/
game.py
1154 lines (1062 loc) · 40.7 KB
/
game.py
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#@+leo-ver=5-thin
#@+node:peckj.20130917090235.2648: * @file game.py
#@@language python
#@+<< imports >>
#@+node:peckj.20130917090235.2649: ** << imports >>
import libtcodpy as libtcod
import math
import textwrap
import shelve
#import heapq
#@-<< imports >>
#@+<< definitions >>
#@+node:peckj.20130917090235.2650: ** << definitions >>
#@+others
#@+node:peckj.20130917090235.2668: *3* screen stuff
# Screen stuff
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
LIMIT_FPS = 20
#@+node:peckj.20130917090235.2669: *3* map size
# Map size
MAP_WIDTH = 80
MAP_HEIGHT = 43
#@+node:peckj.20130917090235.2667: *3* color scheme
# color scheme
color_dark_wall = libtcod.dark_grey
color_light_wall = libtcod.light_grey
color_dark_ground = libtcod.darker_orange
color_light_ground = libtcod.dark_orange
#@+node:peckj.20130917090235.2677: *3* dungeon generation
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
#@+node:peckj.20130917090235.2678: *3* fov stuff
FOV_ALGO = libtcod.FOV_DIAMOND
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
#@+node:peckj.20130918082920.2698: *3* panel stuff
BAR_WIDTH = 20
PANEL_HEIGHT = 7
PANEL_Y = SCREEN_HEIGHT - PANEL_HEIGHT
#@+node:peckj.20130918082920.2699: *3* message_bar stuff
MSG_X = BAR_WIDTH + 2
MSG_WIDTH = SCREEN_WIDTH - BAR_WIDTH - 2
MSG_HEIGHT = PANEL_HEIGHT - 2
#@+node:peckj.20130918082920.2706: *3* inventory stuff
INVENTORY_WIDTH = 50
#@+node:peckj.20130918082920.2736: *3* spells/scrolls/items
# spells
HEAL_AMOUNT = 40
LIGHTNING_DAMAGE = 40
LIGHTNING_RANGE = 5
CONFUSE_NUM_TURNS = 10
CONFUSE_RANGE = 8
FIREBALL_DAMAGE = 25
FIREBALL_RADIUS = 3
#@+node:peckj.20130918082920.2742: *3* character advancement
LEVEL_UP_BASE = 200
LEVEL_UP_FACTOR = 150
LEVEL_SCREEN_WIDTH = 40
CHARACTER_SCREEN_WIDTH = 30
#@+node:peckj.20130920123421.3486: *3* scheduler stuff
MAX_SCHEDULER_TICKS = 15
#@-others
#@-<< definitions >>
#@+others
#@+node:peckj.20130917090235.2664: ** classes
#@+node:peckj.20130927083040.3222: *3* Game Objects
#@+node:peckj.20130917090235.2654: *4* Object class
class Object:
#@+others
#@+node:peckj.20130917090235.2655: *5* __init__
def __init__(self, x, y, char, name, color, blocks=False, always_visible=False, player=None, fighter=None, actor=None, ai=None, item=None, equipment=None):
self.blocks = blocks
self.name = name
self.x = x
self.y = y
self.char = char
self.color = color
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.equipment = equipment
if self.equipment:
self.equipment.owner = self
self.item = Item()
self.item.owner = self
self.player = player
if self.player:
self.player.owner = self
self.actor = actor
if self.actor:
self.actor.owner = self
#@+node:peckj.20130917090235.2656: *5* move
def move(self, dx, dy):
newx = self.x + dx
newy = self.y + dy
if not is_blocked(newx, newy):
self.x = newx
self.y = newy
#@+node:peckj.20130918082920.2690: *5* move_towards
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 and convert to an integer
dx = int(round(dx/distance))
dy = int(round(dy/distance))
self.move(dx, dy)
#@+node:peckj.20130918082920.2691: *5* distance_to
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)
#@+node:peckj.20130918082920.2728: *5* distance
def distance(self, x, y):
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
#@+node:peckj.20130918082920.2696: *5* send_to_back
def send_to_back(self):
global objects
objects.remove(self)
objects.insert(0, self)
