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commands.py
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commands.py
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import libtcodpy as libtcod
import game
import IO
import sheet
import util
# handles all the keyboard input commands
# stuff to do: add more commands
def keyboard_commands():
key = libtcod.Key()
ev = libtcod.sys_check_for_event(libtcod.EVENT_ANY, key, game.mouse)
if ev == libtcod.EVENT_KEY_PRESS:
key_char = chr(key.c)
if key.vk == libtcod.KEY_ENTER and key.lalt:
libtcod.console_set_fullscreen(not libtcod.console_is_fullscreen())
elif key.vk == libtcod.KEY_TAB:
show_worldmap()
elif key.vk == libtcod.KEY_ESCAPE:
state = options_menu()
if state == 'save':
if save_game():
return state
if state == 'quit':
if quit_game():
return state
elif key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
player_move(0, -1)
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
player_move(0, 1)
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
player_move(-1, 0)
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
player_move(1, 0)
elif key.vk == libtcod.KEY_KP7:
player_move(-1, -1)
elif key.vk == libtcod.KEY_KP9:
player_move(1, -1)
elif key.vk == libtcod.KEY_KP1:
player_move(-1, 1)
elif key.vk == libtcod.KEY_KP3:
player_move(1, 1)
elif key.vk == libtcod.KEY_SPACE or key.vk == libtcod.KEY_KP5:
wait_turn()
elif key.vk == libtcod.KEY_PAGEUP:
see_message_log(up=True)
elif key.vk == libtcod.KEY_PAGEDOWN:
see_message_log(down=True)
elif (key.lctrl or key.rctrl) and key.c != 0:
if key_char == 'd':
game.debug.menu()
elif key_char == 'e':
show_time()
elif key_char == 'm':
see_message_history()
elif key_char == 's':
if save_game():
return 'save'
elif key_char == 'x':
if quit_game():
return 'quit'
else:
game.message.new('Invalid command', game.turns)
elif (key.lalt or key.ralt) and key.c != 0:
game.message.new('Invalid command', game.turns)
elif key.c != 0:
if key_char == 'a':
attack()
elif key_char == 'b':
bash()
elif key_char == 'c':
close_door()
elif key_char == 'd':
drop_item()
elif key_char == 'e':
equip_item()
elif key_char == 'g':
pickup_item()
elif key_char == 'i':
inventory()
elif key_char == 'k':
use_skill()
elif key_char == 'l':
look()
elif key_char == 'o':
open_door()
elif key_char == 'r':
remove_item()
elif key_char == 'u':
use_item()
elif key_char == '<':
climb_up_stairs()
elif key_char == '>':
climb_down_stairs()
elif key_char == 'z':
sheet.character_sheet()
elif key_char == '?':
help()
else:
game.message.new('Invalid command', game.turns)
# function that returns some coordinates when player needs to input a direction
def key_check(key, dx, dy):
if key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
dy -= 1
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
dy += 1
elif key.vk == libtcod.KEY_LEFT or key.vk == libtcod.KEY_KP4:
dx -= 1
elif key.vk == libtcod.KEY_RIGHT or key.vk == libtcod.KEY_KP6:
dx += 1
elif key.vk == libtcod.KEY_KP7:
dx -= 1
dy -= 1
elif key.vk == libtcod.KEY_KP9:
dx += 1
dy -= 1
elif key.vk == libtcod.KEY_KP1:
dx -= 1
dy += 1
elif key.vk == libtcod.KEY_KP3:
dx += 1
dy += 1
return dx, dy
# moves the player to new coordinates or attacks an enemy
def player_move(dx, dy):
#the coordinates the player is moving to/attacking
x = game.char.x + dx
y = game.char.y + dy
#try to find an attackable object there
target = None
for object in game.current_map.objects:
if object.y == y and object.x == x and object.entity:
target = object
break
#attack if target found, move otherwise
if target is not None:
game.player.attack(target)
elif not game.player.can_move():
game.message.new("You can't move!", game.turns)
game.player_move = True
else:
if game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'door':
open_door(dx, dy)
elif game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'locked door':
game.message.new('The door is locked!', game.turns)
else:
game.char.move(dx, dy, game.current_map)
