/
game.py
828 lines (709 loc) · 25.9 KB
/
game.py
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import levelgen, tiles, functions, world, draw, cache, life
import logging, random, time, var, sys, os
try:
import psyco
psyco.full()
except:
pass
if '-pygame' in sys.argv:
var.output = 'pygame'
else:
var.output = 'libtcod'
if '-server' in sys.argv:
var.server = True
else:
if var.output == 'pygame':
import pygcurse, pygame
from pygame.locals import *
pygame.font.init()
else:
import libtcodpy as libtcod
var.server = False
__release__ = None
if not __release__: __version__ = time.strftime('%m.%d.%YA')
else: __version__ = 'Release %s' % __release__
logger = logging.getLogger()
if '-debug' in sys.argv: logger.setLevel(logging.DEBUG)
else: logger.setLevel(logging.INFO)
file_formatter = logging.Formatter('%(asctime)s - %(levelname)s - %(message)s')
console_formatter = logging.Formatter('%(message)s')
if '-log' in sys.argv:
fh = logging.FileHandler(os.path.join('data','log.txt'))
fh.setLevel(logging.DEBUG)
fh.setFormatter(file_formatter)
logger.addHandler(fh)
ch = logging.StreamHandler()
ch.setLevel(logging.DEBUG)
ch.setFormatter(console_formatter)
logger.addHandler(ch)
if var.server: logging.info('Rogue Caves Server - %s' % __version__)
else: logging.info('Rogue Caves - %s' % __version__)
#Setup stuff...
#var.window_size = (100,50)
var.window_size = (100,80)
var.world_size = (300,300)
var.camera = [0,0]
var.scroll_speed = 1
var.max_fps = 20
var.tick_history = []
var.timer = 0
var.ticks = 0
var.id = 0
var.fps = 0
if '-tickrate' in sys.argv:
try: var.server_tick_rate = int(sys.argv[sys.argv.index('-tickrate')+1])
except: var.server_tick_rate = 60
else:
var.server_tick_rate = 60
var.time = 0
var.view_dist = 11
var.life = []
var.history = []
var.skill_mod = 6
var.cache = cache.cache()
var.mouse_pos = (0,0)
var.in_menu = None
var.menu_index = 0
var.menu_name = ''
var.names_female = []
var.names_male = []
var.names_female_dogs = []
var.names_male_dogs = []
var.phrases = []
var.input = {'up':False,
'down':False}
var.temp_fps = 0
var.gametime = time.time()
var.fpstime = time.time()
var.dirty = []
if not var.server and var.output=='pygame':
#Colors...
for color in var.color_codes:
pygcurse.colornames[color] = pygame.Color(var.color_codes[color][0],
var.color_codes[color][1],
var.color_codes[color][2])
#Setup
var.clock = pygame.time.Clock()
var.buffer = [[0] * var.world_size[1] for i in range(var.world_size[0])]
#Fonts...
_font = pygame.font.Font(os.path.join('data','ProggyClean.ttf'), 16)
#Surfaces...
var.window = pygcurse.PygcurseWindow(var.window_size[0],
var.window_size[1],
font=_font,
caption='RogueCaves')
var.view = pygcurse.PygcurseSurface(var.window_size[0],
var.window_size[1],
font=_font,
windowsurface=var.window._windowsurface)
var.menu = pygcurse.PygcurseSurface(var.window_size[0],
var.window_size[1]-6,
font=_font,
windowsurface=var.window._windowsurface)
var.log = pygcurse.PygcurseSurface(var.window_size[0],
var.window_size[1],
font=_font,
windowsurface=var.window._windowsurface)
#Stuff...