#@+node:peckj.20130917090235.2657: *5* draw
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):
libtcod.console_set_default_foreground(con, self.color)
libtcod.console_put_char(con, self.x, self.y, self.char, libtcod.BKGND_NONE)
#@+node:peckj.20130917090235.2658: *5* clear
def clear(self):
libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
#@-others
#@+node:peckj.20130920123421.3482: *4* Component classes
#@+node:peckj.20130920123421.3483: *5* AI components
#@+node:peckj.20130918082920.2688: *6* BasicMonster class
class BasicMonster:
#@+others
#@+node:peckj.20130918082920.2689: *7* take_turn
def take_turn(self):
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
#@-others
#@+node:peckj.20130918082920.2723: *6* ConfusedMonster class
class ConfusedMonster:
#@+others
#@+node:peckj.20130918082920.2725: *7* __init__
def __init__(self, old_ai, num_turns=CONFUSE_NUM_TURNS):
self.old_ai = old_ai
self.num_turns = num_turns
#@+node:peckj.20130918082920.2724: *7* take_turn
def take_turn(self):
if self.num_turns > 0:
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1))
self.num_turns -= 1
else:
self.owner.ai = self.old_ai
message('The ' + self.owner.name + ' is no longer confused!', libtcod.red)
#@-others
#@+node:peckj.20130920123421.3477: *5* Player class
class Player:
#@+others
#@+node:peckj.20130920123421.3478: *6* __init__
def __init__(self, level=0):
self.level = level
#@+node:peckj.20130920123421.3480: *6* check_level_up
def check_level_up(self):
level_up_xp = LEVEL_UP_BASE + self.level * LEVEL_UP_FACTOR
if self.owner.fighter.xp >= level_up_xp:
self.level_up()
#@+node:peckj.20130920123421.3481: *6* level_up
def level_up(self):
level_up_xp = LEVEL_UP_BASE + self.level * LEVEL_UP_FACTOR
self.level += 1
self.owner.fighter.xp -= level_up_xp
message('Your battle skills grow stronger! You reached level ' + str(self.level) + '!', libtcod.yellow)
choice = None
while choice == None:
choice = menu('Level up! Choose a stat to raise:\n',
['Constitution (+20 HP, from ' + str(self.owner.fighter.max_hp) + ')',
'Strength (+1 attack, from ' + str(self.owner.fighter.power) + ')',
'Agility (+1 defense, from ' + str(self.owner.fighter.defense) + ')'], LEVEL_SCREEN_WIDTH)
if choice == 0:
player.fighter.base_max_hp += 20
player.fighter.hp += 20
elif choice == 1:
player.fighter.base_power += 1
elif choice == 2:
player.fighter.base_defense += 1
#@-others
#@+node:peckj.20130918082920.2686: *5* Fighter class
class Fighter:
#@+others
#@+node:peckj.20130918082920.2687: *6* __init__
def __init__(self, hp, energy, hd=4, ed=4, hp_recovery=5, energy_recovery=5,
defense=0, power=0, magic_resistance=0, magic=0, xp=0, death_function=None):
# hp
self.base_max_hp = hp
self.hp = hp
# energy
self.base_max_energy = energy
self.energy = energy
# hit/energy dice
self.hd = hd
self.ed = ed
# recoveries
self.base_hp_recovery = hp_recovery
self.base_energy_recovery = energy_recovery
# combat stuff - physical
self.base_defense = defense
self.base_power = power
# combat stuff - magical
self.base_magic_resistance = magic_resistance
self.base_magic = magic
# other
self.xp = xp
self.death_function = death_function
#@+node:peckj.20130918082920.2692: *6* take_damage
def take_damage(self, damage):
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:
player.fighter.xp += self.xp
#@+node:peckj.20130918082920.2693: *6* attack
def attack(self, target):
damage = self.power - target.fighter.defense
if damage > 0:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.')
