Difference between revisions of "Complete Roguelike Tutorial, using python3+libtcod, part 13 code"
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== Adventure gear == | == Adventure gear == | ||
<div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | <div style="background-color: #EEEEEE; border-style: dotted"><syntaxhighlight lang="python"> | ||
#!/usr/bin/env python3 | # !/usr/bin/env python3 | ||
# | # | ||
# libtcod python tutorial | # libtcod python tutorial | ||
# | # | ||
import math | import math | ||
import shelve | |||
import textwrap | import textwrap | ||
import libtcodpy as libtcod | |||
#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 | ||
PANEL_HEIGHT = 7 | PANEL_HEIGHT = 7 | ||
Line 36: | Line 36: | ||
LEVEL_SCREEN_WIDTH = 40 | LEVEL_SCREEN_WIDTH = 40 | ||
#parameters for dungeon generator | # parameters for dungeon generator | ||
ROOM_MAX_SIZE = 10 | ROOM_MAX_SIZE = 10 | ||
ROOM_MIN_SIZE = 6 | ROOM_MIN_SIZE = 6 | ||
MAX_ROOMS = 30 | MAX_ROOMS = 30 | ||
#spell values | # spell values | ||
HEAL_AMOUNT = 40 | HEAL_AMOUNT = 40 | ||
LIGHTNING_DAMAGE = 40 | LIGHTNING_DAMAGE = 40 | ||
Line 50: | Line 50: | ||
FIREBALL_DAMAGE = 25 | FIREBALL_DAMAGE = 25 | ||
#experience and level-ups | # experience and level-ups | ||
LEVEL_UP_BASE = 200 | LEVEL_UP_BASE = 200 | ||
LEVEL_UP_FACTOR = 150 | LEVEL_UP_FACTOR = 150 | ||
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 | ||
Line 69: | Line 69: | ||
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. | ||
def __init__(self, x, y, w, h): | def __init__(self, x, y, w, h): | ||
self.x1 = x | self.x1 = x | ||
Line 89: | Line 91: | ||
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... | ||
#it's always represented by a character on screen. | # 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): | 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.x = x | ||
Line 110: | Line 113: | ||
self.always_visible = always_visible | self.always_visible = always_visible | ||
self.fighter = fighter | self.fighter = fighter | ||
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 | ||
self.equipment = equipment | self.equipment = equipment | ||
if self.equipment: #let the Equipment component know who owns it | if self.equipment: # let the Equipment component know who owns it | ||
self.equipment.owner = self | self.equipment.owner = self | ||
#there must be an Item component for the Equipment component to work properly | # there must be an Item component for the Equipment component to work properly | ||
self.item = Item() | self.item = Item() | ||
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 | ||
if not is_blocked(self.x + dx, self.y + dy): | if not is_blocked(self.x + dx, self.y + dy): | ||
self.x += dx | self.x += dx | ||
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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 | ||
dx = target_x - self.x | dx = target_x - self.x | ||
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 | ||
dx = int(round(dx / distance)) | dx = int(round(dx // distance)) | ||
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 | ||
dx = other.x - self.x | dx = other.x - self.x | ||
dy = other.y - self.y | dy = other.y - self.y | ||
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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. | ||
global objects | global objects | ||
objects.remove(self) | objects.remove(self) | ||
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def draw(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 | # 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 | if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or | ||
(self.always_visible and map[self.x][self.y].explored)): | (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 | # 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_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). | ||
def __init__(self, hp, defense, power, xp, death_function=None): | def __init__(self, hp, defense, power, xp, death_function=None): | ||
self.base_max_hp = hp | self.base_max_hp = hp | ||
Line 187: | Line 190: | ||
@property | @property | ||
def power(self): #return actual power, by summing up the bonuses from all equipped items | 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)) | bonus = sum(equipment.power_bonus for equipment in get_all_equipped(self.owner)) | ||
return self.base_power + bonus | return self.base_power + bonus | ||
@property | @property | ||
def defense(self): #return actual defense, by summing up the bonuses from all equipped items | 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)) | bonus = sum(equipment.defense_bonus for equipment in get_all_equipped(self.owner)) | ||
return self.base_defense + bonus | return self.base_defense + bonus | ||
@property | @property | ||
def max_hp(self): #return actual max_hp, by summing up the bonuses from all equipped items | 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)) | bonus = sum(equipment.max_hp_bonus for equipment in get_all_equipped(self.owner)) | ||
return self.base_max_hp + bonus | return self.base_max_hp + bonus | ||
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 | ||
message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.') | message(self.owner.name.capitalize() + ' attacks ' + target.name + ' for ' + str(damage) + ' hit points.') | ||
target.fighter.take_damage(damage) | target.fighter.take_damage(damage) | ||
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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: | ||
