def load_roomlayout():
    md = MapDS()  # empty landingpad
    with open(url + "room_layout.dat", "rb") as f:
        byte = f.read(1)
        data = []
        #count = 0
        while byte:
            data.append(struct.unpack('B', byte)[0])
            if len(data) == 4:
                md.add_room(data[:2], data[2:])
                data = []
            byte = f.read(1)
    return md
def load_roomlayout():
    md = MapDS()  # empty landingpad
    with open(url + "room_layout.dat", "rb") as f:
        byte = f.read(1)
        data = []
        # count = 0
        while byte:
            data.append(struct.unpack("B", byte)[0])
            if len(data) == 4:
                md.add_room(data[:2], data[2:])
                data = []
            byte = f.read(1)
    return md
    def __init__(self):
        threading.Thread.__init__(self)
        self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
        self.sock.bind(ADDR)
        self.done = False
        self.slots = [UserSlot() for _ in xrange(MAX_PLAYERS)]
        self.input_handlers = {"MSG": self.cmd_msg}

        print "Generating map...",
        self.map = MapDS()
        self.map.expand_room()
        print " done."
Example #4
0
    def __init__(self):
        pygame.init()

        d = pygame.display.Info()
        self.desktop_size = (d.current_w, d.current_h)
        self.size = (600, 450)  # self.ui.screen_size()

        pygame.display.set_caption("Mapper")

        self.done = False
        self.clock = pygame.time.Clock()
        self.keys = set()

        self.map = MapDS()
        self.map.expand_room()
        self.screen = pygame.display.set_mode(self.size)
        self.screen.fill((0xFF, ) * 3)
        self.last = None

        self.clicked = 0
        self.client = Client(self)
        self.ui = DungeonUI(self, None)
    def __init__(self):
        pygame.init()

        d = pygame.display.Info()
        self.desktop_size = (d.current_w, d.current_h)
        self.size = (600, 450)  # self.ui.screen_size()

        pygame.display.set_caption("Mapper")

        self.done = False
        self.clock = pygame.time.Clock()
        self.keys = set()

        self.map = MapDS()
        self.map.expand_room()
        self.screen = pygame.display.set_mode(self.size)
        self.screen.fill((0xFF, ) * 3)
        self.last = None

        self.clicked = 0
        self.client = Client(self)
        self.ui = DungeonUI(self, None)
Example #6
0
class Main:
    def __init__(self):
        pygame.init()

        d = pygame.display.Info()
        self.desktop_size = (d.current_w, d.current_h)
        self.size = (600, 450)  # self.ui.screen_size()

        pygame.display.set_caption("Mapper")

        self.done = False
        self.clock = pygame.time.Clock()
        self.keys = set()

        self.map = MapDS()
        self.map.expand_room()
        self.screen = pygame.display.set_mode(self.size)
        self.screen.fill((0xFF, ) * 3)
        self.last = None

        self.clicked = 0
        self.client = Client(self)
        self.ui = DungeonUI(self, None)

    def ui_push(self, cls):
        self.ui = cls(self, self.ui)

    def ui_pop(self):
        self.ui = self.ui.parent

    def ui_swap(self, cls):
        self.ui = cls(self, self.ui.parent)

    def stop(self):
        self.done = True

    def run(self):
        while not self.done:
            self.clock.tick(60)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.stop()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_q and pygame.key.get_mods(
                    ) & pygame.KMOD_CTRL:
                        self.stop()
                    self.keys.add(event.key)
                    self.ui.handle_key(event)
                elif event.type == pygame.KEYUP:
                    self.keys.discard(event.key)
                    self.ui.handle_key_up(event)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        self.clicked = True
                        self.ui.handle_click(event)
                    elif event.button in (4, 5):  # scrollin!
                        event.scroll_dir = event.button * 2 - 9
                        self.ui.handle_scroll(event)
                elif event.type == pygame.MOUSEBUTTONUP:
                    if event.button == 1:
                        self.clicked = False
                        self.ui.handle_click_up(event)
                elif event.type == pygame.MOUSEMOTION:
                    if event.buttons[0]:
                        self.ui.handle_drag(event)
                    else:
                        self.ui.handle_motion(event)

            self.screen.fill((0, ) * 3)
            self.ui.update()
            self.ui.reblit(self.screen, self.clock.get_time())
            pygame.display.flip()
        pygame.quit()
def load_room((rx, ry)):
    room_size = md.get_at((rx, ry))
    (x, y), (w, h) = room_size.get_rect()
    with open(room_url(x, y), "rb") as f:
        byte = f.read(1)
        room_type = ALL_ROOM_TYPES[byte]
        map_data = []
        for row in xrange(h):
            map_data.append([])
            for col in xrange(w):
                byte1 = struct.unpack('B', f.read(1))[0]
                byte2 = struct.unpack('B', f.read(1))[0]
                map_data[-1].append((byte1, byte2))
    return room_type((map_data, set()))


