Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod, extras scrolling code"

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(Update to libtcod 1.5.1.)
 
Line 27: Line 27:
(edit: corrected bug! didn't take long to find one...)
(edit: corrected bug! didn't take long to find one...)


This code has been updated to use libtcod 1.5.1.


<div style="padding: 5px; border: solid 1px #C0C0C0; background-color: #F0F0F0"><syntaxhighlight lang="python">#!/usr/bin/python
<div style="padding: 5px; border: solid 1px #C0C0C0; background-color: #F0F0F0"><syntaxhighlight lang="python">#!/usr/bin/python
#!/usr/bin/python
#
#
# libtcod python tutorial
# libtcod python tutorial
#
#
 
import libtcodpy as libtcod
import libtcodpy as libtcod
import math
import math
import textwrap
import textwrap
import shelve
import shelve
 
#actual size of the window
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
SCREEN_HEIGHT = 50
 
#size of the map portion shown on-screen
#size of the map portion shown on-screen
CAMERA_WIDTH = 80
CAMERA_WIDTH = 80
CAMERA_HEIGHT = 43
CAMERA_HEIGHT = 43
 
#size of the map
#size of the map
MAP_WIDTH = 100
MAP_WIDTH = 100
MAP_HEIGHT = 100
MAP_HEIGHT = 100
 
#sizes and coordinates relevant for the GUI
#sizes and coordinates relevant for the GUI
BAR_WIDTH = 20
BAR_WIDTH = 20
Line 58: Line 60:
MSG_HEIGHT = PANEL_HEIGHT - 1
MSG_HEIGHT = PANEL_HEIGHT - 1
INVENTORY_WIDTH = 50
INVENTORY_WIDTH = 50
 
#parameters for dungeon generator
#parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MAX_SIZE = 10
Line 65: Line 67:
MAX_ROOM_MONSTERS = 3
MAX_ROOM_MONSTERS = 3
MAX_ROOM_ITEMS = 2
MAX_ROOM_ITEMS = 2
 
#spell values
#spell values
HEAL_AMOUNT = 4
HEAL_AMOUNT = 4
Line 74: Line 76:
FIREBALL_RADIUS = 3
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 12
FIREBALL_DAMAGE = 12
 
 
FOV_ALGO = 0  #default FOV algorithm
FOV_ALGO = 0  #default FOV algorithm
FOV_LIGHT_WALLS = True  #light walls or not
FOV_LIGHT_WALLS = True  #light walls or not
TORCH_RADIUS = 10
TORCH_RADIUS = 10
 
LIMIT_FPS = 20  #20 frames-per-second maximum
LIMIT_FPS = 20  #20 frames-per-second maximum
 
 
color_dark_wall = libtcod.Color(0, 0, 100)
color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)
color_light_ground = libtcod.Color(200, 180, 50)
 
 
class Tile:
class Tile:
#a tile of the map and its properties
#a tile of the map and its properties
def __init__(self, blocked, block_sight = None):
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
self.blocked = blocked
#all tiles start unexplored
#all tiles start unexplored
self.explored = False
self.explored = False
#by default, if a tile is blocked, it also blocks sight
#by default, if a tile is blocked, it also blocks sight
if block_sight is None: block_sight = blocked
if block_sight is None: block_sight = blocked
self.block_sight = block_sight
self.block_sight = block_sight
 
class Rect:
class Rect:
#a rectangle on the map. used to characterize a room.
#a rectangle on the map. used to characterize a room.
Line 108: Line 110:
self.x2 = x + w
self.x2 = x + w
self.y2 = y + h
self.y2 = y + h
def center(self):
def center(self):
center_x = (self.x1 + self.x2) / 2
center_x = (self.x1 + self.x2) / 2
center_y = (self.y1 + self.y2) / 2
center_y = (self.y1 + self.y2) / 2
return (center_x, center_y)
return (center_x, center_y)
def intersect(self, other):
def intersect(self, other):
#returns true if this rectangle intersects with another one
#returns true if this rectangle intersects with another one
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
return (self.x1 <= other.x2 and self.x2 >= other.x1 and
self.y1 <= other.y2 and self.y2 >= other.y1)
self.y1 <= other.y2 and self.y2 >= other.y1)
 
class Object:
class Object:
#this is a generic object: the player, a monster, an item, the stairs...
#this is a generic object: the player, a monster, an item, the stairs...
Line 132: Line 134:
if self.fighter:  #let the fighter component know who owns it
if self.fighter:  #let the fighter component know who owns it
self.fighter.owner = self
self.fighter.owner = self
self.ai = ai
self.ai = ai
if self.ai:  #let the AI component know who owns it
if self.ai:  #let the AI component know who owns it
self.ai.owner = self
self.ai.owner = self
self.item = item
self.item = item
if self.item:  #let the Item component know who owns it
if self.item:  #let the Item component know who owns it
self.item.owner = self
self.item.owner = self
def move(self, dx, dy):
def move(self, dx, dy):
#move by the given amount, if the destination is not blocked
#move by the given amount, if the destination is not blocked
Line 146: Line 148:
self.x += dx
self.x += dx
self.y += dy
self.y += dy
def move_towards(self, target_x, target_y):
def move_towards(self, target_x, target_y):
#vector from this object to the target, and distance
#vector from this object to the target, and distance
Line 152: Line 154:
dy = target_y - self.y
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
distance = math.sqrt(dx ** 2 + dy ** 2)
#normalize it to length 1 (preserving direction), then round it and
#normalize it to length 1 (preserving direction), then round it and
#convert to integer so the movement is restricted to the map grid
#convert to integer so the movement is restricted to the map grid
Line 158: Line 160:
dy = int(round(dy / distance))
dy = int(round(dy / distance))
self.move(dx, dy)
self.move(dx, dy)
def distance_to(self, other):
def distance_to(self, other):
#return the distance to another object
#return the distance to another object
Line 164: Line 166:
dy = other.y - self.y
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
return math.sqrt(dx ** 2 + dy ** 2)
def distance(self, x, y):
def distance(self, x, y):
#return the distance to some coordinates
#return the distance to some coordinates
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def send_to_back(self):
def send_to_back(self):
#make this object be drawn first, so all others appear above it if they're in the same tile.
#make this object be drawn first, so all others appear above it if they're in the same tile.
Line 174: Line 176:
objects.remove(self)
objects.remove(self)
objects.insert(0, self)
objects.insert(0, self)
def draw(self):
def draw(self):
#only show if it's visible to the player
#only show if it's visible to the player
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
if libtcod.map_is_in_fov(fov_map, self.x, self.y):
(x, y) = to_camera_coordinates(self.x, self.y)
(x, y) = to_camera_coordinates(self.x, self.y)
if x is not None:
if x is not None:
#set the color and then draw the character that represents this object at its position
#set the color and then draw the character that represents this object at its position
libtcod.console_set_foreground_color(con, self.color)
libtcod.console_set_default_foreground(con, self.color)
libtcod.console_put_char(con, x, y, self.char, libtcod.BKGND_NONE)
libtcod.console_put_char(con, x, y, self.char, libtcod.BKGND_NONE)
def clear(self):
def clear(self):
#erase the character that represents this object
#erase the character that represents this object
Line 190: Line 192:
if x is not None:
if x is not None:
libtcod.console_put_char(con, x, y, ' ', libtcod.BKGND_NONE)
libtcod.console_put_char(con, x, y, ' ', libtcod.BKGND_NONE)
 
