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firstrl.py
1331 lines (1096 loc) · 42 KB
/
firstrl.py
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#P U R G A T O R I O
#a game by Nathaniel Berens
#based on code by Jotaf
#powered by libtcod
import libtcodpy as libtcod
import math
import textwrap
import shelve
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
MAP_WIDTH = 80
MAP_HEIGHT = 43
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
INVENTORY_WIDTH = 50
LIMIT_FPS = 20
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
NUM_FLOORS = 10
color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)
FOV_ALGO = 0 #default FOV algorithm
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 7
MAX_ROOM_MONSTERS = 3
MAX_ROOM_ITEMS = 2
HEAL_AMOUNT = 30
LIGHTNING_RANGE = 5
LIGHTNING_DAMAGE = 20
CONFUSE_NUM_TURNS = 10
CONFUSE_RANGE = 8
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 12
class Tile:
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
#all tiles start unexplored
self.explored = False
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
class Rect:
#a rectangle on the map. used to characterize a room.
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)
def intersect(self, other):
#returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#it's always represented by a character on screen.
def __init__(self, x, y, char, name, color, floor=0, blocks=False, stats=None, fighter=None, ai=None, item=None, stairs=None, door=None):
self.name = name
self.blocks = blocks
self.x = x
self.y = y
self.char = char
self.color = color
self.floor = floor
floor = current_floor
self.stats = stats
if self.stats: #let the stats component know who owns it
self.stats.owner = self
self.fighter = fighter
if self.fighter: #let the fighter component know who owns it
self.fighter.owner = self
self.ai = ai
if self.ai: #let the AI component know who owns it
self.ai.owner = self
self.item = item
if self.item: #let the item component know who owns it
self.item.owner = self
self.stairs = stairs
if self.stairs: #let the stairs component know who owns it
self.stairs.owner = self
self.door = door
if self.door: #let the stairs component know who owns it
self.door.owner = self
def move(self, dx, dy):
#check if destination tile is blocked
if not map[self.x + dx][self.y + dy].blocked:
self.x += dx
self.y += dy
def move_towards(self, target_x, target_y):
#vector from this object to the target, and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
#normalize it length 1 (preserving direction), then round it and convert to integer so the movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
#return the distance to another object
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def distance(self, x, y):
#return the distance to some coordinates
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def send_to_back(self):
#makes this object be drawn first, so all others appear above it if they're in the same tile
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
#set the color and then draw the character that represents this object at its position
libtcod.console_set_foreground_color(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
def clear(self):
#erase the character that represents this object
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
libtcod.console_put_char_ex(con, self.x, self.y, '.', libtcod.white, libtcod.desaturated_yellow)
class Stats:
#statistics for the player character
def __init__(self, plclass, ac, str, dex, con, int, fth, per, hitdie, mindmg, maxdmg):
self.plclass = plclass
self.ac = ac
self.str = str
self.dex = dex
self.con = con
self.int = int
self.fth = fth
self.per = per
self.hitdie = hitdie
self.mindmg = mindmg
self.maxdmg = maxdmg
def buff_stats(self, ac, s, d, c, i, f, p):
self.ac += ac
self.str += s
self.dex += d
self.con += c
self.int += i
self.fth += f
self.per += p
def debuff_stats(self, ac, s, d, c, i, f, p):
self.ac -= ac
self.str -= s
self.dex -= d
self.con -= c
self.int -= i
self.fth -= f
self.per -= p
class Fighter:
#combat-related properties and methods (monster, player, NPC).
def __init__(self, hp, power, defense, death_function=None):
self.max_hp = hp
self.hp = hp
self.power = power
self.defense = defense
self.death_function = death_function
def take_damage(self, damage):
#apply damage if possible
if damage > 0:
self.hp -= damage
#check for death. if there's a death function, call it
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
def attack(self, target):
if self.owner==player:
#if player, use player attack stats
hitdie = player.stats.hitdie
mindmg = player.stats.mindmg
maxdmg = player.stats.maxdmg
else:
#not player, use filler stats
hitdie = 2
mindmg = 1
maxdmg = 5
if libtcod.random_get_int(0,1,20) > hitdie:
#hit!
message('hit!')