var.window.autoupdate = False
var.view.autoupdate = False
var.log.autoupdate = False
#Draw title
for x in range(var.window_size[0]):
for y in range(var.window_size[1]):
var.view.putchar('#',
x=x,
y=y,
fgcolor=pygame.Color((x/2)+(y),(x/2)+(y),(x/2)+(y)))
_logofile = open(os.path.join('data','logo.txt'),'r')
_y=11
for line in _logofile.readlines():
_x=-1
for char in line:
_x+=1
if char in [' ','\n']: continue
var.view.putchar(char,
x=_x,
y=_y,
fgcolor=pygame.Color((_x/2)+(_y*6),(_x/2)+(_y*6),(_x/2)+(_y*6)))
_y+=1
_logofile.close()
var.view.putchars(__version__,
x=(var.window_size[0]/2)-(len(__version__)/2),
y=20,
fgcolor='white')
var.view.update()
elif not var.server and var.output=='libtcod':
var.buffer = [[0] * var.world_size[1] for i in range(var.world_size[0])]
if '-small' in sys.argv:
libtcod.console_set_custom_font(os.path.join('data','terminal8x8_aa_tc.png'), libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
elif '-font' in sys.argv:
try:
_font = sys.argv[sys.argv.index('-font')+1]
libtcod.console_set_custom_font(_font, libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
except:
logging.error('Failed to load font!')
sys.exit()
else:
var.window_size = (80,50)
libtcod.console_set_custom_font(os.path.join('data','terminal16x16_aa_tc.png'), libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(var.window_size[0], var.window_size[1], 'Rogue Caves - %s' % __version__, False)
var.view = libtcod.console_new(var.window_size[0], var.window_size[1]-6)
var.tree = libtcod.console_new(var.window_size[0], var.window_size[1]-6)
var.splatter = libtcod.console_new(var.window_size[0], var.window_size[1]-6)
libtcod.console_set_key_color(var.splatter,libtcod.Color(0,0,0))
libtcod.console_set_key_color(var.tree,libtcod.Color(0,0,0))
var.log = libtcod.console_new(var.window_size[0], 6)
libtcod.console_set_keyboard_repeat(100,1)
libtcod.sys_set_fps(var.max_fps)
_logofile = open(os.path.join('data','logo.txt'),'r')
_y=18
for line in _logofile.readlines():
_i = 1
for char in line:
if char == '\n': continue
libtcod.console_set_char_foreground(0,_i,_y,libtcod.Color(_y*6,_y*6,_y*6))
#libtcod.console_print(0, _i, _y, char)
libtcod.console_set_char(0, _i, _y, char)
_i+=1
_y+=1
libtcod.console_print(0,(var.window_size[0]/2)-(len(__version__)/2),
28,
str(__version__))
_logofile.close()
libtcod.console_flush()
#Load dictionary files
logging.debug('Loading dictionaries')
_fnames = open(os.path.join('data','names_female.txt'),'r')
for line in _fnames.readlines():
var.names_female.append(line)
_fnames.close()
_mnames = open(os.path.join('data','names_male.txt'),'r')
for line in _mnames.readlines():
var.names_male.append(line)
_mnames.close()
_phrases = open(os.path.join('data','phrases.txt'),'r')
for line in _phrases.readlines():
_line = line.split(':')
var.phrases.append({'type':_line[0],'text':_line[1].strip()})
_phrases.close()
_mdnames = open(os.path.join('data','names_male_dogs.txt'),'r')
for line in _mdnames.readlines():
var.names_male_dogs.append(line)
_mdnames.close()
_fdnames = open(os.path.join('data','names_female_dogs.txt'),'r')
for line in _fdnames.readlines():
var.names_female_dogs.append(line)
_fdnames.close()
#Generate level
var.world = world.World(size=(var.world_size[0],var.world_size[1]),depth=5)
if '-load' in sys.argv:
var.world.load()
else:
var.world.generate()
#Gods
var.ivan = life.god()
var.ivan.name = 'Ivan'
var.ivan.purpose = 'death'
var.ivan.alignment = 'evil'
var.ivan.accepts = ['human']
#People
var.player = life.human(player=True)
var.player.name = 'flags'
var.player.z = 1
var.player.speed = 1
var.player.speed_max = 1
var.player.level = var.world.get_level(var.player.z)
var.player.pos = list(var.player.level.get_open_buildings_of_type('bar')[0]['door'])
#list(var.player.level.exits[0])