 
class Fighter:
class Fighter:
#combat-related properties and methods (monster, player, NPC).
#combat-related properties and methods (monster, player, NPC).
Line 200: Line 202:
self.power = power
self.power = power
self.death_function = death_function
self.death_function = death_function
def attack(self, target):
def attack(self, target):
#a simple formula for attack damage
#a simple formula for attack damage
damage = self.power - target.fighter.defense
damage = self.power - target.fighter.defense
if damage > 0:
if damage > 0:
#make the target take some damage
#make the target take some damage
Line 211: Line 213:
else:
else:
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' but it has no effect!')
def take_damage(self, damage):
def take_damage(self, damage):
#apply damage if possible
#apply damage if possible
if damage > 0:
if damage > 0:
self.hp -= damage
self.hp -= damage
#check for death. if there's a death function, call it
#check for death. if there's a death function, call it
if self.hp <= 0:
if self.hp <= 0:
Line 222: Line 224:
if function is not None:
if function is not None:
function(self.owner)
function(self.owner)
def heal(self, amount):
def heal(self, amount):
#heal by the given amount, without going over the maximum
#heal by the given amount, without going over the maximum
Line 228: Line 230:
if self.hp > self.max_hp:
if self.hp > self.max_hp:
self.hp = self.max_hp
self.hp = self.max_hp
 
class BasicMonster:
class BasicMonster:
#AI for a basic monster.
#AI for a basic monster.
Line 235: Line 237:
monster = self.owner
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
#move towards player if far away
#move towards player if far away
if monster.distance_to(player) >= 2:
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
monster.move_towards(player.x, player.y)
#close enough, attack! (if the player is still alive.)
#close enough, attack! (if the player is still alive.)
elif player.fighter.hp > 0:
elif player.fighter.hp > 0:
monster.fighter.attack(player)
monster.fighter.attack(player)
 
class ConfusedMonster:
class ConfusedMonster:
#AI for a temporarily confused monster (reverts to previous AI after a while).
#AI for a temporarily confused monster (reverts to previous AI after a while).
Line 249: Line 251:
self.old_ai = old_ai
self.old_ai = old_ai
self.num_turns = num_turns
self.num_turns = num_turns
def take_turn(self):
def take_turn(self):
if self.num_turns > 0:  #still confused...
if self.num_turns > 0:  #still confused...
Line 255: Line 257:
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1))
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1))
self.num_turns -= 1
self.num_turns -= 1
else:  #restore the previous AI (this one will be deleted because it's not referenced anymore)
else:  #restore the previous AI (this one will be deleted because it's not referenced anymore)
self.owner.ai = self.old_ai
self.owner.ai = self.old_ai
message('The ' + self.owner.name + ' is no longer confused!', libtcod.red)
message('The ' + self.owner.name + ' is no longer confused!', libtcod.red)
 
 
class Item:
class Item:
#an item that can be picked up and used.
#an item that can be picked up and used.
def __init__(self, use_function=None):
def __init__(self, use_function=None):
self.use_function = use_function
self.use_function = use_function
def pick_up(self):
def pick_up(self):
#add to the player's inventory and remove from the map
#add to the player's inventory and remove from the map
Line 274: Line 276:
objects.remove(self.owner)
objects.remove(self.owner)
message('You picked up a ' + self.owner.name + '!', libtcod.green)
message('You picked up a ' + self.owner.name + '!', libtcod.green)
def drop(self):
def drop(self):
#add to the map and remove from the player's inventory. also, place it at the player's coordinates
#add to the map and remove from the player's inventory. also, place it at the player's coordinates
Line 282: Line 284:
self.owner.y = player.y
self.owner.y = player.y
message('You dropped a ' + self.owner.name + '.', libtcod.yellow)
message('You dropped a ' + self.owner.name + '.', libtcod.yellow)
def use(self):
def use(self):
#just call the "use_function" if it is defined
#just call the "use_function" if it is defined
Line 290: Line 292:
if self.use_function() != 'cancelled':
if self.use_function() != 'cancelled':
inventory.remove(self.owner)  #destroy after use, unless it was cancelled for some reason
inventory.remove(self.owner)  #destroy after use, unless it was cancelled for some reason
 
def is_blocked(x, y):
def is_blocked(x, y):
#first test the map tile
#first test the map tile
if map[x][y].blocked:
if map[x][y].blocked:
return True
return True
#now check for any blocking objects
#now check for any blocking objects
for object in objects:
for object in objects:
if object.blocks and object.x == x and object.y == y:
if object.blocks and object.x == x and object.y == y:
return True
return True
return False
return False
 
def create_room(room):
def create_room(room):
global map
global map
Line 310: Line 312:
map[x][y].blocked = False
map[x][y].blocked = False
map[x][y].block_sight = False
map[x][y].block_sight = False
 
def create_h_tunnel(x1, x2, y):
def create_h_tunnel(x1, x2, y):
global map
global map
Line 317: Line 319:
map[x][y].blocked = False
map[x][y].blocked = False
map[x][y].block_sight = False
map[x][y].block_sight = False
 
def create_v_tunnel(y1, y2, x):
def create_v_tunnel(y1, y2, x):
global map
global map
Line 324: Line 326:
map[x][y].blocked = False
map[x][y].blocked = False
map[x][y].block_sight = False
map[x][y].block_sight = False
 
def make_map():
def make_map():
global map, objects
global map, objects
#the list of objects with just the player
#the list of objects with just the player
objects = [player]
objects = [player]
#fill map with "blocked" tiles
#fill map with "blocked" tiles
map = [[ Tile(True)
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]
for x in range(MAP_WIDTH) ]
 
rooms = []
rooms = []
num_rooms = 0
num_rooms = 0
for r in range(MAX_ROOMS):
for r in range(MAX_ROOMS):
#random width and height
#random width and height
Line 346: Line 348:
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
#"Rect" class makes rectangles easier to work with
#"Rect" class makes rectangles easier to work with
new_room = Rect(x, y, w, h)
new_room = Rect(x, y, w, h)
#run through the other rooms and see if they intersect with this one
#run through the other rooms and see if they intersect with this one
failed = False
failed = False
Line 356: Line 358:
failed = True
failed = True
break
break
if not failed:
if not failed:
#this means there are no intersections, so this room is valid
#this means there are no intersections, so this room is valid
#"paint" it to the map's tiles
#"paint" it to the map's tiles
create_room(new_room)
create_room(new_room)
#add some contents to this room, such as monsters
#add some contents to this room, such as monsters
place_objects(new_room)
place_objects(new_room)
#center coordinates of new room, will be useful later
#center coordinates of new room, will be useful later
(new_x, new_y) = new_room.center()
(new_x, new_y) = new_room.center()
if num_rooms == 0:
if num_rooms == 0:
#this is the first room, where the player starts at
#this is the first room, where the player starts at
Line 376: Line 378:
#all rooms after the first:
#all rooms after the first:
#connect it to the previous room with a tunnel
#connect it to the previous room with a tunnel
#center coordinates of previous room
#center coordinates of previous room
(prev_x, prev_y) = rooms[num_rooms-1].center()
(prev_x, prev_y) = rooms[num_rooms-1].center()
#draw a coin (random number that is either 0 or 1)
#draw a coin (random number that is either 0 or 1)
if libtcod.random_get_int(0, 0, 1) == 1:
if libtcod.random_get_int(0, 0, 1) == 1:
Line 389: Line 391:
create_v_tunnel(prev_y, new_y, prev_x)
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
create_h_tunnel(prev_x, new_x, new_y)
#finally, append the new room to the list
#finally, append the new room to the list
rooms.append(new_room)
rooms.append(new_room)
num_rooms += 1
num_rooms += 1
 