#determine damage
damage = libtcod.random_get_int(0, mindmg, maxdmg) - target.fighter.defense
else:
#miss!
message('miss!')
damage = 0
if damage > 0:
#make the target take some damage
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def heal(self, amount):
#heal by the given amount, without going over the maximum
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
class BasicMonster:
#AI for a basic monster.
def take_turn(self):
#a basic monster takes its turn. if you can see it, it can see you
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
#move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
#close enough, attack! (if the player is still alive.)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
class ConfusedMonster:
#AI for a temporarily confused monster (reverts to previous AI after spell runs out)
def __init__(self, old_ai, num_turns=CONFUSE_NUM_TURNS):
self.old_ai = old_ai
self.num_turns = num_turns
def take_turn(self):
if self.num_turns > 0: #still confused
#move in a random direction
self.owner.move(libtcod.random_get_int(0,-1,1), libtcod.random_get_int(0,-1,1))
self.num_turns -= 1
else: #no longer confused, restore the previous AI
self.owner.ai = self.old_ai
message('The ' + self.owner.name + ' is no longer confused!', libtcod.red)
class Item:
#an item that can be picked up and used.
def __init__(self, use_function=None, equipped=False, armor=None, weapon=None):
self.use_function = use_function
self.equipped = equipped
self.armor = armor
self.weapon = weapon
def pick_up(self):
#add the player's inventory and remove from the map
if len(inventory) >= 26:
message('Your inventory is full - cannot pick up ' + self.owner.name + '.', libtcod.red)
else:
inventory.append(self.owner)
objects.remove(self.owner)
message('You picked up a ' + self.owner.name + '!', libtcod.green)
def use(self):
#just call the "use_function" if it is defined
if self.use_function is None:
message('The ' + self.owner.name + ' cannot be used.')
else:
if self.use_function() != 'cancelled':
inventory.remove(self.owner) #destroy after use, unless it was cancelled for some reason
def drop(self):
#add to the map and remove from the player's inventory. also, place it at the player's coordinates.
objects.append(self.owner)
inventory.remove(self.owner)
self.owner.x = player.x
self.owner.y = player.y
message('You dropped a ' + self.owner.name + '.', libtcod.yellow)
def equip_armor(self):
if not self.equipped:
remove_armor()
self.equipped = True
self.owner.name = self.owner.name + ' (worn)'
player.stats.buff_stats(self.armor.ac, self.armor.s, self.armor.d, self.armor.c, self.armor.i, self.armor.f, self.armor.p)
else:
self.equipped = False
self.owner.name = self.owner.name.replace(' (worn)', '')
player.stats.debuff_stats(self.armor.ac, self.armor.s, self.armor.d, self.armor.c, self.armor.i, self.armor.f, self.armor.p)
def equip_weapon(self):
#check for equipped weapons
if not self.equipped:
remove_weapons()
self.equipped = True
self.owner.name = self.owner.name + ' (wielded)'
player.stats.hitdie = self.weapon.hitdie
player.stats.mindmg = self.weapon.mindmg
player.stats.maxdmg = self.weapon.maxdmg
else:
self.equipped = False
self.owner.name = self.owner.name.replace(' (wielded)', '')
player.stats.hitdie = 0
player.stats.mindmg = 0
player.stats.maxdmg = 0
class Armor:
def __init__(self, ac=0, s=0, d=0, c=0, i=0, f=0, p=0):
self.ac = ac
self.s = s
self.d = d
self.c = c
self.i = i
self.f = f
self.p = p
class Weapon:
def __init__(self, mindmg=0, maxdmg=0, hitdie=0):
self.mindmg = mindmg
self.maxdmg = maxdmg
self.hitdie = hitdie
class Stairs:
#stairs that go up or down a floor
def __init__(self, direction=None):
self.direction = direction
class Door:
#doors that open, close, and can be locked
def __init__(self, open=False, locked=False):
self.open = open
self.locked = locked
def open_door(self):
global map, fov_recompute
self.open = True
message('You open the door.', libtcod.white)
self.owner.char = '/'
map[self.owner.x][self.owner.y].blocked = False
map[self.owner.x][self.owner.y].block_sight = False
self.owner.name = 'An open door'
self.owner.send_to_back()
fov_recompute = True
render_all()
def close_door(self):
global map, fov_recompute
self.open = False
message('You close the door.', libtcod.white)
self.owner.char = '+'
map[self.owner.x][self.owner.y].blocked = True
map[self.owner.x][self.owner.y].block_sight = True
self.owner.name = 'A closed door'
fov_recompute = True
render_all()
def create_room(room):
global map
#go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global map
#horizontal tunnel. min() and max() are used in case x1>x2
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
#vertical tunnel
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def make_map():
global map, objects, floors
#the list of objects with just the player
objects = [player]
#fill map with blocked tiles
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH)]
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
#random width and height
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
#random position without going out of the boundaries of the map
