Exemple #1
0
def wear_item():
    if action.has_dialog == 1: return 0
    if curr_item >= inv_width * inv_height:
        rm_equip()
        return 0

    try:
        item_value = item.inv[curr_item]
    except IndexError:
        return 0

    if item_value == -1: return
    #put the equip slot into item_loc
    item_loc = item.item[item_value].type

    #if item is equipment
    if item_loc < 6:
        #trade the item and whatever's in the equip slot
        temp = player.equip[item_loc]
        player.equip[item_loc] = item_value
        item.drop_inv_item(curr_item)
        item.take_inv_item(temp)
        main.print_message("You equip yourself with your " +
                           item.item[player.equip[item_loc]].name + ".")
        player.reset_stats()
        if cur_button == 0:
            refresh_use()
        elif cur_button == 1:
            refresh_equip()
    refresh_stat_display()
Exemple #2
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def rm_equip():
    if action.has_dialog == 1: return 0
    #Curr_item is the current location in the equipment canvas.
    #The missing numbers in this sequence are the blank spots in the display.
    sel_equipment = -1
    c_item = curr_item - inv_width * inv_height
    if c_item == 1:
        sel_equipment = 3
    elif c_item == 2:
        sel_equipment = 4
    elif c_item == 3:
        sel_equipment = 0
    elif c_item == 4:
        sel_equipment = 1
    elif c_item == 5:
        sel_equipment = 2
    elif c_item == 7:
        sel_equipment = 5
    if sel_equipment == -1: return 0

    if player.equip[sel_equipment] != -1:
        if -1 != item.take_inv_item(player.equip[sel_equipment]):
            main.print_message("You take off your " +
                               item.item[player.equip[sel_equipment]].name)
            player.equip[sel_equipment] = -1
    player.reset_stats()
    refresh_equip()
    refresh_stat_display()
Exemple #3
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def monster_hurt(i, damage):
    monster_list[i].hp = monster_list[i].hp - damage
    if damage > 0:
        monster_slashed(i, damage)
        main.print_message("The " + monster_list[i].name + " is hit for " +
                           str(damage) + " damage")
    #you kill it?
    if monster_list[i].hp <= 0:
        monster_dead(i)
        return 1
    return 0
Exemple #4
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def attack_monster(i, attack_power):
    if i == -1: return
    global cur_mon_hp
    #find the damage done
    global num_dice
    damage = g.die_roll(num_dice, attack_power + 2)
    damage = damage - g.die_roll(1, monster_list[i].defense + 2)
    if damage > 0:
        if monster_hurt(i, damage) == 1:
            return 0
    else:
        main.print_message("You miss the " + monster_list[i].name + ".")
Exemple #5
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def test_print_message(capsys):
    try:
        main.print_message()
        out, err = capsys.readouterr()
        print(f"The output: {type(out)} and the error: {type(err)}")
        if out == 'look at me I am coding\n':
            assert "look at me I am coding" == "a different message", 'You should change the message'
        print("\n")
        print(out)
    except SyntaxError:
        assert ('An invalid syntax' == 'Some words surrounded by quotes'
                ), "Check your message for quotation marks"
Exemple #6
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def monster_dead(i):
    global active_button
    #make the display look better
    monster_list[i].hp = 0
    #add info to listbox_move; add gold and xp
    main.print_message("The " + monster_list[i].name + " dies.")

    if len(monster_list[i].on_death) == 0:
        gold = monster_list[i].gold
        player.give_stat("gold", gold)
        main.print_message("You find " + str(gold) + " " +
                           g.gold_name.lower() + ",")

        exp = monster_list[i].exp
        main.print_message("and get " + str(exp) + " " + g.exp_name.lower() +
                           ".")
        player.add_exp(exp)
    else:
        action.activate_lines(g.xgrid, g.ygrid, g.zgrid,
                              monster_list[i].on_death)