def place_objects(room):
def place_objects(room):
#choose random number of monsters
#choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_MONSTERS)
for i in range(num_monsters):
for i in range(num_monsters):
#choose random spot for this monster
#choose random spot for this monster
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
#only place it if the tile is not blocked
if not is_blocked(x, y):
if not is_blocked(x, y):
Line 410: Line 412:
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
ai_component = BasicMonster()
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
blocks=True, fighter=fighter_component, ai=ai_component)
Line 417: Line 419:
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
fighter_component = Fighter(hp=16, defense=1, power=4, death_function=monster_death)
ai_component = BasicMonster()
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, fighter=fighter_component, ai=ai_component)
blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
objects.append(monster)
#choose random number of items
#choose random number of items
num_items = libtcod.random_get_int(0, 0, MAX_ROOM_ITEMS)
num_items = libtcod.random_get_int(0, 0, MAX_ROOM_ITEMS)
for i in range(num_items):
for i in range(num_items):
#choose random spot for this item
#choose random spot for this item
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
x = libtcod.random_get_int(0, room.x1+1, room.x2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
y = libtcod.random_get_int(0, room.y1+1, room.y2-1)
#only place it if the tile is not blocked
#only place it if the tile is not blocked
if not is_blocked(x, y):
if not is_blocked(x, y):
Line 437: Line 439:
#create a healing potion (70% chance)
#create a healing potion (70% chance)
item_component = Item(use_function=cast_heal)
item_component = Item(use_function=cast_heal)
item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component)
item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component)
elif dice < 70+10:
elif dice < 70+10:
#create a lightning bolt scroll (10% chance)
#create a lightning bolt scroll (10% chance)
item_component = Item(use_function=cast_lightning)
item_component = Item(use_function=cast_lightning)
item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component)
item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component)
elif dice < 70+10+10:
elif dice < 70+10+10:
#create a fireball scroll (10% chance)
#create a fireball scroll (10% chance)
item_component = Item(use_function=cast_fireball)
item_component = Item(use_function=cast_fireball)
item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component)
item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component)
else:
else:
#create a confuse scroll (10% chance)
#create a confuse scroll (10% chance)
item_component = Item(use_function=cast_confuse)
item_component = Item(use_function=cast_confuse)
item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component)
item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component)
objects.append(item)
objects.append(item)
item.send_to_back()  #items appear below other objects
item.send_to_back()  #items appear below other objects
 
 
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
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
#render a bar (HP, experience, etc). first calculate the width of the bar
bar_width = int(float(value) / maximum * total_width)
bar_width = int(float(value) / maximum * total_width)
#render the background first
#render the background first
libtcod.console_set_background_color(panel, back_color)
libtcod.console_set_default_background(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False)
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
#now render the bar on top
#now render the bar on top
libtcod.console_set_background_color(panel, bar_color)
libtcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False)
libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
#finally, some centered text with the values
#finally, some centered text with the values
libtcod.console_set_foreground_color(panel, libtcod.white)
libtcod.console_set_default_foreground(panel, libtcod.white)
libtcod.console_print_center(panel, x + total_width / 2, y, libtcod.BKGND_NONE,
libtcod.console_print_ex(panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER,
name + ': ' + str(value) + '/' + str(maximum))
name + ': ' + str(value) + '/' + str(maximum))
def get_names_under_mouse():
    global mouse


def get_names_under_mouse():
#return a string with the names of all objects under the mouse
#return a string with the names of all objects under the mouse
mouse = libtcod.mouse_get_status()
    (x, y) = (mouse.cx, mouse.cy)
(x, y) = (mouse.cx, mouse.cy)
    (x, y) = (camera_x + x, camera_y + y)  #from screen to map coordinates
(x, y) = (camera_x + x, camera_y + y)  #from screen to map coordinates
#create a list with the names of all objects at the mouse's coordinates and in FOV
#create a list with the names of all objects at the mouse's coordinates and in FOV
names = [obj.name for obj in objects
    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)]
        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
    names = ', '.join(names)  #join the names, separated by commas
return names.capitalize()
    return names.capitalize()
 
def move_camera(target_x, target_y):
def move_camera(target_x, target_y):
global camera_x, camera_y, fov_recompute
global camera_x, camera_y, fov_recompute
#new camera coordinates (top-left corner of the screen relative to the map)
#new camera coordinates (top-left corner of the screen relative to the map)
x = target_x - CAMERA_WIDTH / 2  #coordinates so that the target is at the center of the screen
x = target_x - CAMERA_WIDTH / 2  #coordinates so that the target is at the center of the screen
y = target_y - CAMERA_HEIGHT / 2
y = target_y - CAMERA_HEIGHT / 2
#make sure the camera doesn't see outside the map
#make sure the camera doesn't see outside the map
if x < 0: x = 0
if x < 0: x = 0
Line 502: Line 505:
if x > MAP_WIDTH - CAMERA_WIDTH - 1: x = MAP_WIDTH - CAMERA_WIDTH - 1
if x > MAP_WIDTH - CAMERA_WIDTH - 1: x = MAP_WIDTH - CAMERA_WIDTH - 1
if y > MAP_HEIGHT - CAMERA_HEIGHT - 1: y = MAP_HEIGHT - CAMERA_HEIGHT - 1
if y > MAP_HEIGHT - CAMERA_HEIGHT - 1: y = MAP_HEIGHT - CAMERA_HEIGHT - 1
if x != camera_x or y != camera_y: fov_recompute = True
if x != camera_x or y != camera_y: fov_recompute = True
(camera_x, camera_y) = (x, y)
(camera_x, camera_y) = (x, y)
 
def to_camera_coordinates(x, y):
def to_camera_coordinates(x, y):
#convert coordinates on the map to coordinates on the screen
#convert coordinates on the map to coordinates on the screen
(x, y) = (x - camera_x, y - camera_y)
(x, y) = (x - camera_x, y - camera_y)
if (x < 0 or y < 0 or x >= CAMERA_WIDTH or y >= CAMERA_HEIGHT):
if (x < 0 or y < 0 or x >= CAMERA_WIDTH or y >= CAMERA_HEIGHT):
return (None, None)  #if it's outside the view, return nothing
return (None, None)  #if it's outside the view, return nothing
return (x, y)
return (x, y)
 
def render_all():
def render_all():
global fov_map, color_dark_wall, color_light_wall
global fov_map, color_dark_wall, color_light_wall
global color_dark_ground, color_light_ground
global color_dark_ground, color_light_ground
global fov_recompute
global fov_recompute
move_camera(player.x, player.y)
move_camera(player.x, player.y)
if fov_recompute:
if fov_recompute:
#recompute FOV if needed (the player moved or something)
#recompute FOV if needed (the player moved or something)
Line 528: Line 531:
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
libtcod.console_clear(con)
libtcod.console_clear(con)
 
