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basicroguelike.py
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basicroguelike.py
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import libtcodpy as libtcod
import math
import textwrap
import shelve
from Console import Console
from Panel import Panel
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
CHARACTER_SCREEN_WIDTH = 30
LEVEL_SCREEN_WIDTH = 40
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
HEAL_AMOUNT = 40
LIGHTNING_DAMAGE = 40
LIGHTNING_RANGE = 5
CONFUSE_RANGE = 8
CONFUSE_NUM_TURNS = 10
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 25
LEVEL_UP_BASE = 200
LEVEL_UP_FACTOR = 150
FOV_ALGO = 0
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
LIMIT_FPS = 20
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)
class Tile:
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
self.explored = False
if block_sight is None:
block_sight = blocked
self.block_sight = block_sight
class Rect:
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):
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
class Object:
def __init__(self, x, y, char, name, color, blocks=False,
always_visible=False, fighter=None, ai=None,
item=None, equipment=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.always_visible = always_visible
self.fighter = fighter
if self.fighter:
self.fighter.owner = self
self.ai = ai
if self.ai:
self.ai.owner = self
self.item = item
if self.item:
self.item.owner = self
self.equipment = equipment
if self.equipment:
self.equipment.owner = self
self.item = Item()
self.item.owner = self
def move(self, dx, dy):
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
def move_towards(self, target_x, target_y):
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def distance_to(self, other):
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def distance(self, x, y):
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def send_to_back(self):
global objects
objects.remove(self)
objects.insert(0, self)
def draw(self):
if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
(self.always_visible and map[self.x][self.y].explored)):
# libtcod.console_set_default_foreground(con, self.color)
# libtcod.console_put_char(con, self.x, self.y, self.char,
# libtcod.BKGND_NONE)
console.set_default_foreground(self.color)
console.write(self.x, self.y, self.char)
def clear(self):
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
# libtcod.console_put_char_ex(con, self.x, self.y, '.',
# libtcod.white, color_light_ground)
console.write_ex(self.x, self.y, '.', libtcod.white,
color_light_ground)
class Fighter:
def __init__(self, hp, defense, power, xp, death_function=None):
self.base_max_hp = hp
self.hp = hp
self.base_defense = defense
self.base_power = power
self.xp = xp
self.death_function = death_function
@property
def power(self):
bonus = sum(equipment.power_bonus for
equipment in get_all_equipped(self.owner))
return self.base_power + bonus
@property
def defense(self):
bonus = sum(equipment.defense_bonus for
equipment in get_all_equipped(self.owner))
return self.base_defense + bonus
@property
def max_hp(self):
bonus = sum(equipment.max_hp_bonus for
equipment in get_all_equipped(self.owner))
return self.base_max_hp + bonus
def attack(self, target):
damage = self.power - target.fighter.defense
if damage > 0:
print(self.owner.name.capitalize() + ' attacks ' +
target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
print(self.owner.name.capitalize() + ' attacks ' +
target.name + ' but it has no effect.')
def take_damage(self, damage):
if damage > 0:
self.hp -= damage
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
if self.owner != player:
player.fighter.xp += self.xp
def heal(self, amount):
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
class BasicMonster:
def take_turn(self):
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
class ConfusedMonster:
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:
self.owner.move(libtcod.random_get_int(0, -1, 1),
libtcod.random_get_int(0, -1, 1))
self.num_turns -= 1
else:
self.owner.ai = self.old_ai
message('The ' + self.owner.name +
' is no longer confused.', libtcod.red)
class Item:
def __init__(self, use_function=None):
self.use_function = use_function
def pick_up(self):
if len(inventory) >= 26:
message('Your inventory is full, you 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)
equipment = self.owner.equipment
if equipment and get_equipped_in_slot(equipment.slot) is None:
equipment.equip()
def drop(self):
if self.owner.equipment:
self.owner.equipment.dequip()
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 use(self):
if self.owner.equipment:
self.owner.equipment.toggle_equip()
return
if self.use_function is None:
message('The ' + self.owner.name + ' cannot be used.')