function = self.death_function | function = self.death_function | ||
Line 223: | Line 226: | ||
function(self.owner) | function(self.owner) | ||
if self.owner != player: #yield experience to the player | if self.owner != player: # yield experience to the player | ||
player.fighter.xp += self.xp | player.fighter.xp += self.xp | ||
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 | ||
self.hp += amount | self.hp += amount | ||
if self.hp > self.max_hp: | if self.hp > self.max_hp: | ||
self.hp = self.max_hp | self.hp = self.max_hp | ||
class BasicMonster: | class BasicMonster: | ||
#AI for a basic monster. | # AI for a basic monster. | ||
def take_turn(self): | def take_turn(self): | ||
#a basic monster takes its turn. if you can see it, it can see you | # a basic monster takes its turn. if you can see it, it can see you | ||
monster = self.owner | monster = self.owner | ||
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y): | if libtcod.map_is_in_fov(fov_map, monster.x, monster.y): | ||
#move towards player if far away | # move towards player if far away | ||
if monster.distance_to(player) >= 2: | if monster.distance_to(player) >= 2: | ||
monster.move_towards(player.x, player.y) | monster.move_towards(player.x, player.y) | ||
#close enough, attack! (if the player is still alive.) | # close enough, attack! (if the player is still alive.) | ||
elif player.fighter.hp > 0: | elif player.fighter.hp > 0: | ||
monster.fighter.attack(player) | monster.fighter.attack(player) | ||
class ConfusedMonster: | class ConfusedMonster: | ||
#AI for a temporarily confused monster (reverts to previous AI after a while). | # AI for a temporarily confused monster (reverts to previous AI after a while). | ||
def __init__(self, old_ai, num_turns=CONFUSE_NUM_TURNS): | def __init__(self, old_ai, num_turns=CONFUSE_NUM_TURNS): | ||
self.old_ai = old_ai | self.old_ai = old_ai | ||
Line 254: | Line 259: | ||
def take_turn(self): | def take_turn(self): | ||
if self.num_turns > 0: #still confused... | if self.num_turns > 0: # still confused... | ||
#move in a random direction, and decrease the number of turns 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.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1)) | ||
self.num_turns -= 1 | self.num_turns -= 1 | ||
else: #restore the previous AI (this one will be deleted because it's not referenced anymore) | else: # restore the previous AI (this one will be deleted because it's not referenced anymore) | ||
self.owner.ai = self.old_ai | self.owner.ai = self.old_ai | ||
message('The ' + self.owner.name + ' is no longer confused!', libtcod.red) | message('The ' + self.owner.name + ' is no longer confused!', libtcod.red) | ||
class Item: | class Item: | ||
#an item that can be picked up and used. | # an item that can be picked up and used. | ||
def __init__(self, use_function=None): | def __init__(self, use_function=None): | ||
self.use_function = use_function | self.use_function = use_function | ||
def pick_up(self): | def pick_up(self): | ||
#add to the player's inventory and remove from the map | # add to the player's inventory and remove from the map | ||
if len(inventory) >= 26: | if len(inventory) >= 26: | ||
message('Your inventory is full, cannot pick up ' + self.owner.name + '.', libtcod.red) | message('Your inventory is full, cannot pick up ' + self.owner.name + '.', libtcod.red) | ||
Line 277: | Line 283: | ||
message('You picked up a ' + self.owner.name + '!', libtcod.green) | message('You picked up a ' + self.owner.name + '!', libtcod.green) | ||
#special case: automatically equip, if the corresponding equipment slot is unused | # special case: automatically equip, if the corresponding equipment slot is unused | ||
equipment = self.owner.equipment | equipment = self.owner.equipment | ||
if equipment and get_equipped_in_slot(equipment.slot) is None: | if equipment and get_equipped_in_slot(equipment.slot) is None: | ||
Line 283: | Line 289: | ||
def drop(self): | def drop(self): | ||
#special case: if the object has the Equipment component, dequip it before dropping | # special case: if the object has the Equipment component, dequip it before dropping | ||
if self.owner.equipment: | if self.owner.equipment: | ||
self.owner.equipment.dequip() | self.owner.equipment.dequip() | ||
#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 | ||
objects.append(self.owner) | objects.append(self.owner) | ||
inventory.remove(self.owner) | inventory.remove(self.owner) | ||
Line 295: | Line 301: | ||
def use(self): | def use(self): | ||
#special case: if the object has the Equipment component, the "use" action is to equip/dequip | # special case: if the object has the Equipment component, the "use" action is to equip/dequip | ||
if self.owner.equipment: | if self.owner.equipment: | ||
self.owner.equipment.toggle_equip() | self.owner.equipment.toggle_equip() | ||
return | return | ||
#just call the "use_function" if it is defined | # just call the "use_function" if it is defined | ||
if self.use_function is None: | if self.use_function is None: | ||
message('The ' + self.owner.name + ' cannot be used.') | message('The ' + self.owner.name + ' cannot be used.') | ||
else: | else: | ||
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 | ||
class Equipment: | class Equipment: | ||
#an object that can be equipped, yielding bonuses. automatically adds the Item component. | # 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): | def __init__(self, slot, power_bonus=0, defense_bonus=0, max_hp_bonus=0): | ||