target.fighter.take_damage(damage)
else:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
#@+node:peckj.20130918082920.2712: *6* heal
def heal(self, amount):
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
#@+node:peckj.20130925095856.4431: *6* properties
#@+node:peckj.20130919090559.2754: *7* max_hp
@property
def max_hp(self):
bonus = sum(equipment.max_hp_bonus for equipment in get_all_equipped(self.owner))
return self.base_max_hp + bonus
#@+node:peckj.20130925095856.4435: *7* max_energy
@property
def max_energy(self):
bonus = sum(equipment.max_energy_bonus for equipment in get_all_equipped(self.owner))
return self.base_max_energy + bonus
#@+node:peckj.20130919090559.2751: *7* power
@property
def power(self):
bonus = sum(equipment.power_bonus for equipment in get_all_equipped(self.owner))
return self.base_power + bonus
#@+node:peckj.20130919090559.2753: *7* defense
@property
def defense(self):
bonus = sum(equipment.defense_bonus for equipment in get_all_equipped(self.owner))
return self.base_defense + bonus
#@+node:peckj.20130925095856.4432: *7* magic
@property
def magic(self):
bonus = sum(equipment.magic_bonus for equipment in get_all_equipped(self.owner))
return self.base_magic + bonus
#@+node:peckj.20130925095856.4433: *7* magic_resistance
@property
def magic_resistance(self):
bonus = sum(equipment.magic_resistance_bonus for equipment in get_all_equipped(self.owner))
return self.base_magic_resistance + bonus
#@+node:peckj.20130925095856.4434: *7* hp_recovery
@property
def hp_recovery(self):
bonus = sum(equipment.hp_recovery_bonus for equipment in get_all_equipped(self.owner))
return self.base_hp_recovery + bonus
#@+node:peckj.20130925095856.4437: *7* energy_recovery
@property
def energy_recovery(self):
bonus = sum(equipment.energy_recovery_bonus for equipment in get_all_equipped(self.owner))
return self.base_energy_recovery + bonus
#@-others
#@+node:peckj.20130920123421.3487: *5* Actor class
class Actor:
#@+others
#@+node:peckj.20130920123421.3488: *6* __init__
def __init__(self, speed=0, act_function=None, active=True, time=1):
self.speed = speed
self.active = active
self.time = time
self.act_function = act_function
#@+node:peckj.20130920123421.3489: *6* act
def act(self):
function = self.act_function
#print 'acting'
#print 'scheduler.ticks: %s' % scheduler.ticks
if function is None or not self.active:
#print 'Inactive'
return True # prevent lockups forever
if function is not None:
result = function(self.owner)
if result:
my_ticks = MAX_SCHEDULER_TICKS - self.speed
self.time = scheduler.ticks + my_ticks
#print "new time: %s" % self.time
return result
#@+node:peckj.20130920123421.3492: *6* __cmp__
#@+at
# def __cmp__(self, other):
# if self.time < other.time:
# return -1
# elif self.time == other.time:
# return 0
# else:
# return 1
#@@c
#@-others
#@+node:peckj.20130918082920.2702: *5* Item class
class Item:
#@+others
#@+node:peckj.20130918082920.2707: *6* __init__
def __init__(self, use_function=None):
self.use_function = use_function
#@+node:peckj.20130918082920.2703: *6* pick_up
def pick_up(self):
if len(inventory) >= 26:
message('Your inventory is full, cannot pick up ' + self.owner.name + '.', libtcod.red)
else:
inventory.append(self.owner)
objects.remove(self.owner)
message('You picked up a ' + self.owner.name + '!', libtcod.green)
equipment = self.owner.equipment
if equipment and get_equipped_in_slot(equipment.slot) is None:
equipment.equip()
#@+node:peckj.20130918082920.2731: *6* drop
def drop(self):
objects.append(self.owner)
inventory.remove(self.owner)
self.owner.x = player.x
self.owner.y = player.y
message('You dropped a ' + self.owner.name + '.', libtcod.yellow)
if self.owner.equipment:
self.owner.equipment.dequip()
#@+node:peckj.20130918082920.2710: *6* use
def use(self):
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':
inventory.remove(self.owner)
#@-others
#@+node:peckj.20130919090559.2745: *5* Equipment class
class Equipment:
#@+others
#@+node:peckj.20130919090559.2746: *6* __init__
def __init__(self, slot, power_bonus=0, defense_bonus=0, max_hp_bonus=0, max_energy_bonus=0,
magic_bonus=0, magic_resistance_bonus=0, hp_recovery_bonus=0, energy_recovery_bonus=0):
self.power_bonus = power_bonus
self.defense_bonus = defense_bonus
self.max_hp_bonus = max_hp_bonus
self.max_energy_bonus = max_energy_bonus
self.magic_bonus = magic_bonus
self.magic_resistance_bonus = magic_resistance_bonus