else:
if self.use_function() != 'cancelled':
inventory.remove(self.owner)
class Equipment:
def __init__(self, slot, power_bonus=0, defense_bonus=0, max_hp_bonus=0):
self.power_bonus = power_bonus
self.defense_bonus = defense_bonus
self.max_hp_bonus = max_hp_bonus
self.slot = slot
self.is_equipped = False
def toggle_equip(self):
if self.is_equipped:
self.dequip()
else:
self.equip()
def equip(self):
old_equipment = get_equipped_in_slot(self.slot)
if old_equipment is not None:
old_equipment.dequip()
self.is_equipped = True
message('Equipped ' + self.owner.name + ' on ' +
self.slot + '.', libtcod.light_green)
def dequip(self):
if not self.is_equipped:
return
self.is_equipped = False
message('Dequipped ' + self.owner.name + ' from ' +
self.slot + '.', libtcod.yellow)
def get_equipped_in_slot(slot):
for obj in inventory:
if (obj.equipment and obj.equipment.slot == slot and
obj.equipment.is_equipped):
return obj.equipment
def get_all_equipped(obj):
if obj == player:
equipped_list = []
for item in inventory:
if item.equipment and item.equipment.is_equipped:
equipped_list.append(item.equipment)
return equipped_list
else:
return []
def is_blocked(x, y):
if map[x][y].blocked:
return True
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
def create_room(room):
global map
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
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
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, stairs
objects = [player]
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):
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
new_room = Rect(x, y, w, h)
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
create_room(new_room)
place_objects(new_room)
(new_x, new_y) = new_room.center()
if num_rooms == 0:
player.x = new_x
player.y = new_y
else:
(prev_x, prev_y) = rooms[num_rooms - 1].center()
if libtcod.random_get_int(0, 0, 1) == 1:
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
rooms.append(new_room)
num_rooms += 1
stairs = Object(new_x, new_y, '<', 'stairs',
libtcod.white, always_visible=True)
objects.append(stairs)
stairs.send_to_back()
def random_choice_index(chances):
dice = libtcod.random_get_int(0, 1, sum(chances))
running_sum = 0
choice = 0
for w in chances:
running_sum += w
if dice <= running_sum:
return choice
choice += 1
def random_choice(chances_dict):
chances = chances_dict.values()
strings = chances_dict.keys()
return strings[random_choice_index(chances)]
def from_dungeon_level(table):
for (value, level) in reversed(table):
if dungeon_level >= level:
return value
return 0
def place_objects(room):
max_monster = from_dungeon_level([[2, 1], [3, 4], [5, 6]])
monster_chances = {}
monster_chances['orc'] = 80
monster_chances['troll'] = from_dungeon_level([[15, 3], [30, 5], [60, 7]])
max_items = from_dungeon_level([[1, 1], [2, 4]])
item_chances = {}
item_chances['heal'] = 35
item_chances['lightning'] = from_dungeon_level([[25, 4]])
item_chances['fireball'] = from_dungeon_level([[25, 6]])
item_chances['confuse'] = from_dungeon_level([[10, 2]])
item_chances['sword'] = from_dungeon_level([[5, 4]])
item_chances['shield'] = from_dungeon_level([[15, 8]])
num_monsters = libtcod.random_get_int(0, 0, max_monster)
for i in range(num_monsters):
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
if not is_blocked(x, y):
choice = random_choice(monster_chances)
if choice == 'orc':
fighter_component = Fighter(hp=10, defense=0, power=3, xp=35,
death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component,
ai=ai_component)
elif choice == 'troll':
fighter_component = Fighter(hp=16, defense=1, power=4, xp=100,
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)
num_items = libtcod.random_get_int(0, 0, max_items)
for i in range(num_items):
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
if not is_blocked(x, y):
choice = random_choice(item_chances)
if choice == 'heal':
item_component = Item(use_function=cast_heal)
item = Object(x, y, '!', 'healing potion',