self.power_bonus = power_bonus | self.power_bonus = power_bonus | ||
Line 317: | Line 324: | ||
self.is_equipped = False | self.is_equipped = False | ||
def toggle_equip(self): #toggle equip/dequip status | def toggle_equip(self): # toggle equip/dequip status | ||
if self.is_equipped: | if self.is_equipped: | ||
self.dequip() | self.dequip() | ||
Line 324: | Line 331: | ||
def equip(self): | def equip(self): | ||
#if the slot is already being used, dequip whatever is there first | # if the slot is already being used, dequip whatever is there first | ||
old_equipment = get_equipped_in_slot(self.slot) | old_equipment = get_equipped_in_slot(self.slot) | ||
if old_equipment is not None: | if old_equipment is not None: | ||
old_equipment.dequip() | old_equipment.dequip() | ||
#equip object and show a message about it | # equip object and show a message about it | ||
self.is_equipped = True | self.is_equipped = True | ||
message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green) | message('Equipped ' + self.owner.name + ' on ' + self.slot + '.', libtcod.light_green) | ||
def dequip(self): | def dequip(self): | ||
#dequip object and show a message about it | # dequip object and show a message about it | ||
if not self.is_equipped: return | if not self.is_equipped: | ||
return | |||
self.is_equipped = False | self.is_equipped = False | ||
message('Dequipped ' + self.owner.name + ' from ' + self.slot + '.', libtcod.light_yellow) | 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 | def get_equipped_in_slot(slot): # returns the equipment in a slot, or None if it's empty | ||
for obj in inventory: | for obj in inventory: | ||
if obj.equipment and obj.equipment.slot == slot and obj.equipment.is_equipped: | if obj.equipment and obj.equipment.slot == slot and obj.equipment.is_equipped: | ||
Line 346: | Line 354: | ||
return None | return None | ||
def get_all_equipped(obj): #returns a list of equipped items | |||
def get_all_equipped(obj): # returns a list of equipped items | |||
if obj == player: | if obj == player: | ||
equipped_list = [] | equipped_list = [] | ||
Line 354: | Line 363: | ||
return equipped_list | return equipped_list | ||
else: | else: | ||
return [] #other objects have no equipment | return [] # other objects have no equipment | ||
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: | ||
Line 368: | Line 377: | ||
return False | return False | ||
def create_room(room): | def create_room(room): | ||
global map | global map | ||
#go through the tiles in the rectangle and make them passable | # go through the tiles in the rectangle and make them passable | ||
for x in range(room.x1 + 1, room.x2): | for x in range(room.x1 + 1, room.x2): | ||
for y in range(room.y1 + 1, room.y2): | for y in range(room.y1 + 1, room.y2): | ||
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 | ||
#horizontal tunnel. min() and max() are used in case x1>x2 | # horizontal tunnel. min() and max() are used in case x1>x2 | ||
for x in range(min(x1, x2), max(x1, x2) + 1): | for x in range(min(x1, x2), max(x1, x2) + 1): | ||
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 | ||
#vertical tunnel | # vertical tunnel | ||
for y in range(min(y1, y2), max(y1, y2) + 1): | for y in range(min(y1, y2), max(y1, y2) + 1): | ||
map[x][y].blocked = False | map[x][y].blocked = False | ||
map[x][y].block_sight = False | map[x][y].block_sight = False | ||
def make_map(): | def make_map(): | ||
global map, objects, stairs | global map, objects, stairs | ||
#the list of objects with just the player | # the list of objects with just the player | ||
objects = [player] | objects = [player] | ||
#fill map with "blocked" tiles | # fill map with "blocked" tiles | ||
map = [[ Tile(True) | map = [[Tile(True) | ||
for y in range(MAP_HEIGHT)] | |||
for x in range(MAP_WIDTH) ] | for x in range(MAP_WIDTH)] | ||
rooms = [] | rooms = [] | ||
Line 406: | Line 419: | ||
for r in range(MAX_ROOMS): | for r in range(MAX_ROOMS): | ||
#random width and height | # random width and height | ||
w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE) | w = libtcod.random_get_int(0, ROOM_MIN_SIZE, ROOM_MAX_SIZE) | ||
h = 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 | # random position without going out of the boundaries of the map | ||
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 | ||
for other_room in rooms: | for other_room in rooms: | ||
Line 424: | Line 437: | ||
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) | ||
#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 | ||
player.x = new_x | player.x = new_x | ||
player.y = new_y | player.y = new_y | ||
else: | else: | ||
#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: | ||
#first move horizontally, then vertically | # first move horizontally, then vertically | ||
create_h_tunnel(prev_x, new_x, prev_y) | create_h_tunnel(prev_x, new_x, prev_y) | ||
create_v_tunnel(prev_y, new_y, new_x) | create_v_tunnel(prev_y, new_y, new_x) | ||
else: | else: | ||
#first move vertically, then horizontally | # first move vertically, then horizontally | ||
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 | # add some contents to this room, such as monsters | ||
place_objects(new_room) | 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 | ||
#create stairs at the center of the last room | # create stairs at the center of the last room | ||
stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True) | stairs = Object(new_x, new_y, '<', 'stairs', libtcod.white, always_visible=True) | ||
objects.append(stairs) | objects.append(stairs) | ||
stairs.send_to_back() #so it's drawn below the monsters | 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 | 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)) | dice = libtcod.random_get_int(0, 1, sum(chances)) | ||
#go through all chances, keeping the sum so far | # go through all chances, keeping the sum so far | ||
running_sum = 0 | running_sum = 0 | ||
choice = 0 | choice = 0 | ||
Line 475: | Line 489: | ||
running_sum += w | running_sum += w | ||
#see if the dice landed in the part that corresponds to this choice | # see if the dice landed in the part that corresponds to this choice | ||
if dice <= running_sum: | if dice <= running_sum: | ||
return choice | return choice | ||
choice += 1 | choice += 1 | ||
def random_choice(chances_dict): | def random_choice(chances_dict): | ||
#choose one option from dictionary of chances, returning its key | # choose one option from dictionary of chances, returning its key | ||
chances = chances_dict.values() | chances = list(chances_dict.values()) | ||
strings = chances_dict.keys() | strings = list(chances_dict.keys()) | ||
return strings[random_choice_index(chances)] | return strings[random_choice_index(chances)] | ||
def from_dungeon_level(table): | def from_dungeon_level(table): | ||
#returns a value that depends on level. the table specifies what value occurs after each level, default is 0. | # 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): | for (value, level) in reversed(table): | ||
if dungeon_level >= level: | if dungeon_level >= level: | ||
return value | return value | ||
return 0 | return 0 | ||
def place_objects(room): | def place_objects(room): | ||
#this is where we decide the chance of each monster or item appearing. | # this is where we decide the chance of each monster or item appearing. | ||
#maximum number of monsters per room | # maximum number of monsters per room | ||
max_monsters = from_dungeon_level([[2, 1], [3, 4], [5, 6]]) | max_monsters = from_dungeon_level([[2, 1], [3, 4], [5, 6]]) | ||
#chance of each monster | # chance of each monster | ||
monster_chances = {} | monster_chances = {} | ||
monster_chances['orc'] = 80 #orc always shows up, even if all other monsters have 0 chance | 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]]) | monster_chances['troll'] = from_dungeon_level([[15, 3], [30, 5], [60, 7]]) | ||
#maximum number of items per room | # maximum number of items per room | ||
max_items = from_dungeon_level([[1, 1], [2, 4]]) | 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) | # chance of each item (by default they have a chance of 0 at level 1, which then goes up) | ||
item_chances = {} | item_chances = {} | ||
item_chances['heal'] = 35 #healing potion always shows up, even if all other items have 0 chance | 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['lightning'] = from_dungeon_level([[25, 4]]) | ||
item_chances['fireball'] = | item_chances['fireball'] = from_dungeon_level([[25, 6]]) | ||
item_chances['confuse'] = | item_chances['confuse'] = from_dungeon_level([[10, 2]]) | ||
item_chances['sword'] = | item_chances['sword'] = from_dungeon_level([[5, 4]]) | ||
item_chances['shield'] = | item_chances['shield'] = from_dungeon_level([[15, 8]]) | ||
# choose random number of monsters | |||
#choose random number of monsters | |||
num_monsters = libtcod.random_get_int(0, 0, max_monsters) | num_monsters = libtcod.random_get_int(0, 0, max_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): | ||
choice = random_choice(monster_chances) | choice = random_choice(monster_chances) | ||
if choice == 'orc': | if choice == 'orc': | ||
#create an orc | # create an orc | ||
fighter_component = Fighter(hp=20, defense=0, power=4, xp=35, death_function=monster_death) | fighter_component = Fighter(hp=20, defense=0, power=4, xp=35, death_function=monster_death) | ||
ai_component = BasicMonster() | ai_component = BasicMonster() | ||
Line 538: | Line 554: | ||
elif choice == 'troll': | elif choice == 'troll': | ||
#create a troll | # create a troll | ||
fighter_component = Fighter(hp=30, defense=2, power=8, xp=100, death_function=monster_death) | fighter_component = Fighter(hp=30, defense=2, power=8, xp=100, death_function=monster_death) | ||
ai_component = BasicMonster() | ai_component = BasicMonster() | ||
Line 547: | Line 563: | ||
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_items) | num_items = libtcod.random_get_int(0, 0, max_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): | ||
choice = random_choice(item_chances) | choice = random_choice(item_chances) | ||
if choice == 'heal': | if choice == 'heal': | ||
#create a healing potion | # create a healing potion | ||
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 choice == 'lightning': | elif choice == 'lightning': | ||
#create a lightning bolt scroll | # create a lightning bolt scroll | ||
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 choice == 'fireball': | elif choice == 'fireball': | ||
#create a fireball scroll | # create a fireball scroll | ||
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) | ||
elif choice == 'confuse': | elif choice == 'confuse': | ||
#create a confuse scroll | # create a confuse scroll | ||
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) | ||
