Complete Roguelike Tutorial, using python3+libtcod, part 13 code
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This is part of a series of tutorials; the main page can be found here. |
Adventure gear
# !/usr/bin/env python3
#
# libtcod python tutorial
#
import math
import shelve
import textwrap
import libtcodpy as libtcod
# 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
CHARACTER_SCREEN_WIDTH = 30
LEVEL_SCREEN_WIDTH = 40
# parameters for dungeon generator
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
# spell values
HEAL_AMOUNT = 40
LIGHTNING_DAMAGE = 40
LIGHTNING_RANGE = 5
CONFUSE_RANGE = 8
CONFUSE_NUM_TURNS = 10
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 25
# experience and level-ups
LEVEL_UP_BASE = 200
LEVEL_UP_FACTOR = 150
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, always_visible=False, fighter=None, ai=None, item=None, equipment=None):
self.x = x
self.y = y
self.char = char
self.name = name
self.color = color
self.blocks = blocks
self.always_visible = always_visible
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
self.equipment = equipment
if self.equipment: # let the Equipment component know who owns it
self.equipment.owner = self
# there must be an Item component for the Equipment component to work properly
self.item = Item()
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; or it's set to "always visible" and on an explored tile
if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or
(self.always_visible and map[self.x][self.y].explored)):
# set the color and 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, xp, death_function=None):
self.base_max_hp = hp
self.hp = hp
self.base_defense = defense
self.base_power = power
self.xp = xp
self.death_function = death_function
@property
def power(self): # return actual power, by summing up the bonuses from all equipped items
bonus = sum(equipment.power_bonus for equipment in get_all_equipped(self.owner))
return self.base_power + bonus
@property
def defense(self): # return actual defense, by summing up the bonuses from all equipped items
bonus = sum(equipment.defense_bonus for equipment in get_all_equipped(self.owner))
return self.base_defense + bonus
@property
def max_hp(self): # return actual max_hp, by summing up the bonuses from all equipped items
bonus = sum(equipment.max_hp_bonus for equipment in get_all_equipped(self.owner))
return self.base_max_hp + bonus
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)
if self.owner != player: # yield experience to the player
player.fighter.xp += self.xp
def heal(self, amount):
# heal by the given amount, without going over the maximum
self.hp += amount
if self.hp > self.max_hp:
self.hp = self.max_hp
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)
# special case: automatically equip, if the corresponding equipment slot is unused
equipment = self.owner.equipment
if equipment and get_equipped_in_slot(equipment.slot) is None:
equipment.equip()
def drop(self):
# special case: if the object has the Equipment component, dequip it before dropping
if self.owner.equipment:
self.owner.equipment.dequip()
# 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):
# special case: if the object has the Equipment component, the "use" action is to equip/dequip
if self.owner.equipment:
self.owner.equipment.toggle_equip()
return
# 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
class Equipment:
# an object that can be equipped, yielding bonuses. automatically adds the Item component.
def __init__(self, slot, power_bonus=0, defense_bonus=0, max_hp_bonus=0):
self.power_bonus = power_bonus
self.defense_bonus = defense_bonus
self.max_hp_bonus = max_hp_bonus
self.slot = slot
self.is_equipped = False
def toggle_equip(self): # toggle equip/dequip status
if self.is_equipped:
self.dequip()
else:
self.equip()
def equip(self):
# if the slot is already being used, dequip whatever is there first
old_equipment = get_equipped_in_slot(self.slot)
if old_equipment is not None:
old_equipment.dequip()
# equip object and show a message about it
self.is_equipped = True
message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green)
def dequip(self):
# dequip object and show a message about it
if not self.is_equipped:
return
self.is_equipped = False
message('Dequipped ' + self.owner.name + ' from ' + self.slot + '.', libtcod.light_yellow)
def get_equipped_in_slot(slot): # returns the equipment in a slot, or None if it's empty
for obj in inventory:
if obj.equipment and obj.equipment.slot == slot and obj.equipment.is_equipped:
return obj.equipment
return None
def get_all_equipped(obj): # returns a list of equipped items
if obj == player:
equipped_list = []
for item in inventory:
if item.equipment and item.equipment.is_equipped:
equipped_list.append(item.equipment)
return equipped_list
else:
return [] # other objects have no equipment
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, stairs
# 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)
# 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
# create stairs at the center of the last room
stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True)
objects.append(stairs)
stairs.send_to_back() # so it's drawn below the monsters
def random_choice_index(chances): # choose one option from list of chances, returning its index
# the dice will land on some number between 1 and the sum of the chances
dice = libtcod.random_get_int(0, 1, sum(chances))
# go through all chances, keeping the sum so far
running_sum = 0
choice = 0
for w in chances:
running_sum += w
# see if the dice landed in the part that corresponds to this choice
if dice <= running_sum:
return choice
choice += 1
def random_choice(chances_dict):
# choose one option from dictionary of chances, returning its key
chances = list(chances_dict.values())
strings = list(chances_dict.keys())
return strings[random_choice_index(chances)]
def from_dungeon_level(table):
