Difference between revisions of "Complete Roguelike Tutorial, using python+libtcod, part 9 code"

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(code bug fix: map_set_properties had switched arguments (would manifest when adding pathfinding))
 
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<center><table border="0" cellpadding="10" cellspacing="0" style="background:#F0E68C"><tr><td><center>
This is part of the '''code''' for a series of tutorials; the main page can be found [[Complete Roguelike Tutorial, using python+libtcod|here]].
This is part of a series of tutorials; the main page can be found [[Complete Roguelike Tutorial, using python+libtcod|here]].
 
The tutorial uses libtcod version 1.6.0 and above.
 
If you choose to use 1.5.1, you can find the old version [http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_9_code&oldid=42398 here].<br/>
If you choose to use 1.5.0, you can find the old version [http://roguebasin.roguelikedevelopment.org/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_9_code&oldid=29878 here].
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Line 10: Line 15:
import math
import math
import textwrap
import textwrap
 
#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
#size of the map
MAP_WIDTH = 80
MAP_WIDTH = 80
MAP_HEIGHT = 43
MAP_HEIGHT = 43
 
#sizes and coordinates relevant for the GUI
#sizes and coordinates relevant for the GUI
BAR_WIDTH = 20
BAR_WIDTH = 20
Line 27: Line 32:
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 34: Line 39:
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 43: Line 48:
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 77: Line 82:
         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 101: Line 106:
         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 115: Line 120:
             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 121: Line 126:
         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 127: Line 132:
         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 133: Line 138:
         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 143: Line 148:
         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):
             #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, self.x, self.y, self.char, libtcod.BKGND_NONE)
             libtcod.console_put_char(con, self.x, self.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
         libtcod.console_put_char(con, self.x, self.y, ' ', libtcod.BKGND_NONE)
         libtcod.console_put_char(con, self.x, self.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 164: Line 169:
         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 175: Line 180:
         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 186: Line 191:
                 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 199: Line 204:
         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:
Line 213: Line 218:
         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 219: Line 224:
             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
Line 229: Line 234:
     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 238: Line 243:
             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 246: Line 251:
         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 254: Line 259:
             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 274: Line 279:
             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 281: Line 286:
         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 288: Line 293:
         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, player
     global map, 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 307: Line 312:
         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 317: Line 322:
                 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
            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 337: Line 339:
                 #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 350: Line 352:
                     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)
           
            #add some contents to this room, such as monsters
            place_objects(new_room)
              
              
             #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 371: Line 376:
                 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 378: Line 383:
                 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 398: Line 403:
                 #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
Line 423: Line 428:
     #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():
def get_names_under_mouse():
    global 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)
   
     #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 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
   
     if fov_recompute:
     if fov_recompute:
         #recompute FOV if needed (the player moved or something)
         #recompute FOV if needed (the player moved or something)
         fov_recompute = False
         fov_recompute = False
         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)
 
         #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(MAP_HEIGHT):
         for y in range(MAP_HEIGHT):
Line 469: Line 475:
                     if map[x][y].explored:
                     if map[x][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[x][y].explored = True
                     map[x][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 487: Line 493:
             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 541: Line 547:
             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 548: Line 554:
         player.move(dx, dy)
         player.move(dx, dy)
         fov_recompute = True
         fov_recompute = True
 
 
def menu(header, options, width):
def menu(header, options, width):
     if len(options) > 26: raise ValueError('Cannot have a menu with more than 26 options.')
     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
     #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)
     header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header)
     height = len(options) + header_height
     height = len(options) + header_height
   
     #create an off-screen console that represents the menu's window
     #create an off-screen console that represents the menu's window
     window = libtcod.console_new(width, height)
     window = libtcod.console_new(width, height)
   
     #print the header, with auto-wrap
     #print the header, with auto-wrap
     libtcod.console_set_foreground_color(window, libtcod.white)
     libtcod.console_set_default_foreground(window, libtcod.white)
     libtcod.console_print_left_rect(window, 0, 0, width, height, libtcod.BKGND_NONE, header)
     libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
   
     #print all the options
     #print all the options
     y = header_height
     y = header_height
Line 569: Line 575:
     for option_text in options:
     for option_text in options:
         text = '(' + chr(letter_index) + ') ' + option_text
         text = '(' + chr(letter_index) + ') ' + option_text
         libtcod.console_print_left(window, 0, y, libtcod.BKGND_NONE, text)
         libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
         y += 1
         y += 1
         letter_index += 1
         letter_index += 1
   