#list(var.player.level.get_open_buildings_of_type('bar')[0]['door'])
var.player.god = var.ivan
var.player.talents.append('Animal Husbandry')
var.camera = [var.player.pos[0]-(var.window_size[0]/2),var.player.pos[1]-(var.window_size[1]/2)]
if var.camera[0]<0: var.camera[0]=0
if var.camera[1]<0: var.camera[1]=0
var.camera_last = [-1,-1]
for i in range(9):
var.player.add_item_raw(21)
_i = var.player.add_item_raw(33)
var.player.equip_item(_i)
for r in range(4):
functions.generate_dog(wild=True,z=-r)
def draw_tile(tile,pos,color):
_x = pos[0]-var.camera[0]
_y = pos[1]-var.camera[1]
if var.output=='libtcod':# and var.player.level.outside:
#print var.player.level.tmap
if var.player.level.tmap[pos[0]][pos[1]]:
libtcod.console_set_char_background(var.tree,_x,_y,libtcod.Color(var.player.level.tmap[pos[0]][pos[1]],0,0), flag=libtcod.BKGND_SET)
if var.player.level.outside:
if tile.has_key('id'):
_icon = False
if var.buffer[_x][_y] == tile['id'] and var.player.level.outside: return
else: var.buffer[_x][_y] = tile['id']
elif tile.has_key('icon'):
_icon = True
if tile.has_key('limbs') and var.output=='libtcod':
for __x in xrange(-6,7):
for __y in xrange(-6,7):
if tile['limbs'][__x][__y]:
libtcod.console_set_char_background(var.tree, _x+__x, _y+__y, libtcod.Color(50,50,50), flag=libtcod.BKGND_SET)
libtcod.console_set_char_foreground(var.tree, _x+__x, _y+__y, libtcod.Color(50,50,50))
libtcod.console_set_char(var.tree, _x+__x, _y+__y, '#')
if var.buffer[_x][_y] == tile['icon'] and var.player.level.outside: return
else: var.buffer[_x][_y] = tile['icon']
var.dirty.append((_x,_y))
if isinstance(tile['icon'],unicode):
tile['icon'] = str(tile['icon'])
if var.output=='pygame':
var.view.putchar(tile['icon'],x=_x,y=_y,fgcolor=color[0],bgcolor=color[1])
else:
_color = (var.color_codes[color[0]],var.color_codes[color[1]])
if not var.player.level.outside:
libtcod.console_set_char_background(var.view, _x, _y, libtcod.Color(_color[1][0],_color[1][1],_color[1][2]), flag=libtcod.BKGND_SET)
libtcod.console_set_char_foreground(var.view, _x, _y, libtcod.Color(_color[0][0],_color[0][1],_color[0][2]))
libtcod.console_set_char(var.view, _x, _y, tile['icon'])
def draw_screen(refresh=False):
region = (0,0,var.window_size[0]+1,var.window_size[1]+1)
_starttime = time.time()
#var.view.fill('black','black',region=region)
if not var.player.level.outside:
if var.output=='pygame': var.view.setbrightness(0, region=region)
if not var.camera == var.camera_last and var.output=='libtcod':
libtcod.console_clear(var.tree)
if not var.player.level.outside:
libtcod.console_clear(var.view)
var.player.level.light(var.player.pos)
#_m.tick_lights()
var.dirty = []
if refresh:
_xrange = [var.camera[0],var.camera[0]+var.window_size[0]]
_yrange = [var.camera[1],var.camera[1]+var.window_size[1]]
if _xrange[1]>=var.player.level.size[0]:
_xrange[0]=var.player.level.size[0]-var.window_size[0]
_xrange[1]=var.player.level.size[0]
var.camera[0]=_xrange[0]
if _yrange[1]>=var.player.level.size[1]-1:
_yrange[0]=var.player.level.size[1]-var.window_size[1]
_yrange[1]=var.player.level.size[1]
var.camera[1]=_yrange[0]-1
else:
_xrange = [var.player.pos[0]-var.view_dist,var.player.pos[0]+var.view_dist]
_yrange = [var.player.pos[1]-var.view_dist,var.player.pos[1]+var.view_dist]
if _xrange[0]<0: _xrange[0]=0
if _xrange[1]>var.window_size[0]: _xrange[1]=var.window_size[0]
if _yrange[0]<0: _yrange[0]=0
if _yrange[1]>var.window_size[1]: _yrange[1]=var.window_size[1]
for x in xrange(_xrange[0],_xrange[1]):
for y in xrange(_yrange[0],_yrange[1]):
_tile = None
if var.player.level.items[x][y]:
_item = var.player.level.items[x][y][0]
_tile = var.tile_map[str(_item['tile'])].copy()
if _item['name']=='tree':
_tile['limbs'] = _item['limbs']
if _item.has_key('images'):
_tile['icon'] = _item['images'][_item['image_index']]