self.hp_recovery_bonus = hp_recovery_bonus
self.energy_recovery_bonus = energy_recovery_bonus
self.slot = slot
self.is_equipped = False
#@+node:peckj.20130919090559.2747: *6* toggle_equip
def toggle_equip(self):
if self.is_equipped:
self.dequip()
else:
self.equip()
#@+node:peckj.20130919090559.2748: *6* equip
def equip(self):
old_equipment = get_equipped_in_slot(self.slot)
if old_equipment is not None:
old_equipment.dequip()
self.is_equipped = True
message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green)
#@+node:peckj.20130919090559.2749: *6* dequip
def dequip(self):
if not self.is_equipped: return
self.is_equipped = False
message('Dequipped ' + self.owner.name + ' from ' + self.slot + '.', libtcod.light_yellow)
#@-others
#@+node:peckj.20130927083040.3223: *3* Mapping
#@+node:peckj.20130917090235.2659: *4* Tile class
class Tile:
#@+others
#@+node:peckj.20130917090235.2660: *5* __init__
def __init__(self, blocked, block_sight = None):
self.explored = False
self.blocked = blocked
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
#@-others
#@+node:peckj.20130917090235.2665: *4* Rect class
class Rect:
#@+others
#@+node:peckj.20130917090235.2670: *5* __init__
def __init__(self, x, y, w, h):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
#@+node:peckj.20130917090235.2675: *5* center
def center(self):
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)
#@+node:peckj.20130917090235.2676: *5* intersect
def intersect(self, other):
#returns true if 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)
#@-others
#@+node:peckj.20130927083040.3224: *3* Timing
#@+node:peckj.20130920123421.3484: *4* Scheduler class
class Scheduler:
#@+others
#@+node:peckj.20130920123421.3485: *5* __init__
def __init__(self, schedule={}, ticks=-1L):
self.schedule = schedule
self.ticks = ticks
#@+node:peckj.20130920123421.3490: *5* tick
def tick(self):
actors = []
while actors == []:
actors = self.schedule.pop(self.ticks, [])
self.ticks += 1
#print self.ticks
#print actors
for a in actors:
r = a.act()
while not r:
r = a.act()
self.push(a)
#@+node:peckj.20130920123421.3491: *5* push
def push(self, actor):
self.schedule.setdefault(actor.time, []).append(actor)
#@-others
#@+node:peckj.20130917090235.2666: ** helper functions
#@+node:peckj.20130918082920.2713: *3* mapping
#@+node:peckj.20130917090235.2662: *4* make_map
# make the map
def make_map():
global map, objects, stairs
objects = [player]
# fill map with unblocked tiles
map = [[ Tile(True) for y in range(MAP_HEIGHT) ] for x in range(MAP_WIDTH) ]
# dungeon generation
rooms = []
num_rooms = 0
for r in range(MAX_ROOMS):
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
h = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE)
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)
# intersection test
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
if not failed:
create_room(new_room)
place_objects(new_room)
(new_x, new_y) = new_room.center()
if num_rooms == 0: # first room
player.x = new_x
player.y = new_y
else: # all other rooms
(prev_x, prev_y) = rooms[num_rooms - 1].center()
if libtcod.random_get_int(0, 0, 1) == 1:
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
rooms.append(new_room)
num_rooms += 1
stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True)
objects.append(stairs)
stairs.send_to_back()
#@+node:peckj.20130917090235.2671: *4* create_room
def create_room(room):
global map
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
#@+node:peckj.20130917090235.2672: *4* create_h_tunnel
def create_h_tunnel(x1, x2, y):
global map
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
#@+node:peckj.20130917090235.2674: *4* create_v_tunnel
def create_v_tunnel(y1, y2, x):
global map
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
#@+node:peckj.20130917203359.2679: *4* place_objects
def place_objects(room):
# set up the object placer
max_monsters = from_dungeon_level([[2, 1], [3, 4], [5, 6]])
monster_chances = {}
monster_chances['orc'] = 80
monster_chances['troll'] = from_dungeon_level([[15, 2], [30, 5], [60, 7]])
max_items = from_dungeon_level([[1, 1], [2, 4]])
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]])
item_chances['sword'] = from_dungeon_level([[5, 4]])
item_chances['shield'] = from_dungeon_level([[15, 8]])
#choose 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)
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()
actor_component = Actor(speed=2, act_function=monster_take_action)
