/
lot.py
1248 lines (1014 loc) · 42.7 KB
/
lot.py
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#!/usr/bin/env python
try:
import libtcodpy as libtcod
except ImportError:
raise ImportError('----- libtcod.py could not be loaded. -----')
import math
import textwrap
import shelve
try:
import numpy as np
except ImportError:
raise ImportError('----- NumPy must be installed. -----')
# actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
# size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 43
LEVEL_SCREEN_WIDTH = 40
CHARACTER_SCREEN_WIDTH = 30
# Experience and level-ups
LEVEL_UP_BASE = 200
LEVEL_UP_FACTOR = 150
# Size and number of rooms
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
INVENTORY_WIDTH = 50
HEAL_AMOUNT = 40
LIGHTNING_DAMAGE = 40
LIGHTNING_RANGE = 5
CONFUSE_NUM_TURNS = 10
CONFUSE_RANGE = 8
FIREBALL_DAMAGE = 25
FIREBALL_RADIUS = 3
FOV_ALGO = 0 # default FOV algorithm
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
SQUARED_TORCH_RADIUS = TORCH_RADIUS * TORCH_RADIUS
dx = 0.0
dy = 0.0
di = 0.0
fov_recompute = None
fov_noise = None
fov_torchx = 0.0
color_dark_wall = libtcod.Color(40, 40, 40)
color_light_wall = libtcod.Color(60, 60, 60)
color_dark_ground = libtcod.Color(25, 25, 25)
color_light_ground = libtcod.Color(255, 230, 100)
LIMIT_FPS = 20 # 20 frames-per-second limit
# Number of frames to wait after moving/attacking
PLAYER_SPEED = 2
DEFAULT_SPEED = 8
DEFAULT_ATTACK_SPEED = 20
# Sizes and coordinates relevant for the GUI
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 1
class Rect:
# A rectangle on the map
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
def center(self):
center_x = int(round((self.x1 + self.x2) / 2))
center_y = int(round((self.y1 + self.y2) / 2))
return (center_x, center_y)
def intersect(self, other):
# Returns of this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
class Tile:
# A tile of the map and its properties
def __init__(self, blocked, block_sight=None):
self.blocked = blocked
self.explored = False
# By default, a blocked tile also blocks sight
if block_sight is None:
block_sight = blocked
self.block_sight = block_sight
class Object:
# This is a generic object: player, monster, item, ...
# It is always represented by a character on screen
def __init__(self, x, y, char, name, color, blocks=False,
always_visible=False, fighter=None, ai=None,
item=None, speed=DEFAULT_SPEED):
self.x = int(x)
self.y = int(y)
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.always_visible = always_visible
self.fighter = fighter
if self.fighter:
self.fighter.owner = self
self.ai = ai
if self.ai:
self.ai.owner = self
self.item = item
if self.item:
self.item.owner = self
self.speed = speed
self.wait = 0
def distance_to(self, other):
# Return the distance to another object
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def distance(self, x, y):
# Return the distance to some coordinates
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def move(self, dx, dy):
# Move by given amount
try:
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
except:
self.x = self.x
self.y = self.y
self.wait = self.speed
def move_towards(self, target_x, target_y):
# vector from this object to the target and distance
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
# Normalize it to length 1 (preserving direction), then round it and
# convert to integer so movement is restricted to the map grid
dx = int(round(dx / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
def draw(self):
if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
(self.always_visible and map[self.x, self.y].explored)):
# Set the color and draw the character
libtcod.console_put_char(con, self.x, self.y,
self.char, libtcod.BKGND_NONE)
libtcod.console_set_char_foreground(con, self.x,
self.y, self.color)
def send_to_back(self):