for life in var.life:
if life.z == var.player.z and life.pos == [x,y]:
_tile = life.icon
_tile['id'] = life.id
#if var.player.level.tmap[x][y]:
# var.player.level.tmap[x][y]-=1
if var.player.level.vmap[x][y]:
if not _tile:
_tile = var.tile_map[str(var.player.level.map[x][y])]
_tile['id'] = var.player.level.map[x][y]
_bgcolor = var.tile_map[str(var.player.level.map[x][y])]['color'][1]
if not _tile['color'][1]:
if _tile['color'][0]=='white' and _bgcolor in ['white','sand','lightsand','brown']:
draw_tile(_tile,(x,y),('black',_bgcolor))
else:
draw_tile(_tile,(x,y),(_tile['color'][0],_bgcolor))
elif _tile['color'][1]=='blue':
draw_tile(_tile,(x,y),(_tile['color'][0],'blue'))
else:
draw_tile(_tile,(x,y),_tile['color'])
#if var.player.level.tmap[x][y]:
# var.view.tint(r=var.player.level.tmap[x][y],region=(x,y,1,1))
elif var.player.level.fmap[x][y]:
if not _tile: _tile = var.tile_map[str(var.player.level.map[x][y])]
draw_tile(_tile,(x,y),('darkergray','black'))
elif refresh and var.output=='pygame':
var.view.putchar(' ',x=x,y=y,fgcolor='black',bgcolor='black')
_char = '%s the %s %s' % (var.player.name,var.player.alignment,var.player.race)
_char = '%s' % (var.player.name)
_health = 'HP: (%s\%s)' % (var.player.hp,var.player.hp_max)
_depth = 'Depth: %s' % (-var.player.z)
_skill = 'Level %s (%s\%s)' % (var.player.skill_level,var.player.xp,\
var.player.skill_level*var.skill_mod)
_thirst = 'Thirst (%s\\100)' % (var.player.thirst)
_hunger = 'Hunger (%s\\100)' % (var.player.hunger)
if var.player.level.outside:
_in_building = var.player.in_building()
if _in_building: _depth += ' (%s)' % (_in_building['name'])
if var.output=='pygame':
var.log.putchars(_char,x=0,y=var.window_size[1]-6,fgcolor='white',bgcolor='black')
var.log.putchars(_health,x=len(_char)+1,y=var.window_size[1]-6,fgcolor='green',bgcolor='black')
var.log.putchars(_depth,x=len(_char)+len(_health)+2,y=var.window_size[1]-6,fgcolor='gray',bgcolor='black')
var.log.putchars(_skill,x=len(_char)+len(_health)+len(_depth)+3,y=var.window_size[1]-6,fgcolor='white',bgcolor='black')
var.log.putchars(_thirst,x=len(_char)+len(_health)+len(_depth)+len(_skill)+4,y=var.window_size[1]-6,fgcolor='blue',bgcolor='black')
var.log.putchars(_hunger,x=len(_char)+len(_health)+len(_depth)+len(_skill)+len(_thirst)+5,y=var.window_size[1]-6,fgcolor='maroon',bgcolor='black')
var.log.putchars('FPS: %s' % str(var.fps),x=var.window_size[0]-7,y=var.window_size[1]-6,fgcolor='white')
else:
libtcod.console_clear(var.log)
libtcod.console_set_default_foreground(var.log, libtcod.white)
libtcod.console_print(var.log, 0, 0,_char)
libtcod.console_set_default_foreground(var.log, libtcod.green)
libtcod.console_print(var.log, len(_char)+1,0,_health)
libtcod.console_set_default_foreground(var.log, libtcod.grey)
libtcod.console_print(var.log, len(_char)+len(_health)+2,0,_depth)
libtcod.console_set_default_foreground(var.log, libtcod.white)
libtcod.console_print(var.log, len(_char)+len(_health)+len(_depth)+3,0,_skill)
libtcod.console_set_default_foreground(var.log, libtcod.blue)
libtcod.console_print(var.log, len(_char)+len(_health)+len(_depth)+len(_skill)+4,0,_thirst)
libtcod.console_set_default_foreground(var.log, libtcod.dark_red)
libtcod.console_print(var.log,len(_char)+len(_health)+len(_depth)+len(_skill)+len(_thirst)+5,0,_hunger)
libtcod.console_set_default_foreground(var.log, libtcod.white)
libtcod.console_print(var.log,var.window_size[0]-7,0,'FPS: %s' % str(var.fps))
#Draw health of person attacking
if var.player.in_danger:
_in_danger = '%s: %s\\%s' % (var.player.in_danger.name,
var.player.in_danger.hp,
var.player.in_danger.hp_max)
libtcod.console_set_default_foreground(var.log, libtcod.red)
libtcod.console_print(var.log,var.window_size[0]-len(_in_danger),1,_in_danger)
#TODO: Resetting colors here might help.