if __name__ == "__main__":
    print "'l' to test loading a room\n's' to test saving a room"
    do = raw_input(">")
    if do == "s":
        md = MapDS()
        md.expand_room()
        save_roomlayout(md)
    elif do == "l":
        md = load_roomlayout()
    else:
        exit()
    main = Main()
    main.map = md
    main.run()
def load_room((rx, ry)):
    room_size = md.get_at((rx, ry))
    (x, y), (w, h) = room_size.get_rect()
    with open(room_url(x, y), "rb") as f:
        byte = f.read(1)
        room_type = ALL_ROOM_TYPES[byte]
        map_data = []
        for row in xrange(h):
            map_data.append([])
            for col in xrange(w):
                byte1 = struct.unpack("B", f.read(1))[0]
                byte2 = struct.unpack("B", f.read(1))[0]
                map_data[-1].append((byte1, byte2))
    return room_type((map_data, set()))


if __name__ == "__main__":
    print "'l' to test loading a room\n's' to test saving a room"
    do = raw_input(">")
    if do == "s":
        md = MapDS()
        md.expand_room()
        save_roomlayout(md)
    elif do == "l":
        md = load_roomlayout()
    else:
        exit()
    main = Main()
    main.map = md
    main.run()
class Server(threading.Thread):
    def __init__(self):
        threading.Thread.__init__(self)
        self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
        self.sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
        self.sock.bind(ADDR)
        self.done = False
        self.slots = [UserSlot() for _ in xrange(MAX_PLAYERS)]
        self.input_handlers = {"MSG": self.cmd_msg}

        print "Generating map...",
        self.map = MapDS()
        self.map.expand_room()
        print " done."

    def cmd_restart(self):
        self.broadcast("RESTART")

    def run(self):
        self.sock.listen(MAX_PLAYERS)
        while not self.done:
            inputs = [x.conn for x in self.slots if not x.is_open()] + [self.sock]
            # blocks until someone connects or a client sends a message
            ready, _, _ = select.select(inputs, [], [], 0.5)  # filters ready connections
            for c in ready:
                if c == self.sock:    # new player
                    conn, _ = c.accept()
                    ind = self.get_next_slot()
                    if ind is None:  # out of slots, have to reject
                        print "Rejected a connection"
                        continue
                    self.slots[ind].set_connection(conn)
                    print "Connected"
                else:   # returning player's command
                    sender = self.get_sender(c)
                    message = c.recv(MAX_PACKET_LENGTH)  # am I stupid or is this just as good
                    if not message:  # close connection
                        c.close()
                        self.slots[sender].set_open()
                    else:   # a real command
                        sender = self.get_sender(c)
                        self.slots[sender].buffer += message
                        messages = self.slots[sender].parse_buffer()
                        for msg in messages:
                            self.handle_input(sender, msg)

    def handle_input(self, slot, message):
        msg = message.split(" ")
        if msg[0] not in self.input_handlers:
            print "Unknown or malformed command:", msg[0]
            return
        self.input_handlers[msg[0]](slot, msg)

    def cmd_msg(self, slot, argv):
        if argv[1][:1] == "/":
            command = argv[1][1:]
        self.broadcast(*argv[1:])

    def broadcast(self, *msg):
        for x in self.slots:
            if not x.is_open():
                x.send(*msg)

    def process_received(self, msg):
        pass

    def stop(self):
        self.done = True

    def get_sender(self, c):
        for i, x in enumerate(self.slots):
            if not x.is_open():
                if x.conn == c:
                    return i
        print "Server.get_sender: I couldn't find the guy you're looking for, this is really bad."

    def get_next_slot(self):
        for i, x in enumerate(self.slots):
            if x.is_open():
                return i
        return None
class Main:
    def __init__(self):
        pygame.init()

        d = pygame.display.Info()
        self.desktop_size = (d.current_w, d.current_h)
        self.size = (600, 450)  # self.ui.screen_size()

        pygame.display.set_caption("Mapper")

        self.done = False
        self.clock = pygame.time.Clock()
        self.keys = set()

        self.map = MapDS()
        self.map.expand_room()
        self.screen = pygame.display.set_mode(self.size)
        self.screen.fill((0xFF, ) * 3)
        self.last = None

        self.clicked = 0
        self.client = Client(self)
        self.ui = DungeonUI(self, None)

    def ui_push(self, cls):
        self.ui = cls(self, self.ui)

    def ui_pop(self):
        self.ui = self.ui.parent

    def ui_swap(self, cls):
        self.ui = cls(self, self.ui.parent)

    def stop(self):
        self.done = True

    def run(self):
        while not self.done:
            self.clock.tick(60)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.stop()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_q and pygame.key.get_mods() & pygame.KMOD_CTRL:
                        self.stop()
                    self.keys.add(event.key)
                    self.ui.handle_key(event)
                elif event.type == pygame.KEYUP:
                    self.keys.discard(event.key)
                    self.ui.handle_key_up(event)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        self.clicked = True
                        self.ui.handle_click(event)
                    elif event.button in (4, 5):  # scrollin!
                        event.scroll_dir = event.button * 2 - 9
                        self.ui.handle_scroll(event)
                elif event.type == pygame.MOUSEBUTTONUP:
                    if event.button == 1:
                        self.clicked = False
                        self.ui.handle_click_up(event)
                elif event.type == pygame.MOUSEMOTION:
                    if event.buttons[0]:
                        self.ui.handle_drag(event)
                    else:
                        self.ui.handle_motion(event)

            self.screen.fill((0, ) * 3)
            self.ui.update()
            self.ui.reblit(self.screen, self.clock.get_time())
            pygame.display.flip()
        pygame.quit()