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
#Rect class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
#run through the other rooms and see if they intersect
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
#this means there are no intersections, so this room is valid
#"paint" it to the map's tiles
create_room(new_room)
#add some contents to this room, such as monsters
place_objects(new_room)
#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
if num_rooms == 0:
#this is the first room, where the player starts
player.x = new_x
player.y = new_y
#add stairs leading to the previous floor
stairs_component = Stairs(direction='up')
stairs_up = Object(new_x, new_y, '<', 'stairs leading up', libtcod.Color(223, 223, 223), stairs=stairs_component)
objects.append(stairs_up)
stairs_up.send_to_back()
else:
#all rooms after the first:
#connect it to the previous room with a tunnel
#center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()
make_door = False
#draw a coin (random number that is either 0 or 1
if libtcod.random_get_int(0, 0, 1) == 1:
#first move horizontally, then vertically
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
# if new_y > prev_y: #new room below prev room
# doorx = new_x
# doory = new_y-(h/2)
# else: #new room above room
# doorx = new_x
# doory = new_y+(h/2)
# #check for walls on either side
# if map[doorx+1][doory].blocked and map[doorx-1][doory].blocked and not map[doorx][doory].blocked:
# make_door = True
else:
#first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
# if new_x > prev_x: #new room to the right
# doorx = new_x-(w/2)
# doory = new_y
# else: #new room to the left
# doorx = new_x+(w/2)
# doory = new_y
# #check for walls on either side
# if map[doorx][doory+1].blocked and map[doorx][doory-1].blocked and not map[doorx][doory].blocked:
# make_door = True
#place a door randomly in the hall
#dice = libtcod.random_get_int(0, 0, 100)
#if dice < 10:
# if make_door:
# door_component = Door()
# door = Object(doorx, doory, '+', 'a closed door', libtcod.Color(223, 223, 223), door=door_component)
# objects.append(door)
# map[doorx][doory].blocked = True
# map[doorx][doory].block_sight = True
#finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
#place stairs in the last room
failed = True
while failed:
stairsx = libtcod.random_get_int(0, new_room.x1+1, new_room.x2-1)
stairsy = libtcod.random_get_int(0, new_room.y1+1, new_room.y2-1)
if not is_blocked(stairsx, stairsy):
failed = False
#add stairs to the center of the last generated room leading down
stairs_component = Stairs(direction='down')
stairs_down = Object(new_x, new_y, '>', 'stairs leading down', libtcod.Color(223, 223, 223), stairs=stairs_component)
objects.append(stairs_down)
stairs_down.send_to_back()
place_doors()
floors.append([map, objects])
def place_objects(room):
#choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
#choose random spot for this monster
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
if not is_blocked(x, y):
if libtcod.random_get_int(0, 0, 100) < 80: #80% chance of getting an orc
#create an orc
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green, blocks=True, fighter=fighter_component, ai=ai_component)
else:
#create a troll
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', libtcod.darker_green, blocks = True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
#choose random number of items
num_items = libtcod.random_get_int(0, 0, MAX_ROOM_ITEMS)
for i in range (num_items):
#choose random spot for this item
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if tile is not blocked
if not is_blocked(x, y):
dice = libtcod.random_get_int(0, 0, 100)
# if dice < 50:
# #create a healing potion
# item_component = Item(use_function=cast_heal)
# item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component)
# elif dice < 50 + 10:
# #create a lightning bolt scroll (10% chance)
# item_component = Item(use_function=cast_lightning)
# item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item = item_component)
# elif dice < 50+10+10:
# #create a fireball scroll (10% chance)
# item_component = Item(use_function=cast_fireball)
# item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component)
# elif dice < 50+10+10+10:
# #create a confuse scroll (10% chance)
# item_component = Item(use_function=cast_confuse)
# item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item = item_component)
# elif dice < 50+10+10+10+10+10:
# #create some leather armor (10% chance)
if dice < 50:
armor_component = Armor(ac=10, c=2, i=2)
item_component = Item(armor=armor_component)
item = Object(x, y, '[', 'leather armor', libtcod.dark_orange, item = item_component)
else:
#create a longsword (10% chance)
weapon_component = Weapon(mindmg=5, maxdmg=8, hitdie=2)
item_component = Item(weapon=weapon_component)
item = Object(x, y, ')', 'longsword', libtcod.light_blue, item = item_component)
objects.append(item)
item.send_to_back() #items appear below other objects
def place_doors():
global map, objects
#check all tiles for doorway-appropriate layout
for x in range(MAP_WIDTH):
for y in range(MAP_HEIGHT):
#check for appropriate door placement:
# # .
# .+. or #+#
# # .
#
if (map[x][y].blocked == False \
and map[x-1][y].blocked == False \
and map[x+1][y].blocked == False \
and map[x][y-1].blocked \
and map[x][y+1].blocked) \
or ( \
map[x][y].blocked == False \
and map[x][y-1].blocked == False \
and map[x][y+1].blocked == False \
and map[x-1][y].blocked \
and map[x+1][y].blocked):
#random chance of door placement: 10%
if libtcod.random_get_int(0, 0, 100) < 2:
door_component = Door()
door = Object(x, y, '+', 'a closed door', libtcod.Color(223, 223, 223), door=door_component)
objects.append(door)
map[x][y].blocked = True
map[x][y].block_sight = True
def is_blocked(x, y):
#first test the map tile
if map[x][y].blocked:
return True
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
def closest_monster(max_range):
#find closest enemy, up to a maximum range, and in teh player's FOV
closest_enemy = None
closest_dist = max_range + 1 #start with (slightly more than maximum range)
for object in objects:
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
#calculate the distance between this object and the player
dist = player.distance_to(object)
if dist < closest_dist: #it's closer, so remember it
closest_enemy = object
closest_dist = dist
return closest_enemy
def handle_keys(): #handle keyboard commands
global playerx, playery
global fov_recompute
global current_floor
#other functions
key = libtcod.console_check_for_keypress(libtcod.KEY_PRESSED)
if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
#Escape: exit game
return 'exit'
#movement keys
if game_state == 'playing':
if key.vk == libtcod.KEY_UP:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT:
player_move_or_attack(1, 0)
else:
#test for other keys
key_char = chr(key.c)
if key_char == 'g':
#pick up an item
for object in objects: #look for an item in the player's tile
if object.x == player.x and object.y == player.y and object.item:
object.item.pick_up()
break
if key_char == 'i':
#show the inventory
chosen_item = inventory_menu('Press the key next to an item to use it, or any other to cancel.\n')
if chosen_item is not None:
if chosen_item.armor:
chosen_item.equip_armor()
elif chosen_item.weapon:
chosen_item.equip_weapon()
else:
chosen_item.use()
if key_char == 'd':
#show the inventory; if an item is selected, drop it
chosen_item = inventory_menu('Press the key next to an item to (d)rop it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.drop()
if key_char == 'c':
#show the player card until player presses 'c' or 'esc'
player_card()
if key_char == 'o':
#prompt for direction and open door
open_dir == menu('(O)pen in which direction?', [], width)
if open_dir == 'North':
for object in objects:
if object.door and object.x == player.x and object.y == (player.y-1):
if object.door.open:
object.door.close_door()
else:
object.door.open_door()
break
elif open_dir == 'South':
for object in objects:
if object.door and object.x == player.x and object.y == (player.y+1):
if object.door.open:
object.door.close_door()
else:
object.door.open_door()
break
elif open_dir == 'East':
for object in objects:
if object.door and object.x == (player.x+1) and object.y == player.y:
if object.door.open:
object.door.close_door()
else:
object.door.open_door()
break
elif open_dir == 'West':
for object in objects:
if object.door and object.x == (player.x-1) and object.y == player.y:
if object.door.open:
object.door.close_door()
else:
object.door.open_door()
break
#ascending
if key_char == ',' or key_char == '<':
#move up a floor
#check if on staircase
for object in objects:
if object.stairs and player.x == object.x and player.y == object.y:
#player is on stairs
if object.stairs.direction == "up":
if current_floor==0:
message('There is no escape.', libtcod.red)
else:
#there's a floor above, so let him ascend
go_to_floor(current_floor-1)
break
elif object.stairs.direction == "down":
#player is on downward stairs
message('These stairs lead down!', libtcod.red)
break
#descending
if key_char == '.' or key_char == '>':
#move down a floor
#check if on staircase
for object in objects:
if object.stairs and player.x == object.x and player.y == object.y:
#player is on stairs
if object.stairs.direction == "down":
go_to_floor(current_floor+1)
break
elif object.stairs.direction == "up":
#player is on downward stairs
message('These stairs lead up!', libtcod.red)
break
return 'didnt-take-turn'
def get_key(key):
#return either libtcod code or character that was pressed
if key.vk == libtcod.KEY_CHAR:
return chr(key.c)
else:
return key.vk
def go_to_floor(dest):
global floors, map, objects, current_floor
if dest > (len(floors)-1):
#floor has not been generated yet, so generate it
make_map()
else:
#floor has been generated
map = floors[dest][0]
objects = floors[dest][1]
if dest < current_floor:
#ascending
for object in objects:
if object.stairs and object.stairs.direction == "down":
#find location of stairs_down from destination floor and place player there
player.x = object.x
player.y = object.y
break
elif dest > current_floor:
#descending
for object in objects:
if object.stairs and object.stairs.direction == "up":
#find location of stairs_down from destination floor and place player there
player.x = object.x
player.y = object.y
break
else:
message('Something\'s kinda weird.', libtcod.red)
current_floor = dest
initialize_fov()
def get_names_under_mouse():
#return a string with the names of all objects under the mouse
mouse = libtcod.mouse_get_status()
(x, y) = (mouse.cx, mouse.cy)
#create a list with the names of all objects at the mouse's coordinates and in FOV
names = [obj.name for obj in objects
if obj.x == x and obj.y == y and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
names = ', '.join(names) #join the names, separated by commas
return names.capitalize()
def target_tile(max_range=None):
#return the position of a tile left-clicked in player's FOV (optionally in a range), or (None, None) if right-clicked.