    #finish up
    if can_leave() == 1:
        g.break_one_loop += 1
        #		main.canvas_map.delete("battle")
        #		back_to_main.set("2")
        g.cur_window = "main"
        global did_run
        did_run = 0
    else:
        for i in range(len(monster_list)):
            if monster_list[i].hp > 0:
                active_button = i
                break
        refresh()
Exemple #7
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def sell_item():
    if curr_focus != 0: return 0
    if curr_item > len(item.inv): return 0
    if item.inv[curr_item] == -1: return 0

    if item.item[item.inv[curr_item]].price == 0:
        main.print_message("You feel attached to your " +
                           item.item[item.inv[curr_item]].name)
        return 0
    #give the player money
    #note that all stores have a 5 year, money-back guarantee,
    #and accept returns from other stores as well.
    #This means there is no need to doublecheck intent. ;)
    #FIXME: this is no longer true since gems aren't paid for
    #full value anywhere but the gem shop
    #print g.shops[store_num].name
    if (item.item[item.inv[curr_item]].type == 14
            and g.shops[store_num].name == "a Gem Shop"):
        main.print_message(
            "The Gem Shop owner is happy to pay the true value of your gems.")
        player.give_stat("gold", item.item[item.inv[curr_item]].price)
    else:
        player.give_stat("gold", item.item[item.inv[curr_item]].value)

    main.print_message("You sell your " + item.item[item.inv[curr_item]].name +
                       ".")

    #remove the item
    item.drop_inv_item(curr_item)
    #refresh_inv()
    refresh_shop()
    show_details()
Exemple #8
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def runaway(force_success=False):
    global run_attempts
    global did_run
    clear_slashes()
    #leave/quit
    if can_leave() == 1:
        g.break_one_loop += 1
    #Attempt to run. Testers get better chance.
    else:
        if (g.die_roll(1, 10 + run_attempts) > 7) or \
                ((player.name == "testing123" and g.die_roll(1, 10) > 5)) or \
                (force_success):
            main.print_message("You coward! You ran away from the " +
                               monster.monster_groups[mon_index].name + ".")
            did_run = 1
            g.break_one_loop += 1
        else:
            run_attempts += 1
            main.print_message("You fail to run away.")
            attack_player()
            refresh()
            return 0
Exemple #9
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def use_item(item_index=-1):
    #	if action.has_dialog == 1: return 0
    if item_index == -1:
        if curr_item >= len(item.inv) or item.inv[curr_item] == -1:
            return 0

        #put the item[] index of the item into item_value
        try:
            item_value = item.inv[curr_item]
        except IndexError:
            return 0

        #put the equip slot into item_loc
        item_loc = item.item[item_value].type
        #if equipment
        if item_loc < 6:
            wear_item()
            return
        if item_loc == 15:
            return
        main.print_message("You use your " + item.item[item_value].name)
    else:
        item_value = item_index
        item_loc = item.item[item_index].type
    #if item is healing
    if item_loc == 11:
        #heal the player, delete the item
        player.give_stat("hp", item.item[item_value].quality)
        if item_index == -1:
            item.drop_inv_item(curr_item)
    if item_loc == 16 or item_loc == 17:
        if action.activate_lines(g.xgrid, g.ygrid, g.zgrid,
                                 item.item[item_value].scripting) == 1:
            if item_index == -1:
                item.drop_inv_item(curr_item)

    if item_index == -1:
        refresh_use()
        refresh_stat_display()
Exemple #10
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def drop_item():
    if action.has_dialog == 1: return 0
    if curr_item >= len(item.inv) or item.inv[curr_item] == -1:
        return 0
    try:
        item_to_delete = item.find_inv_item(item.inv[curr_item])
    except IndexError:
        return 0

    if item.item[item.inv[item_to_delete]].price == 0 and \
                    item.item[item.inv[item_to_delete]].value == 0:
        main.print_message("You feel attached to your " +
                           item.item[item.inv[item_to_delete]].name)
        return 0
    #the inv[] location of the item is now in item_to_delete.
    #Ask if the player really wants to drop it.