if game.current_map.tile[game.char.x][game.char.y]['type'] == 'trap' and not game.player.is_above_ground():
if game.current_map.tile_is_invisible(game.char.x, game.char.y):
util.trigger_trap(game.char.x, game.char.y)
else:
game.message.new('You sidestep the ' + game.current_map.tile[game.char.x][game.char.y]['name'] + '.', game.turns)
if game.current_map.tile[game.char.x][game.char.y]['name'] in ['deep water', 'very deep water']:
if 'swimming' not in game.player.flags:
game.player.flags.append('swimming')
stamina_loss = (100 - game.player.skills[game.player.find_skill('Swimming')].level) / 2
if stamina_loss == 0:
stamina_loss = 1
game.player.lose_stamina(stamina_loss)
if game.player.no_stamina():
game.message.new('You drown!', game.turns, libtcod.light_orange)
game.message.new('*** Press space ***', game.turns)
game.killer = 'drowning'
game.game_state = 'death'
else:
game.player.skills[game.player.find_skill('Swimming')].gain_xp(2)
elif 'swimming' in game.player.flags:
game.player.flags.remove('swimming')
if game.current_map.location_id == 0:
px = game.current_map.map_width / 3
py = game.current_map.map_height / 3
if (game.char.y / py) == 0 or (game.char.x / px) == 0 or (game.char.y / py) == 2 or (game.char.x / px) == 2:
game.worldmap.player_positionx += dx
game.worldmap.player_positiony += dy
if game.worldmap.player_positionx not in range(game.WORLDMAP_WIDTH):
game.worldmap.player_positionx = game.WORLDMAP_WIDTH - abs(game.worldmap.player_positionx)
if game.worldmap.player_positiony not in range(game.WORLDMAP_HEIGHT):
game.worldmap.player_positiony = game.WORLDMAP_HEIGHT - abs(game.worldmap.player_positiony)
level = (game.worldmap.player_positiony * game.WORLDMAP_WIDTH) + game.worldmap.player_positionx
util.change_maps(level)
util.items_at_feet()
game.fov_recompute = True
# attack someone (primarily use for ranged weapons)
def attack():
game.message.new('Attack... (Arrow keys to move cursor, TAB to cycle targets, ENTER to attack, ESC to exit)', game.turns)
util.render_map()
key = libtcod.Key()
dx = game.char.x - game.curx
dy = game.char.y - game.cury
possible_targets = [obj for obj in game.current_map.objects if libtcod.map_is_in_fov(game.fov_map, obj.x, obj.y) and obj.entity]
target = None
ranged = False
pt = 0
while not libtcod.console_is_window_closed():
libtcod.console_set_default_background(0, libtcod.white)
libtcod.console_rect(0, game.MAP_X + dx, dy + 1, 1, 1, False, libtcod.BKGND_SET)
libtcod.console_flush()
libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
dx, dy = key_check(key, dx, dy)
if key.vk == libtcod.KEY_ESCAPE:
del game.message.log[len(game.message.log) - 1]
del game.message.log[len(game.message.log) - 1]
util.render_message_panel()
break
if dx < 0:
dx = 0
if dy < 0:
dy = 0
if dx == game.MAP_WIDTH:
dx -= 1
if dy == game.MAP_HEIGHT:
dy -= 1
px = dx + game.curx
py = dy + game.cury
if key.vk == libtcod.KEY_ENTER:
if not game.current_map.tile_is_explored(px, py):
game.message.new("You can't fight darkness.", game.turns)
else:
target = [obj for obj in game.current_map.objects if obj.y == py and obj.x == px and obj.entity]
if not target:
game.message.new('There is no one here.', game.turns)
elif abs(px - game.char.x) > 1 or abs(py - game.char.y) > 1:
if (abs(px - game.char.x) == 2 and abs(py - game.char.y) <= 2) or (abs(py - game.char.y) == 2 and abs(px - game.char.x) <= 2) and game.player.skills[game.player.find_weapon_type()].name == 'Polearm':
break
elif game.player.skills[game.player.find_weapon_type()].name not in ['Bow', 'Missile']:
game.message.new('Target is out of range.', game.turns)
target = []
else:
ranged = True
break
if key.vk == libtcod.KEY_TAB:
if possible_targets:
pt += 1
if pt == len(possible_targets):
pt = 0
dx = possible_targets[pt].x - game.curx
dy = possible_targets[pt].y - game.cury
libtcod.console_set_default_foreground(game.con, libtcod.white)
libtcod.console_set_default_background(game.con, libtcod.black)
libtcod.console_rect(game.con, 0, 0, game.MAP_WIDTH, 1, True, libtcod.BKGND_SET)
