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firstrl.py
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1607 lines (1356 loc) · 60.6 KB
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# Imports
import libtcodpy as libtcod ## http://roguecentral.org/doryen/data/libtcod/doc/1.5.1/index2.html
import math ## https://docs.python.org/3/library/math.html
import textwrap ## https://docs.python.org/3/library/textwrap.html
import shelve ## https://docs.python.org/3/library/shelve.html
import os ## https://docs.python.org/3/library/os.html
import shutil ## https://docs.python.org/3/library/shutil.html#shutil.rmtree
import fractions ## https://docs.python.org/3.1/library/fractions.html
# Global Constants
SCREEN_WIDTH = 80
SCREEN_HEIGHT = 50
MAP_WIDTH = 80
MAP_HEIGHT = 43
LIMIT_FPS = 20
ROOM_MAX_SIZE = 10
ROOM_MIN_SIZE = 6
MAX_ROOMS = 30
HEAL_AMOUNT = 4
LEVEL_UP_BASE = 200
LEVEL_UP_FACTOR = 150
FOV_ALGO = 0 #default FOV algorithm for libtcod
FOV_LIGHT_WALLS = True
TORCH_RADIUS = 10
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
LEVEL_SCREEN_WIDTH = 40
CHARACTER_SCREEN_WIDTH = 30
LIGHTNING_RANGE = 5
LIGHTNING_DAMAGE = 20
CONFUSE_RANGE = 8
CONFUSED_NUM_TURNS = 10
FIREBALL_RADIUS = 3
FIREBALL_DAMAGE = 12
BOLT_RANGE = 5
BOLT_POWER = 7
MAX_MENU_SIZE = 26
CURRENT_DIRECTORY = os.path.dirname(os.path.realpath(__file__))
SAVE_DIRECTORY = CURRENT_DIRECTORY + '\\saves\\'
FONT_FILE = CURRENT_DIRECTORY + '\\arial10x10.png'
MENU_IMAGE = CURRENT_DIRECTORY + '\\menu_background1.png'
# Tile Colours
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)
"""
CLASSES
"""
class Object:
#Generic object class, player, monster, item, stairs, etc.
#Always represented on screen by a character
def __init__(self, x, y, char, name, color, blocks = False, always_visible = False, fighter = None, ai = None, item = None, burnable = False, equipment = None, trap = None):
self.x = x
self.y = y
self.char = char
self.color = color
self.name = name
self.blocks = blocks
self.always_visible = always_visible
self.burnable = burnable
self.fighter = fighter
if self.fighter:
self.fighter.owner = self
self.ai = ai
if self.ai:
self.ai.owner = self
self.item = item
if self.item:
self.item.owner = self
self.equipment = equipment
if self.equipment:
self.item = Item()
self.item.owner = self
self.equipment.owner = self
self.trap = trap
if trap:
self.trap.owner = self
def move(self, dx, dy):
if not is_blocked(self.x + dx, self.y + dy):
self.x += dx
self.y += dy
else:
coin = libtcod.random_get_int(0, 0, 1)
if coin == 0:
print
if not is_blocked(self.x + dx, self.y):
self.x += dx
elif not is_blocked(self.x, self.y + dy):
self.y += dy
elif coin == 1:
if not is_blocked(self.x, self.y + dy):
self.y += dy
elif not is_blocked(self.x + dx, self.y):
self.x += dx
self.check_poison()
def draw(self):
#sets colour and draws it where it's at
if (libtcod.map_is_in_fov(fov_map, self.x, self.y) or (self.always_visible and map[self.x][self.y].explored)):
libtcod.console_set_default_foreground(console, self.color)
libtcod.console_put_char(console, self.x, self.y, self.char, libtcod.BKGND_NONE)
def clear(self):
#erase the character that represents this
libtcod.console_put_char(console, self.x, self.y, ' ', libtcod.BKGND_NONE)
def move_towards(self, target_x, target_y):
dx = target_x - self.x
dy = target_y - self.y
distance = math.sqrt(dx ** 2 + dy ** 2)
dx = int(round(dx / distance))
dy = int(round(dy / distance))
if (target_x - self.x) > 0 and dx == 0:
self.move(1, dy)
elif (target_x - self.x) < 0 and dx == 0:
self.move(-1, dy)
elif (target_y - self.y) > 0 and dy == 0:
self.move(dx, 1)
elif (target_y - self.y) < 0 and dy == 0:
self.move(dx, -1)
else:
self.move(dx, dy)
def distance_to(self, other):
dx = other.x - self.x
dy = other.y - self.y
return math.sqrt(dx ** 2 + dy ** 2)
def distance(self, x, y):
return math.sqrt((x - self.x) ** 2 + (y - self.y) ** 2)
def send_to_back(self):
global objects
objects.remove(self)
objects.insert(0, self)
def burn(self):
if self.burnable:
message("The " + self.name + " burns up.", libtcod.red)
if self.fighter:
self.fighter.die()
objects.remove(self)
self.clear()
def check_poison(self):
if self.fighter and self.fighter.poisoned:
self.fighter.take_damage(self.fighter.poison_damage)