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green, blocks=True, fighter=fighter_component, ai=ai_component, actor=actor_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()
actor_component = Actor(speed=5, act_function=monster_take_action)
monster = Object(x, y, 'T', 'troll', libtcod.darker_green, blocks=True, fighter=fighter_component, ai=ai_component, actor=actor_component)
objects.append(monster)
num_items = libtcod.random_get_int(0, 0, max_items)
for i in range(num_items):
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
if not is_blocked(x, y):
choice = random_choice(item_chances)
if choice == 'heal':
item_component = Item(use_function=cast_heal)
item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component, always_visible=True)
elif choice == 'lightning':
item_component = Item(use_function=cast_lightning)
item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component, always_visible=True)
elif choice == 'fireball':
item_component = Item(use_function=cast_fireball)
item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component, always_visible=True)
elif choice == 'confuse':
item_component = Item(use_function=cast_confuse)
item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component, always_visible=True)
elif choice == 'sword':
equipment_component = Equipment(slot='right hand', power_bonus=3)
item = Object(x, y, '/', 'sword', libtcod.sky, equipment=equipment_component)
elif choice == 'shield':
equipment_component = Equipment(slot='left hand', defense_bonus=1)
item = Object(x, y, '[', 'shield', libtcod.darker_orange, equipment=equipment_component)
objects.append(item)
item.send_to_back()
#@+node:peckj.20130918082920.2714: *3* rendering
#@+node:peckj.20130917090235.2663: *4* render_all
def render_all():
global fov_recompute, fov_map
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)
for object in objects:
if object != player:
object.draw()
player.draw()
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
if not visible:
if map[x][y].explored:
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:
if wall:
libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(con, x, y, color_light_ground, libtcod.BKGND_SET)
map[x][y].explored = True
libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp, libtcod.light_red, libtcod.darker_red)
y = 1
libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level ' + str(dungeon_level))
for (line, color) in game_msgs:
libtcod.console_set_default_foreground(panel, color)
libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
y += 1
libtcod.console_set_default_foreground(panel, libtcod.light_gray)
libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
#@+node:peckj.20130918082920.2697: *4* render_bar
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
bar_width = int(float(value) / maximum * total_width)
libtcod.console_set_default_background(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
libtcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
libtcod.console_set_default_foreground(panel, libtcod.white)
libtcod.console_print_ex(panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER,
name + ': ' + str(value) + '/' + str(maximum))
#@+node:peckj.20130918082920.2700: *4* message
def message(new_msg, color=libtcod.white):
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
game_msgs.append((line, color))
#@+node:peckj.20130918082920.2715: *3* menus
#@+node:peckj.20130918082920.2704: *4* menu
def menu(header, options, width):
if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')
header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
if header == '':
header_height = 0
height = len(options) + header_height
window = libtcod.console_new(width, height)
libtcod.console_set_default_foreground(window, libtcod.white)
libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
y += 1
letter_index += 1
x = SCREEN_WIDTH / 2 - width/2
y = SCREEN_HEIGHT / 2 - height/2
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
libtcod.console_flush()
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
index = key.c - ord('a')
if index >= 0 and index < len(options): return index
return None
#@+node:peckj.20130918082920.2740: *4* msgbox
def msgbox(text, width=50):
menu(text, [], width)
#@+node:peckj.20130918082920.2705: *4* inventory_menu
def inventory_menu(header):
if len(inventory) == 0:
options = ['Inventory is empty.']