    #	main.canvas_map.unbind("<ButtonRelease-1>")
    #	main.canvas_map.unbind("<Motion>")

    tmp_surface = pygame.Surface((300, 200))
    tmp_surface.blit(g.screen, (0, 0), (170, 140, 300, 200))
    if main.show_yesno("Drop your " +
                       item.item[item.inv[item_to_delete]].name + "?"):
        g.screen.blit(tmp_surface, (170, 140))
        main.print_message("You drop your " +
                           item.item[item.inv[curr_item]].name)

        # add dropped item to map
        g.maps[g.zgrid].additem(item.item[item.inv[item_to_delete]].name,
                                g.xgrid, g.ygrid)

        #remove the item from inventory
        item.drop_inv_item(curr_item)
    else:
        g.screen.blit(tmp_surface, (170, 140))
    main.refresh_tile(g.xgrid, g.ygrid, g.zgrid)
    g.cur_window = "inventory_drop"
    refresh_drop()
Exemple #11
0
def buy_item():
    if curr_focus != 1: return 0
    if curr_item >= len(g.shops[store_num].itemlist): return 0

    if (g.shops[store_num].itemlist[curr_item].buytype == "gold"):
        #if enough gold
        if int(g.shops[store_num].itemlist[curr_item].cost) <= int(
                player.gold):
            #if no actions were given
            if (len(g.shops[store_num].itemlist[curr_item].actions) == 0):
                #if given successfully.
                if (main.action.run_command(
                        0, 0, 0, "item(\"" +
                        g.shops[store_num].itemlist[curr_item].item_name +
                        "\")") == 1):
                    main.print_message(
                        "You buy a " +
                        g.shops[store_num].itemlist[curr_item].item_name + ".")
                    player.give_stat(
                        "gold",
                        -1 * int(g.shops[store_num].itemlist[curr_item].cost))
                else:  #not enough room
                    main.print_message("Your inventory is full.")
            else:
                temp = main.action.activate_lines(
                    0, 0, 0, g.shops[store_num].itemlist[curr_item].actions)
                if temp == 1:
                    player.give_stat(
                        "gold",
                        -1 * int(g.shops[store_num].itemlist[curr_item].cost))
    else:  #skillpoints
        #if enough skillpoints
        if int(g.shops[store_num].itemlist[curr_item].cost) <= \
                int(player.skillpoints):
            #if no actions were given
            if (len(g.shops[store_num].itemlist[curr_item].actions) == 0):
                #if given successfully.
                if (main.action.run_command(
                        0, 0, 0, "item(\"" +
                        g.shops[store_num].itemlist[curr_item].item_name +
                        "\")") == 1):
                    main.print_message(
                        "You buy a " +
                        g.shops[store_num].itemlist[curr_item].item_name + ".")
                    player.give_stat(
                        "skillpoints",
                        -1 * int(g.shops[store_num].itemlist[curr_item].cost))
            else:
                temp = main.action.activate_lines(
                    0, 0, 0, g.shops[store_num].itemlist[curr_item].actions)
                if temp == 1:
                    player.give_stat(
                        "skillpoints",
                        -1 * int(g.shops[store_num].itemlist[curr_item].cost))

    #refresh_inv()
    refresh_shop()
    show_details()
Exemple #12
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def attack_player_per_monster(i):
    damage = g.die_roll(1, monster_list[i].attack + 2)
    damage = damage - g.die_roll(1, player.adj_defense + 2)
    if damage > 0:
        main.print_message("The " + monster_list[i].name + " hits you for " +
                           str(damage) + " damage.")
        player.give_stat("hp", -1 * damage)
        monster_slashed("h", damage)
        #you dead yet?
        if player.hp <= 0:
            player.hp = 0
            main.print_message("The " + monster_list[i].name + " kills you.")
            cur_button = 1
            refresh()
            refresh_buttons()

    elif monster_list[i].hp > 0:
        main.print_message("The " + monster_list[i].name + " misses you.")
Exemple #13
0
def useskill(skill_index, free_skill=0):
    global active_button
    #don't do anything if monster is dead.
    if can_leave() == 1:
        return 0

    clear_slashes()