self.fighter.poison_turns -= 1
if self.fighter.poison_turns <= 0:
self.fighter.poisoned = False
self.fighter.poison_damage = 0
class Fighter:
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.death_function = death_function
self.xp = xp
self.poisoned = False
self.poison_turns = 0
self.poison_damage = 0
def power(self):
bonus = sum(equipment.power_bonus for equipment in get_all_equipped(self.owner))
return self.base_power + bonus
def defense(self):
bonus = sum(equipment.defense_bonus for equipment in get_all_equipped(self.owner))
return self.base_defense + bonus
def max_hp(self):
bonus = sum(equipment.max_hp_bonus for equipment in get_all_equipped(self.owner))
return self.base_max_hp + bonus
def take_damage(self, damage):
if damage > 0:
self.hp -= damage
if self.hp <= 0:
self.die()
def die(self):
function = self.death_function
if function is not None:
function(self.owner)
#What if it doesn't have one, is this fine? Do we need to close out this with an Else: to a generic death function?
if self.owner != player:
player.fighter.xp += self.xp
def attack(self, target):
damage = self.power() - target.fighter.defense() + libtcod.random_get_int(0, -3, 2)
if damage > 0:
message(self.owner.name.capitalize() + " attacks " + target.name + " for " + str(damage) + " damage.")
target.fighter.take_damage(damage)
else:
message(self.owner.name.capitalize() + " attacks " + target.name + " but nothing happens!")
self.owner.check_poison()
def heal(self, amount):
self.hp += amount
if self.hp > self.max_hp():
self.hp = self.max_hp()
def check_level_up(self):
level_up_xp = LEVEL_UP_BASE + ((player.level - 1) * LEVEL_UP_FACTOR)
if player.fighter.xp >= level_up_xp:
player.level += 1
player.fighter.xp -= level_up_xp
message("You get a little better at doing this nonsense! Your level is now " + str(player.level) + "!", libtcod.yellow)
choice = None
while choice == None:
choice = menu("Level up! Choose a stat to raise:\n", ["Constitution (+20HP)", "Strength (+1 attack)", "Agility (+1 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 get_poisoned(self, turns, strength):
self.poisoned = True
self.poison_turns += turns
self.poison_damage += strength
def spell(self, target):
if self.owner.ai:
self.owner.ai.spell(target)
# Monster AI Classes
class BasicMonster:
def take_turn(self):
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
if monster.distance_to(player) >= 2:
monster.move_towards(player.x, player.y)
elif player.fighter.hp > 0:
monster.fighter.attack(player)
class MushroomMonster:
def __init__(self, poison_length, poison_strength, cooldown, range):
self.poison_length = poison_length
self.poison_strength = poison_strength
self.cooldown_max = cooldown
self.cooldown = cooldown
self.range = range
def take_turn(self):
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
if monster.distance_to(player) <= self.range & self.cooldown == self.cooldown_max:
monster.fighter.spell(player)
self.cooldown = 0
else:
self.cooldown += 1
def spell(self, target):
if target.fighter:
message("The giant mushroom quivers and pops, and then shoots out some spores.", libtcod.lime)
target.fighter.get_poisoned(self.poison_length, self.poison_strength)
class ConfusedMonster:
def __init__(self, old_ai, num_turns=CONFUSED_NUM_TURNS):
self.old_ai = old_ai
self.num_turns = num_turns
def take_turn(self):
if self.num_turns > 0:
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1))
self.num_turns -= 1
else:
self.owner.ai = self.old_ai
message("The " + self.owner.name + " is no longer confused!", libtcod.red)
class AnimalMonster:
def __init__(self):
self = self
def take_turn(self):
self.owner.move(libtcod.random_get_int(0, -1, 1), libtcod.random_get_int(0, -1, 1))
class ElementalMonster:
def __init__(self, type = None):
if type:
self.type = type
else:
self.type = "Unaspected"
def take_turn(self):
monster = self.owner
if libtcod.map_is_in_fov(fov_map, monster.x, monster.y):
if monster.distance_to(player) >= 4:
monster.move_towards(player.x, player.y)
elif player.fighter.hp > 0:
self.spell(player)
def spell(self, target):
if target.fighter:
if self.type == "Unaspected":
message("The bubbling, turgid field of unaspected energy coalesces into a hand, seeming gripping nothing. You feel agony.")