#go through all tiles, and set their background color according to the FOV
#go through all tiles, and set their background color according to the FOV
for y in range(CAMERA_HEIGHT):
for y in range(CAMERA_HEIGHT):
Line 534: Line 537:
(map_x, map_y) = (camera_x + x, camera_y + y)
(map_x, map_y) = (camera_x + x, camera_y + y)
visible = libtcod.map_is_in_fov(fov_map, map_x, map_y)
visible = libtcod.map_is_in_fov(fov_map, map_x, map_y)
wall = map[map_x][map_y].block_sight
wall = map[map_x][map_y].block_sight
if not visible:
if not visible:
Line 540: Line 543:
if map[map_x][map_y].explored:
if map[map_x][map_y].explored:
if wall:
if wall:
libtcod.console_set_back(con, x, y, color_dark_wall, libtcod.BKGND_SET)
libtcod.console_set_char_background(con, x, y, color_dark_wall, libtcod.BKGND_SET)
else:
else:
libtcod.console_set_back(con, x, y, color_dark_ground, libtcod.BKGND_SET)
libtcod.console_set_char_background(con, x, y, color_dark_ground, libtcod.BKGND_SET)
else:
else:
#it's visible
#it's visible
if wall:
if wall:
libtcod.console_set_back(con, x, y, color_light_wall, libtcod.BKGND_SET )
libtcod.console_set_char_background(con, x, y, color_light_wall, libtcod.BKGND_SET )
else:
else:
libtcod.console_set_back(con, x, y, color_light_ground, libtcod.BKGND_SET )
libtcod.console_set_char_background(con, x, y, color_light_ground, libtcod.BKGND_SET )
#since it's visible, explore it
#since it's visible, explore it
map[map_x][map_y].explored = True
map[map_x][map_y].explored = True
 
#draw all objects in the list, except the player. we want it to
#draw all objects in the list, except the player. we want it to
#always appear over all other objects! so it's drawn later.
#always appear over all other objects! so it's drawn later.
Line 558: Line 561:
object.draw()
object.draw()
player.draw()
player.draw()
#blit the contents of "con" to the root console
#blit the contents of "con" to the root console
libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
libtcod.console_blit(con, 0, 0, MAP_WIDTH, MAP_HEIGHT, 0, 0, 0)
#prepare to render the GUI panel
#prepare to render the GUI panel
libtcod.console_set_background_color(panel, libtcod.black)
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
libtcod.console_clear(panel)
#print the game messages, one line at a time
#print the game messages, one line at a time
y = 1
y = 1
for (line, color) in game_msgs:
for (line, color) in game_msgs:
libtcod.console_set_foreground_color(panel, color)
libtcod.console_set_default_foreground(panel, color)
libtcod.console_print_left(panel, MSG_X, y, libtcod.BKGND_NONE, line)
libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT, line)
y += 1
y += 1
#show the player's stats
#show the player's stats
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
render_bar(1, 1, BAR_WIDTH, 'HP', player.fighter.hp, player.fighter.max_hp,
libtcod.light_red, libtcod.darker_red)
libtcod.light_red, libtcod.darker_red)
#display names of objects under the mouse
#display names of objects under the mouse
libtcod.console_set_foreground_color(panel, libtcod.light_gray)
libtcod.console_set_default_foreground(panel, libtcod.light_gray)
libtcod.console_print_left(panel, 1, 0, libtcod.BKGND_NONE, get_names_under_mouse())
libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse())
#blit the contents of "panel" to the root console
#blit the contents of "panel" to the root console
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
 
def message(new_msg, color = libtcod.white):
def message(new_msg, color = libtcod.white):
#split the message if necessary, among multiple lines
#split the message if necessary, among multiple lines
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
for line in new_msg_lines:
#if the buffer is full, remove the first line to make room for the new one
#if the buffer is full, remove the first line to make room for the new one
if len(game_msgs) == MSG_HEIGHT:
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
del game_msgs[0]
#add the new line as a tuple, with the text and the color
#add the new line as a tuple, with the text and the color
game_msgs.append( (line, color) )
game_msgs.append( (line, color) )
 
 
def player_move_or_attack(dx, dy):
def player_move_or_attack(dx, dy):
global fov_recompute
global fov_recompute
#the coordinates the player is moving to/attacking
#the coordinates the player is moving to/attacking
x = player.x + dx
x = player.x + dx
y = player.y + dy
y = player.y + dy
#try to find an attackable object there
#try to find an attackable object there
target = None
target = None
Line 612: Line 615:
target = object
target = object
break
break
#attack if target found, move otherwise
#attack if target found, move otherwise
if target is not None:
if target is not None:
Line 619: Line 622:
player.move(dx, dy)
player.move(dx, dy)
fov_recompute = True
fov_recompute = True
def menu(header, options, width):
    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_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
    #print all the options
    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
    #blit the contents of "window" to the root console
    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)


    #present the root console to the player and wait for a key-press
    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())


def menu(header, options, width):
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_height_left_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_foreground_color(window, libtcod.white)
libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header)
#print all the options
y = header_height
letter_index = ord('a')
for option_text in options:
text = '(' + chr(letter_index) + ') ' + option_text
libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text)
y += 1
letter_index += 1
#blit the contents of "window" to the root console
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)
#present the root console to the player and wait for a key-press
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())
#convert the ASCII code to an index; if it corresponds to an option, return it
#convert the ASCII code to an index; if it corresponds to an option, return it
index = key.c - ord('a')
    index = key.c - ord('a')
if index >= 0 and index < len(options): return index
    if index >= 0 and index < len(options): return index
return None
    return None
 
def inventory_menu(header):
def inventory_menu(header):
#show a menu with each item of the inventory as an option
#show a menu with each item of the inventory as an option
Line 669: Line 671:
else:
else:
options = [item.name for item in inventory]
options = [item.name for item in inventory]
index = menu(header, options, INVENTORY_WIDTH)
index = menu(header, options, INVENTORY_WIDTH)
#if an item was chosen, return it
#if an item was chosen, return it
if index is None or len(inventory) == 0: return None
if index is None or len(inventory) == 0: return None
return inventory[index].item
return inventory[index].item
 
def msgbox(text, width=50):
def msgbox(text, width=50):
menu(text, [], width)  #use menu() as a sort of "message box"
menu(text, [], width)  #use menu() as a sort of "message box"
 
def handle_keys():
def handle_keys():
key = libtcod.console_check_for_keypress(libtcod.KEY_PRESSED)
    global key
if key.vk == libtcod.KEY_ENTER and key.lalt:
    if key.vk == libtcod.KEY_ENTER and key.lalt:
#Alt+Enter: toggle fullscreen
#Alt+Enter: toggle fullscreen
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
    elif key.vk == libtcod.KEY_ESCAPE:
return 'exit'  #exit game
return 'exit'  #exit game
if game_state == 'playing':
    if game_state == 'playing':
#movement keys
#movement keys
if key.vk == libtcod.KEY_UP:
if key.vk == libtcod.KEY_UP:
player_move_or_attack(0, -1)
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN:
elif key.vk == libtcod.KEY_DOWN:
player_move_or_attack(0, 1)
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT:
elif key.vk == libtcod.KEY_LEFT:
player_move_or_attack(-1, 0)
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT:
elif key.vk == libtcod.KEY_RIGHT:
player_move_or_attack(1, 0)
player_move_or_attack(1, 0)
Line 705: Line 707:
#test for other keys
#test for other keys
key_char = chr(key.c)
key_char = chr(key.c)
if key_char == 'g':
if key_char == 'g':
#pick up an item
#pick up an item
Line 712: Line 714:
object.item.pick_up()
object.item.pick_up()
break
break
if key_char == 'i':
if key_char == 'i':
#show the inventory; if an item is selected, use it
#show the inventory; if an item is selected, use it
Line 718: Line 720:
if chosen_item is not None:
if chosen_item is not None:
chosen_item.use()
chosen_item.use()
if key_char == 'd':
if key_char == 'd':
#show the inventory; if an item is selected, drop it
#show the inventory; if an item is selected, drop it
Line 724: Line 726:
if chosen_item is not None:
if chosen_item is not None:
chosen_item.drop()
chosen_item.drop()
return 'didnt-take-turn'
return 'didnt-take-turn'
 