    #sanity checks
    if skill_index >= len(player.skill): return 0

    if free_skill == 0:
        if player.skill[skill_index][5] == 0: return 0
        if player.skill[skill_index][2] > player.ep: return 0
        if player.skill[skill_index][1] == 5: return 0

    #actually use the skill.
    if player.skill[skill_index][1] == 0:  #rage
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        main.print_message("You fly into a rage.")
        #increase attack ability
        player.give_stat("adj_attack", (1 + int(player.level) / 4))
        main.refresh_bars()
        main.refresh_inv_icon()
        attack_player()

    elif player.skill[skill_index][1] == 1:  #Sneak away
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        global run_attempts
        if g.die_roll(1, 10 + int(player.level) + run_attempts) > 4:
            runaway(True)
            global did_run
            did_run = 1
        else:
            run_attempts += 3
            main.print_message("You fail to sneak away.")
            attack_player()
    elif player.skill[skill_index][1] == 2:  #Frenzy
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        mon_num = select_monster()
        for i in range(2 + int(player.level) / 4):
            if monster_list[mon_num].hp < 1:
                mon_num = select_monster()
            if mon_num == -1: return 0
            attack_monster(mon_num, player.adj_attack)
            if can_leave() == 1:
                break
            active_button = -1
            monster_mouse_move((0, 0))
            refresh()
        if can_leave() == 0: attack_player()
    elif player.skill[skill_index][1] == 3:  #Dismember
        if free_skill == 0:
            #pay for the skill
            player.give_stat("ep", -1 * player.skill[skill_index][2])
        mon_num = select_monster()
        if mon_num == -1: return 0
        damage = (player.adj_attack)
        monster_hurt(mon_num, damage)
        if can_leave() == 0:
            attack_player()
    elif player.skill[skill_index][1] == 4 or \
                    player.skill[skill_index][1] == 6:  #Scripted
        #If the scripting ends with an "end" command,
        if action.activate_lines(g.xgrid, g.ygrid, g.zgrid,
                                 player.skill[skill_index][6]) == 1:
            if free_skill == 0:
                #pay for the skill
                player.give_stat("ep", -1 * player.skill[skill_index][2])
        if can_leave() == 0:
            attack_player()
        main.refresh_bars()

    if can_leave() == 1:
        inv.leave_inner()
        return 0
    active_button = -1
    monster_mouse_move((0, 0))
    refresh()

    #replace the cursor
    if free_skill == 0:
        inv.leave_inner()
        refresh_buttons()
Exemple #14
0
def useitem(item_index, leave_item=0):
    global active_button
    #don't do anything if battle is over.
    if can_leave() == 1 or item_index == -1:
        return 0
    clear_slashes()
    item_value = item_index
    item_type = g.item.item[item_value].type

    #if item is healing
    if item_type == 11:
        #heal the player, delete the item
        player.give_stat("hp", g.item.item[item_value].quality)
        main.print_message("You are healed for " +
                           str(g.item.item[item_value].quality) + " " +
                           g.hp_name + ".")
        if leave_item == 0:
            g.item.drop_inv_item(g.item.find_inv_item(item_value))
            attack_player()