# Make this object be drawn first, so all other objects appear above
# if they are in the same tile.
global objects
objects.remove(self)
objects.insert(0, self)
def clear(self):
# Erease the character that represents this object
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
class Item:
# An item that can be picked up and used
def __init__(self, use_function=None):
self.use_function = use_function
def pick_up(self):
# Add to the player's inventory and remove from the map
if len(inventory) >= 26:
message('Your inventory is full, \
cannot pick up {}.'.format(self.owner.name), libtcod.red)
else:
inventory.append(self.owner)
objects.remove(self.owner)
message('You picked up {}!'.format(self.owner.name), libtcod.green)
def use(self):
# Just call the use_function if it is defined
if self.use_function is None:
message('The {} cannot be used.'.format(self.owner.name))
else:
if self.use_function() != 'cancelled':
inventory.remove(self.owner) # Destroy after use unless it was
# cancelled for some reason
def drop(self):
# Add to the map and remove from the player's inventory
objects.append(self.owner)
inventory.remove(self.owner)
self.owner.x = player.x
self.owner.y = player.y
message('You dropped a {}.'.format(self.owner.name), libtcod.yellow)
class Fighter:
# Combat reated properties and methods (monster, player, NPC)
def __init__(self, hp, defense, power, xp, death_function=None,
attack_speed=DEFAULT_ATTACK_SPEED):
self.max_hp = hp
self.hp = hp
self.defense = defense
self.power = power
self.xp = xp
self.death_function = death_function
self.attack_speed = attack_speed
def take_damage(self, damage):
# Apply damage if possible
if damage > 0:
self.hp -= damage
if self.hp <= 0:
function = self.death_function
if function is not None:
function(self.owner)
if self.owner != player: # Yield experience to the player
player.fighter.xp += self.xp
def heal(self, amount):
# Heal by the given amount, without going over the maximum
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
def attack(self, target):
# A simple formula for attack damage
damage = self.power - target.fighter.defense
if damage > 0:
# Make the target take some damage
message('{} attacks {} for {} \
hit points.'.format(self.owner.name.capitalize(),
target.name, str(damage)))
target.fighter.take_damage(damage)
else:
message('{} attacks {} but it \
has no effect!'.format(self.owner.name.capitalize(),
target.name))
self.owner.wait = self.attack_speed
class BasicMonster:
# AI for a basic monster
def take_turn(self):
# A basic monster that takes its turn.
# If you can see it, it can see you
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
# Move towards player if far away
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
# Close enough. Attack if the player is alive
elif player.fighter.hp > 0:
monster.fighter.attack(player)
class ConfusedMonster:
# AI for a temporarily confused monster (reverts to
# previous AI after a while).
def __init__(self, old_ai, num_turns=CONFUSE_NUM_TURNS):
self.old_ai = old_ai
self.num_turns = num_turns
def take_turn(self):
if self.num_turns > 0: # Still confused
# Move in a random direction
self.owner.move(libtcod.random_get_int(0, -1, 1),
libtcod.random_get_int(0, -1, 1))
else: # Restore the previous AI (this one will be deleted because
# it's not referenced anymore)
self.owner.ai = self.old_ai
message('The {} is no longer confused!'.format(self.owner.name),
libtcod.red)
def player_death(player):
# The game ended!
global game_state
message('You died!', libtcod.red)
game_state = 'dead'
# For added effect, transform the player into a corpse
player.char = b'%'
player.color = libtcod.dark_red
def monster_death(monster):
# Transform it into a nasty corpse. It does not block, cannot be attacked
# and does not move
message('The {} is dead! \
You gain {} experience.'.format(monster.name.capitalize(),
str(monster.fighter.xp)))
monster.char = b'%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of {}'.format(monster.name)
monster.send_to_back()
def closest_monster(max_range):
# Find the closest enemy up to a maximum range and in the player's FOV
closest_enemy = None
closest_dist = max_range + 1 # Start with (slightly more than) max. range
for object in objects:
if (
object.fighter and not
object == player and
libtcod.map_is_in_fov(fov_map, object.x, object.y)
):
# Calculate the distance between this object and the player
dist = player.distance_to(object)
if dist < closest_dist: # Its closer, so remember it
closest_enemy = object
closest_dist = dist
return closest_enemy
def cast_heal():
#heal the player
if player.fighter.hp == 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)
player.fighter.heal(HEAL_AMOUNT)
def cast_lightning():
# Find the closest enemy (inside a maximum range) and damage it
monster = closest_monster(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 {} with a loud thunder! \
The damage is {} hit points'.format(monster.name,
str(LIGHTNING_DAMAGE)),
libtcod.light_blue)
monster.fighter.take_damage(LIGHTNING_DAMAGE)
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(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 {} look vacant, \
as he starts to stumble around!'.format(monster.name),
libtcod.light_green)
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 {} tiles!'.format(FIREBALL_RADIUS),
libtcod.orange)
for obj in objects: # Damage every fighter in range, including the player
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
message('The {} gets \
burned for {} hit points.'.format(obj.name,
FIREBALL_DAMAGE),
libtcod.orange)
obj.fighter.take_damage(FIREBALL_DAMAGE)
def target_tile(max_range=None):
# Return the position of a tile left-clicked in the player's FOV
# (optionally in a range), or (None, None) if right-clicked
global key
global mouse
while True:
# Render the screen. This erases the inventory and shows the names of
# objects under the mouse.
render_all()
libtcod.console_flush()
# Get mouse position and click status
libtcod.sys_check_for_event((libtcod.EVENT_KEY_PRESS |
libtcod.EVENT_MOUSE), key, mouse)
(x, y) = (mouse.cx, mouse.cy)
# print('{}:{}'.format(str(x), str(y)))
# Accept the taret if the player clicked in FOV and in case a range is
# specified, if it's in that range
if (mouse.lbutton_pressed and libtcod.map_is_in_fov(fov_map, x, y) and
(max_range is None or player.distance(x, y) <= max_range)):
return (x, y)
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
return (None, None) # Cancel if right-clicked or Escape is pressed
def target_monster(max_range=None):
# Returns a clicked monster inside FOV up to a range,
# or None if right-clicked
while True:
(x, y) = target_tile(max_range)
if x is None: # Player cancelled
return None
# Return the first clicked monster, otherwise continue looping
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
def create_room(room):
global map
# Go through the tiles in the rectangle and make them passable
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
map[x, y].blocked = False
map[x, y].block_sight = False
def create_h_tunnel(x1, x2, y):
# Horizontal tunnel
global map
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x, y].blocked = False
map[x, y].block_sight = False
def create_v_tunnel(y1, y2, x):
# Vertical tunnel
global map
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x, y].blocked = False
map[x, y].block_sight = False
def is_blocked(x, y):
# First test the map tile
if map[x, y].blocked:
return true
# Now check for any blocking object
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
def random_choice_index(chances):
# Choose one option from list of chances, returning its index
# The dice will land on some number between 1 and the sum of the chances
dice = libtcod.random_get_int(0, 1, sum(chances))
# Go through all chances, keeping the sum so far
running_sum = 0
choice = 0
for w in chances:
running_sum += w
# See if this dice landed in the part that corresponds to this choice
if dice <= running_sum:
return choice
choice += 1
def random_choice(chances_dict):
# Choose one option from dictionary of chances, returning its key
chances = chances_dict.values()
strings = chances_dict.keys()
return list(strings)[random_choice_index(list(chances))]
def from_dungeon_level(table):
# Returns a value that depends on level. The table specifies which value
# occurs after each level, default is 0
for (value, level) in reversed(table):
if dungeon_level >= level:
return value
return 0
def place_objects(room):
# This is where we decide the chance of each monster or item appearing
# Maximum number of monsters per room
max_monsters = from_dungeon_level([[2, 1], [3, 4], [5, 6]])
# Chance of each monster
monster_chances = {}
monster_chances['orc'] = 80
monster_chances['troll'] = from_dungeon_level([[15, 3], [30, 5], [60, 7]])
# Maximum number of items per room
max_items = from_dungeon_level([[1, 1], [2, 4]])
# Chance of each item (by default they have a chance of 0 at level 1,
# which then goes up)
item_chances = {}
item_chances['heal'] = 35
item_chances['lightning'] = from_dungeon_level([[25, 4]])
item_chances['fireball'] = from_dungeon_level([[25, 6]])
item_chances['confuse'] = from_dungeon_level([[10, 2]])
# Choose a random number of monsters
num_monsters = libtcod.random_get_int(0, 0, max_monsters)
for i in range(num_monsters):
# Choose random spot for this monster
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
# Only place it if the tile is unblocked
if not is_blocked(x, y):
choice = random_choice(monster_chances)
if choice == 'orc':
# create an orc
fighter_component = Fighter(hp=20,
defense=0,
power=4,
xp=35,
death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component,
ai=ai_component)
elif choice == 'troll':
# create a troll
fighter_component = Fighter(hp=30,
defense=2,
power=8,
xp=100,
death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, fighter=fighter_component,
ai=ai_component)
objects.append(monster)
# Choose random number of items
num_items = libtcod.random_get_int(0, 0, max_items)
for i in range(num_items):
# Choose random spot for this item
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
# Only place it if the tile is not blocked
if not is_blocked(x, y):
choice = random_choice(item_chances)
if choice == 'heal':
# Create a healing potion (70% chance)
item_component = Item(use_function=cast_heal)
item = Object(x, y, '!', 'healing potion',
libtcod.violet,
item=item_component)
elif choice == 'lightning':
# Create a lightning bolt scroll (10% chance)
item_component = Item(use_function=cast_lightning)
item = Object(x, y, '#', 'scroll of lightning bolt',
libtcod.yellow,
item=item_component)
elif choice == 'fireball':
# Create a fireball scroll (10% chance)
item_component = Item(use_function=cast_fireball)
item = Object(x, y, '#', 'scroll of fireball',
libtcod.light_orange,