def player_death(player):
def player_death(player):
#the game ended!
#the game ended!
Line 732: Line 734:
message('You died!', libtcod.red)
message('You died!', libtcod.red)
game_state = 'dead'
game_state = 'dead'
#for added effect, transform the player into a corpse!
#for added effect, transform the player into a corpse!
player.char = '%'
player.char = '%'
player.color = libtcod.dark_red
player.color = libtcod.dark_red
 
def monster_death(monster):
def monster_death(monster):
#transform it into a nasty corpse! it doesn't block, can't be
#transform it into a nasty corpse! it doesn't block, can't be
Line 748: Line 750:
monster.name = 'remains of ' + monster.name
monster.name = 'remains of ' + monster.name
monster.send_to_back()
monster.send_to_back()
 
def target_tile(max_range=None):
def target_tile(max_range=None):
#return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
    #return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
while True:
    global key, mouse
#render the screen. this erases the inventory and shows the names of objects under the mouse.
    while True:
render_all()
        #render the screen. this erases the inventory and shows the names of objects under the mouse.
libtcod.console_flush()
        libtcod.console_flush()
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)  
key = libtcod.console_check_for_keypress()
        render_all()
mouse = libtcod.mouse_get_status() #get mouse position and click status
        (x, y) = (mouse.cx, mouse.cy)
(x, y) = (mouse.cx, mouse.cy)
        (x, y) = (camera_x + x, camera_y + y)  #from screen to map coordinates
(x, y) = (camera_x + x, camera_y + y)  #from screen to map coordinates
        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            return (None, None)  #cancel if the player right-clicked or pressed Escape
return (None, None)  #cancel if the player right-clicked or pressed Escape
        #accept the target if the player clicked in FOV, and in case a range is specified, if it's in that range
#accept the target 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
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)):
(max_range is None or player.distance(x, y) <= max_range)):
return (x, y)
            return (x, y)
 
def target_monster(max_range=None):
def target_monster(max_range=None):
#returns a clicked monster inside FOV up to a range, or None if right-clicked
#returns a clicked monster inside FOV up to a range, or None if right-clicked
Line 775: Line 776:
if x is None:  #player cancelled
if x is None:  #player cancelled
return None
return None
#return the first clicked monster, otherwise continue looping
#return the first clicked monster, otherwise continue looping
for obj in objects:
for obj in objects:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
if obj.x == x and obj.y == y and obj.fighter and obj != player:
return obj
return obj
 
def closest_monster(max_range):
def closest_monster(max_range):
#find closest enemy, up to a maximum range, and in the player's FOV
#find closest enemy, up to a maximum range, and in the player's FOV
closest_enemy = None
closest_enemy = None
closest_dist = max_range + 1  #start with (slightly more than) maximum range
closest_dist = max_range + 1  #start with (slightly more than) maximum range
for object in objects:
for object in objects:
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
if object.fighter and not object == player and libtcod.map_is_in_fov(fov_map, object.x, object.y):
Line 794: Line 795:
closest_dist = dist
closest_dist = dist
return closest_enemy
return closest_enemy
 
def cast_heal():
def cast_heal():
#heal the player
#heal the player
Line 800: Line 801:
message('You are already at full health.', libtcod.red)
message('You are already at full health.', libtcod.red)
return 'cancelled'
return 'cancelled'
message('Your wounds start to feel better!', libtcod.light_violet)
message('Your wounds start to feel better!', libtcod.light_violet)
player.fighter.heal(HEAL_AMOUNT)
player.fighter.heal(HEAL_AMOUNT)
 
def cast_lightning():
def cast_lightning():
#find closest enemy (inside a maximum range) and damage it
#find closest enemy (inside a maximum range) and damage it
Line 810: Line 811:
message('No enemy is close enough to strike.', libtcod.red)
message('No enemy is close enough to strike.', libtcod.red)
return 'cancelled'
return 'cancelled'
#zap it!
#zap it!
message('A lighting bolt strikes the ' + monster.name + ' with a loud thunder! The damage is '
message('A lighting bolt strikes the ' + monster.name + ' with a loud thunder! The damage is '
+ str(LIGHTNING_DAMAGE) + ' hit points.', libtcod.light_blue)
+ str(LIGHTNING_DAMAGE) + ' hit points.', libtcod.light_blue)
monster.fighter.take_damage(LIGHTNING_DAMAGE)
monster.fighter.take_damage(LIGHTNING_DAMAGE)
 
def cast_fireball():
def cast_fireball():
#ask the player for a target tile to throw a fireball at
#ask the player for a target tile to throw a fireball at
Line 822: Line 823:
if x is None: return 'cancelled'
if x is None: return 'cancelled'
message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange)
message('The fireball explodes, burning everything within ' + str(FIREBALL_RADIUS) + ' tiles!', libtcod.orange)
for obj in objects:  #damage every fighter in range, including the player
for obj in objects:  #damage every fighter in range, including the player
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
if obj.distance(x, y) <= FIREBALL_RADIUS and obj.fighter:
message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
message('The ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
obj.fighter.take_damage(FIREBALL_DAMAGE)
obj.fighter.take_damage(FIREBALL_DAMAGE)
def cast_confuse():
def cast_confuse():
#ask the player for a target to confuse
#ask the player for a target to confuse
Line 833: Line 834:
monster = target_monster(CONFUSE_RANGE)
monster = target_monster(CONFUSE_RANGE)
if monster is None: return 'cancelled'
if monster is None: return 'cancelled'
#replace the monster's AI with a "confused" one; after some turns it will restore the old AI
#replace the monster's AI with a "confused" one; after some turns it will restore the old AI
old_ai = monster.ai
old_ai = monster.ai
Line 839: Line 840:
monster.ai.owner = monster  #tell the new component who owns it
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)
message('The eyes of the ' + monster.name + ' look vacant, as he starts to stumble around!', libtcod.light_green)
 
 
def save_game():
def save_game():
#open a new empty shelve (possibly overwriting an old one) to write the game data
#open a new empty shelve (possibly overwriting an old one) to write the game data
Line 851: Line 852:
file['game_state'] = game_state
file['game_state'] = game_state
file.close()
file.close()
 
def load_game():
def load_game():
#open the previously saved shelve and load the game data
#open the previously saved shelve and load the game data
global map, objects, player, stairs, inventory, game_msgs, game_state
global map, objects, player, stairs, inventory, game_msgs, game_state
file = shelve.open('savegame', 'r')
file = shelve.open('savegame', 'r')
map = file['map']
map = file['map']
Line 864: Line 865:
game_state = file['game_state']
game_state = file['game_state']
file.close()
file.close()
initialize_fov()
initialize_fov()
 
def new_game():
def new_game():
global player, inventory, game_msgs, game_state
global player, inventory, game_msgs, game_state
#create object representing the player
#create object representing the player
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
 