if var.in_menu:
var.menu.putchars(var.menu_name,x=(var.window_size[0]/2)-len(var.menu_name)/2,y=(var.window_size[1]/2)-(len(var.in_menu)/2)-4,fgcolor='white',bgcolor='black')
for item in var.in_menu:
if var.menu_index == var.in_menu.index(item):
_color = 'white'
else:
_color = 'gray'
_tile = var.tile_map[str(item['item']['tile'])]
_entry = '%s x%s (%sb)' % (item['item']['name'],item['count'],functions.get_item_price(item['item']))
_center_x = (var.window_size[0]/2)-len(var.menu_name)/2
_center_y = (var.window_size[1]/2)-(len(var.in_menu)/2)+var.in_menu.index(item)-3
var.menu.putchars(_tile['icon'],x=_center_x-1,y=_center_y,fgcolor=_tile['color'][0],bgcolor=_tile['color'][1])
var.menu.putchars(' '+_entry,x=_center_x,y=_center_y,fgcolor=_color,bgcolor='black')
_i=0
for entry in var.history:
_fgcolor = 'altgray'
if entry.count('gold'):
_fgcolor = 'gold'
elif entry.count('bronze'):
_fgcolor = 'brown'
if var.output=='pygame':
var.log.putchars(entry,
x=0,
y=var.window_size[1]-5+(_i),
fgcolor=_fgcolor,
bgcolor='black')
else:
entry = entry.replace(' %s ' % var.player.name,' you ')
if entry.startswith('You hit') or entry.startswith('You strike'):
_r = 0
_g = 250
_b = 0
elif entry.count(' you '):
_r,_g,_b = (250,0,0)
else:
_r = 200
_g = 200
_b = 200
libtcod.console_set_default_foreground(var.log, libtcod.Color(_r,_g,_b))
libtcod.console_print(var.log,0,1+_i,entry)
_i+=1
if var.output=='pygame':
if var.in_menu: var.menu.update()
else:
var.log.update()
if var.player.level.outside:
var.view.update_alt(var.dirty)
else:
var.view.update(_xrange=tuple(_xrange),_yrange=tuple(_yrange))
else:
libtcod.console_blit(var.log, 0, 0, var.window_size[0], 6, 0, 0, var.window_size[1]-6)
if not var.camera == var.camera_last:
on_scroll()
var.camera_last = var.camera[:]
libtcod.console_blit(var.splatter, 0, 0, var.window_size[0], var.window_size[1]-6, 0, 0, 0,0.4,0.7)
libtcod.console_blit(var.view, 0, 0, var.window_size[0], var.window_size[1]-6, 0, 0, 0)
libtcod.console_blit(var.tree, 0, 0, var.window_size[0], var.window_size[1]-6, 0, 0, 0,0.4,0.7)
#var.console_buffer.blit(var.view)
#print var.camera[0],var.camera[0]+var.window_size[0],
#print _map[1][var.camera[0]:var.camera[0]+var.window_size[0],var.camera[1]:var.camera[0]+var.window_size[0]]
libtcod.console_flush()
if time.time()-var.fpstime>=1:
var.fpstime=time.time()
var.fps = var.temp_fps
var.time += 1
var.temp_fps = 0
else:
var.temp_fps += 1
def on_scroll():
if not var.player.level.outside: return
_map = var.player.level.color_map
libtcod.console_fill_background(var.view,
_map[0][var.camera[1]:var.camera[1]+var.window_size[1],var.camera[0]:var.camera[0]+var.window_size[0]],
_map[1][var.camera[1]:var.camera[1]+var.window_size[1],var.camera[0]:var.camera[0]+var.window_size[0]],
_map[2][var.camera[1]:var.camera[1]+var.window_size[1],var.camera[0]:var.camera[0]+var.window_size[0]])
def tick():
_key = None
for key in var.input:
if key in ['up','down','left','right']:
if var.input[key]:
_key = key
_atime = time.time()
if time.time()-var.gametime>=1:
if var.server:
if not len(var.tick_history):
var.tick_history.append(var.ticks)
else:
#logging.debug('Ticks this frame: %s' % str(var.ticks))
var.tick_history.insert(0,var.ticks)
var.ticks = 0