item=item_component)
elif choice == 'confuse':
# Create a confuse scroll (10% chance)
item_component = Item(use_function=cast_confuse)
item = Object(x, y, '#', 'scroll of confusion',
libtcod.light_yellow,
item=item_component)
objects.append(item)
item.send_to_back()
item.always_visible = True
def make_map():
global map, objects, stairs
# The listof objects with just the player
objects = [player]
# Fill the map with unblocked tiles
map = np.zeros((MAP_WIDTH, MAP_HEIGHT), object)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
map[x, y] = Tile(True)
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
# Random width and height
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
# Random position without going of the map boundaries
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
new_room = Rect(x, y, w, h)
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
create_room(new_room)
# add some contents to this room, such as monsters
place_objects(new_room)
(new_x, new_y) = new_room.center()
if num_rooms == 0:
# if this is the first room, the player starts here
player.x = new_x
player.y = new_y
else:
# All rooms after the first
# connect it to the previous room with a tunnel
#center coordinated of previous room
(prev_x, prev_y) = rooms[num_rooms - 1].center()
# Draw a coin (random number that is either 0 or 1)
if libtcod.random_get_int(0, 0, 1) == 1:
# first move horizontally, then vertical
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
# first move vertically, then horizontally
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
# Finally, append the new room to the list
rooms.append(new_room)
num_rooms += 1
# Create stairs at the center of the last room
stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white,
always_visible=True)
objects.append(stairs)
def next_level():
# Advance to the next level
global dungeon_level
message('You take a moment to rest and recover your strength.',
libtcod.light_violet)
# Heal the player by 50 %
player.fighter.heal(int(round(player.fighter.max_hp / 2)))
message('After a rare moment of peace, you descend \
deeper into the heart of the dungeon...', libtcod.red)
dungeon_level += 1
make_map()
initialize_fov()
def render_all():
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global fov_recompute, fov_torchx
if fov_recompute:
#recompute FOV if needed (the player moved or something)
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS,
FOV_LIGHT_WALLS, FOV_ALGO)
#torch flickers (using noise generator)
fov_torchx += 0.2
tdx = [fov_torchx + 20.0]
dx = libtcod.noise_get(fov_noise, tdx) * 1.5
tdx[0] += 30.0
dy = libtcod.noise_get(fov_noise, tdx) * 1.5
di = 0.2 * libtcod.noise_get(fov_noise, [fov_torchx])
# Iterate through rendering queue
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = map[x, y].block_sight # check if tile is a wall
if not visible:
# if it's not visible right now, the player can only
# see it if it's explored
if map[x, y].explored:
# It's out of the player's FOV
if wall:
libtcod.console_set_char_background(con, x, y,
color_dark_wall,
libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(con, x, y,
color_dark_ground,
libtcod.BKGND_SET)
else:
# It's visible
if wall:
base = color_dark_wall
light = color_light_wall
else:
base = color_dark_ground
light = color_light_ground
#Let the torch actually flicker
r = float(x - player.x + dx) * (x - player.x + dx) + \
(y - player.y + dy) * (y - player.y + dy)
if r < SQUARED_TORCH_RADIUS:
l = (SQUARED_TORCH_RADIUS - r) / SQUARED_TORCH_RADIUS + di
if l < 0.0:
l = 0.0
elif l > 1.0:
l = 1.0
# alter base colors to simulate flickering torch
base = libtcod.color_lerp(base, light, l)
# actually draw the visible tile
libtcod.console_set_char_background(con, x, y, base,
libtcod.BKGND_SET)
#since it's visible, it's explored
map[x, y].explored = True
# Draw all objects in the list
for object in objects:
if object != player:
object.draw()
player.draw()
# Blit the contents of con to the root console
libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
# Prepare to render the GUI panel
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
# Print the game messages
y = 1
for (line, color) in game_msgs:
libtcod.console_set_default_foreground(panel, color)
libtcod.console_set_alignment(panel, libtcod.LEFT)
libtcod.console_print(panel, MSG_X, y, line)
y += 1
# Show the player's stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
libtcod.light_red, libtcod.darker_red)
libtcod.console_set_alignment(panel, libtcod.LEFT)
libtcod.console_print(panel, 1, 3,
'Dungeon level {}'.format(str(dungeon_level)))
# Display names of objects under the mouse
libtcod.console_set_default_foreground(panel, libtcod.light_grey)
libtcod.console_print(panel, 1, 0, get_names_under_mouse())
# Blit the contents of "panel" to the root console
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0,
PANEL_Y)
def menu(header, options, width):
global key
global mouse
if len(options) > 26:
raise ValueError('Cannot have a menu with more than 26 options!')