#generate map (at this point it's not drawn to the screen)
#generate map (at this point it's not drawn to the screen)
make_map()
make_map()
initialize_fov()
initialize_fov()
 
game_state = 'playing'
game_state = 'playing'
inventory = []
inventory = []
 
#create the list of game messages and their colors, starts empty
#create the list of game messages and their colors, starts empty
game_msgs = []
game_msgs = []
 
#a warm welcoming message!
#a warm welcoming message!
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
 
def initialize_fov():
def initialize_fov():
global fov_recompute, fov_map
global fov_recompute, fov_map
fov_recompute = True
fov_recompute = True
#create the FOV map, according to the generated map
#create the FOV map, according to the generated map
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
Line 896: Line 897:
for x in range(MAP_WIDTH):
for x in range(MAP_WIDTH):
libtcod.map_set_properties(fov_map, x, y, not map[x][y].blocked, not map[x][y].block_sight)
libtcod.map_set_properties(fov_map, x, y, not map[x][y].blocked, not map[x][y].block_sight)
libtcod.console_clear(con)  #unexplored areas start black (which is the default background color)
libtcod.console_clear(con)  #unexplored areas start black (which is the default background color)
def play_game():
def play_game():
global camera_x, camera_y
    global camera_x, camera_y, key, mouse
player_action = None
    player_action = None
(camera_x, camera_y) = (0, 0)
    mouse = libtcod.Mouse()
    key = libtcod.Key()
while not libtcod.console_is_window_closed():
   
#render the screen
    (camera_x, camera_y) = (0, 0)
render_all()
    while not libtcod.console_is_window_closed():
libtcod.console_flush()
        #render the screen
 
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
#erase all objects at their old locations, before they move
        render_all()
for object in objects:
        libtcod.console_flush()
        #erase all objects at their old locations, before they move
        for object in objects:
object.clear()
object.clear()
#handle keys and exit game if needed
        #handle keys and exit game if needed
player_action = handle_keys()
        player_action = handle_keys()
if player_action == 'exit':
        if player_action == 'exit':
save_game()
save_game()
break
break
#let monsters take their turn
        #let monsters take their turn
if game_state == 'playing' and player_action != 'didnt-take-turn':
        if game_state == 'playing' and player_action != 'didnt-take-turn':
for object in objects:
for object in objects:
if object.ai:
if object.ai:
object.ai.take_turn()
object.ai.take_turn()
def main_menu():
    img = libtcod.image_load('menu_background.png')


def main_menu():
    while not libtcod.console_is_window_closed():
img = libtcod.image_load('menu_background.png')
        #show the background image, at twice the regular console resolution
        libtcod.image_blit_2x(img, 0, 0, 0)
while not libtcod.console_is_window_closed():
 
#show the background image, at twice the regular console resolution
        #show the game's title, and some credits!
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')
#show the game's title, and some credits!
        libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT-2, libtcod.BKGND_NONE, libtcod.LEFT, 'By Jotaf')
libtcod.console_set_foreground_color(0, libtcod.light_yellow)
libtcod.console_print_center(0, SCREEN_WIDTH/2, SCREEN_HEIGHT/2-4, libtcod.BKGND_NONE, 'TOMBS OF THE ANCIENT KINGS')
libtcod.console_print_center(0, SCREEN_WIDTH/2, SCREEN_HEIGHT-2, libtcod.BKGND_NONE, 'By Jotaf')
#show options and wait for the player's choice
choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24)
if choice == 0:  #new game
new_game()
play_game()
if choice == 1:  #load last game
try:
load_game()
except:
msgbox('\n No saved game to load.\n', 24)
continue
play_game()
elif choice == 2:  #quit
break


        #show options and wait for the player's choice
        choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24)
        if choice == 0:  #new game
            new_game()
            play_game()
        if choice == 1:  #load last game
            try:
                load_game()
            except:
                msgbox('\n No saved game to load.\n', 24)
                continue
            play_game()
        elif choice == 2:  #quit
            break
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
Line 960: Line 964:
con = libtcod.console_new(MAP_WIDTH, MAP_HEIGHT)
con = libtcod.console_new(MAP_WIDTH, MAP_HEIGHT)
panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
 
main_menu()
main_menu()
</syntaxhighlight></div>
</syntaxhighlight></div>


[[Category:Developing]]
[[Category:Developing]]

Latest revision as of 01:54, 24 November 2012

This is part of the code for a series of tutorials; the main page can be found here.



Extras


Map Scrolling

Note to reader: I found this post buried deep in side a tutorial writing thread, that never made it's way here. I apologize for the brevity, but hopefully others will find this sample code as useful as I have! - Hadlock

http://doryen.eptalys.net/forum/index.php?topic=328.300

« Reply #304 on: September 14, 2011, 05:24:01 am » Thanks for the kind words Nikolai, it's really appreciated And thank you Isher, for sharing those changes; it's great to know how to move to the latest versions without breaking stuff (I'll do that at some point). Stitch, I'll be using a VCS soon, and will probably upload a clean version to an online repository when it's finished

It seems a popular change to the code is to introduce scrolling, but it's also the hardest. I know, I coded and re-coded the "ultimate" scrolling code many times now... the first attempts were really difficult and I wasn't even sure why it was working Anyway, I'm preparing an extra on that.

So, without further ado... here's the map scrolling code for you to download. I'll try to write the explanation soon. If you find any bugs please tell me, it's not 100% tested

Tip: run a diff against the latest tutorial code if you want to highlight just the changes.

(edit: corrected bug! didn't take long to find one...)

This code has been updated to use libtcod 1.5.1.

#!/usr/bin/python
#!/usr/bin/python
#
# libtcod python tutorial
#
 
import libtcodpy as libtcod
import math
import textwrap
import shelve
 
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
 
#size of the map portion shown on-screen
CAMERA_WIDTH = 80
CAMERA_HEIGHT = 43
 
#size of the map
MAP_WIDTH = 100
MAP_HEIGHT = 100
 
#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
INVENTORY_WIDTH = 50
 
#parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 50
MAX_ROOM_MONSTERS = 3
MAX_ROOM_ITEMS = 2
 
#spell values
HEAL_AMOUNT = 4
LIGHTNING_DAMAGE = 20
LIGHTNING_RANGE = 5
CONFUSE_RANGE = 8
CONFUSE_NUM_TURNS = 10
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 12
 
 
FOV_ALGO = 0  #default FOV algorithm
FOV_LIGHT_WALLS = True  #light walls or not
TORCH_RADIUS = 10
 
LIMIT_FPS = 20  #20 frames-per-second maximum
 
 
color_dark_wall = libtcod.Color(0, 0, 100)
color_light_wall = libtcod.Color(130, 110, 50)
color_dark_ground = libtcod.Color(50, 50, 150)
color_light_ground = libtcod.Color(200, 180, 50)
 
 
class Tile:
	#a tile of the map and its properties
	def __init__(self, blocked, block_sight = None):
		self.blocked = blocked
 
		#all tiles start unexplored
		self.explored = False
 
		#by default, if a tile is blocked, it also blocks sight
		if block_sight is None: block_sight = blocked
		self.block_sight = block_sight
 
class Rect:
	#a rectangle on the map. used to characterize a room.
	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 = (self.x1 + self.x2) / 2
		center_y = (self.y1 + self.y2) / 2
		return (center_x, center_y)
 
