LambdaHack-0.5.0.0: A game engine library for roguelike dungeon crawlers

Safe HaskellNone
LanguageHaskell2010

Game.LambdaHack.Common.Item

Contents

Description

Weapons, treasure and all the other items in the game. No operation in this module involves the state or any of our custom monads.

Synopsis

The Item type

data ItemId Source #

A unique identifier of an item in the dungeon.

data Item Source #

Game items in actor possesion or strewn around the dungeon. The fields jsymbol, jname and jflavour make it possible to refer to and draw an unidentified item. Full information about item is available through the jkindIx index as soon as the item is identified.

Constructors

Item 

Fields

Item discovery types

data ItemKindIx Source #

An index of the kind id of an item. Clients have partial knowledge how these idexes map to kind ids. They gain knowledge by identifying items.

Instances

Enum ItemKindIx Source # 
Eq ItemKindIx Source # 
Ord ItemKindIx Source # 
Show ItemKindIx Source # 
Ix ItemKindIx Source # 
Binary ItemKindIx Source # 
Hashable ItemKindIx Source # 

type DiscoveryKind = EnumMap ItemKindIx (Id ItemKind) Source #

The map of item kind indexes to item kind ids. The full map, as known by the server, is a bijection.

data ItemSeed Source #

A seed for rolling aspects and effects of an item Clients have partial knowledge of how item ids map to the seeds. They gain knowledge by identifying items.

type DiscoveryEffect = EnumMap ItemId ItemAspectEffect Source #

The map of item ids to item aspects and effects. The full map is known by the server.

Inventory management types

type ItemDict = EnumMap ItemId Item Source #

All items in the dungeon (including in actor inventories), indexed by item identifier.

type ItemKnown = (ItemKindIx, ItemAspectEffect) Source #

The essential item properties, used for the ItemRev hash table from items to their ids, needed to assign ids to newly generated items. All the other meaningul properties can be derived from the two. Note that jlid is not meaningful; it gets forgotten if items from different levels roll the same random properties and so are merged.