# Calculate total height for the header (after auto-wrap)
# and one line per option
header_height = libtcod.console_get_height_rect(con, 0, 0, width,
SCREEN_HEIGHT, header)
if header == '':
header_height = 0
height = len(options) + header_height
# Create an off-screen console that represents the menu's window
window = libtcod.console_new(width, height)
# Print the header, with auto-wrap
libtcod.console_set_default_foreground(window, libtcod.white)
libtcod.console_set_alignment(window, libtcod.LEFT)
libtcod.console_set_default_background(window, libtcod.BKGND_NONE)
libtcod.console_print_rect(window, 0, 0, width, height, header)
# Print all the options
y = header_height
letter_index = ord('a')
for option_text in options:
text = '({}) {}'.format(chr(letter_index), option_text)
libtcod.console_print(window, 0, y, text)
y += 1
letter_index += 1
# Blit the contents of "window" to the root console
x = int(round(SCREEN_WIDTH / 2 - width / 2))
y = int(round(SCREEN_HEIGHT / 2 - height / 2))
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
# Present the root console to the player and wait for a key-press
libtcod.console_flush()
libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, mouse, False)
if key.vk == libtcod.KEY_ENTER and key.lalt:
#(special case) Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
# Convert the ASCII code to an index; if it corresponds to an
# option, return it
index = key.c - ord('a')
if index >= 0 and index < len(options):
return index
return None
def msgbox(text, width=50):
menu(text, [], width) # Use menu() as a sort of "message box"
def inventory_menu(header):
# Show a menu with each item of the inventory as an option
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
options = [item.name for item in inventory]
index = menu(header, options, INVENTORY_WIDTH)
# If an item was chosen, return it
if index is None or len(inventory) == 0:
return None
return inventory[index].item
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
# Render a bar (HP, experience, etc). First calculate the width of the bar
bar_width = int(float(value) / maximum * total_width)
# Render the background first
libtcod.console_set_default_background(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SET)
# Now render the bar on top
libtcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False,
libtcod.BKGND_SET)
# Add centered text with values
libtcod.console_set_default_foreground(panel, libtcod.white)
libtcod.console_set_alignment(panel, libtcod.CENTER)
bar_text = '{}: {}/{}'. format(name, str(value), str(maximum))
libtcod.console_print(panel, int(x + total_width / 2), y, bar_text)
def message(new_msg, color=libtcod.white):
# Split the message if necesary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
# if the buffer is full, remove first line to make room for the new one
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
# Add the new line as a tuple, with the text and coloe
game_msgs.append((line, color))
def get_names_under_mouse():
# Return a string with the names of all objects under the mouse
global key
global mouse
libtcod.sys_check_for_event(libtcod.EVENT_MOUSE, key, mouse)
(x, y) = (mouse.cx, mouse.cy)
# Create a list with the names of all objects at the mouse's
# coordinates and in FOV
names = [obj.name for obj in objects
if (obj.x == x and
obj.y == y and
libtcod.map_is_in_fov(fov_map, obj.x, obj.y))]
names = ', '.join(names) # join the names, separated by commas
return names.capitalize()
def handle_keys():
global fov_recompute
global key
global mouse
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, mouse)
if key.vk == libtcod.KEY_ENTER and key.lalt:
# Alt+Enter: Fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
return
elif key.vk == libtcod.KEY_ESCAPE:
return 'exit' # exit game
if game_state == 'playing':
if player.wait > 0: # Don't take a turn yet if still waiting
player.wait -= 1
return
if libtcod.console_is_key_pressed(libtcod.KEY_UP):
player_move_or_attack(0, -1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_DOWN):
player_move_or_attack(0, 1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_LEFT):
player_move_or_attack(-1, 0)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_RIGHT):
player_move_or_attack(1, 0)
fov_recompute = True
# Diagonal movement using the numpad keys
elif libtcod.console_is_key_pressed(libtcod.KEY_KP7):
player_move_or_attack(-1, -1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_KP9):
player_move_or_attack(1, -1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_KP1):
player_move_or_attack(-1, 1)
fov_recompute = True
elif libtcod.console_is_key_pressed(libtcod.KEY_KP3):
player_move_or_attack(1, 1)
fov_recompute = True
else:
key_char = chr(key.c)
if key_char == 'g':
# Pick up an item
for object in objects: # Look for an item in the player's tile
if (
object.x == player.x and object.y == player.y and
object.item
):
object.item.pick_up()
break
if key_char == 'i':
# Show the inventory
chosen_item = inventory_menu('Press the key next to an \