elif choice == 'sword': | elif choice == 'sword': | ||
#create a sword | # create a sword | ||
equipment_component = Equipment(slot='right hand', power_bonus=3) | equipment_component = Equipment(slot='right hand', power_bonus=3) | ||
item = Object(x, y, '/', 'sword', libtcod.sky, equipment=equipment_component) | item = Object(x, y, '/', 'sword', libtcod.sky, equipment=equipment_component) | ||
elif choice == 'shield': | elif choice == 'shield': | ||
#create a shield | # create a shield | ||
equipment_component = Equipment(slot='left hand', defense_bonus=1) | equipment_component = Equipment(slot='left hand', defense_bonus=1) | ||
item = Object(x, y, '[', 'shield', libtcod.darker_orange, equipment=equipment_component) | item = Object(x, y, '[', 'shield', libtcod.darker_orange, equipment=equipment_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 | ||
item.always_visible = True #items are visible even out-of-FOV, if in an explored area | 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): | def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color): | ||
#render a bar (HP, experience, etc). first calculate the width of the bar | # render a bar (HP, experience, etc). first calculate the width of the bar | ||
bar_width = int(float(value) / maximum * total_width) | bar_width = int(float(value) // maximum * total_width) | ||
#render the background first | # render the background first | ||
libtcod.console_set_default_background(panel, back_color) | libtcod.console_set_default_background(panel, back_color) | ||
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN) | 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_default_background(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.BKGND_SCREEN) | 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_default_foreground(panel, libtcod.white) | libtcod.console_set_default_foreground(panel, libtcod.white) | ||
libtcod.console_print_ex(panel, x + total_width / 2, y, libtcod.BKGND_NONE, libtcod.CENTER, | 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(): | def get_names_under_mouse(): | ||
global 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 | ||
(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(): | ||
Line 630: | Line 648: | ||
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): | ||
for x in range(MAP_WIDTH): | for x in range(MAP_WIDTH): | ||
Line 640: | Line 658: | ||
wall = map[x][y].block_sight | wall = map[x][y].block_sight | ||
if not visible: | if not visible: | ||
#if it's not visible right now, the player can only see it if it's explored | # if it's not visible right now, the player can only see it if it's explored | ||
if map[x][y].explored: | if map[x][y].explored: | ||
if wall: | if wall: | ||
Line 647: | Line 665: | ||
libtcod.console_set_char_background(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_char_background(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_char_background(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. | ||
for object in objects: | for object in objects: | ||
if object != player: | if object != player: | ||
Line 662: | Line 680: | ||
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_default_background(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_default_foreground(panel, color) | libtcod.console_set_default_foreground(panel, color) | ||
libtcod.console_print_ex(panel, MSG_X, y, libtcod.BKGND_NONE, libtcod.LEFT,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) | ||
libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level ' + str(dungeon_level)) | libtcod.console_print_ex(panel, 1, 3, libtcod.BKGND_NONE, libtcod.LEFT, 'Dungeon level ' + str(dungeon_level)) | ||
#display names of objects under the mouse | # display names of objects under the mouse | ||
libtcod.console_set_default_foreground(panel, libtcod.light_gray) | libtcod.console_set_default_foreground(panel, libtcod.light_gray) | ||
libtcod.console_print_ex(panel, 1, 0, libtcod.BKGND_NONE, libtcod.LEFT, get_names_under_mouse()) | libtcod.console_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)) | ||
Line 706: | Line 723: | ||
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 | ||
for object in objects: | for object in objects: | ||
Line 717: | Line 734: | ||
break | break | ||
#attack if target found, move otherwise | # attack if target found, move otherwise | ||
if target is not None: | if target is not None: | ||
player.fighter.attack(target) | player.fighter.attack(target) | ||
Line 726: | Line 743: | ||
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_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header) | header_height = libtcod.console_get_height_rect(con, 0, 0, width, SCREEN_HEIGHT, header) | ||
if header == '': | if header == '': | ||
Line 734: | Line 752: | ||
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_default_foreground(window, libtcod.white) | libtcod.console_set_default_foreground(window, libtcod.white) | ||
libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, 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 | ||
letter_index = ord('a') | letter_index = ord('a') | ||
Line 750: | Line 768: | ||
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) | ||
if key.vk == libtcod.KEY_ENTER and key.lalt: #(special case) Alt+Enter: toggle fullscreen | if key.vk == libtcod.KEY_ENTER and key.lalt: # (special case) Alt+Enter: toggle fullscreen | ||
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen) | libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen) | ||