libtcod.console_blit(game.con, 0, 0, game.MAP_WIDTH, game.MAP_HEIGHT, 0, game.MAP_X, game.MAP_Y)
if target:
game.player.attack(target[0], ranged)
# bash open something (only good against locked doors and chests)
def bash():
attempt = False
for x in range(-1, 2):
for y in range(-1, 2):
if 'locked' in game.current_map.tile[game.char.x + x][game.char.y + y]:
dice = util.roll_dice(1, 40)
name = game.current_map.tile[game.char.x + x][game.char.y + y]['name']
if game.player.strength >= dice:
game.message.new('You bash open the ' + name + '.', game.turns)
if name == 'locked door':
game.current_map.set_tile_values('opened door', game.char.x + x, game.char.y + y)
if name == 'locked chest':
if 'trapped' in game.current_map.tile[game.char.x + x][game.char.y + y]:
game.current_map.tile[game.char.x + x][game.char.y + y].update({game.chest_trap[libtcod.random_get_int(game.rnd, 0, len(game.chest_trap) - 1)]: True})
game.current_map.tile[game.char.x + x][game.char.y + y].pop('trapped', None)
util.trigger_trap(game.char.x + x, game.char.y + y, chest=True)
game.current_map.set_tile_values('empty chest', game.char.x + x, game.char.y + y)
nb_items = libtcod.random_get_int(game.rnd, 2, 4)
for i in range(nb_items):
game.current_map.objects.append(game.baseitems.loot_generation(game.char.x + x, game.char.y + y, game.current_map.threat_level))
else:
game.message.new('You failed to bash open the ' + name + '.', game.turns)
game.player.take_damage(1, 'bashing a ' + name)
game.player.lose_stamina(1)
game.player_move = True
attempt = True
if not attempt:
game.message.new('You bash air. You find it strangely exhilarating.', game.turns)
# climb down some stairs
def climb_down_stairs():
location_name = game.current_map.location_name
location_abbr = game.current_map.location_abbr
location_id = game.current_map.location_id
threat_level = game.current_map.threat_level
dungeon_type = game.current_map.type
map_width = game.DUNGEON_MAP_WIDTH
map_height = game.DUNGEON_MAP_HEIGHT
op = (0, 0, 0)
if game.current_map.tile[game.char.x][game.char.y]['icon'] != '>':
game.message.new('You see no stairs going in that direction!', game.turns)
else:
if game.current_map.location_id > 0:
level = game.current_map.location_level + 1
game.message.new('You climb down the stairs.', game.turns)
util.store_map(game.current_map)
IO.autosave(False)
map_width = game.current_map.map_width
map_height = game.current_map.map_height
dice = util.roll_dice(1, 10)
if dice == 10:
threat_level += 1
else:
level = 1
for (id, name, abbr, x, y, tlevel, dtype) in game.worldmap.dungeons:
if y * game.WORLDMAP_WIDTH + x == game.current_map.location_level:
location_id = id
location_name = name
location_abbr = abbr
threat_level = tlevel
dungeon_type = dtype
if dtype == 'Maze':
map_width = game.MAP_WIDTH
map_height = game.MAP_HEIGHT
game.message.new('You enter the ' + location_name + '.', game.turns)
util.decombine_maps()
op = (game.current_map.location_level, game.char.x, game.char.y)
util.store_map(game.current_map)
for i in range(len(game.border_maps)):
util.store_map(game.border_maps[i])
IO.autosave()
util.loadgen_message()
game.current_map = util.fetch_map({'name': location_name, 'id': location_id, 'abbr': location_abbr, 'level': level, 'threat': threat_level, 'map_width': map_width, 'map_height': map_height, 'type': dungeon_type}, dir='up')
game.current_map.overworld_position = op
IO.autosave_current_map()
game.current_map.check_player_position()
util.initialize_fov()
game.fov_recompute = True
game.player_move = True
# climb up some stairs
def climb_up_stairs():
combine = False
location_name = game.current_map.location_name
location_abbr = game.current_map.location_abbr
location_id = game.current_map.location_id
threat_level = game.current_map.threat_level
dungeon_type = game.current_map.type
map_width = game.DUNGEON_MAP_WIDTH
map_height = game.DUNGEON_MAP_HEIGHT
if game.current_map.tile[game.char.x][game.char.y]['icon'] != '<':
game.message.new('You see no stairs going in that direction!', game.turns)
else:
if game.current_map.location_level > 1:
level = game.current_map.location_level - 1
game.message.new('You climb up the stairs.', game.turns)
else:
combine = True
(level, game.char.x, game.char.y) = game.current_map.overworld_position
location_id = 0
location_name = 'Wilderness'
location_abbr = 'WD'
game.message.new('You return to the ' + location_name + '.', game.turns)
util.store_map(game.current_map)
util.loadgen_message()
IO.autosave(False)
if not combine:
game.current_map = util.fetch_map({'name': location_name, 'id': location_id, 'abbr': location_abbr, 'level': level, 'threat': threat_level, 'map_width': map_width, 'map_height': map_height, 'type': dungeon_type}, dir='down')
IO.autosave_current_map()
else:
game.current_map = util.fetch_map({'name': location_name, 'id': location_id, 'abbr': location_abbr, 'level': level, 'map_width': game.current_map.map_width, 'map_height': game.current_map.map_height})
util.fetch_border_maps()
IO.autosave_current_map()
util.combine_maps()
game.current_map.check_player_position()
util.initialize_fov()
game.fov_recompute = True
game.player_move = True
# close door
def close_door():
game.message.new('Close door in which direction?', game.turns)
libtcod.console_flush()
dx, dy = 0, 0
key = libtcod.Key()
libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
dx, dy = key_check(key, dx, dy)
if game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'opened door':
game.current_map.set_tile_values('door', game.char.x + dx, game.char.y + dy)
game.message.new('You close the door.', game.turns)
game.fov_recompute = True
game.player_move = True
elif game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] in ['door', 'locked door']:
game.message.new('That door is already closed!', game.turns)
elif dx != 0 or dy != 0:
game.message.new('There is no door in that direction!', game.turns)
# drop an item
# stuff to do: drop lit torch
def drop_item():
qty = 1
if not game.player.inventory:
game.message.new('Your inventory is empty.', game.turns)
else:
output = util.item_stacking(game.player.inventory)
choice = game.messages.box('Drop item', 'Up/down to select, ENTER to drop, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(output) + 4), output, inv=True, step=2, mouse_exit=True)
if choice != -1:
if output[choice].quantity > 1:
libtcod.console_print(0, game.PLAYER_STATS_WIDTH + 2, 1, 'Drop how many: _')
libtcod.console_flush()
qty = game.messages.input('', 0, game.PLAYER_STATS_WIDTH + 17, 1)
if qty == '' or not qty.isdigit():
choice = -1
elif int(qty) < 1 or int(qty) > output[choice].quantity:
choice = -1
util.reset_quantity(game.player.inventory)
if choice != -1:
game.player.drop_item(output[choice], int(qty))
game.draw_gui = True
# equip an item
def equip_item():
if not any(item.is_equippable() for item in game.player.inventory):
game.message.new("You don't have any equippable items.", game.turns)
else:
output = util.item_stacking(game.player.inventory, True)
choice = game.messages.box('Wear/Equip an item', 'Up/down to select, ENTER to equip, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(output) + 4), output, inv=True, step=2, mouse_exit=True)
util.reset_quantity(game.player.inventory)
if choice != -1:
game.player.equip_item(output[choice])
game.draw_gui = True
# help screen
# stuff to do: change manual screen
def help():
contents = IO.load_manual()
game.messages.box('Help', None, game.PLAYER_STATS_WIDTH + ((game.MAP_WIDTH - (len(max(contents, key=len)) + 20)) / 2), ((game.SCREEN_HEIGHT + 1) - max(16, len(contents) + 4)) / 2, len(max(contents, key=len)) + 20, len(contents) + 4, contents, input=False)
game.draw_gui = True
# highscore screen
def highscores():
if game.highscore:
contents = []
for (score, line1, line2) in game.highscore:
contents.append(str(score).ljust(6) + line1)
contents.append(' ' + line2)
contents.append(' ')
game.messages.box('High scores', None, 0, 0, game.SCREEN_WIDTH, game.SCREEN_HEIGHT, contents, input=False)
else:
contents = ['The high scores file is empty.']