libtcod.violet, item=item_component)
elif choice == 'lightning':
item_component = Item(use_function=cast_lightning)
item = Object(x, y, '#', 'scroll of lightning bolt',
libtcod.light_yellow, item=item_component)
elif choice == 'fireball':
item_component = Item(use_function=cast_fireball)
item = Object(x, y, '#', 'scroll of fireball',
libtcod.light_yellow, item=item_component)
elif choice == 'confuse':
item_component = Item(use_function=cast_confuse)
item = Object(x, y, '#', 'scroll of confusion',
libtcod.light_yellow, item=item_component)
elif choice == 'sword':
equipment_component = Equipment(slot='right hand',
power_bonus=3)
item = Object(x, y, '/', 'sword', libtcod.sky,
equipment=equipment_component)
elif choice == 'shield':
equipment_component = Equipment(slot='right hand',
defense_bonus=1)
item = Object(x, y, '[', 'shield', libtcod.darker_orange,
equipment=equipment_component)
objects.append(item)
item.send_to_back()
item.always_visible = True
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
bar_width = int(float(value) / maximum * total_width)
# libtcod.console_set_default_background(panel, back_color)
# libtcod.console_rect(panel, x, y, total_width, 1,
# False, libtcod.BKGND_SCREEN)
panel.set_default_background(back_color)
panel.color_rect(x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
# libtcod.console_set_default_background(panel, bar_color)
panel.set_default_background(bar_color)
if bar_width > 0:
# libtcod.console_rect(panel, x, y, bar_width, 1,
# False, libtcod.BKGND_SCREEN)
panel.color_rect(x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
# libtcod.console_set_default_foreground(panel, libtcod.white)
# libtcod.console_print_ex(panel, x + total_width / 2, y,
# libtcod.BKGND_NONE, libtcod.CENTER,
# name + ': ' + str(value) + '/' + str(maximum))
panel.set_default_foreground(libtcod.white)
panel.write(x + total_width / 2, y,
name + ': ' + str(value) + '/' + str(maximum),
align=libtcod.CENTER)
def get_name_under_mouse():
global mouse
(x, y) = (mouse.cx, mouse.cy)
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)
return names.capitalize()
def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute
if fov_recompute:
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y,
TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
if map[x][y].explored:
if wall:
# libtcod.console_put_char_ex(con, x, y, '#',
# libtcod.white,
# color_dark_wall)
console.write_ex(x, y, '#', libtcod.white,
color_dark_wall)
else:
# libtcod.console_put_char_ex(con, x, y, '.',
# libtcod.white,
# color_dark_ground)
console.write_ex(x, y, '.', libtcod.white,
color_dark_ground)
else:
if wall:
# libtcod.console_put_char_ex(con, x, y, '#',
# libtcod.white,
# color_light_wall)
console.write_ex(x, y, '#', libtcod.white,
color_light_wall)
else:
# libtcod.console_put_char_ex(con, x, y, '.',
# libtcod.white,
# color_light_ground)
console.write_ex(x, y, '.', libtcod.white,
color_light_ground)
map[x][y].explored = True
for object in objects:
if object != player:
object.draw()
player.draw()
# libtcod.console_blit(con, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
console.blit()
# libtcod.console_set_default_background(panel, libtcod.black)
# libtcod.console_clear(panel)
panel.set_default_background(libtcod.black)
panel.clear
y = 1
for (line, color) in game_msgs:
# libtcod.console_set_default_foreground(panel, color)
# libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE,
# libtcod.LEFT, line)
panel.set_default_foreground(color)
panel.write(MSG_X, y, line)
y += 1
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp,
player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)
# libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT,
# 'Dungeon level ' + str(dungeon_level))
panel.write(1, 3, 'Dungeon level ' + str(dungeon_level))