else:
#options = [item.name for item in inventory]
options = []
for item in inventory:
text = item.name
if item.equipment and item.equipment.is_equipped:
text = text + ' (on ' + item.equipment.slot + ')'
options.append(text)
index = menu(header, options, INVENTORY_WIDTH)
if index is None or len(inventory) == 0: return None
return inventory[index].item
#@+node:peckj.20130918082920.2737: *4* main_menu
def main_menu():
img = libtcod.image_load('menu_background1.png')
while not libtcod.console_is_window_closed():
libtcod.image_blit_2x(img, 0, 0, 0)
libtcod.console_set_default_foreground(0, libtcod.light_yellow)
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT/2-4, libtcod.BKGND_NONE, libtcod.CENTER, 'TOMBS OF THE ANCIENT KINGS')
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT-2, libtcod.BKGND_NONE, libtcod.CENTER, 'By Jake Peck (following Jotaf\'s tutorial)')
choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24)
if choice == 0:
new_game()
play_game()
elif choice == 1:
try:
load_game()
except Exception as e:
msgbox('\n No saved game to load.\n', 24)
#print e
continue
play_game()
elif choice == 2:
break
#@+node:peckj.20130918082920.2716: *3* items
#@+node:peckj.20130918082920.2711: *4* cast_heal
def cast_heal():
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)
#@+node:peckj.20130918082920.2721: *4* cast_lightning
def cast_lightning():
monster = closest_monster(LIGHTNING_RANGE)
if monster is None:
message('No enemy is close enough to strike.', libtcod.red)
return 'cancelled'
message('A lightning bold strikes the ' + monster.name + ' with a loud thunder! The damage is ' + str(LIGHTNING_DAMAGE) + ' hit points.', libtcod.light_blue)
monster.fighter.take_damage(LIGHTNING_DAMAGE)
#@+node:peckj.20130918082920.2726: *4* cast_confuse
def cast_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'
else:
old_ai = monster.ai
monster.ai = ConfusedMonster(old_ai)
monster.ai.owner = monster
message('The eyes of the ' + monster.name + ' look vacant, as he starts to stumble around!', libtcod.light_green)
#@+node:peckj.20130918082920.2729: *4* cast_fireball
def cast_fireball():
message('Left-click a target tile for the fireball, or right-click to cance.', libtcod.light_cyan)
(x, y) = target_tile()
if x is None: return 'cancelled'
message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange)
for obj in objects:
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
obj.fighter.take_damage(FIREBALL_DAMAGE)
#@+node:peckj.20130918082920.2717: *3* ai
#@+node:peckj.20130918082920.2695: *4* monster_death
def monster_death(monster):
monster.actor.active = False
message(monster.name.capitalize() + ' 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()
#@+node:peckj.20130918082920.2694: *4* player_death
def player_death(player):
global game_state
message('You died!', libtcod.red)
game_state = 'dead'
player.char = '%'
player.color = libtcod.dark_red
player.actor.active = False
#@+node:peckj.20130918082920.2718: *3* query
#@+node:peckj.20130917203908.2680: *4* is_blocked
def is_blocked(x, y):
if map[x][y].blocked:
return True
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
#@+node:peckj.20130918082920.2722: *4* closest_monster
def closest_monster(max_range):
closest_enemy = None
closest_dist = max_range + 1
for object in objects:
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
dist = player.distance_to(object)
if dist < closest_dist:
closest_enemy = object
closest_dist = dist
return closest_enemy
#@+node:peckj.20130918082920.2719: *3* actions
#@+node:peckj.20130918082920.2701: *4* get_names_under_mouse
def get_names_under_mouse():
global mouse
(x, y) = (mouse.cx, mouse.cy)
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)
return names.capitalize()
#@+node:peckj.20130918082920.2727: *4* target_tile
def target_tile(max_range=None):
global key, mouse
while True:
libtcod.console_flush()
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE, key, mouse)
render_all()
(x, y) = (mouse.cx, mouse.cy)