#convert the ASCII code to an index; if it corresponds to an option, return it | # convert the ASCII code to an index; if it corresponds to an option, return it | ||
index = key.c - ord('a') | index = key.c - ord('a') | ||
if index >= 0 and index < len(options): return index | if index >= 0 and index < len(options): | ||
return index | |||
return None | return None | ||
def inventory_menu(header): | def inventory_menu(header): | ||
#show a menu with each item of the inventory as an option | # show a menu with each item of the inventory as an option | ||
if len(inventory) == 0: | if len(inventory) == 0: | ||
options = ['Inventory is empty.'] | options = ['Inventory is empty.'] | ||
Line 775: | Line 795: | ||
for item in inventory: | for item in inventory: | ||
text = item.name | text = item.name | ||
#show additional information, in case it's equipped | # show additional information, in case it's equipped | ||
if item.equipment and item.equipment.is_equipped: | if item.equipment and item.equipment.is_equipped: | ||
text = text + ' (on ' + item.equipment.slot + ')' | text = text + ' (on ' + item.equipment.slot + ')' | ||
Line 782: | Line 802: | ||
index = menu(header, options, INVENTORY_WIDTH) | index = menu(header, options, INVENTORY_WIDTH) | ||
#if an item was chosen, return it | # if an item was chosen, return it | ||
if index is None or len(inventory) == 0: return None | if index is None or len(inventory) == 0: | ||
return None | |||
return inventory[index].item | return inventory[index].item | ||
def msgbox(text, width=50): | def msgbox(text, width=50): | ||
menu(text, [], width) #use menu() as a sort of "message box" | menu(text, [], width) # use menu() as a sort of "message box" | ||
def handle_keys(): | def handle_keys(): | ||
Line 793: | Line 816: | ||
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 or key.vk == libtcod.KEY_KP8: | if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8: | ||
player_move_or_attack(0, -1) | player_move_or_attack(0, -1) | ||
Line 818: | Line 841: | ||
player_move_or_attack(1, 1) | player_move_or_attack(1, 1) | ||
elif key.vk == libtcod.KEY_KP5: | elif key.vk == libtcod.KEY_KP5: | ||
pass #do nothing ie wait for the monster to come to you | pass # do nothing ie wait for the monster to come to you | ||
else: | else: | ||
#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 | ||
for object in objects: #look for an item in the player's tile | 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: | if object.x == player.x and object.y == player.y and object.item: | ||
object.item.pick_up() | object.item.pick_up() | ||
Line 831: | Line 854: | ||
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 | ||
chosen_item = inventory_menu('Press the key next to an item to use it, or any other to cancel.\n') | 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: | if chosen_item is not None: | ||
Line 837: | Line 860: | ||
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 | ||
chosen_item = inventory_menu('Press the key next to an item to drop it, or any other to cancel.\n') | 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: | if chosen_item is not None: | ||
Line 843: | Line 866: | ||
if key_char == 'c': | if key_char == 'c': | ||
#show character information | # show character information | ||
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR | level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR | ||
msgbox('Character Information\n\nLevel: ' + str(player.level) + '\nExperience: ' + str(player.fighter.xp) + | msgbox('Character Information\n\nLevel: ' + str(player.level) + '\nExperience: ' + str(player.fighter.xp) + | ||
Line 850: | Line 873: | ||
if key_char == '<': | if key_char == '<': | ||
#go down stairs, if the player is on them | # go down stairs, if the player is on them | ||
if stairs.x == player.x and stairs.y == player.y: | if stairs.x == player.x and stairs.y == player.y: | ||
next_level() | next_level() | ||
return 'didnt-take-turn' | return 'didnt-take-turn' | ||
def check_level_up(): | def check_level_up(): | ||
#see if the player's experience is enough to level-up | # see if the player's experience is enough to level-up | ||
level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR | level_up_xp = LEVEL_UP_BASE + player.level * LEVEL_UP_FACTOR | ||
if player.fighter.xp >= level_up_xp: | if player.fighter.xp >= level_up_xp: | ||
#it is! level up and ask to raise some stats | # it is! level up and ask to raise some stats | ||
player.level += 1 | player.level += 1 | ||
player.fighter.xp -= level_up_xp | player.fighter.xp -= level_up_xp | ||
Line 866: | Line 890: | ||
choice = None | choice = None | ||
while choice | while choice is None: # keep asking until a choice is made | ||
choice = menu('Level up! Choose a stat to raise:\n', | choice = menu('Level up! Choose a stat to raise:\n', | ||
['Constitution (+20 HP, from ' + str(player.fighter.max_hp) + ')', | ['Constitution (+20 HP, from ' + str(player.fighter.max_hp) + ')', | ||
Line 879: | Line 903: | ||
elif choice == 2: | elif choice == 2: | ||
player.fighter.base_defense += 1 | player.fighter.base_defense += 1 | ||
def player_death(player): | def player_death(player): | ||
#the game ended! | # the game ended! | ||
global game_state | global game_state | ||
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 | ||
#attacked and doesn't move | # attacked and doesn't move | ||