# libtcod.console_set_default_foreground(con, libtcod.white)
# libtcod.console_print_ex(0, 1, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE,
# libtcod.LEFT, 'HP: ' + str(player.fighter.hp) +
# '/' + str(player.fighter.max_hp))
console.set_default_foreground(libtcod.white)
root.write(1, SCREEN_HEIGHT - 2, 'HP: ' + str(player.fighter.hp) +
'/' + str(player.fighter.max_hp))
# libtcod.console_set_default_foreground(panel, libtcod.light_gray)
# libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT,
# get_name_under_mouse())
panel.set_default_foreground(libtcod.light_gray)
panel.write(1, 0, get_name_under_mouse())
# libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT,
# 0, 0, PANEL_Y)
panel.blit(w=SCREEN_WIDTH, h=PANEL_HEIGHT, ydst=PANEL_Y)
def message(new_msg, color=libtcod.white):
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
game_msgs.append((line, color))
def player_move_or_attack(dx, dy):
global fov_recompute
x = player.x + dx
y = player.y + dy
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def menu(header, options, width):
if len(options) > 26:
raise ValueError('Cannot have a menu with more than 26 options')
# header_height = libtcod.console_get_height_rect(con, 0, 0, width,
# SCREEN_HEIGHT, header)
header_height = libtcod.console_get_height_rect(console.body, 0, 0, width,
SCREEN_HEIGHT, header)
if header == '':
header_height = 0
height = len(options) + header_height
# window = libtcod.console_new(width, height)
window = Panel(0, 0, width, height)
# libtcod.console_set_default_foreground(window, libtcod.white)
# libtcod.console_print_rect_ex(window, 0, 0, width, height,
# libtcod.BKGND_NONE, libtcod.LEFT, header)
window.set_default_foreground(libtcod.white)
window.write_wrap_ex(0, 0, width, height, header, libtcod.LEFT)
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
# libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE,
# libtcod.LEFT, text)
window.write(0, y, text)
y += 1
letter_index += 1
x = SCREEN_WIDTH / 2 - width / 2
y = SCREEN_HEIGHT / 2 - height / 2
# libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
window.x = x
window.y = y
window.blit(bfade=0.7)
# libtcod.console_flush()
root.flush
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and key.lalt:
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
index = key.c - ord('a')
if index >= 0 and index < len(options):
return index
return None
def inventory_menu(header):
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
options = []
for item in inventory:
text = item.name
if item.equipment and item.equipment.is_equipped:
text = text + ' (on ' + item.equipment.slot + ')'
options.append(text)
index = menu(header, options, INVENTORY_WIDTH)
if index is None or len(inventory) == 0:
return None
return inventory[index].item
def msgbox(text, width=50):
menu(text, [], width)
def handle_keys():
global key
if key.vk == libtcod.KEY_ENTER and key.lalt:
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return 'exit'
if game_state == 'playing':
if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
player_move_or_attack(1, 0)
elif key.vk == libtcod.KEY_HOME or key.vk == libtcod.KEY_KP7:
player_move_or_attack(-1, -1)
elif key.vk == libtcod.KEY_PAGEUP or key.vk == libtcod.KEY_KP9:
player_move_or_attack(1, -1)
elif key.vk == libtcod.KEY_END or key.vk == libtcod.KEY_KP1:
player_move_or_attack(-1, 1)
elif key.vk == libtcod.KEY_PAGEDOWN or key.vk == libtcod.KEY_KP3:
player_move_or_attack(1, 1)
elif key.vk == libtcod.KEY_KP5:
pass
else:
key_char = chr(key.c)
if key_char == 'g':
for object in objects:
if object.x == player.x and \
object.y == player.y and object.item:
object.item.pick_up()
break
if key_char == 'i':
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:
chosen_item.use()
if key_char == 'd':
chosen_item = inventory_menu('Press the key next to an ' +
'to drop it, or any ' +
'other to cancel.\n')
if chosen_item is not None:
chosen_item.drop()
if key_char == 'c':
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
msgbox('Character information\n\nLevel: ' + str(player.level) +
'\nExperiance: ' + str(player.fighter.xp) +