    #if item is a gem
    if item_type == 14:
        global old_attack
        old_attack = player.adj_attack
        gem_power = g.item.item[item_value].quality
        #gem power increases attack strength potential
        player.give_stat("adj_attack", gem_power * 0.75)
        #gem power increases num_dice (ie. chance to hit and total damage)
        global num_dice
        num_dice = num_dice + gem_power / 4
        main.print_message("The " + g.item.item[item_value].name +
                           " focuses the power of your " +
                           g.attack_name.lower() + ".")
        main.refresh_bars()
        if leave_item == 0:
            g.item.drop_inv_item(g.item.find_inv_item(item_value))
        global used_gem
        used_gem = 1
        if leave_item == 0: attack()

    #if item is explosive
    if item_type == 12:
        sel_mon = select_monster()
        if sel_mon == -1: return 0
        #if monster is still alive
        if monster_list[sel_mon].hp > 0:
            damage = int(g.item.item[item_value].quality)
            if leave_item == 0:
                g.item.drop_inv_item(g.item.find_inv_item(item_value))
            monster_hurt(sel_mon, damage)
            if can_leave() == 0 and leave_item == 0:
                attack_player()
        active_button = -1

    #If item is scripted:
    if item_type == 15 or item_type == 17:
        #If the scripting ends with an "end" command,
        if action.activate_lines(g.xgrid, g.ygrid, g.zgrid,
                                 g.item.item[item_value].scripting) == 1:
            if leave_item == 0:
                g.item.drop_inv_item(g.item.find_inv_item(item_value))
        if can_leave() == 0 and leave_item == 0:
            attack_player()
        active_button = -1

    #If item is equippable:
    if item_type < 6:
        #trade the item and whatever's in the equip slot
        temp = player.equip[item_type]
        player.equip[item_type] = item_index
        g.item.drop_inv_item(g.item.find_inv_item(item_index))
        g.item.take_inv_item(temp)
        main.print_message("You equip yourself with your " +
                           g.item.item[player.equip[item_type]].name + ".")
        player.reset_stats()
        if can_leave() == 0 and leave_item == 0:
            attack_player()

    if can_leave() == 1:
        inv.leave_inner()
        return 0
    refresh()

    #back to battle
    if leave_item == 0:
        inv.leave_inner()
        refresh_buttons()
Exemple #15
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def begin(mon_index_input):
    # 	global window_battle
    global bgcolour
    bgcolour = "lightgrey"
    # 	window_battle = Frame(g.window_main, bd=4, relief=GROOVE, bg=bgcolour)
    # 	window_battle.grid(row=0, column=0)
    global mon_index
    mon_index = mon_index_input
    global monster_list
    monster_list = []
    for line in monster.monster_groups[mon_index].monster_list:
        monster_list.append(
            monster.copy_monster(
                monster.monsters[monster.monster_name_to_index(line)]))
    for i in range(len(monster_list)):
        monster_list[i].reset()
        if g.difficulty == 0:
            monster_list[i].hp -= monster_list[i].hp / 5
            monster_list[i].maxhp -= monster_list[i].maxhp / 5
            monster_list[i].attack -= monster_list[i].attack / 5
            monster_list[i].defense -= monster_list[i].defense / 5
        if g.difficulty == 2:
            monster_list[i].hp += monster_list[i].hp / 5
            monster_list[i].maxhp += monster_list[i].maxhp / 5
            monster_list[i].attack += monster_list[i].attack / 5
            monster_list[i].defense += monster_list[i].defense / 5

    global did_run
    did_run = 0
    global cur_button
    cur_button = 0
    global run_attempts
    run_attempts = 0
    global active_button
    active_button = -1

    # Set the current window
    g.cur_window = "battle"

    global canvas_mon_pic
    global background_pic
    background_pic = g.maps[g.zgrid].battle_background

    global monster_pic
    monster_pic = []
    global base_mon_hp_start
    base_mon_hp_start = []
    global base_mon_hp_width
    base_mon_hp_width = []
    global base_mon_hp_y_start
    base_mon_hp_y_start = []
    global monster_slashes
    monster_slashes = []

    global monster_start
    monster_start = (main.tilesize * main.half_mapx -
                     background_pic.get_width() / 2,
                     main.tilesize * main.half_mapy -
                     background_pic.get_height() / 2)
    for i in range(len(monster_list)):
        monster_slashes.append([0, 0, 0])
        try:
            monster_pic.append(g.tiles["monsters/" + monster_list[i].name +
                                       ".png"])
        except KeyError:
            monster_pic.append(g.tiles["monsters/generic.png"])