message('The ' + monster.name + ' is dead! You gain ' + str(monster.fighter.xp) + ' experience points.', libtcod.orange) | message('The ' + monster.name + ' is dead! You gain ' + str(monster.fighter.xp) + ' experience points.', libtcod.orange) | ||
monster.char = '%' | monster.char = '%' | ||
Line 901: | Line 927: | ||
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): | ||
global key, mouse | 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. | # return the position of a tile left-clicked in player's FOV (optionally in a range), or (None,None) if right-clicked. | ||
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.console_flush() | ||
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) | libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) | ||
Line 914: | Line 941: | ||
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 | ||
while True: | while True: | ||
(x, y) = target_tile(max_range) | (x, y) = target_tile(max_range) | ||
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): | ||
#calculate distance between this object and the player | # calculate distance between this object and the player | ||
dist = player.distance_to(object) | dist = player.distance_to(object) | ||
if dist < closest_dist: #it's closer, so remember it | if dist < closest_dist: # it's closer, so remember it | ||
closest_enemy = object | closest_enemy = object | ||
closest_dist = dist | closest_dist = dist | ||
return closest_enemy | return closest_enemy | ||
def cast_heal(): | def cast_heal(): | ||
#heal the player | # heal the player | ||
if player.fighter.hp == player.fighter.max_hp: | if player.fighter.hp == player.fighter.max_hp: | ||
message('You are already at full health.', libtcod.red) | message('You are already at full health.', libtcod.red) | ||
Line 955: | Line 985: | ||
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 | ||
monster = closest_monster(LIGHTNING_RANGE) | monster = closest_monster(LIGHTNING_RANGE) | ||
if monster is None: #no enemy found within maximum range | if monster is None: # no enemy found within maximum range | ||
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 | ||
message('Left-click a target tile for the fireball, or right-click to cancel.', libtcod.light_cyan) | message('Left-click a target tile for the fireball, or right-click to cancel.', libtcod.light_cyan) | ||
(x, y) = target_tile() | (x, y) = target_tile() | ||
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 | ||
message('Left-click an enemy to confuse it, or right-click to cancel.', libtcod.light_cyan) | message('Left-click an enemy to confuse it, or right-click to cancel.', libtcod.light_cyan) | ||
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 | ||
monster.ai = ConfusedMonster(old_ai) | monster.ai = ConfusedMonster(old_ai) | ||
monster.ai.owner = monster #tell the new component who owns it | monster.ai.owner = monster # tell the new component who owns it | ||
message('The eyes of the ' + monster.name + ' look vacant, as he starts to stumble around!', libtcod.light_green) | message('The eyes of the ' + monster.name + ' look vacant, as he starts to stumble around!', libtcod.light_green) | ||
def save_game(): | def save_game(): | ||
#open a new empty shelve (possibly overwriting an old one) to write the game data | # open a new empty shelve (possibly overwriting an old one) to write the game data | ||
file = shelve.open('savegame', 'n') | file = shelve.open('savegame', 'n') | ||
file['map'] = map | file['map'] = map | ||
file['objects'] = objects | file['objects'] = objects | ||
file['player_index'] = objects.index(player) #index of player in objects list | file['player_index'] = objects.index(player) # index of player in objects list | ||
file['stairs_index'] = objects.index(stairs) #same for the stairs | file['stairs_index'] = objects.index(stairs) # same for the stairs | ||
file['inventory'] = inventory | file['inventory'] = inventory | ||
file['game_msgs'] = game_msgs | file['game_msgs'] = game_msgs | ||
Line 1,005: | Line 1,040: | ||
file['dungeon_level'] = dungeon_level | file['dungeon_level'] = dungeon_level | ||
file.close() | file.close() | ||
def load_game(): | def load_game(): | ||
#open the previously saved shelve and load the game data | # open the previously saved shelve and load the game data | ||
global map, objects, player, stairs, inventory, game_msgs, game_state, dungeon_level | global map, objects, player, stairs, inventory, game_msgs, game_state, dungeon_level | ||
Line 1,013: | Line 1,049: | ||
map = file['map'] | map = file['map'] | ||
objects = file['objects'] | objects = file['objects'] | ||
player = objects[file['player_index']] #get index of player in objects list and access it | player = objects[file['player_index']] # get index of player in objects list and access it | ||
stairs = objects[file['stairs_index']] #same for the stairs | stairs = objects[file['stairs_index']] # same for the stairs | ||
inventory = file['inventory'] | inventory = file['inventory'] | ||
game_msgs = file['game_msgs'] | game_msgs = file['game_msgs'] | ||
Line 1,022: | Line 1,058: | ||
initialize_fov() | initialize_fov() | ||
def new_game(): | def new_game(): | ||
global player, inventory, game_msgs, game_state, dungeon_level | global player, inventory, game_msgs, game_state, dungeon_level | ||
#create object representing the player | # create object representing the player | ||