while True:
#render the screen. this erases the inventory and shows the names of objects under the mouse.
render_all()
libtcod.console_flush()
key = libtcod.console_check_for_keypress()
mouse = libtcod.mouse_get_status() #get mouse position and click status
(x, y) = (mouse.cx, mouse.cy)
if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and
(max_range is None or player.distance(x, y) <= max_range)):
return (x, y)
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
return (None, None) #cancel if the player right-clicked or pressed escape
def target_monster(max_range=None):
#returns a clicked monster inside FOV up to a range, or None if right-clicked
while True:
(x,y) = target_tile(max_range)
if x is None: #player cancelled
return None
#return the first clicked-monster, otherwise continue looping
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
def player_move_or_attack(dx, dy):
global fov_recompute
#the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy
#try to find an attackable object there
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
#attack if target found, move otherwise
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def player_death(player):
#the game ended!
global game_state
message('You died!', libtcod.red)
game_state = 'dead'
#for added effect, transform the player into a corpse!
player.char = '%'
player.color = libtcod.dark_red
def monster_death(monster):
#transform it into a nasty corpse! it doesn't block, can't be attacked, and doesn't move
message(monster.name.capitalize() + ' is dead!', libtcod.orange)
monster.char = '%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def cast_heal():
#heal the player
if player.fighter.hp == player.fighter.max_hp:
message('You are already at full health.', libtcod.red)
return 'cancelled'
message('Your wounds start to feel better!', libtcod.light_violet)
player.fighter.heal(HEAL_AMOUNT)
def cast_lightning():
#find closest enemy (inside a maximum range) and damage it
monster = closest_monster(LIGHTNING_RANGE)
if monster is None: #no enemy found within maximum rnage
message('No enemy is close enough to strike.', libtcod.red)
return 'cancelled'
#zap it!
message('A lightning bolt strikes the ' + monster.name + ' with a loud thunder! The damage is '
+ str(LIGHTNING_DAMAGE) + ' hit points ', libtcod.light_blue)
monster.fighter.take_damage(LIGHTNING_DAMAGE)
def cast_confuse():
#ask the player for a monster to confuse
message('Left-click an enemy to confuse it, or right-click to cancel.', libtcod.light_cyan)
monster = target_monster(CONFUSE_RANGE)
if monster is None: return 'cancelled'
#replace the monster's AI with "confused" AI; after some turns it restores old AI
old_ai = monster.ai
monster.ai = ConfusedMonster(old_ai)
monster.ai.owner = monster #tell the new component who owns it
message('The eyes of the ' + monster.name + ' look vacant as he starts to stumble around!', libtcod.light_green)
def cast_fireball():
#ask the player for a target tile to throw a fireball at
message('Left-click a target tile for the fireball, or right-click to cancel.', libtcod.light_cyan)
(x, y) = target_tile()
if x is None: return 'cancelled'
message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange)
for obj in objects: #damage every fighter in range, including the player
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
obj.fighter.take_damage(FIREBALL_DAMAGE)
def remove_armor():
global inventory
#check for equipped armor and remove it
for i in inventory:
if i.item.armor and i.item.equipped:
i.item.equipped = False
i.name = i.name.replace(' (worn)', '')
def remove_weapons():
global inventory
#check for equipped weapons and remove it
for i in inventory:
if i.item.weapon and i.item.equipped:
i.item.equipped = False
i.name = i.name.replace(' (wielded)', '')
def message(new_msg, color = libtcod.white):
#split the message if necessary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
#if the buffer is full, remove the first line to make room for the new one
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]