# returns a value that depends on level. the table specifies what value occurs after each level, default is 0.
for (value, level) in reversed(table):
if dungeon_level >= level:
return value
return 0
def place_objects(room):
# this is where we decide the chance of each monster or item appearing.
# maximum number of monsters per room
max_monsters = from_dungeon_level([[2, 1], [3, 4], [5, 6]])
# chance of each monster
monster_chances = {}
monster_chances['orc'] = 80 # orc always shows up, even if all other monsters have 0 chance
monster_chances['troll'] = from_dungeon_level([[15, 3], [30, 5], [60, 7]])
# maximum number of items per room
max_items = from_dungeon_level([[1, 1], [2, 4]])
# chance of each item (by default they have a chance of 0 at level 1, which then goes up)
item_chances = {}
item_chances['heal'] = 35 # healing potion always shows up, even if all other items have 0 chance
item_chances['lightning'] = from_dungeon_level([[25, 4]])
item_chances['fireball'] = from_dungeon_level([[25, 6]])
item_chances['confuse'] = from_dungeon_level([[10, 2]])
item_chances['sword'] = from_dungeon_level([[5, 4]])
item_chances['shield'] = from_dungeon_level([[15, 8]])
# choose random number of monsters
num_monsters = libtcod.random_get_int(0, 0, max_monsters)
for i in range(num_monsters):
# choose random spot for this monster
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
# only place it if the tile is not blocked
if not is_blocked(x, y):
choice = random_choice(monster_chances)
if choice == 'orc':
# create an orc
fighter_component = Fighter(hp=20, defense=0, power=4, xp=35, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'o', 'orc', libtcod.desaturated_green,
blocks=True, fighter=fighter_component, ai=ai_component)
elif choice == 'troll':
# create a troll
fighter_component = Fighter(hp=30, defense=2, power=8, xp=100, death_function=monster_death)
ai_component = BasicMonster()
monster = Object(x, y, 'T', 'troll', libtcod.darker_green,
blocks=True, fighter=fighter_component, ai=ai_component)
objects.append(monster)
# choose random number of items
num_items = libtcod.random_get_int(0, 0, max_items)
for i in range(num_items):
# choose random spot for this item
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
# only place it if the tile is not blocked
if not is_blocked(x, y):
choice = random_choice(item_chances)
if choice == 'heal':
# create a healing potion
item_component = Item(use_function=cast_heal)
item = Object(x, y, '!', 'healing potion', libtcod.violet, item=item_component)
elif choice == 'lightning':
# create a lightning bolt scroll
item_component = Item(use_function=cast_lightning)
item = Object(x, y, '#', 'scroll of lightning bolt', libtcod.light_yellow, item=item_component)
elif choice == 'fireball':
# create a fireball scroll
item_component = Item(use_function=cast_fireball)
item = Object(x, y, '#', 'scroll of fireball', libtcod.light_yellow, item=item_component)
elif choice == 'confuse':
# create a confuse scroll
item_component = Item(use_function=cast_confuse)
item = Object(x, y, '#', 'scroll of confusion', libtcod.light_yellow, item=item_component)
elif choice == 'sword':
# create a sword
equipment_component = Equipment(slot='right hand', power_bonus=3)
item = Object(x, y, '/', 'sword', libtcod.sky, equipment=equipment_component)
elif choice == 'shield':
# create a shield
equipment_component = Equipment(slot='left hand', defense_bonus=1)
item = Object(x, y, '[', 'shield', libtcod.darker_orange, equipment=equipment_component)
objects.append(item)
item.send_to_back() # items appear below other objects
item.always_visible = True # items are visible even out-of-FOV, if in an explored area
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)
libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level ' + str(dungeon_level))
# 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 = []
for item in inventory:
text = item.name
# show additional information, in case it's equipped
if item.equipment and item.equipment.is_equipped:
text = text + ' (on ' + item.equipment.slot + ')'
options.append(text)
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 or key.vk == libtcod.KEY_KP8:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
player_move_or_attack(1, 0)
elif key.vk == libtcod.KEY_HOME or key.vk == libtcod.KEY_KP7:
player_move_or_attack(-1, -1)
elif key.vk == libtcod.KEY_PAGEUP or key.vk == libtcod.KEY_KP9:
player_move_or_attack(1, -1)
elif key.vk == libtcod.KEY_END or key.vk == libtcod.KEY_KP1:
player_move_or_attack(-1, 1)
elif key.vk == libtcod.KEY_PAGEDOWN or key.vk == libtcod.KEY_KP3:
player_move_or_attack(1, 1)
elif key.vk == libtcod.KEY_KP5:
pass # do nothing ie wait for the monster to come to you
else:
# test for other keys
key_char = chr(key.c)
if key_char == 'g':
# 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()
if key_char == 'c':
# show character information
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
msgbox('Character Information\n\nLevel: ' + str(player.level) + '\nExperience: ' + str(player.fighter.xp) +
'\nExperience to level up: ' + str(level_up_xp) + '\n\nMaximum HP: ' + str(player.fighter.max_hp) +
'\nAttack: ' + str(player.fighter.power) + '\nDefense: ' + str(player.fighter.defense), CHARACTER_SCREEN_WIDTH)
if key_char == '<':
# go down stairs, if the player is on them
if stairs.x == player.x and stairs.y == player.y:
next_level()
return 'didnt-take-turn'
def check_level_up():
# see if the player's experience is enough to level-up
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR
if player.fighter.xp >= level_up_xp:
# it is! level up and ask to raise some stats
player.level += 1
player.fighter.xp -= level_up_xp
message('Your battle skills grow stronger! You reached level ' + str(player.level) + '!', libtcod.yellow)
choice = None
while choice is None: # keep asking until a choice is made
choice = menu('Level up! Choose a stat to raise:\n',
['Constitution (+20 HP, from ' + str(player.fighter.max_hp) + ')',
'Strength (+1 attack, from ' + str(player.fighter.power) + ')',
'Agility (+1 defense, from ' + str(player.fighter.defense) + ')'], LEVEL_SCREEN_WIDTH)
if choice == 0:
player.fighter.base_max_hp += 20
player.fighter.hp += 20
elif choice == 1:
player.fighter.base_power += 1
elif choice == 2:
player.fighter.base_defense += 1
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('The ' + monster.name + ' is dead! You gain ' + str(monster.fighter.xp) + ' experience points.', libtcod.orange)
monster.char = '%'
monster.color = libtcod.dark_red
monster.blocks = False
monster.fighter = None
monster.ai = None
monster.name = 'remains of ' + monster.name
monster.send_to_back()
def target_tile(max_range=None):
global key, mouse
# return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked.
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)
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['stairs_index'] = objects.index(stairs) # same for the stairs
file['inventory'] = inventory
file['game_msgs'] = game_msgs
file['game_state'] = game_state
file['dungeon_level'] = dungeon_level
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, dungeon_level
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
stairs = objects[file['stairs_index']] # same for the stairs
inventory = file['inventory']
game_msgs = file['game_msgs']
game_state = file['game_state']
dungeon_level = file['dungeon_level']
file.close()
initialize_fov()
def new_game():
global player, inventory, game_msgs, game_state, dungeon_level
# create object representing the player
fighter_component = Fighter(hp=100, defense=1, power=2, xp=0, death_function=player_death)
player = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component)
player.level = 1
# generate map (at this point it's not drawn to the screen)
dungeon_level = 1
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)
# initial equipment: a dagger
equipment_component = Equipment(slot='right hand', power_bonus=2)
obj = Object(0, 0, '-', 'dagger', libtcod.sky, equipment=equipment_component)
inventory.append(obj)
equipment_component.equip()
obj.always_visible = True
def next_level():
# advance to the next level
global dungeon_level
message('You take a moment to rest, and recover your strength.', libtcod.light_violet)
player.fighter.heal(player.fighter.max_hp // 2) # heal the player by 50%
dungeon_level += 1
message('After a rare moment of peace, you descend deeper into the heart of the dungeon...', libtcod.red)
make_map() # create a fresh new level!
initialize_fov()
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].block_sight, not map[x][y].blocked)
libtcod.console_clear(con) # unexplored areas start black (which is the default background color)
def play_game():
global key, mouse
player_action = None
mouse = libtcod.Mouse()
key = libtcod.Key()
# main loop
while not libtcod.console_is_window_closed():
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse)
# render the screen
render_all()
libtcod.console_flush()
# level up if needed
check_level_up()
# 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.CENTER, '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 Exception:
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()