def open_file(filename): global x f = open(filename) buf = ansiparse.read_to_buffer(f) buf.x = x x += buf.width return buf
def create_room(name, prop): log.debug("Creating room: %r", name) filename = os.path.join('data','maps',name) f = open(filename) buf = ansiparse.read_to_buffer(f, width=state.config.viewport_width-2, max_height=state.config.viewport_height-2, crop=True) room = Room(name, buf, prop) room.move_player(room.start_x,room.start_y) #add some fluff if name == "beach.ans": room.explore_messages = [ "<LIGHTBLUE>You are surrounded by water, with no other islands anywhere on the horizon.", "<YELLOW>There is a faded trail leading off to the east." ] if name == "ruins.ans": room.explore_messages = [ "<YELLOW>The trail leads to a massive shrine of unknown origin.", "<WHITE>In the center of the shrine is a chasm with stairs leading down.", ] if name == "e-1.ans": room.explore_messages = [ "<WHITE>The room sparkles with impossibly beautiful gems.", ] if name == "wse-1.ans": room.explore_messages = [ "<LIGHTGREEN>This room is terrifyingly unnatural.", "<LIGHTMAGENTA>Your sanity begs you to leave quickly.", ] if name == 'w-1.ans': room.explore_messages = [ "<LIGHTGREY>This appears to be the remains of an ancient prison", ] if name == 'nse-1.ans': room.explore_messages = [ "<LIGHTGREY>Flooding has taken over much of this cavern.", ] if name == 'ns-1.ans': room.explore_messages = [ "<LIGHTGREEN>This room is lush with plant life. You feel a bit like a bug in a forest.", ] if name == 'victory.ans': room.explore_messages = [ "<WHITE>Congratulations! You are victorious over the magic of Melimnor.", "<LIGHTGREY>We hope you had fun.", "<DARKGREY>Thanks for playing!", ] #prop messages if prop == 'key': room.explore_messages.append( "<YELLOW>There is a key in this room!" ) return room