fighter_component = Fighter(hp=100, defense=1, power=2, xp=0, death_function=player_death) | 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 = Object(0, 0, '@', 'player', libtcod.white, blocks=True, fighter=fighter_component) | ||
Line 1,032: | Line 1,069: | ||
player.level = 1 | player.level = 1 | ||
#generate map (at this point it's not drawn to the screen) | # generate map (at this point it's not drawn to the screen) | ||
dungeon_level = 1 | dungeon_level = 1 | ||
make_map() | make_map() | ||
Line 1,040: | Line 1,077: | ||
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) | ||
#initial equipment: a dagger | # initial equipment: a dagger | ||
equipment_component = Equipment(slot='right hand', power_bonus=2) | equipment_component = Equipment(slot='right hand', power_bonus=2) | ||
obj = Object(0, 0, '-', 'dagger', libtcod.sky, equipment=equipment_component) | obj = Object(0, 0, '-', 'dagger', libtcod.sky, equipment=equipment_component) | ||
Line 1,052: | Line 1,089: | ||
equipment_component.equip() | equipment_component.equip() | ||
obj.always_visible = True | obj.always_visible = True | ||
def next_level(): | def next_level(): | ||
#advance to the next level | # advance to the next level | ||
global dungeon_level | global dungeon_level | ||
message('You take a moment to rest, and recover your strength.', libtcod.light_violet) | 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% | player.fighter.heal(player.fighter.max_hp // 2) # heal the player by 50% | ||
dungeon_level += 1 | dungeon_level += 1 | ||
message('After a rare moment of peace, you descend deeper into the heart of the dungeon...', libtcod.red) | 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! | make_map() # create a fresh new level! | ||
initialize_fov() | initialize_fov() | ||
def initialize_fov(): | def initialize_fov(): | ||
Line 1,068: | Line 1,107: | ||
fov_recompute = True | fov_recompute = True | ||
#create the FOV map, according to the generated map | # create the FOV map, according to the generated map | ||
fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT) | fov_map = libtcod.map_new(MAP_WIDTH, MAP_HEIGHT) | ||
for y in range(MAP_HEIGHT): | for y in range(MAP_HEIGHT): | ||
Line 1,074: | Line 1,113: | ||
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) | ||
libtcod.console_clear(con) #unexplored areas start black (which is the default background color) | libtcod.console_clear(con) # unexplored areas start black (which is the default background color) | ||
def play_game(): | def play_game(): | ||
Line 1,083: | Line 1,123: | ||
mouse = libtcod.Mouse() | mouse = libtcod.Mouse() | ||
key = libtcod.Key() | key = libtcod.Key() | ||
#main loop | # main loop | ||
while not libtcod.console_is_window_closed(): | while not libtcod.console_is_window_closed(): | ||
libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) | libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS | libtcod.EVENT_MOUSE, key, mouse) | ||
#render the screen | # render the screen | ||
render_all() | render_all() | ||
libtcod.console_flush() | libtcod.console_flush() | ||
#level up if needed | # level up if needed | ||
check_level_up() | check_level_up() | ||
#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': | ||
Line 1,104: | Line 1,144: | ||
break | break | ||
#let monsters take their turn | # let monsters take their turn | ||
if game_state == 'playing' and player_action != 'didnt-take-turn': | if game_state == 'playing' and player_action != 'didnt-take-turn': | ||
for object in objects: | for object in objects: | ||
if object.ai: | if object.ai: | ||
object.ai.take_turn() | object.ai.take_turn() | ||
def main_menu(): | def main_menu(): | ||
Line 1,114: | Line 1,155: | ||
while not libtcod.console_is_window_closed(): | while not libtcod.console_is_window_closed(): | ||
#show the background image, at twice the regular console resolution | # show the background image, at twice the regular console resolution | ||
libtcod.image_blit_2x(img, 0, 0, 0) | libtcod.image_blit_2x(img, 0, 0, 0) | ||
#show the game's title, and some credits! | # show the game's title, and some credits! | ||
libtcod.console_set_default_foreground(0, libtcod.light_yellow) | 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, | libtcod.console_print_ex(0, SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 4, libtcod.BKGND_NONE, libtcod.CENTER, | ||
'TOMBS OF THE ANCIENT KINGS') | 'TOMBS OF THE ANCIENT KINGS') | ||
libtcod.console_print_ex(0, SCREEN_WIDTH/2, SCREEN_HEIGHT-2, libtcod.BKGND_NONE, libtcod.CENTER, 'By Jotaf') | 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 | # show options and wait for the player's choice | ||
choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24) | choice = menu('', ['Play a new game', 'Continue last game', 'Quit'], 24) | ||
if choice == 0: #new game | if choice == 0: # new game | ||
new_game() | new_game() | ||
play_game() | play_game() | ||
if choice == 1: #load last game | if choice == 1: # load last game | ||
try: | try: | ||
load_game() | load_game() | ||
except: | except Exception: | ||
msgbox('\n No saved game to load.\n', 24) | msgbox('\n No saved game to load.\n', 24) | ||
continue | continue | ||
play_game() | play_game() | ||
elif choice == 2: #quit | elif choice == 2: # quit | ||
break | break | ||
libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) | libtcod.console_set_custom_font('arial10x10.png', libtcod.FONT_TYPE_GREYSCALE | libtcod.FONT_LAYOUT_TCOD) |
Latest revision as of 17:51, 24 April 2020
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()