     #blit the contents of "window" to the root console
     #blit the contents of "window" to the root console
     x = SCREEN_WIDTH/2 - width/2
     x = SCREEN_WIDTH/2 - width/2
     y = SCREEN_HEIGHT/2 - height/2
     y = SCREEN_HEIGHT/2 - height/2
     libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
     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
     #present the root console to the player and wait for a key-press
     libtcod.console_flush()
     libtcod.console_flush()
     key = libtcod.console_wait_for_keypress(True)
     key = libtcod.console_wait_for_keypress(True)
   
     #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 593: Line 599:
     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 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 626: Line 632:
             #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 633: Line 639:
                         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 639: Line 645:
                 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 645: Line 651:
                 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 653: Line 659:
     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 669: Line 675:
     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.
    global key, mouse
     while True:
     while True:
         #render the screen. this erases the inventory and shows the names of objects under the mouse.
         #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()
         render_all()
        libtcod.console_flush()
       
        key = libtcod.console_check_for_keypress()
        mouse = libtcod.mouse_get_status()  #get mouse position and click status
         (x, y) = (mouse.cx, mouse.cy)
         (x, y) = (mouse.cx, mouse.cy)
       
 
         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 695: Line 700:
         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 714: Line 719:
                 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 720: Line 725:
         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 730: Line 735:
         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 742: Line 747:
     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 753: Line 758:
     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 759: Line 764:
     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)
 
 
#############################################
#############################################
# Initialization & Main Loop
# Initialization & Main Loop
#############################################
#############################################
 
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 770: Line 774:
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)
 
#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)
 
#the list of objects with just the player
#the list of objects with just the player
objects = [player]
objects = [player]
 
#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()
 
#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 786: Line 790:
     for x in range(MAP_WIDTH):
     for x in range(MAP_WIDTH):
         libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
         libtcod.map_set_properties(fov_map, x, y, not map[x][y].block_sight, not map[x][y].blocked)
 
fov_recompute = True
fov_recompute = True
game_state = 'playing'
game_state = 'playing'
player_action = None
player_action = None
 
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)
 
mouse = libtcod.Mouse()
key = libtcod.Key()
while not libtcod.console_is_window_closed():
while not libtcod.console_is_window_closed():
   
     #render the screen
     #render the screen
    libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS|libtcod.EVENT_MOUSE,key,mouse)
     render_all()
     render_all()
   
     libtcod.console_flush()
     libtcod.console_flush()
 
     #erase all objects at their old locations, before they move
     #erase all objects at their old locations, before they move
     for object in objects:
     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':
         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':
Line 821: Line 829:
                 object.ai.take_turn()
                 object.ai.take_turn()
</syntaxhighlight></div>
</syntaxhighlight></div>
[[Category:Developing]]

Latest revision as of 02:56, 23 September 2016

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

The tutorial uses libtcod version 1.6.0 and above.

If you choose to use 1.5.1, you can find the old version here.
If you choose to use 1.5.0, you can find the old version here.


Spells and ranged combat

import libtcodpy as libtcod
import math
import textwrap
 
#actual size of the window
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
 
#size of the map
MAP_WIDTH = 80
MAP_HEIGHT = 43
 
#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 = 30
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):
            #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, self.x, self.y, self.char, libtcod.BKGND_NONE)
 
    def clear(self):
        #erase the character that represents this object
        libtcod.console_put_char(con, self.x, self.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, 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)

            #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)
             
            #add some contents to this room, such as monsters
            place_objects(new_room)
            
            #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)
 
    #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 render_all():
    global fov_map, color_dark_wall, color_light_wall
    global color_dark_ground, color_light_ground
    global fov_recompute
 
    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)
 
        #go through all tiles, and set their background color according to the FOV
        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 it's not visible right now, the player can only see it if it's explored
                    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:
                    #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[x][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)
    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)
 
    #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 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)

        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)
 
#############################################
# Initialization & Main Loop
#############################################
 
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)
 
#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)
 
#the list of objects with just the player
objects = [player]
 
#generate map (at this point it's not drawn to the screen)
make_map()
 
#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].block_sight, not map[x][y].blocked)
 
fov_recompute = True
game_state = 'playing'
player_action = None
 
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)
 
mouse = libtcod.Mouse()
key = libtcod.Key()
 
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':
        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()