	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)
 
class Object:
	#this is a generic object: the player, a monster, an item, the stairs...
	#it's always represented by a character on screen.
	def __init__(self, x, y, char, name, color, blocks=False, fighter=None, ai=None, item=None):
		self.x = x
		self.y = y
		self.char = char
		self.name = name
		self.color = color
		self.blocks = blocks
		self.fighter = fighter
		if self.fighter:  #let the fighter component know who owns it
			self.fighter.owner = self
 
		self.ai = ai
		if self.ai:  #let the AI component know who owns it
			self.ai.owner = self
 
		self.item = item
		if self.item:  #let the Item component know who owns it
			self.item.owner = self
 
	def move(self, dx, dy):
		#move by the given amount, if the destination is not blocked
		if not is_blocked(self.x + dx, self.y + dy):
			self.x += dx
			self.y += dy
 
	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 the movement is restricted to the map grid
		dx = int(round(dx / distance))
		dy = int(round(dy / distance))
		self.move(dx, dy)
 
	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 send_to_back(self):
		#make this object be drawn first, so all others appear above it if they're in the same tile.
		global objects
		objects.remove(self)
		objects.insert(0, self)
 
	def draw(self):
		#only show if it's visible to the player
		if libtcod.map_is_in_fov(fov_map, self.x, self.y):
			(x, y) = to_camera_coordinates(self.x, self.y)
 
			if x is not None:
				#set the color and then draw the character that represents this object at its position
				libtcod.console_set_default_foreground(con, self.color)
				libtcod.console_put_char(con, x, y, self.char, libtcod.BKGND_NONE)
 
	def clear(self):
		#erase the character that represents this object
		(x, y) = to_camera_coordinates(self.x, self.y)
		if x is not None:
			libtcod.console_put_char(con, x, y, ' ', libtcod.BKGND_NONE)
 
 
class Fighter:
	#combat-related properties and methods (monster, player, NPC).
	def __init__(self, hp, defense, power, death_function=None):
		self.max_hp = hp
		self.hp = hp
		self.defense = defense
		self.power = power
		self.death_function = death_function
 
	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(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!')
 
	def take_damage(self, damage):
		#apply damage if possible
		if damage > 0:
			self.hp -= damage
 
			#check for death. if there's a death function, call it
			if self.hp <= 0:
				function = self.death_function
				if function is not None:
					function(self.owner)
 
	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
 
class BasicMonster:
	#AI for a basic monster.
	def take_turn(self):
		#a basic monster 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 still 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, 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
 
		else:  #restore the previous AI (this one will be deleted because it's not referenced anymore)
			self.owner.ai = self.old_ai
			message('The ' + self.owner.name + ' is no longer confused!', libtcod.red)
 
 
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 ' + self.owner.name + '.', libtcod.red)
		else:
			inventory.append(self.owner)
			objects.remove(self.owner)
			message('You picked up a ' + self.owner.name + '!', libtcod.green)
 
	def drop(self):
		#add to the map and remove from the player's inventory. also, place it at the player's coordinates
		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)
 
	def use(self):
		#just call the "use_function" if it is defined
		if self.use_function is None:
			message('The ' + self.owner.name + ' cannot be used.')
		else:
			if self.use_function() != 'cancelled':
				inventory.remove(self.owner)  #destroy after use, unless it was cancelled for some reason
 
def is_blocked(x, y):
	#first test the map tile
	if map[x][y].blocked:
		return True
 
	#now check for any blocking objects
	for object in objects:
		if object.blocks and object.x == x and object.y == y:
			return True
 
	return False
 
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):
	global map
	#horizontal tunnel. min() and max() are used in case x1>x2
	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):
	global map
	#vertical tunnel
	for y in range(min(y1, y2), max(y1, y2) + 1):
		map[x][y].blocked = False
		map[x][y].block_sight = False
 
def make_map():
	global map, objects
 
	#the list of objects with just the player
	objects = [player]
 
	#fill map with "blocked" tiles
	map = [[ Tile(True)
		for y in range(MAP_HEIGHT) ]
			for x in range(MAP_WIDTH) ]
 
	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 out of the boundaries of the map
		x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
		y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
 
		#"Rect" class makes rectangles easier to work with
		new_room = Rect(x, y, w, h)
 
		#run through the other rooms and see if they intersect with this one
		failed = False
		for other_room in rooms:
			if new_room.intersect(other_room):
				failed = True
				break
 
		if not failed:
			#this means there are no intersections, so this room is valid
 
			#"paint" it to the map's tiles
			create_room(new_room)
 
			#add some contents to this room, such as monsters
			place_objects(new_room)
 
			#center coordinates of new room, will be useful later
			(new_x, new_y) = new_room.center()
 
			if num_rooms == 0:
				#this is the first room, where the player starts at
				player.x = new_x
				player.y = new_y
			else:
				#all rooms after the first:
				#connect it to the previous room with a tunnel
 
				#center coordinates 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 vertically
					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
 
 
def place_objects(room):
	#choose random number of monsters
	num_monsters = libtcod.random_get_int(0, 0, MAX_ROOM_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 not blocked
		if not is_blocked(x, y):
			if libtcod.random_get_int(0, 0, 100) < 80:  #80% chance of getting an orc
				#create an orc
				fighter_component = Fighter(hp=10, defense=0, power=3, death_function=monster_death)
				ai_component = BasicMonster()
 
				monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
					blocks=True, fighter=fighter_component, ai=ai_component)
			else:
				#create a troll
				fighter_component = Fighter(hp=16, defense=1, power=4, 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_ROOM_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):
			dice = libtcod.random_get_int(0, 0, 100)
			if dice < 70:
				#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 dice < 70+10:
				#create a lightning bolt scroll (10% chance)
				item_component = Item(use_function=cast_lightning)
 
				item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component)
			elif dice < 70+10+10:
				#create a fireball scroll (10% chance)
				item_component = Item(use_function=cast_fireball)
 
				item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component)
			else:
				#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()  #items appear below other objects
 
 
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_SCREEN)
 
	#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_SCREEN)
 
	#finally, some centered text with the values
	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))
 
def get_names_under_mouse():
    global mouse

	#return a string with the names of all objects under the mouse
    (x, y) = (mouse.cx, mouse.cy)
    (x, y) = (camera_x + x, camera_y + y)  #from screen to map coordinates
 
	#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 move_camera(target_x, target_y):
	global camera_x, camera_y, fov_recompute
 
	#new camera coordinates (top-left corner of the screen relative to the map)
	x = target_x - CAMERA_WIDTH / 2  #coordinates so that the target is at the center of the screen
	y = target_y - CAMERA_HEIGHT / 2
 
	#make sure the camera doesn't see outside the map
	if x < 0: x = 0
	if y < 0: y = 0
	if x > MAP_WIDTH - CAMERA_WIDTH - 1: x = MAP_WIDTH - CAMERA_WIDTH - 1
	if y > MAP_HEIGHT - CAMERA_HEIGHT - 1: y = MAP_HEIGHT - CAMERA_HEIGHT - 1
 
	if x != camera_x or y != camera_y: fov_recompute = True
 
	(camera_x, camera_y) = (x, y)
 
def to_camera_coordinates(x, y):
	#convert coordinates on the map to coordinates on the screen
	(x, y) = (x - camera_x, y - camera_y)
 
	if (x < 0 or y < 0 or x >= CAMERA_WIDTH or y >= CAMERA_HEIGHT):
		return (None, None)  #if it's outside the view, return nothing
 
	return (x, y)
 
def render_all():
	global fov_map, color_dark_wall, color_light_wall
	global color_dark_ground, color_light_ground
	global fov_recompute
 
	move_camera(player.x, player.y)
 