target.fighter.take_damage(dungeon_level * 2)
elif self.type == "Fire":
message("")
elif self.type == "Water":
message("")
#Items and Equipment
class Item:
def __init__(self, use_function = None):
self.use_function = use_function
def pick_up(self):
if len(inventory) >= MAX_MENU_SIZE:
message("Your inventory is full, cannot pick up " + self.owner.name + ".", libtcod.red)
else:
inventory.append(self. owner)
objects.remove(self.owner)
message("You picked up a " + self.owner.name + "!", libtcod.green)
def use(self):
if self.owner.equipment:
self.owner.equipment.toggle_equip()
return
if self.use_function is None:
message("The " + self.owner.name + " cannot be used.")
else:
if self.use_function() != "cancelled":
inventory.remove(self.owner)
def drop(self):
if self.owner.equipment: # dequip dropped equipment
self.owner.equipment.dequip()
objects.append(self.owner)
inventory.remove(self.owner)
self.owner.x = player.x
self.owner.y = player.y
message("You dropped a(n) " + self.owner.name + ".", libtcod.yellow)
class Equipment:
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):
if self.is_equipped:
self.dequip()
else:
self.equip()
def equip(self):
old_equipment = get_equipped_in_slot(self.slot)
if old_equipment is not None:
old_equipment.dequip()
self.is_equipped = True
message("Equipped " + self.owner.name + " to " + self.slot + " .", libtcod.light_green)
def dequip(self):
if not self.is_equipped:
message("That isn't even equipped, what are you doing?", libtcod.red)
return
self.is_equipped = False
message("Dequipped " + self.owner.name + " from " + self.slot + ".", libtcod.light_yellow)
class Trap:
def __init__(self, trap_function = None):
self.trap_function = trap_function
def trigger(self):
self.trap_function()
def disarm(self):
global objects
objects.remove(self.owner)
class Tile:
# a tile on the map, and its properties
def __init__(self, blocked, block_sight = None):
self.blocked = blocked
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 Circle:
def __init__(self):
self.owner = self
def center(self):
center_x = (self.owner.x1 + self.owner.x2) / 2
center_y = (self.owner.y1 + self.owner.y2) / 2
return (center_x, center_y)
class Diamond:
def __init__(self):
self.owner = self
class Rectangle:
def __init(self):
self.owner = self
class Room:
def __init__(self, x, y, w, h, rectangle = None, diamond = None, circle = None):
self.x1 = x
self.y1 = y
self.x2 = x + w
self.y2 = y + h
self.type = None
self.rectangle = rectangle
if self.rectangle:
self.rectangle.owner = self
self.type = "Rectangle"
self.diamond = diamond
if self.diamond:
self.diamond.owner = self
self.type = "Diamond"
self.circle = circle
if self.circle:
self.circle.owner = self
self.type = "Circle"
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):