game.messages.box('High scores', None, 'center_screenx', 'center_screeny', len(max(contents, key=len)) + 16, len(contents) + 4, contents, input=False, align=libtcod.CENTER)
game.draw_gui = True
# see your inventory
def inventory():
if not game.player.inventory:
game.message.new('Your inventory is empty.', game.turns)
else:
output = util.item_stacking(game.player.inventory)
choice = game.messages.box('Inventory', 'Up/down to select, ENTER to use, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(output) + 4), output, inv=True, step=2, mouse_exit=True)
util.reset_quantity(game.player.inventory)
if choice != -1:
output[choice].use()
game.draw_gui = True
# look (with keyboard)
def look():
game.message.new('Looking... (Arrow keys to move cursor, ESC to exit)', game.turns)
util.render_map()
dx = game.char.x - game.curx
dy = game.char.y - game.cury
key = libtcod.Key()
while not libtcod.console_is_window_closed():
libtcod.console_set_default_background(0, libtcod.white)
libtcod.console_rect(0, game.MAP_X + dx, dy + 1, 1, 1, False, libtcod.BKGND_SET)
libtcod.console_flush()
text = ""
libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
dx, dy = key_check(key, dx, dy)
if key.vk == libtcod.KEY_ESCAPE:
del game.message.log[len(game.message.log) - 1]
util.render_message_panel()
break
if dx < 0:
dx = 0
if dy < 0:
dy = 0
if dx == game.MAP_WIDTH:
dx -= 1
if dy == game.MAP_HEIGHT:
dy -= 1
px = dx + game.curx
py = dy + game.cury
# create a list with the names of all objects at the cursor coordinates
if dx in range(game.MAP_WIDTH - 1) and dy in range(game.MAP_HEIGHT - 1) and game.current_map.tile_is_explored(px, py):
names = [obj for obj in game.current_map.objects if obj.x == px and obj.y == py]
prefix = 'you see '
if not libtcod.map_is_in_fov(game.fov_map, px, py):
prefix = 'you remember seeing '
for i in range(len(names) - 1, -1, -1):
if names[i].entity is not None:
names.pop(i)
if (px, py) == (game.char.x, game.char.y):
text = 'you see yourself'
elif names == []:
if game.current_map.tile_is_invisible(px, py):
text = prefix + 'a floor'
else:
text = prefix + game.current_map.tile[px][py]['article'] + game.current_map.tile[px][py]['name']
elif len(names) > 1:
text = prefix
for i in range(len(names)):
if i == len(names) - 1:
text += ' and '
elif i > 0:
text += ', '
if names[i].item is not None:
text += names[i].item.get_name(True)
if names[i].entity is not None:
text += names[i].entity.get_name(True)
else:
if names[0].item is not None:
text = prefix + names[0].item.get_name(True)
if names[0].entity is not None:
text = prefix + names[0].entity.get_name(True)
libtcod.console_set_default_foreground(game.con, libtcod.light_yellow)
libtcod.console_rect(game.con, 0, 0, game.MAP_WIDTH, 2, True, libtcod.BKGND_NONE)
libtcod.console_print_rect(game.con, 0, 0, game.MAP_WIDTH - 18, game.MAP_HEIGHT, text)
libtcod.console_blit(game.con, 0, 0, game.MAP_WIDTH, game.MAP_HEIGHT, 0, game.MAP_X, game.MAP_Y)
game.draw_map = True
# open door
def open_door(x=None, y=None):
dx, dy = 0, 0
if x is None:
game.message.new('Open door in which direction?', game.turns)
libtcod.console_flush()
key = libtcod.Key()
libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
dx, dy = key_check(key, dx, dy)
else:
dx, dy = x, y
if game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'door':
game.current_map.set_tile_values('opened door', game.char.x + dx, game.char.y + dy)
game.message.new('You open the door.', game.turns)
game.fov_recompute = True
game.player_move = True
elif game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'opened door':
game.message.new('That door is already opened!', game.turns)
elif game.current_map.tile[game.char.x + dx][game.char.y + dy]['name'] == 'locked door':
game.message.new('The door is locked!', game.turns)
elif dx != 0 or dy != 0:
game.message.new('There is no door in that direction!', game.turns)
# ingame options menu
def options_menu():
contents = ['Read the manual', 'Change settings', 'View high scores', 'Save and quit game', 'Quit without saving']
choice = game.messages.box('Menu', None, game.PLAYER_STATS_WIDTH + (((game.MAP_WIDTH + 3) - (len(max(contents, key=len)) + 4)) / 2), ((game.MAP_HEIGHT + 1) - (len(contents) + 2)) / 2, len(max(contents, key=len)) + 4, len(contents) + 2, contents, mouse_exit=True, scrollbar=False)
if choice == 0:
help()
if choice == 1:
settings()
if choice == 2:
highscores()
if choice == 3:
return 'save'
if choice == 4:
return 'quit'
return
# pick up an item
def pickup_item():
nb_items, itempos = [], []
for i in range(len(game.current_map.objects)):
if game.current_map.objects[i].x == game.char.x and game.current_map.objects[i].y == game.char.y and game.current_map.objects[i].can_be_pickup:
game.current_map.objects[i].item.turn_created = game.current_map.objects[i].first_appearance
nb_items.append(game.current_map.objects[i].item)
itempos.append(i)
if not nb_items and not game.current_map.tile[game.char.x][game.char.y]['type'] == 'rock':
game.message.new('There is nothing to pick up.', game.turns)
elif not nb_items and game.current_map.tile[game.char.x][game.char.y]['type'] == 'rock':
item = game.baseitems.create_item('uncursed ', '', 'stone', '', 'identified')
item.turns_created = game.turns
game.player.inventory.append(item)
game.message.new('You pick up a stone.', game.turns, libtcod.green)
elif len(nb_items) == 1:
nb_items[0].pick_up(nb_items[0].turn_created)
game.current_map.objects.pop(itempos[0])
else:
qty = 1
output = util.item_stacking(nb_items)
choice = game.messages.box('Get an item', 'Up/down to select, ENTER to get, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(output) + 4), output, inv=True, step=2, mouse_exit=True)
if choice != -1:
if output[choice].quantity > 1 and output[choice].type != 'money':
libtcod.console_print(0, game.PLAYER_STATS_WIDTH + 2, 1, 'Pickup how many: _')
libtcod.console_flush()
qty = game.messages.input('', 0, game.PLAYER_STATS_WIDTH + 19, 1)
if qty == '' or not qty.isdigit():
choice = -1
elif int(qty) < 1 or int(qty) > output[choice].quantity:
choice = -1
if output[choice].quantity > 1 and output[choice].type == 'money':
qty = output[choice].quantity
if choice != -1:
x = 0
for i in range(len(nb_items) - 1, -1, -1):
if nb_items[i] == output[choice] and x < int(qty):
nb_items[i].pick_up(nb_items[i].turn_created)
game.current_map.objects.pop(itempos[i])
x += 1
util.reset_quantity(nb_items)
game.draw_gui = True
# dialog to confirm quitting the game
def quit_game():
util.render_map()
libtcod.console_print(0, game.MAP_X, game.MAP_Y, 'Are you sure you want to quit the game? (y/n)')
libtcod.console_flush()
key = libtcod.Key()
libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
if chr(key.c) == 'y' or chr(key.c) == 'Y':
return True
return False
# remove/unequip an item
def remove_item():
if not game.player.equipment:
game.message.new("You don't have any equipped items.", game.turns)
else:
choice = game.messages.box('Remove/Unequip an item', 'Up/down to select, ENTER to remove, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(game.player.equipment) + 4), game.player.equipment, inv=True, step=2, mouse_exit=True)
if choice != -1:
game.player.unequip(choice)
game.draw_gui = True
# dialog to confirm saving the game
def save_game():
util.render_map()
libtcod.console_print(0, game.MAP_X, game.MAP_Y, 'Do you want to save (and quit) the game? (y/n)')
libtcod.console_flush()
key = libtcod.Key()
libtcod.sys_wait_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse(), True)
if chr(key.c) == 'y' or chr(key.c) == 'Y':
return True
return False
# show all the old messages
def see_message_history():
box_width = game.MESSAGE_WIDTH + 2
box_height = (game.SCREEN_HEIGHT / 2) + 4
box = libtcod.console_new(box_width, box_height)
game.messages.box_gui(box, 0, 0, box_width, box_height, libtcod.green)
libtcod.console_set_default_foreground(box, libtcod.black)
libtcod.console_set_default_background(box, libtcod.green)
libtcod.console_print_ex(box, box_width / 2, 0, libtcod.BKGND_SET, libtcod.CENTER, ' Message History ')
libtcod.console_set_default_foreground(box, libtcod.green)
libtcod.console_set_default_background(box, libtcod.black)
libtcod.console_print_ex(box, box_width / 2, box_height - 1, libtcod.BKGND_SET, libtcod.CENTER, ' Arrow keys - Scroll up/down, ESC - exit ')
libtcod.console_set_default_foreground(box, libtcod.white)
scroll = 0
exit = False
key = libtcod.Key()
while exit is False:
libtcod.console_rect(box, 1, 1, box_width - 2, box_height - 2, True, libtcod.BKGND_SET)
for i in range(min(box_height - 4, len(game.message.history))):
libtcod.console_set_default_foreground(box, game.message.history[i + scroll][1])
libtcod.console_print(box, 2, i + 2, game.message.history[i + scroll][0])
util.scrollbar(box, box_width - 2, 2, scroll, box_height - 4, len(game.message.history))
libtcod.console_blit(box, 0, 0, box_width, box_height, 0, (game.SCREEN_WIDTH - box_width) / 2, (game.MAP_HEIGHT - box_height + 2) / 2, 1.0, 1.0)
libtcod.console_flush()
ev = libtcod.sys_check_for_event(libtcod.EVENT_KEY_PRESS, key, libtcod.Mouse())
if ev == libtcod.EVENT_KEY_PRESS:
if key.vk == libtcod.KEY_ESCAPE:
exit = True
elif key.vk == libtcod.KEY_UP or key.vk == libtcod.KEY_KP8:
if scroll > 0:
scroll -= 1
elif key.vk == libtcod.KEY_DOWN or key.vk == libtcod.KEY_KP2:
if box_height - 4 + scroll < len(game.message.history):
scroll += 1
libtcod.console_delete(box)
game.draw_gui = True
# show some of the old messages
def see_message_log(up=False, down=False):
if up:
if game.old_msg < len(game.message.log) - game.MESSAGE_HEIGHT:
game.old_msg += 1
if down:
if game.old_msg > 0:
game.old_msg -= 1
util.render_message_panel()
libtcod.console_flush()
# settings screen
def settings():
width, height = 44, 10
box = libtcod.console_new(width, height)
game.messages.box_gui(box, 0, 0, width, height, libtcod.green)
libtcod.console_set_default_foreground(box, libtcod.black)
libtcod.console_set_default_background(box, libtcod.green)
libtcod.console_print_ex(box, width / 2, 0, libtcod.BKGND_SET, libtcod.CENTER, ' Settings ')
libtcod.console_set_default_foreground(box, libtcod.white)
util.change_settings(box, width, height, blitmap=True)
libtcod.console_delete(box)
game.draw_gui = True
# print current time/date
def show_time():
game.message.new(game.gametime.time_to_text(), game.turns)
# show a miniature world map
# stuff to do: add towns, zoom
def show_worldmap():
box = libtcod.console_new(game.SCREEN_WIDTH, game.SCREEN_HEIGHT)
game.messages.box_gui(box, 0, 0, game.SCREEN_WIDTH, game.SCREEN_HEIGHT, libtcod.green)
libtcod.console_set_default_foreground(box, libtcod.black)
libtcod.console_set_default_background(box, libtcod.green)
libtcod.console_print_ex(box, game.SCREEN_WIDTH / 2, 0, libtcod.BKGND_SET, libtcod.CENTER, ' World Map ')
libtcod.console_set_default_foreground(box, libtcod.green)
libtcod.console_set_default_background(box, libtcod.black)
libtcod.console_print_ex(box, game.SCREEN_WIDTH / 2, game.SCREEN_HEIGHT - 1, libtcod.BKGND_SET, libtcod.CENTER, '[ Red dot - You, Black dots - Dungeons, S - Save map, Z - Zoom, TAB - Exit ]')
libtcod.console_set_default_foreground(box, libtcod.white)
util.showmap(box)
libtcod.console_delete(box)
game.draw_gui = True
# use an item
def use_item():
if not game.player.inventory:
game.message.new('Your inventory is empty.', game.turns)
else:
output = util.item_stacking(game.player.inventory)
choice = game.messages.box('Use an item', 'Up/down to select, ENTER to use, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(output) + 4), output, inv=True, step=2, mouse_exit=True)
util.reset_quantity(game.player.inventory)
if choice != -1:
output[choice].use()
game.draw_gui = True
# use a skill
def use_skill():
skills = []
for x in game.player.skills:
if x.can_use:
skills.append(x)
output = [x.name for x in skills]
choice = game.messages.box('Use a skill', 'Up/down to select, ENTER to use, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(output) + 4), output, step=2, mouse_exit=True)
if choice != -1:
if output[choice] == 'Detect Traps':
skills[choice].active()
if output[choice] == 'Artifacts':
output2 = game.player.inventory + game.player.equipment
choice2 = game.messages.box('Use skill on which item', 'Up/down to select, ENTER to use, ESC to exit', 'center_mapx', 'center_mapy', 65, max(19, len(output) + 4), output2, inv=True, step=2, mouse_exit=True)
if choice2 != -1:
if output2[choice2].is_identified():
game.message.new('That item is already identified.', game.turns)
elif output2[choice2].assay == game.player.level:
game.message.new('You already tried to identify that item. You can do it once per item per level.', game.turns)
else:
if output2[choice2].level * 5 > skills[choice].level:
game.message.new('Your skill is not high enough to identity that item.', game.turns)
output2[choice2].assay = game.player.level
skills[choice].gain_xp(1)
else:
game.message.new('You identify the item!', game.turns)
output2[choice2].flags.append('identified')
skills[choice].gain_xp(5)
game.player_move = True
if output[choice] == 'Disarm Traps':
attempt = False
for x in range(-1, 2):
for y in range(-1, 2):
if 'trapped' in game.current_map.tile[game.char.x + x][game.char.y + y]:
dice = libtcod.random_get_int(game.rnd, 0, 150)
if skills[choice].level >= dice:
if game.current_map.tile[game.char.x + x][game.char.y + y]['type'] == 'trap':
game.current_map.set_tile_values('floor', game.char.x + x, game.char.y + y)
game.message.new('You disarm the trap.', game.turns)
else:
game.message.new('You disarm the trap chest.', game.turns)
game.current_map.tile[game.char.x + x][game.char.y + y].pop('trapped', None)
skills[choice].gain_xp(5)
else:
game.message.new('You failed to disarm the trap.', game.turns)
dice = util.roll_dice(1, 50)
if dice > game.player.karma:
if game.current_map.tile[game.char.x + x][game.char.y + y]['type'] == 'trap':
util.trigger_trap(game.char.x + x, game.char.y + y)
else:
game.current_map.tile[game.char.x + x][game.char.y + y].update({game.chest_trap[libtcod.random_get_int(game.rnd, 0, len(game.chest_trap) - 1)]: True})
game.current_map.tile[game.char.x + x][game.char.y + y].pop('trapped', None)
util.trigger_trap(game.char.x + x, game.char.y + y, chest=True)
skills[choice].gain_xp(1)
game.player_move = True
attempt = True
if not attempt:
game.message.new('There are no traps in your surroundings.', game.turns)
if output[choice] == 'Lockpicking':
attempt = False
for x in range(-1, 2):
for y in range(-1, 2):
if 'locked' in game.current_map.tile[game.char.x + x][game.char.y + y]:
dice = libtcod.random_get_int(game.rnd, 0, 150)
name = game.current_map.tile[game.char.x + x][game.char.y + y]['name']
if skills[choice].level >= dice:
game.message.new('You unlock the ' + name + '.', game.turns)
if name == 'locked door':
game.current_map.set_tile_values('opened door', game.char.x + x, game.char.y + y)
if name == 'locked chest':
game.current_map.set_tile_values('empty chest', game.char.x + x, game.char.y + y)
nb_items = util.roll_dice(2, 4)
for i in range(nb_items):
game.current_map.objects.append(game.baseitems.loot_generation(game.char.x + x, game.char.y + y, game.current_map.threat_level))
skills[choice].gain_xp(5)
else:
game.message.new('You failed to unlock the ' + name + '.', game.turns)
if 'trapped' in game.current_map.tile[game.char.x + x][game.char.y + y]:
dice = util.roll_dice(1, 30)
if game.player.karma < dice:
game.current_map.tile[game.char.x + x][game.char.y + y].update({game.chest_trap[libtcod.random_get_int(game.rnd, 0, len(game.chest_trap) - 1)]: True})
game.current_map.tile[game.char.x + x][game.char.y + y].pop('trapped', None)
util.trigger_trap(game.char.x + x, game.char.y + y, chest=True)
skills[choice].gain_xp(1)
game.player_move = True
attempt = True
if not attempt:
game.message.new('There is nothing to unlock in your surroundings.', game.turns)
game.draw_gui = True
# passing one turn
def wait_turn():
game.message.new('Time passes...', game.turns)
game.fov_recompute = True
game.player_move = True