'\nExperiance to level up: ' + str(level_up_xp) +
'\nMaximum HP: ' + str(player.fighter.max_hp) +
'\nAttack: ' + str(player.fighter.power) +
'\nDefense: ' + str(player.fighter.defense),
CHARACTER_SCREEN_WIDTH)
if key_char == '<':
if stairs.x == player.x and stairs.y == player.y:
next_level()
return 'didnt-take-turn'
def check_level_up():
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
if player.fighter.xp >= level_up_xp:
player.level += 1
player.fighter.xp -= level_up_xp
message('Your battle skills grow stronger. You reached level ' +
str(player.level) + '.', libtcod.yellow)
choice = None
while choice is None:
choice = menu('Level up! Choose a stat to raise:\n',
['Constitution (+20 HP, from ' +
str(player.fighter.max_hp) + ')',
'Strength (+1 attack, from ' +
str(player.fighter.power) + ')',
'Agility (+1 defense, from ' +
str(player.fighter.defense) + ')'],
LEVEL_SCREEN_WIDTH)
if choice == 0:
player.fighter.max_hp += 20
player.fighter.hp += 20
elif choice == 1:
player.fighter.power += 1
elif choice == 2:
player.fighter.defense += 1
def player_death(player):
global game_state
print('you died.')
game_state = 'dead'
player.char = '%'
player.color = libtcod.dark_red
def monster_death(monster):
message('The ' + monster.name + ' is dead. You gain ' +
str(monster.fighter.xp) + ' experiance points.',
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 target_tile(max_range=None):
global key, mouse
while True:
# libtcod.console_flush()
root.flush
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS |
libtcod.EVENT_MOUSE, key, mouse)
render_all()
(x, y) = (mouse.cx, mouse.cy)
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
return (None, None)
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)
def target_monster(max_range=None):
while True:
(x, y) = target_tile(max_range)
if x is None:
return None
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
def closest_monster(max_range):
closest_enemy = None
closest_dist = max_range + 1
for object in objects:
if object.fighter and not object == player and \
libtcod.map_is_in_fov(fov_map, object.x, object.y):
dist = player.distance_to(object)
if dist < closest_dist:
closest_enemy = object
closest_dist = dist
return closest_enemy
def cast_heal():
if player.fighter.hp == player.fighter.max_hp:
message('You are already at full health.', libtcod.red)
return 'cancel'
message('Your wounds start to feel better.', libtcod.light_violet)
player.fighter.heal(HEAL_AMOUNT)
def cast_lightning():
monster = closest_monster(LIGHTNING_RANGE)
if monster is None:
message('No enemy is close enough to strike.', libtcod.red)
return 'cancelled'
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_fireball():
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:
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 cast_confuse():
monster = closest_monster(CONFUSE_RANGE)
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'
old_ai = monster.ai
monster.ai = ConfusedMonster(old_ai)
monster.ai.owner = monster
message('The eyes of the ' + monster.name +
' look vacant, as he starts to stumble around.',
libtcod.light_green)
def save_game():
file = shelve.open('savegame.save', 'n')
file['map'] = map
file['objects'] = objects
file['player_index'] = objects.index(player)
file['inventory'] = inventory
file['game_msgs'] = game_msgs
file['game_state'] = game_state
file['stairs_index'] = objects.index(stairs)
file['dungeon_level'] = dungeon_level
file.close()
def load_game():
global map, objects, player, stairs, inventory, game_msgs, \
game_state, dungeon_level
file = shelve.open('savegame.save', 'r')
map = file['map']
objects = file['objects']
player = objects[file['player_index']]
inventory = file['inventory']
game_msgs = file['game_msgs']
game_state = file['game_state']
stairs = objects[file['stairs_index']]
dungeon_level = file['dungeon_level']
file.close()
initialize_fov()
def new_game():
global player, inventory, game_msgs, game_state, dungeon_level