# true if this rectangle intersects another - potential issue if width is negative? height negative?
return (self.x1 <= other.x2 and self.x2 >= other.x1 and self.y1 <= other.y2 and self.y2 >= other.y1)
def get_type(self):
return self.type
"""
METHODS
"""
def handle_keys():
global key, stairsup, stairsdown, winnable
# Alt + Enter to fullscreen
if key.vk == libtcod.KEY_ENTER and (key.lalt or key.ralt):
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_ESCAPE:
if game_state is not "dead":
save_game()
main_menu()
if game_state == 'playing':
# Movement Keys
if key.vk == libtcod.KEY_KP8:
player_move_or_attack(0, -1)
elif key.vk == libtcod.KEY_KP2:
player_move_or_attack(0, 1)
elif key.vk == libtcod.KEY_KP4:
player_move_or_attack(-1, 0)
elif key.vk == libtcod.KEY_KP6:
player_move_or_attack(1, 0)
elif key.vk == libtcod.KEY_KP7:
player_move_or_attack(-1, -1)
elif key.vk == libtcod.KEY_KP9:
player_move_or_attack(1, -1)
elif key.vk == libtcod.KEY_KP1:
player_move_or_attack(-1, 1)
elif key.vk == libtcod.KEY_KP3:
player_move_or_attack(1, 1)
elif key.vk == libtcod.KEY_KP5:
player_move_or_attack(0, 0)
message("You wait.")
else:
key_char = chr(key.c)
if key_char == "g": #Get Items
for object in objects:
if object.x == player.x and object.y == player.y and object.item:
if object.name == "The Rubber DuckGuffin!":
winnable = True
object.item.pick_up()
break
elif key_char == "i": # Use items in inventory
chosen_item = inventory_menu("Select an item with the corresponding key, or any other to cancel.\n")
if chosen_item is not None:
chosen_item.use()
elif key_char == "d": # Drop items in inventory
chosen_item = inventory_menu("To drop an item press the corresponding key.\n")
if chosen_item is not None:
chosen_item.drop()
elif key_char == "c": # Character status
level_up_xp = LEVEL_UP_BASE + ((player.level - 1) * 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)
elif key_char == "," and key.shift: # < to go up
if stairsup.x == player.x and stairsup.y == player.y:
previous_level()
elif key_char == "." and key.shift: # > to go down
if stairsdown.x == player.x and stairsdown.y == player.y:
next_level()
return 'didnt-take-turn'
def place_objects(room):
global max_monsters, monster_chances
global max_items, item_chances
global current_traps, max_traps, trap_chances
num_monsters = libtcod.random_get_int(0, 0, max_monsters)
for i in range(num_monsters):
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
if not is_blocked(x, y):
choice = random_choice(monster_chances)
monster = roll_monster_table(choice, x, y)
objects.append(monster)
num_items = libtcod.random_get_int(0, 0, max_items)
for i in range(num_items):
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
if not is_blocked(x, y):
choice = random_choice(item_chances)
item = roll_item_table(choice, x, y)
objects.append(item)
item.send_to_back()
if current_traps < max_traps:
remaining_traps = max_traps - current_traps
num_traps = min(libtcod.random_get_int(0, 0, remaining_traps), libtcod.random_get_int(0, 0, remaining_traps))
for i in range(num_traps):
x = libtcod.random_get_int(0, room.x1 + 1, room.x2 - 1)
y = libtcod.random_get_int(0, room.y1 + 1, room.y2 - 1)
if not is_blocked(x, y, True):
choice = random_choice(trap_chances)
trap = roll_trap_table(choice, x, y)
current_traps += 1
objects.append(trap)
trap.send_to_back()
def player_move_or_attack(dx, dy):
global fov_recompute
x = player.x + dx
y = player.y + dy
target = None
for object in objects:
if object.fighter and object.x == x and object.y == y and object != player:
target = object
break
elif object.trap and object.x == x and object.y == y:
object.trap.trigger()
if object.name != "pit trap":
object.trap.disarm()
if target is not None:
player.fighter.attack(target)
else:
player.move(dx, dy)
fov_recompute = True
def player_death(player):
global game_state
message("You died!")
