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from constants import (
DOOR_ORDER, DOOR_INDEX, DOOR_FLAGS, SPEC_FLAGS,
ENEM_INDEX, ITEM_INDEX, ITEM_FLAGS, DOOR_COLOR,
SPEC_COLOR
)
import gtk
import pango
ROOM_SIZE = 150
FONT = 'Serif 5'
class Room:
def __init__(self, x = -1, y = -1, str=None):
self._x = x
self._y = y
self.doors = {}
self.enemy = []
self.item = []
self._room_gui = None
self.has_doors = False
self.has_enemy = False
self.has_item = False
for index in DOOR_INDEX:
self.doors[index] = ['0', '0']
self.special = '0'
for index in range(0,4):
self.enemy.append( '0' )
for index in range(0,4):
self.item.append( ['0', '0'] )
# Load room from str
# TODO VALIDATE FLAGS
if str:
self.add_door( str[0], str[1] )
self.add_door( str[2], str[3] )
self.add_door( str[4], str[5] )
self.add_door( str[6], str[7] )
self.set_room_flag( str[8] )
self.set_enemy( 0, str[9] )
self.set_enemy( 1, str[10] )
self.set_enemy( 2, str[11] )
self.set_enemy( 3, str[12] )
self.set_item( 0, str[13], str[14] )
self.set_item( 1, str[15], str[16] )
self.set_item( 2, str[17], str[18] )
self.set_item( 3, str[19], str[20] )
def add_door(self, door, flag):
if door == "0":
return
elif door in DOOR_INDEX and flag in DOOR_FLAGS:
self.has_doors = True
self.doors[door] = [door, flag]
return True
else:
print "INVALID DOOR AND/OR FLAG"
return False
def remove_door(self, door):
if door in DOOR_INDEX:
self.doors[door] = ['0', '0']
self.has_doors = False
for door in self.doors:
if self.doors[door][1] != "0":
self.has_doors = True
break
return True
else:
print "INVALID DOOR"
return False
def get_door( self, door):
if door in DOOR_INDEX:
return self.doors[door][1]
def set_room_flag(self, flag):
if flag in SPEC_FLAGS:
self.special = flag
return True
else:
print "INVALID FLAG"
return False
def get_room_flag( self ):
return self.special
def add_enemy( self, enemy ):
for index in range( 0,4 ):
if self.enemy[index] == "0":
return self.set_enemy(index, enemy)
return False
def set_enemy( self, pos, enemy ):
if pos >= 0 and pos <=3 and enemy in ENEM_INDEX:
self.enemy[pos] = enemy
self.has_enemy = False
for enemy in self.enemy:
if enemy != "0":
self.has_enemy = True
break
return True
else:
print "INVALID ENEMY POS OR ID"
return False
def get_enemy(self, pos):
if pos >=0 and pos <=3:
return self.enemy[pos]
def add_item( self, item, flag ):
for index in range( 0,4 ):
if self.item[index][0] == "0":
return self.set_item(index, item, flag)
return False
def set_item(self, pos, id, flag):
if pos >= 0 and pos <=3 and id in ITEM_INDEX and flag in ITEM_FLAGS:
self.item[ pos ] = [id, flag]
self.has_item = False
for item in self.item:
if item[0] != "0":
self.has_item = True
break
return True
else:
print "INVALID POS OR ID OR FLAG"
return False
def get_item(self, pos):
if pos >=0 and pos <=3:
return self.item[pos]
def room_to_string(self):
str = ""
for index in DOOR_ORDER:
str += self.doors[index][0] + self.doors[index][1]
str += self.special
for enemy in self.enemy:
str += enemy
for item in self.item:
str += item[0] + item[1]
return str
def not_empty_room(self):
return self.has_doors or self.has_enemy or self.has_item
def get_door_from_click(self, x, y):
size_offset = ROOM_SIZE / 3
size_uoffset = ROOM_SIZE - size_offset
if x < size_offset and y > size_offset and y < size_uoffset:
door_pos = "W"
elif x > size_uoffset and y > size_offset and y < size_uoffset:
door_pos = "E"
elif y < size_offset and x > size_offset and x < size_uoffset:
door_pos = "N"
elif y > size_uoffset and x > size_offset and x < size_uoffset:
door_pos = "S"
else:
return False
return door_pos
def render_room(self):
def expose_handler(widget, event):
w, h = widget.window.get_size()
xgc = widget.window.new_gc()
door_thick = 5
third_w = w / 3
third_h = h / 3
# Fill in if room
if self.not_empty_room():
xgc.set_rgb_fg_color(gtk.gdk.color_parse(SPEC_COLOR[self.special]))
widget.window.draw_rectangle(xgc, True, 1, 1, w-2, h-2)
# Draw Border
xgc.set_rgb_fg_color(gtk.gdk.color_parse("#000000"))
widget.window.draw_rectangle(xgc, False, 1, 1, w-2, h-2)
if self.doors['N'][1] != '0':
xgc.set_rgb_fg_color(gtk.gdk.color_parse(DOOR_COLOR[self.doors['N'][1]]))
widget.window.draw_rectangle(xgc, True, third_w, 1, third_w, door_thick)
if self.doors['S'][1] != '0':
xgc.set_rgb_fg_color(gtk.gdk.color_parse(DOOR_COLOR[self.doors['S'][1]]))
widget.window.draw_rectangle(xgc, True, third_w, h-door_thick, third_w, door_thick)
if self.doors['E'][1] != '0':
xgc.set_rgb_fg_color(gtk.gdk.color_parse(DOOR_COLOR[self.doors['E'][1]]))
widget.window.draw_rectangle(xgc, True, w-door_thick, third_h, door_thick, third_h)
if self.doors['W'][1] != '0':
xgc.set_rgb_fg_color(gtk.gdk.color_parse(DOOR_COLOR[self.doors['W'][1]]))
widget.window.draw_rectangle(xgc, True, 1, third_h, door_thick, third_h)
room_text = ""
for enemy in self.enemy:
if enemy != '0':
room_text += ENEM_INDEX[enemy] + "\n"
for item in self.item:
if item[0] != '0':
room_text += ITEM_INDEX[item[0]] + " (" + ITEM_FLAGS[item[1]] + ")\n"
xgc.set_rgb_fg_color(gtk.gdk.color_parse("#000000"))
font_desc = pango.FontDescription( FONT )
layout = widget.create_pango_layout( room_text )
layout.set_font_description(font_desc)
widget.window.draw_layout(xgc, 7, 7, layout)
self._room_gui = gtk.DrawingArea()
self._room_gui.set_size_request(ROOM_SIZE, ROOM_SIZE)
self._room_gui.connect("expose-event", expose_handler)
self._room_gui.set_events(gtk.gdk.BUTTON_PRESS_MASK)
return self._room_gui
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