	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)
		libtcod.console_clear(con)
 
		#go through all tiles, and set their background color according to the FOV
		for y in range(CAMERA_HEIGHT):
			for x in range(CAMERA_WIDTH):
				(map_x, map_y) = (camera_x + x, camera_y + y)
				visible = libtcod.map_is_in_fov(fov_map, map_x, map_y)
 
				wall = map[map_x][map_y].block_sight
				if not visible:
					#if it's not visible right now, the player can only see it if it's explored
					if map[map_x][map_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:
					#it's visible
					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 )
					#since it's visible, explore it
					map[map_x][map_y].explored = True
 
	#draw all objects in the list, except the player. we want it to
	#always appear over all other objects! so it's drawn later.
	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, one line at a time
	y = 1
	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
 
	#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)
 
	#display names of objects under the mouse
	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())
 
	#blit the contents of "panel" to the root console
	libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
 
 
def message(new_msg, color = libtcod.white):
	#split the message if necessary, among multiple lines
	new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
 
	for line in new_msg_lines:
		#if the buffer is full, remove the 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 the color
		game_msgs.append( (line, color) )
 
 
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
 
 
def menu(header, options, width):
    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_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
 
    #print all the options
    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
 
    #blit the contents of "window" to the root console
    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)

    #present the root console to the player and wait for a key-press
    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())

	#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 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 msgbox(text, width=50):
	menu(text, [], width)  #use menu() as a sort of "message box"
 
def handle_keys():
    global key
 
    if key.vk == libtcod.KEY_ENTER and key.lalt:
		#Alt+Enter: toggle fullscreen
		libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
 
    elif key.vk == libtcod.KEY_ESCAPE:
		return 'exit'  #exit game
 
    if game_state == 'playing':
		#movement keys
		if key.vk == libtcod.KEY_UP:
			player_move_or_attack(0, -1)
 
		elif key.vk == libtcod.KEY_DOWN:
			player_move_or_attack(0, 1)
 
		elif key.vk == libtcod.KEY_LEFT:
			player_move_or_attack(-1, 0)
 
		elif key.vk == libtcod.KEY_RIGHT:
			player_move_or_attack(1, 0)
		else:
			#test for other keys
			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; if an item is selected, use it
				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':
				#show the inventory; if an item is selected, drop it
				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()
 
			return 'didnt-take-turn'
 
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 = '%'
	player.color = libtcod.dark_red
 
def monster_death(monster):
	#transform it into a nasty corpse! it doesn't block, can't be
	#attacked and doesn't move
	message(monster.name.capitalize() + ' is dead!', 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()
 
def target_tile(max_range=None):
    #return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
    global key, mouse
    while True:
        #render the screen. this erases the inventory and shows the names of objects under the mouse.
        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)
        (x, y) = (camera_x + x, camera_y + y)  #from screen to map coordinates
 
        if mouse.rbutton_pressed or key.vk == libtcod.KEY_ESCAPE:
            return (None, None)  #cancel if the player right-clicked or pressed Escape
 
        #accept the target 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)
 
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 closest_monster(max_range):
	#find 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) maximum 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 distance between this object and the player
			dist = player.distance_to(object)
			if dist < closest_dist:  #it's 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 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 lighting bolt 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)
 
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(FIREBALL_RADIUS) + ' tiles!', 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 ' + obj.name + ' gets burned for ' + str(FIREBALL_DAMAGE) + ' hit points.', libtcod.orange)
			obj.fighter.take_damage(FIREBALL_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 ' + monster.name + ' look vacant, as he starts to stumble around!', libtcod.light_green)
 
 
def save_game():
	#open a new empty shelve (possibly overwriting an old one) to write the game data
	file = shelve.open('savegame', 'n')
	file['map'] = map
	file['objects'] = objects
	file['player_index'] = objects.index(player)  #index of player in objects list
	file['inventory'] = inventory
	file['game_msgs'] = game_msgs
	file['game_state'] = game_state
	file.close()
 
def load_game():
	#open the previously saved shelve and load the game data
	global map, objects, player, stairs, inventory, game_msgs, game_state
 
	file = shelve.open('savegame', 'r')
	map = file['map']
	objects = file['objects']
	player = objects[file['player_index']]  #get index of player in objects list and access it
	inventory = file['inventory']
	game_msgs = file['game_msgs']
	game_state = file['game_state']
	file.close()
 
	initialize_fov()
 
def new_game():
	global player, inventory, game_msgs, game_state
 
	#create object representing the player
	fighter_component = Fighter(hp=30, defense=2, power=5, death_function=player_death)
	player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
 
	#generate map (at this point it's not drawn to the screen)
	make_map()
	initialize_fov()
 
	game_state = 'playing'
	inventory = []
 
	#create the list of game messages and their colors, starts empty
	game_msgs = []
 
	#a warm welcoming message!
	message('Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.', libtcod.red)
 
def initialize_fov():
	global fov_recompute, fov_map
	fov_recompute = True
 
	#create the FOV map, according to the generated map
	fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT)
	for y in range(MAP_HEIGHT):
		for x in range(MAP_WIDTH):
			libtcod.map_set_properties(fov_map, x, y, not map[x][y].blocked, not map[x][y].block_sight)
 
	libtcod.console_clear(con)  #unexplored areas start black (which is the default background color)
 
def play_game():
    global camera_x, camera_y, key, mouse
 
    player_action = None
    mouse = libtcod.Mouse()
    key = libtcod.Key()
    
    (camera_x, camera_y) = (0, 0)
 
    while not libtcod.console_is_window_closed():
        #render the screen
        libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
        render_all()
 
        libtcod.console_flush()
 
        #erase all objects at their old locations, before they move
        for object in objects:
			object.clear()
 
        #handle keys and exit game if needed
        player_action = handle_keys()
        if player_action == 'exit':
			save_game()
			break
 
        #let monsters take their turn
        if game_state == 'playing' and player_action != 'didnt-take-turn':
			for object in objects:
				if object.ai:
					object.ai.take_turn()
 
def main_menu():
    img = libtcod.image_load('menu_background.png')

    while not libtcod.console_is_window_closed():
        #show the background image, at twice the regular console resolution
        libtcod.image_blit_2x(img, 0, 0, 0)

        #show the game's title, and some credits!
        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.LEFT, 'By Jotaf')

        #show options and wait for the player's choice
        choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24)
        if choice == 0:  #new game
            new_game()
            play_game()
        if choice == 1:  #load last game
            try:
                load_game()
            except:
                msgbox('\n No saved game to load.\n', 24)
                continue
            play_game()
        elif choice == 2:  #quit
            break
 
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD)
libtcod.console_init_root(SCREEN_WIDTH, SCREEN_HEIGHT, 'python/libtcod tutorial', False)
libtcod.sys_set_fps(LIMIT_FPS)
con = libtcod.console_new(MAP_WIDTH, MAP_HEIGHT)
panel = libtcod.console_new(SCREEN_WIDTH, PANEL_HEIGHT)
 
main_menu()