game_state = 'dead'
player.char = "%"
player.color = libtcod.dark_red
make_morgue()
def make_map():
global map, objects, stairsup, stairsdown
compile_trap_table()
compile_monster_table()
compile_item_table()
objects = [player]
# fill map with unblocked tiles
map = [[ Tile(True)
for y in range(MAP_HEIGHT) ]
for x in range(MAP_WIDTH) ]
#generate the map
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 bounds
x = libtcod.random_get_int(0, 0, MAP_WIDTH - w - 1)
y = libtcod.random_get_int(0, 0, MAP_HEIGHT - h - 1)
d = max(w, h)
type_roll = libtcod.random_get_int(0, 0, 2)
if type_roll == 0:
new_room = Room(x, y, w, h, rectangle = Rectangle())
elif type_roll == 1 and (x + w) < MAP_WIDTH and (y + w) < MAP_HEIGHT:
new_room = Room(x, y, w, w, diamond = Diamond()) ## Diamond H is = Width because of how I coded the diamond creator. It only produces exactly even diamonds right now, and this frees up map space.
elif type_roll == 2 and (x + d) < MAP_WIDTH and (y + d) < MAP_HEIGHT:
new_room = Room(x, y, d, d, circle = Circle())
else:
new_room = Room(x, y, w, h, rectangle = Rectangle())
#check for collisions
failed = False
for other_room in rooms:
if new_room.intersect(other_room):
failed = True
break
# carve the new room
if not failed:
create_room(new_room)
(new_x, new_y) = new_room.center()
"""Testing Code - Will message A, B, C, D, etc. in rooms to indicate order created in
for visualizing the room generation progress"""
'''room_no = Object(int(new_x), int(new_y), chr(65+num_rooms), "room number", libtcod.white, blocks = False)
objects.insert(0, room_no)
print("Room " + chr(65+num_rooms) + " is a " + new_room.get_type())'''
#place the player in the middle of the first room
if num_rooms == 0:
## message("First Room")
player.x = new_x
player.y = new_y
if travel_direction == "down":
stairsymbol = "<"
stairtext = "stairs up"
stairsup = Object(new_x, new_y, stairsymbol, stairtext, libtcod.white, always_visible = True)
objects.append(stairsup)
stairsup.send_to_back()
else:
stairsymbol = ">"
stairtext = "stairs down"
stairsdown = Object(new_x, new_y, stairsymbol, stairtext, libtcod.white, always_visible = True)
objects.append(stairsdown)
stairsdown.send_to_back()
else: #all rooms after #1 connect with tunnels
(prev_x, prev_y) = rooms[num_rooms - 1].center()
if libtcod.random_get_int(0, 0, 1) == 1:
create_h_tunnel(prev_x, new_x, prev_y)
create_v_tunnel(prev_y, new_y, new_x)
else:
create_v_tunnel(prev_y, new_y, prev_x)
create_h_tunnel(prev_x, new_x, new_y)
place_objects(new_room)
rooms.append(new_room)
num_rooms += 1
if dungeon_level == 10:
item_component = Item(use_function = None)
mcguffin = Object(new_x, new_y, "~", "The Rubber DuckGuffin!", libtcod.gold, always_visible = True, item = item_component)
objects.append(mcguffin)
mcguffin.send_to_back()
else:
if travel_direction == "up":
stairsymbol = "<"
stairtext = "stairs up"
stairsup = Object(new_x, new_y, stairsymbol, stairtext, libtcod.white, always_visible = True)
objects.append(stairsup)
stairsup.send_to_back()
else:
stairsymbol = ">"
stairtext = "stairs down"
stairsdown = Object(new_x, new_y, stairsymbol, stairtext, libtcod.white, always_visible = True)
objects.append(stairsdown)
stairsdown.send_to_back()
def render_all():
global fov_map, fov_recompute
global color_dark_ground, color_light_ground
global color_dark_wall, color_light_wall
if fov_recompute:
fov_recompute = False
libtcod.map_compute_fov(fov_map, player.x, player.y, TORCH_RADIUS, FOV_LIGHT_WALLS, FOV_ALGO)
for y in range(MAP_HEIGHT):
for x in range(MAP_WIDTH):
visible = libtcod.map_is_in_fov(fov_map, x, y)
wall = map[x][y].block_sight
if not visible:
if map[x][y].explored:
if wall:
libtcod.console_set_char_background(console, x, y, color_dark_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(console, x, y, color_dark_ground, libtcod.BKGND_SET)
else:
if wall:
libtcod.console_set_char_background(console, x, y, color_light_wall, libtcod.BKGND_SET)
else:
libtcod.console_set_char_background(console, x, y, color_light_ground, libtcod.BKGND_SET)
map[x][y].explored = True ## sets seen tiles to "explored" so they're not in Fog of War
for object in objects:
object.draw()
player.draw()
# blit the contents of the console to the root
libtcod.console_blit(console, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 0)
libtcod.console_set_default_background(panel, libtcod.black)
libtcod.console_clear(panel)
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
render_bar(1, 1, BAR_WIDTH, "HP", player.fighter.hp, player.fighter.max_hp(), libtcod.light_red, libtcod.darker_red)
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, 3, libtcod.BKGND_NONE, libtcod.LEFT, "Dungeon level " + str(dungeon_level))
libtcod.console_blit(panel, 0, 0, SCREEN_WIDTH, PANEL_HEIGHT, 0, 0, PANEL_Y)
def create_room(room):
global map
# go through tiles in the rectangle (less one at the start and end for walls) and make them passable
if room.rectangle:
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
elif room.diamond:
diameter = room.x2 - room.x1
radius = diameter // 2
(center_x, center_y) = room.center()
current_y = center_y
current_x = center_x
i = 0
while current_y < center_y + radius:
current_x = center_x
while (current_x > center_x - radius + i) and i <= radius:
map[current_x][current_y].blocked = False
map[current_x][current_y].block_sight = False
current_x -= 1
current_x = center_x
while (current_x < center_x + radius - i) and i <= radius:
map[current_x][current_y].blocked = False
map[current_x][current_y].block_sight = False
current_x += 1
i += 1
current_y += 1
current_x = center_x + radius - 1
current_y = center_y
current_x = center_x
i = 0
while current_y > center_y - radius:
current_x = center_x
while (current_x > center_x - radius + i) and i <= radius:
map[current_x][current_y].blocked = False
map[current_x][current_y].block_sight = False
current_x -= 1
current_x = center_x
while (current_x < center_x + radius - i) and i <= radius:
map[current_x][current_y].blocked = False
map[current_x][current_y].block_sight = False
current_x += 1
i += 1
current_y -= 1
current_x = center_x + radius - 1
elif room.circle:
(center_x, center_y) = room.circle.center()
radius = room.x2 - center_x
for x in range(room.x1 + 1, room.x2):
for y in range(room.y1 + 1, room.y2):
if in_range(center_x, center_y, x, y, radius - 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_h_tunnel(x1, x2, y):
global map
for x in range(min(x1, x2), max(x1, x2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def create_v_tunnel(y1, y2, x):
global map
for y in range(min(y1, y2), max(y1, y2) + 1):
map[x][y].blocked = False
map[x][y].block_sight = False
def line (x1, y1, x2 = None, y2 = None, slope = None):
## 0,0 -1, 2
#print("we're in on_line and x1: " + str(x1) + " and x2:" + str(x2) + " and y1: " + str(y1) + " and y2: " + str(y2))
tiles_on_line = []
if x2 and y2:
(rise, run) = get_slope(x1, y1, x2, y2, as_fraction = True)
#print("we got a rise of " + str(rise) + " and a run of " + str(run) + " from the get_slope function")
if rise == 0: ## ISSUE: using + for i/j, so co-ordinates 1 and 2 have to be properly aligned. No bueno.
#print("rise is 0!")
i = 0
while i < (max(x1, x2) - min (x1, x2)):
#print(str(min(x1, x2) + i) + " " + str(y1) + " is being added")
tiles_on_line.append((min(x1, x2) + i, y1))
i += 1
elif run == 0:
#print("run is zero!")