if len(var.tick_history)>10: var.tick_history.pop()
var.gametime = time.time()
if var.timer>=20:
if not var.in_menu:
for level in var.world.levels:
level['level'].tick()
var.timer = 0
else:
var.timer+=1
if var.in_menu:
if var.menu_index<0: var.menu_index = len(var.in_menu)-1
if var.menu_index>len(var.in_menu)-1: var.menu_index = 0
else:
if var.player.speed or var.server:
var.player.walk(None)
for life in var.life:
life.tick()
if life.has_event('passed_out'): continue
if life.player: continue
life.walk(None)
elif not var.player.in_danger:
if _key: var.player.walk(_key)
for life in var.life:
life.tick()
if life.has_event('passed_out'): continue
if life.player: continue
life.walk(None)
elif var.player.in_danger:
if _key:
var.player.walk(_key)
for life in var.life:
life.tick()
if life.has_event('passed_out'): continue
if life.player: continue
life.walk(None)
if var.server:
var.ticks += 1
if var.ticks>=var.server_tick_rate:
time.sleep(1)
return
if var.mouse_pos == (None,None):
var.mouse_pos = (0,0)
#if not var.player.speed:
if var.player.level.outside:
draw_screen(refresh=True)
else:
draw_screen(refresh=True)
if var.output=='pygame': var.clock.tick(var.max_fps)
def get_input():
if var.output=='pygame':
for event in pygame.event.get():
if event.type == QUIT or event.type == KEYDOWN and event.key in [K_ESCAPE,K_q]:
if var.in_menu:
functions.destroy_menu(who=var.player)
else:
#var.world.save()
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_UP:
var.input['up'] = True
var.menu_index-=1
elif event.key == K_DOWN:
var.input['down'] = True
var.menu_index+=1
elif event.key == K_LEFT:
var.input['left'] = True
elif event.key == K_RIGHT:
var.input['right'] = True
elif event.key == K_RETURN:
if var.in_menu:
functions.menu_select()
else:
var.player.enter()
var.buffer = [[0] * var.world_size[1] for i in range(var.world_size[0])]
region = (0,0,var.window_size[0]+1,var.window_size[1]+1)
var.view.setbrightness(0, region=region)
draw_screen(refresh=True)
elif event.key == K_w:
var.player.place_item(21,(0,-1))
elif event.key == K_a:
var.player.place_item(21,(-1,0))
elif event.key == K_d:
var.player.place_item(21,(1,0))
elif event.key == K_s:
var.player.place_item(21,(0,1))
elif event.key == K_v:
for pos in var.player.level.real_estate:
var.view.tint(b=255,region=(pos[0],pos[1],1,1))
elif event.key == K_b:
if var.player.in_building(name='storage') and not var.in_menu:
_building_owner = var.player.level.get_room('storage')['owner']
if _building_owner and _building_owner.in_building(name='storage'):
_menu = var.player.level.get_room_items('storage')
if len(_menu):
functions.build_menu(var.player.level.get_room_items('storage'),
who=var.player,
name='Shopping (Buy)',
trading=True,
callback=var.player.buy_item)
_building_owner.say('What would you like today?')
else:
_building_owner.say('I have nothing to sell!')
elif event.key == K_n:
if var.player.in_building(name='storage') and not var.in_menu:
_building_owner = var.player.level.get_room('storage')['owner']
if _building_owner and _building_owner.in_building(name='storage'):
functions.build_menu(var.player.items,
who=var.player,
name='Shopping (Sell)',
trading=True,
callback=var.player.sell_item,
sell_to=_building_owner)
_building_owner.say('What items do you have for me?')
