Complete Roguelike Tutorial, using python+libtcod, part 13 code
From RogueBasin
This is part of a series of tutorials; the main page can be found here. The tutorial uses libtcod version 1.6.0 and above. If you choose to use 1.5.1, you can find the old version here. |
Adventure gear
#!/usr/bin/python # # libtcod python tutorial # import libtcodpy as libtcod import math import textwrap import shelve #actual size of the window SCREEN_WIDTH = 80 SCREEN_HEIGHT = 50 #size of the map 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 = chances_dict.values() strings = 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 == 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: 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()