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chargen.py
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chargen.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
# Copyright 2013 Joeph Hewitt <pyrrho12@yahoo.ca>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
# MA 02110-1301, USA.
#
#
import characters
import pygame
import pygwrap
import items
import stats
import rpgmenu
import charsheet
import inspect
def give_starting_equipment( pc ):
"""Based on level and species, give and equip starting equipment."""
# Start with the basic equipment that every character is eligible for.
default = { items.BODY: items.clothes.NormalClothes(), items.FEET: items.shoes.NormalShoes() }
if pc.mr_level:
for v in pc.mr_level.starting_equipment:
item = v()
if pc.can_equip( item ) and item.is_better( default.get( item.slot , None ) ):
default[ item.slot ] = item
if pc.species:
for v in pc.species.starting_equipment:
item = v()
if pc.can_equip( item ) and item.is_better( default.get( item.slot , None ) ):
default[ item.slot ] = item
for k,item in default.iteritems():
if pc.can_equip( item ):
pc.contents.append( item )
pc.contents.equip( item )
def choose_gender( screen, redraw ):
"""Return the gender chosen by the player."""
rpm = charsheet.RightMenu( screen , predraw = redraw )
for g in range( 3 ):
rpm.add_item( stats.GENDER[g], g, "Gender has no effect on a character's abilities." )
rpm.add_alpha_keys()
redraw.caption = "Select this character's gender."
return rpm.query()
class ChooseSpeciesRedrawer( object ):
def __init__( self , menu=None, predraw=None ):
self.menu = menu
self.predraw = predraw
def display_species_info( self, screen, it, myrect ):
y = myrect.y
myimg = pygwrap.render_text( pygwrap.BIGFONT, it.name, myrect.width, justify=0, color=(240,240,240) )
myrect = myimg.get_rect( topleft = ( myrect.x, y ) )
screen.blit( myimg , myrect )
y += myrect.height
msg = it.desc
if msg:
myimg = pygwrap.render_text(pygwrap.SMALLFONT, msg, myrect.width, justify = -1 )
myrect = myimg.get_rect( topleft = ( myrect.x, y ) )
screen.blit( myimg , myrect )
y += myrect.height + 6
msg = it.stat_desc()
if msg:
myimg = pygwrap.render_text(pygwrap.ITALICFONT, msg, myrect.width, justify = 0 )
myrect = myimg.get_rect( topleft = ( myrect.x, y ) )
screen.blit( myimg , myrect )
def __call__( self , screen ):
if self.predraw:
self.predraw( screen )
if self.menu:
# Display the item info in the upper display rect.
it = self.menu.items[ self.menu.selected_item ].value
if inspect.isclass( it ) and issubclass( it, characters.SentientSpecies ):
self.display_species_info( screen, it, self.menu.descbox )
def choose_species( screen, predraw ):
"""Return the species chosen by the player."""
redraw = ChooseSpeciesRedrawer( predraw=predraw )
rpm = charsheet.RightMenu( screen , predraw = redraw )
redraw.menu = rpm
for s in characters.PC_SPECIES:
rpm.add_item( s.name, s )
rpm.sort()
rpm.add_alpha_keys()
redraw.caption = "Select this character's species."
return rpm.query()
def get_possible_levels( pc, source=characters.PC_CLASSES ):
""" Return a list of levels the PC qualifies for."""
pl = []
for l in source:
if l.can_take_level( pc ):
pl.append( l )
return pl
class ChooseLevelRedrawer( object ):
def __init__( self , menu=None, predraw=None ):
self.menu = menu
self.predraw = predraw
def display_level_info( self, screen, it, myrect ):
y = myrect.y
myimg = pygwrap.render_text( pygwrap.BIGFONT, it.name, myrect.width, justify=0, color=(240,240,240) )
myrect = myimg.get_rect( topleft = ( myrect.x, y ) )
screen.blit( myimg , myrect )
y += myrect.height
msg = it.desc
if msg:
myimg = pygwrap.render_text(pygwrap.SMALLFONT, msg, myrect.width, justify = -1 )
myrect = myimg.get_rect( topleft = ( myrect.x, y ) )
screen.blit( myimg , myrect )
y += myrect.height + 6
msg = it.stat_desc()
if msg:
myimg = pygwrap.render_text(pygwrap.ITALICFONT, msg, myrect.width, justify = 0 )
myrect = myimg.get_rect( topleft = ( myrect.x, y ) )
screen.blit( myimg , myrect )
def __call__( self , screen ):
if self.predraw:
self.predraw( screen )
if self.menu:
# Display the item info in the upper display rect.
it = self.menu.items[ self.menu.selected_item ].value
if inspect.isclass( it ) and issubclass( it, characters.Level ):
self.display_level_info( screen, it, self.menu.descbox )
def choose_level( screen, predraw, pc ):
"""Roll stats, return the level chosen by the player."""
level = None
predraw.caption = "Roll your stats and choose a profession."
redraw = ChooseLevelRedrawer( predraw=predraw )
while not level:
possible_levels = []
while not possible_levels:
pc.roll_stats()
possible_levels = get_possible_levels( pc )
rpm = charsheet.RightMenu( screen , predraw = redraw )
redraw.menu = rpm
for l in possible_levels:
rpm.add_item( l.name, l )
rpm.sort()
rpm.add_alpha_keys()
rpm.add_item( "Reroll Stats", -1 )
rpm.set_item_by_value( -1 )
l = rpm.query()
if l is False:
break
elif l != -1:
level = l
return level
STARTER_HATS = ( None,
items.hats.MageHat, items.hats.NecromancerHat, items.hats.NinjaMask, items.hats.Headband, items.hats.Bandana,
items.hats.JauntyHat, items.hats.WoodsmansHat, items.hats.GnomeHat, items.hats.WizardHat, items.hats.WhiteHat,
items.hats.WhiteTurban, items.hats.RedTurban, items.hats.PurpleTurban, items.hats.OrangeTurban, items.hats.BlueTurban,
items.hats.RedCowl, items.hats.OrangeCowl, items.hats.GreenCowl, items.hats.GreyCowl, items.hats.BlueCowl,
items.hats.GreyHat, items.hats.Coxcomb, items.hats.Coxcomb2, items.hats.TricorneHat
)
def alter_hat( pc ):
hat = pc.contents.get_equip( items.HEAD )
if hat and hat.__class__ in STARTER_HATS:
pos = STARTER_HATS.index( hat.__class__ )
else:
pos = 0
pos = ( pos + 1 ) % len( STARTER_HATS )
if hat:
pc.contents.remove( hat )
if pos:
hat = STARTER_HATS[pos]()
pc.contents.append( hat )
pc.contents.equip( hat )
def choose_appearance( screen, redraw, pc ):
"""Alter the appearance of the character."""
done = False
redraw.caption = "Customize your appearance."
rpm = charsheet.RightMenu( screen , predraw = redraw )
rpm.add_item( "Change skin color" , 1 )
if pc.species.HAS_HAIR:
rpm.add_item( "Change hair" , 2 )
if ( pc.gender != stats.FEMALE ) or isinstance( pc.species, characters.Dwarf ):
rpm.add_item( "Change beard" , 3 )
rpm.add_item( "Change hat" , 4 )
rpm.add_item( "Finished" , False )
while not done:
l = rpm.query()
if l is False:
done = True
elif l == 1:
pc.species.alter_skin_color()
redraw.charsheet.regenerate_avatar()
elif l == 2:
pc.alter_hair()
redraw.charsheet.regenerate_avatar()
elif l == 3:
pc.alter_beard()
redraw.charsheet.regenerate_avatar()
elif l == 4:
alter_hat( pc )
redraw.charsheet.regenerate_avatar()
def make_character( screen ):
"""Generate and return a new player character."""
# We're gonna use the same redrawer for this entire process.
redraw = charsheet.MenuRedrawer( screen = screen )
# Get gender.
gender = choose_gender( screen , redraw )
if gender is False:
return None
# Get species.
species = choose_species( screen , redraw )
if not species:
return None
pc = characters.Character( species = species(), gender = gender )
redraw.charsheet = charsheet.CharacterSheet( pc , screen = screen )
# Roll stats and pick a class.
level = choose_level( screen, redraw, pc )
if not level:
return None
pc.levels.append( level(1,pc) )
give_starting_equipment( pc )
redraw.charsheet.regenerate_avatar()
# Customize appearance.
choose_appearance( screen, redraw, pc )
# Choose a name.
redraw.caption = "Done!"
name = pygwrap.input_string( screen, redrawer=redraw, prompt="Enter character name" )
if name:
pc.name = name
pc.choose_random_spells()
return pc
else:
return None
# Embrace the chaos. Or at least give it a firm handshake.
def make_and_save_character( screen ):
pc = make_character( screen )
if pc:
pc.save()
return pc
if __name__=='__main__':
pygame.init()
# Set the screen size.
screen = pygame.display.set_mode( (0,0), pygame.FULLSCREEN )
# screen = pygame.display.set_mode( (800,600) )
pygwrap.init()
rpgmenu.init()
pc = make_and_save_character( screen )