j = 0
while j < (max(y1, y2) - min(y1, y2)):
#print(str(x1) + " " + str(min(y1, y2) + j) + " is being added")
tiles_on_line.append((x1, min(y1, y2) + j))
j += 1
else:
i = 0
while i <= rise:
j = 0
while j <= run:
tiles_on_line.append((x1 + i, y1 + j))
j += 1
i += 1
return tiles_on_line
def targets_on_line(x1, y1, x2 = None, y2 = None, slope = None):
theLine = line(x1, y1, x2, y2, slope)
targets_on_line = []
for xy in theLine:
for object in objects:
if object.x == xy[0] and object.y == xy[1]:
targets_on_line.append(object)
if targets_on_line == []:
return None
return targets_on_line
def get_slope (x1, y1, x2, y2, as_fraction = False):
rise = y1 - y2
run = x2 - x1
if rise == 0 or run == 0:
return (rise, run)
slope = rise / run
if as_fraction:
return (rise, run)
return slope
def is_blocked(x, y, stacks = False):
if map[x][y].blocked:
return True
if not stacks:
for object in objects:
if object.blocks and object.x == x and object.y == y:
return True
return False
def render_bar(x, y, total_width, name, value, maximum, bar_color, back_color):
bar_width = int(float(value) / maximum * total_width)
libtcod.console_set_default_background(panel, back_color)
libtcod.console_rect(panel, x, y, total_width, 1, False, libtcod.BKGND_SCREEN)
libtcod.console_set_default_background(panel, bar_color)
if bar_width > 0:
libtcod.console_rect(panel, x, y, bar_width, 1, False, libtcod.BKGND_SCREEN)
libtcod.console_set_default_foreground(panel, libtcod.white)
libtcod.console_print_ex(panel, x + total_width // 2, y, libtcod.BKGND_NONE, libtcod.CENTER, name+ ": " + str(value) + "/" + str(maximum))
def message(new_msg, color = libtcod.white):
global game_msgs
new_msg_lines = textwrap.wrap(new_msg, MSG_WIDTH)
for line in new_msg_lines:
if len(game_msgs) == MSG_HEIGHT:
del game_msgs[0]
game_msgs.append( (line, color) )
def get_names_under_mouse():
global mouse
(x, y) = (mouse.cx, mouse.cy)
names = [obj.name for obj in objects
if obj.x == x and obj.y == y and not obj.trap and libtcod.map_is_in_fov(fov_map, obj.x, obj.y)]
names = ", ".join(names)
return names.capitalize()
def menu(header, options, width):
if len(options) > MAX_MENU_SIZE: raise ValueError("Cannot have a menu with more than 26 options.")
header_height = libtcod.console_get_height_rect(console, 0, 0, width, SCREEN_HEIGHT, header)
if header == "":
header_height = 0
height = len(options) + header_height
window = libtcod.console_new(width, height)
libtcod.console_set_default_foreground(window, libtcod.white)
libtcod.console_print_rect_ex(window, 0, 0, width, height, libtcod.BKGND_NONE, libtcod.LEFT, header)
y = header_height
letter_index = ord("a")
for option_text in options:
##print("Iterating through inventory options: " + option_text)
text = "(" + chr(letter_index) + ") " + option_text
libtcod.console_print_ex(window, 0, y, libtcod.BKGND_NONE, libtcod.LEFT, text)
y += 1
letter_index += 1
x = SCREEN_WIDTH // 2 - width // 2
y = SCREEN_HEIGHT // 2 - height // 2
libtcod.console_blit(window, 0, 0, width, height, 0, x, y, 1.0, 0.7)
libtcod.console_flush()
key = libtcod.console_wait_for_keypress(True)
if key.vk == libtcod.KEY_ENTER and (key.lalt or key.ralt):
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
index = key.c - ord('a')
if index >= 0 and index < len(options): return index
return None
def main_menu():
global game_state, travel_direction
img = libtcod.image_load(MENU_IMAGE)
while not libtcod.console_is_window_closed():
libtcod.image_blit_2x(img, 0, 0, 0)
libtcod.console_set_default_foreground(0, libtcod.light_yellow)
libtcod.console_print_ex(0, SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 - 4, libtcod.BKGND_NONE, libtcod.CENTER, "SARCASTIC DUNGEON")
libtcod.console_print_ex(0, SCREEN_WIDTH // 2, SCREEN_HEIGHT - 2, libtcod.BKGND_NONE, libtcod.CENTER, "By Hikthur")
try:
if game_state == "fled":
msgbox("You fled the dungeon, you scaredy cat.", 40)
game_state = ""
main_menu()
elif game_state == "won":
msgbox("You won! Bathtime is saved! You're the best.", 40)
game_state = ""
main_menu()
except:
game_state = ""
choice = menu("", ["Play a new game", "Continue last game", "quit"], 24)
if choice == 0:
new_game()
play_game()
if choice == 1: