Exemple #1
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def check_level_up():
    """see if the player's experience is enough to level-up"""
    level_up_xp = var.LEVEL_UP_BASE + var.player.level * var.LEVEL_UP_FACTOR
    if var.player.fighter.xp >= level_up_xp:
        #it is! level up
        var.player.level += 1
        var.player.fighter.xp -= level_up_xp
        message('Your battle skills grow stronger! You reached level ' +\
            str(var.player.level) + '!', libtcod.yellow)

        choice = None
        while choice is None:  #keep asking until a choice is made
            choice = menu('Level up! Choose a stat to raise:\n',\
                ['Constitution (+20 HP, from ' + str(var.player.fighter.max_hp) + ')',\
                'Strength (+1 attack, from ' + str(var.player.fighter.base_power) + ')',\
                'Agility (+1 defense, from ' + str(var.player.fighter.base_defense) + ')'],\
                var.LEVEL_SCREEN_WIDTH)

        if choice == 0:
            var.player.fighter.base_max_hp += 20
            var.player.fighter.hp += 20
        elif choice == 1:
            var.player.fighter.base_power += 1
        elif choice == 2:
            var.player.fighter.base_defense += 1
Exemple #2
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 def dequip(self):
     """Dequip object and show a mesage about it"""
     if not self.is_equipped:
         return
     self.is_equipped = False
     message('Dequipped ' + self.owner.name + ' from ' + self.slot + '.',\
         libtcod.light_yellow)
Exemple #3
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def cast_heal():
    """heal the player"""
    if var.player.fighter.hp == var.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)
    var.player.fighter.heal(var.HEAL_AMOUNT)
Exemple #4
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def player_death(player):
    """the game ended!"""
    message('You died!', libtcod.red)
    var.game_state = 'dead'

    #for added effect, transform the player into a corpse!
    player.char = '%'
    player.color = libtcod.dark_red
Exemple #5
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    def equip(self):
        """Equip equipment"""
        # if the slot is already being used, dequip whatever is there first
        old_equipment = get_equipped_in_slot(self.slot)
        if old_equipment is not None:
            old_equipment.dequip()

        # equip object and show a message about it
        self.is_equipped = True
        message('Equipped ' + self.owner.name + ' on ' + self.slot + '.',\
            libtcod.light_green)
Exemple #6
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def cast_lightning():
    """find closest enemy (inside a maximum range) and damage it"""
    monster = closest_monster(var.LIGHTNING_RANGE)
    if monster is None:  #no enemy found within maximum range
        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(var.LIGHTNING_DAMAGE) + ' hit points.', color=libtcod.light_blue)
    monster.fighter.take_damage(var.LIGHTNING_DAMAGE)
Exemple #7
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def monster_death(monster):
    """transform it into a nasty corpse! it doesn't block, can't be attacked and doesn't move"""
    message('The ' + monster.name + ' is dead! You gain ' + str(monster.fighter.xp) +\
        ' experience 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()
Exemple #8
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    def drop(self):
        """add to the map and remove from the player's inventory.
        also, place it at the player's coordinates"""
        var.game_objects.append(self.owner)
        var.inventory.remove(self.owner)
        self.owner.x = var.player.x
        self.owner.y = var.player.y
        message('You dropped a ' + self.owner.name + '.', libtcod.yellow)

        # special case: if the object has the Equipment component, dequip it before dropping
        if self.owner.equipment:
            self.owner.equipment.dequip()
Exemple #9
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 def take_turn(self):
     """AI for a confused monster."""
     if self.num_turns > 0:  #still confused...
         #move in a random direction, and decrease the number of turns confused
         self.owner.move(libtcod.random_get_int(0, -1, 1),
                         libtcod.random_get_int(0, -1, 1))
         self.num_turns -= 1
     #restore the previous AI (this one will be deleted because it's not referenced anymore)
     else:
         self.owner.ai = self.old_ai
         message('The ' + self.owner.name + ' is no longer confused!',
                 libtcod.red)
Exemple #10
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def next_level():
    """advance to the next level"""
    message('You take a moment to rest, and recover your strength.',
            libtcod.light_violet)
    var.player.fighter.heal(var.player.fighter.max_hp /
                            2)  #heal the player by 50%

    var.dungeon_level += 1
    message('After a rare moment of peace, you descend deeper into the heart of the dungeon...',\
        libtcod.red)
    make_map()  #create a fresh new level!
    initialize_fov()
Exemple #11
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    def pick_up(self):
        """add to the player's inventory and remove from the map"""
        if len(var.inventory) >= 26:
            message('Your inventory is full, cannot pick up ' + self.owner.name + '.', libtcod.red)
        else:
            var.inventory.append(self.owner)
            var.game_objects.remove(self.owner)
            message('You picked up a ' + self.owner.name + '!', libtcod.green)

        # special case: automatically equip, if the corresponding equipment slot is unused
        equipment = self.owner.equipment
        if equipment and get_equipped_in_slot(equipment.slot) is None:
            equipment.equip()
Exemple #12
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    def use(self):
        """just call the "use_function" if it is defined"""
        # special case: if the object has the Equipment component,
        # the "use" action is to equip/dequip
        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':
                #destroy after use, unless it was cancelled for some reason
                var.inventory.remove(self.owner)
Exemple #13
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def cast_confuse():
    """ask the player for a target to confuse"""
    message('Left-click an enemy to confuse it, or right-click to cancel.',
            libtcod.light_cyan)
    monster = target_monster(var.CONFUSE_RANGE)
    if monster is None:
        return 'cancelled'

    #replace the monster's AI with a "confused" one; after some turns it will restore the 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)
Exemple #14
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def new_game():
    """create a new game"""
    #create object representing the player
    fighter_component = Fighter(hp=100,
                                defense=1,
                                power=2,
                                xp=0,
                                death_function=player_death)
    var.player = Object(0,
                        0,
                        var.PLAYER_TILE,
                        'player',
                        libtcod.white,
                        blocks=True,
                        fighter=fighter_component)

    var.player.level = 1

    #generate map (at this point it's not drawn to the screen)
    var.dungeon_level = 1
    make_map()
    initialize_fov()

    var.game_state = 'playing'
    var.inventory = []

    #create the list of game messages and their colors, starts empty
    var.game_msgs = []

    #a warm welcoming message!
    message(
        'Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.',
        libtcod.red)

    # initial equipment: a dagger
    equipment_component = Equipment(slot='right hand', power_bonus=2)
    obj = Object(0,
                 0,
                 var.DAGGER_TILE,
                 'dagger',
                 libtcod.sky,
                 equipment=equipment_component)
    var.inventory.append(obj)
    equipment_component.equip()
    obj.always_visible = True
Exemple #15
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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(var.FIREBALL_RADIUS) +\
        ' tiles!', libtcod.orange)

    for obj in var.game_objects:  #damage every fighter in range, including the player
        if obj.distance(x, y) <= var.FIREBALL_RADIUS and obj.fighter:
            message('The ' + obj.name + ' gets burned for ' + str(var.FIREBALL_DAMAGE) +\
                ' hit points.', libtcod.orange)
            obj.fighter.take_damage(var.FIREBALL_DAMAGE)