elif event.key == K_i:
if len(var.player.items):
functions.build_menu(var.player.items,
name='Inventory',
callback=var.player.equip_item)
elif event.key == K_p:
var.world.get_stats()
elif event.key == K_1:
var.player.teleport(1)
elif event.key == K_2:
var.player.teleport(0)
elif event.key == K_3:
var.player.teleport(-1)
elif event.key == K_4:
var.player.teleport(-2)
elif event.key == K_5:
var.player.teleport(-3)
elif event.key == K_6:
var.player.teleport(-4)
elif event.key == K_j:
logging.debug('Taking screenshot...')
pygame.image.save(var.window._windowsurface, 'screenshot.jpg')
elif event.type == KEYUP:
if event.key == K_UP:
var.input['up'] = False
elif event.key == K_DOWN:
var.input['down'] = False
elif event.key == K_LEFT:
var.input['left'] = False
elif event.key == K_RIGHT:
var.input['right'] = False
elif event.key == K_z:
var.max_fps = 20
elif event.key == K_x:
var.max_fps = 60
elif event.key == K_c:
var.max_fps = 10
elif event.key == K_v:
for pos in var.player.level.real_estate:
var.view.setbrightness(0, region=(pos[0],pos[1],1,1))
elif event.type == MOUSEMOTION:
var.mouse_pos = var.view.getcoordinatesatpixel(event.pos)
elif event.type == MOUSEBUTTONDOWN:
for life in var.life:
if life.z == var.player.z:
if [life.pos[0]-var.camera[0],life.pos[1]-var.camera[1]] == list(var.mouse_pos):
print '='*8
print life.name
print 'Task: %s' % life.task
print 'Path: %s' % life.path
print 'Path dest: %s' % str(life.path_dest)
#print 'Path type: %s' % life.path_type
print 'Position: %s' % str(life.pos)
print 'Traits: %s' % life.traits
print 'Attracted to: %s' % life.attracted_to
print 'Likes: %s' % life.likes
print 'Dislikes: %s' % life.dislikes
#print [entry for entry in life.get_top_love_interests()]
for event in life.events:
print event['what'],event['score']
print '='*8
life.build_history()
#print 'Inventory: '
#for item in life.items:
# print item
for item in var.player.level.items[var.mouse_pos[0]+var.camera[0]][var.mouse_pos[1]+var.camera[1]]:
if [item['pos'][0]-var.camera[0],item['pos'][1]-var.camera[1]] == list(var.mouse_pos):
print item
else:
key = libtcod.console_check_for_keypress(flags=libtcod.KEY_PRESSED)
if key.vk == libtcod.KEY_UP:
var.input['up']=True
else:
var.input['up']=False
if key.vk == libtcod.KEY_DOWN:
var.input['down']=True
else:
var.input['down']=False
if key.vk == libtcod.KEY_LEFT:
var.input['left']=True
else:
var.input['left']=False
if key.vk == libtcod.KEY_RIGHT:
var.input['right']=True
else:
var.input['right']=False
if key.vk == libtcod.KEY_ENTER:
if var.in_menu:
functions.menu_select()
else:
var.player.enter()
var.buffer = [[0] * var.world_size[1] for i in range(var.world_size[0])]
region = (0,0,var.window_size[0]+1,var.window_size[1]+1)
libtcod.console_clear(var.view)
draw_screen(refresh=True)
if key.c == ord('x'):
var.max_fps=60
libtcod.sys_set_fps(var.max_fps)
if key.c == ord('z'):
var.max_fps=20
libtcod.sys_set_fps(var.max_fps)
if key.c == ord('c'):
var.max_fps=10
libtcod.sys_set_fps(var.max_fps)
if key.vk in [libtcod.KEY_ESCAPE] or key.c == ord('q'):
return True
tick()
return False
#if not var.server: draw_screen()
if var.server or var.output=='pygame':
while 1:
if var.server:
try:
tick()
except KeyboardInterrupt:
logging.info('Shutting down.')
_total = 0
for entry in var.tick_history:
_total+=entry
try:
logging.info('Average FPS: %s' % str((_total/len(var.tick_history))))
except:
logging.error('Wasn\'t running long enough to find average FPS')
var.world.save()
sys.exit()
else: get_input()
else:
while not libtcod.console_is_window_closed():
if get_input(): break