        #if x and y positions were given, use them; otherwise, start at the
        #middle, and go right. This works for 1 or two monsters, but xy
        #coords are recommended for more.
        if len(monster.monster_groups[mon_index].x_pos) > i:
            xstart = monster_start[0] + monster.monster_groups[
                mon_index].x_pos[i]
        else:
            xstart = monster_start[0] + background_pic.get_width() / 2 + i * 40
        ystart = y_start(i)

        base_mon_hp_start.append(xstart - monster_pic[i].get_width() / 2)
        base_mon_hp_width.append(monster_pic[i].get_width())
        base_mon_hp_height.append(monster_pic[i].get_height())
        base_mon_hp_y_start.append(ystart + 5 + monster_pic[i].get_height())

    monster_slashes.append([0, 0, 0])

    global hero_pic
    try:
        hero_pic = g.tiles["people/hero_n" + g.maps[g.zgrid].hero_suffix +
                           ".png"]
    except KeyError:
        hero_pic = g.tiles["blank"]

    global hero_loc
    hero_loc = (monster_start[0] +
                (background_pic.get_width() - base_mon_hp_width[0]) / 2,
                background_pic.get_height() - hero_pic.get_height() * 5 / 2 +
                monster_start[1])

    global attack_button_loc
    global item_button_loc
    global skill_button_loc
    global inspect_button_loc
    global run_button_loc
    global final_button_loc
    global button_y_start
    global button_height
    attack_button_loc = main.tilesize * main.half_mapx - \
                        g.buttons["attack.png"].get_width() - g.buttons["use.png"].get_width() - \
                        g.buttons["skill.png"].get_width() / 2
    item_button_loc = attack_button_loc + g.buttons["attack.png"].get_width()
    skill_button_loc = item_button_loc + g.buttons["use.png"].get_width()
    inspect_button_loc = skill_button_loc + g.buttons["skill.png"].get_width()
    run_button_loc = inspect_button_loc + g.buttons["inspect.png"].get_width()
    final_button_loc = run_button_loc + g.buttons["quit.png"].get_width()

    button_y_start = main.tilesize * main.half_mapy + background_pic.get_height(
    ) / 2
    button_height = g.buttons["attack.png"].get_height()

    g.create_norm_box((attack_button_loc, button_y_start),
                      (final_button_loc - attack_button_loc, button_height))

    #bindings
    bind_keys()

    main.print_message(monster.monster_groups[mon_index].attack_message)
    set_description_text(0)

    refresh()
    refresh_buttons()

    while 1:
        pygame.time.wait(30)
        g.clock.tick(30)
        if g.break_one_loop > 0:
            g.break_one_loop -= 1
            break
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                g.break_one_loop = 2
            elif event.type == pygame.KEYDOWN:
                if key_handler(event.key) == 1: break
            elif event.type == pygame.MOUSEMOTION:
                if (event.pos[1] > button_y_start
                        and event.pos[1] < button_height + button_y_start):
                    mouse_handler_move(event.pos)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_handler_move(event.pos)
                if key_handler(pygame.K_RETURN) == 1: break
        tmpjoy = g.run_joystick()
        if tmpjoy != 0:
            key_handler(tmpjoy)
        if g.unclean_screen:
            pygame.display.flip()

    if player.hp <= 0: did_run = "end"
    return did_run
Exemple #16
0
def inv_savegame():
    if action.has_dialog == 1: return 0
    g.savegame(player.name)
    main.print_message("** Game Saved **")
    pygame.display.flip()