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)
#@+node:peckj.20130918082920.2730: *4* target_monster
def target_monster(max_range=None):
while True:
(x, y) = target_tile(max_range)
if x is None:
return None
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
#@+node:peckj.20130917090235.2653: *4* handle_keys
def handle_keys():
global fov_recompute, key
#print 'called handle_keys'
#print 'key = %s' % chr(key.c)
if key.vk == libtcod.KEY_ENTER and key.lalt:
# lalt+enter = fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
return 'exit' # exit game
if game_state == 'playing-waiting-for-input' or game_state == 'dead':
# movement keys
if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
player_move_or_attack(1, 0)
elif key.vk == libtcod.KEY_HOME or key.vk == libtcod.KEY_KP7:
player_move_or_attack(-1, -1)
elif key.vk == libtcod.KEY_PAGEUP or key.vk == libtcod.KEY_KP9:
player_move_or_attack(1, -1)
elif key.vk == libtcod.KEY_END or key.vk == libtcod.KEY_KP1:
player_move_or_attack(-1, 1)
elif key.vk == libtcod.KEY_PAGEDOWN or key.vk == libtcod.KEY_KP3:
player_move_or_attack(1, 1)
elif key.vk == libtcod.KEY_KP5:
pass #do nothing ie wait for the monster to come to you
else:
# test for other keys
key_char = chr(key.c)
if key_char == 'g':
for object in objects:
if object.x == player.x and object.y == player.y and object.item:
object.item.pick_up()
break
if key_char == 'i':
chosen_item = inventory_menu('Press the key next to an item to use it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.use()
if key_char == 'd':
chosen_item = inventory_menu('Press the key next to an item to drop it, or any other to cancel.\n')
if chosen_item is not None:
chosen_item.drop()
if key_char == '<':
if stairs.x == player.x and stairs.y == player.y:
next_level()
if key_char == 'c':
level_up_xp = LEVEL_UP_BASE + player.player.level * LEVEL_UP_FACTOR
msgbox('Character Information\n\nLevel: ' + str(player.player.level) + '\nExperience: ' + str(player.fighter.xp) +
'\nExperience to level up: ' + str(level_up_xp) + '\n\nMaximum HP: ' + str(player.fighter.max_hp) +
'\nAttack: ' + str(player.fighter.power) + '\nDefense: ' + str(player.fighter.defense), CHARACTER_SCREEN_WIDTH)
return 'didnt-take-turn'
#@+node:peckj.20130917203908.2681: *4* player_move_or_attack
def player_move_or_attack(dx, dy):
global fov_recompute
# the coordinates the player is moving to/attacking
x = player.x + dx
y = player.y + dy
# try to find an attackable object there
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y:
target = object
break
# attack if target found, move otherwise
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
#@+node:peckj.20130919090559.2750: *4* get_equipped_in_slot
def get_equipped_in_slot(slot):
for obj in inventory:
if obj.equipment and obj.equipment.slot == slot and obj.equipment.is_equipped:
return obj.equipment
return None
#@+node:peckj.20130919090559.2752: *4* get_all_equipped
def get_all_equipped(obj):
if obj == player:
equipped_list = []
for item in inventory:
if item.equipment and item.equipment.is_equipped:
equipped_list.append(item.equipment)
return equipped_list
else:
return []
#@+node:peckj.20130920123421.3494: *4* player_take_action
def player_take_action(self):
global game_state
#player_action = handle_keys()
#if player_action == 'exit':
# game_state = 'exit'
# return True
if game_state == 'playing':
game_state = 'playing-waiting-for-input'
#print 'game_state (player_take_action): %s' % game_state
return True
#@+node:peckj.20130920123421.3496: *4* monster_take_action
def monster_take_action(self):
self.ai.take_turn()
return True
#@+node:peckj.20130918082920.2734: *3* game loop
#@+node:peckj.20130919090559.2744: *4* from_dungeon_level
def from_dungeon_level(table):
for (value, level) in reversed(table):
if dungeon_level >= level:
return value
return 0
#@+node:peckj.20130919090559.2742: *4* random_choice_index
def random_choice_index(chances):
dice = libtcod.random_get_int(0, 1, sum(chances))
running_sum = 0
choice = 0