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Weighted {
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weight: 1000,
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item: Item::Equipment,
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weight: from_dungeon_level(&[Transition { level: 4, value: 5 }], level),
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item: Item::Sword,
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},
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Weighted {
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weight: from_dungeon_level(
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&[Transition {
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level: 8,
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value: 15,
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}],
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level,
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),
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item: Item::Shield,
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},
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];
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@ -734,10 +797,10 @@ fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>, level: u32) {
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// Create an orc
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let mut orc = Object::new(x, y, 'o', "orc", DESATURATED_GREEN, true);
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orc.fighter = Some(Fighter {
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max_hp: 20,
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base_max_hp: 20,
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hp: 20,
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defense: 0,
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power: 4,
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base_defense: 0,
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base_power: 4,
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xp: 35,
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on_death: DeathCallback::Monster,
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});
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@ -749,10 +812,10 @@ fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>, level: u32) {
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// Create a troll
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let mut troll = Object::new(x, y, 'T', "troll", DARKER_GREEN, true);
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troll.fighter = Some(Fighter {
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max_hp: 30,
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base_max_hp: 30,
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hp: 30,
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defense: 2,
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power: 8,
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base_defense: 2,
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base_power: 8,
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xp: 100,
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on_death: DeathCallback::Monster,
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});
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@ -803,13 +866,29 @@ fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>, level: u32) {
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object.item = Some(Item::Confuse);
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object
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}
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Item::Equipment => {
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Item::Sword => {
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// Create a sword
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let mut object = Object::new(x, y, '/', "sword", SKY, false);
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object.item = Some(Item::Equipment);
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object.item = Some(Item::Sword);
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object.equipment = Some(Equipment {
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equipped: false,
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slot: Slot::RightHand,
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max_hp_bonus: 0,
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power_bonus: 3,
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defense_bonus: 0,
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});
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object
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}
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Item::Shield => {
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// Create a shield
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let mut object = Object::new(x, y, '[', "shield", DARKER_ORANGE, false);
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object.item = Some(Item::Shield);
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object.equipment = Some(Equipment {
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equipped: false,
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slot: Slot::LeftHand,
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max_hp_bonus: 0,
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defense_bonus: 1,
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power_bonus: 0,
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});
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object
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}
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@ -1156,7 +1235,8 @@ fn use_item(inventory_id: usize, tcod: &mut Tcod, game: &mut Game, objects: &mut
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Lightning => cast_lightning,
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Confuse => cast_confuse,
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Fireball => cast_fireball,
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Equipment => toggle_equipment,
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Sword => toggle_equipment,
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Shield => toggle_equipment,
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};
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match on_use(inventory_id, tcod, game, objects) {
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UseResult::UsedUp => {
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@ -1183,8 +1263,9 @@ fn cast_heal(
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objects: &mut [Object],
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) -> UseResult {
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// Heal the player
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if let Some(fighter) = objects[PLAYER].fighter {
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if fighter.hp == fighter.max_hp {
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let player = &mut objects[PLAYER];
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if let Some(fighter) = player.fighter {
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if fighter.hp == player.max_hp(game) {
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game.messages.add("You are already at full health.", RED);
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return UseResult::Cancelled;
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}
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@ -1192,7 +1273,7 @@ fn cast_heal(
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game
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.messages
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.add("Your wounds start to feel better!", LIGHT_VIOLET);
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objects[PLAYER].heal(HEAL_AMOUNT);
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player.heal(HEAL_AMOUNT, game);
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return UseResult::UsedUp;
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}
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UseResult::Cancelled
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@ -1496,7 +1577,7 @@ fn render_all(tcod: &mut Tcod, game: &mut Game, objects: &[Object], fov_recomput
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// Show the player's stats
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let hp = objects[PLAYER].fighter.map_or(0, |f| f.hp);
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let max_hp = objects[PLAYER].fighter.map_or(0, |f| f.max_hp);
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let max_hp = objects[PLAYER].max_hp(game);
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render_bar(
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&mut tcod.panel,
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1,
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@ -1572,10 +1653,10 @@ fn new_game(tcod: &mut Tcod) -> (Game, Vec<Object>) {
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let mut player = Object::new(0, 0, '@', "player", WHITE, true);
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player.alive = true;
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player.fighter = Some(Fighter {
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max_hp: 100,
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base_max_hp: 100,
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hp: 100,
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defense: 1,
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power: 4,
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base_defense: 1,
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base_power: 2,
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xp: 0,
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on_death: DeathCallback::Player,
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});
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@ -1591,6 +1672,18 @@ fn new_game(tcod: &mut Tcod) -> (Game, Vec<Object>) {
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dungeon_level: 1,
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};
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// Initial equipment: a dagger
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let mut dagger = Object::new(0, 0, '-', "dagger", SKY, false);
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dagger.item = Some(Item::Sword);
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dagger.equipment = Some(Equipment {
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equipped: true,
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slot: Slot::LeftHand,
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max_hp_bonus: 0,
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defense_bonus: 0,
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power_bonus: 2,
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});
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game.inventory.push(dagger);
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initialise_fov(tcod, &game.map);
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// A warm welcoming message!
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@ -1729,8 +1822,8 @@ fn next_level(tcod: &mut Tcod, game: &mut Game, objects: &mut Vec<Object>) {
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VIOLET,
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);
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let heal_hp = objects[PLAYER].fighter.map_or(0, |f| f.max_hp / 2);
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objects[PLAYER].heal(heal_hp);
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let heal_hp = objects[PLAYER].max_hp(game) / 2;
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objects[PLAYER].heal(heal_hp, game);
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game.messages.add(
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"After a rare moment of peace, you descend deeper into \
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@ -1765,9 +1858,9 @@ fn level_up(tcod: &mut Tcod, game: &mut Game, objects: &mut [Object]) {
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choice = menu(
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"Level up! Choose a stat to raise:\n",
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&[
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format!("Constitution (+ 20 HP, from {}", fighter.max_hp),
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format!("Strength (+1 attack, from {}", fighter.power),
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format!("Agility (+1 defense, from {}", fighter.defense),
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format!("Constitution (+ 20 HP, from {}", fighter.base_max_hp),
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format!("Strength (+1 attack, from {}", fighter.base_power),
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format!("Agility (+1 defense, from {}", fighter.base_defense),
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],
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LEVEL_SCREEN_WIDTH,
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&mut tcod.root,
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@ -1776,16 +1869,16 @@ fn level_up(tcod: &mut Tcod, game: &mut Game, objects: &mut [Object]) {
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fighter.xp -= level_up_xp;
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match choice.unwrap() {
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0 => {
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fighter.max_hp += 20;
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fighter.base_max_hp += 20;
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fighter.hp += 20;
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}
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1 => {
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fighter.power += 1;
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fighter.base_power += 1;
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}
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2 => {
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fighter.defense += 1;
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fighter.base_defense += 1;
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}
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_ => unreachable!(),
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}
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