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import os.path
from Room import Room
from constants import MAP_PATH
from JournalIntegration import do_load, load_dungeon_by_id
########################################################################
#Dungeon class: stores a 2d array of rooms representing the dungeon
# reads/parses a text file containing the data for a dungeon
#######################################################################
class Dungeon:
def __init__(self,fileName):
self.fileName=fileName
self.start=[0,0]
self.index=0
###INITALIZE DICTIONARY, TUPLE:ROOM PAIRINGS
self.rooms={}
currentX=0
currentY=0
###ENUM###
NONE=-1
PUZZLE=0
LOCKED=1
BOTH=2
UNLOCKED=3
EXIT=4
ENTRANCE=5
SHOP=6
PUZZLEROOM=7
HIDDEN=8
if os.path.exists( MAP_PATH + self.fileName ):
dgnFile=open( MAP_PATH + self.fileName,'r')
d_dict = do_load( dgnFile )
dgnFile.close()
else:
d_dict = load_dungeon_by_id( fileName )
self.sizeX = d_dict['x']
self.sizeY = d_dict['y']
self.theme = d_dict['theme']
self.name = d_dict['name']
self.id = d_dict['d_id']
self.next = d_dict['next']
for line in d_dict['roomstr']:
###initialize room variables###
doorN=False
doorNFlag=NONE
doorS=False
doorSFlag=NONE
doorE=False
doorEFlag=NONE
doorW=False
doorWFlag=NONE
roomFlag=NONE
en1=0
en2=0
en3=0
en4=0
it1=0
it2=0
it3=0
it4=0
###check characters in current line, set variables accordingly###
###KEY:1st character=door to north
### 2nd=door to south
### 3rd=door to east
### 4th=door to west
### 5th=if the room is a shop
### 6-9=enemy number in each slot (0 for no enemy)
if line[0]=='N':
doorN=True
if line[1]=='l':
doorNFlag=LOCKED
elif line[1]=='p':
doorNFlag=PUZZLE
elif line[1]=='b':
doorNFlag=BOTH
elif line[1]=='u':
doorNFlag=UNLOCKED
elif line[1]=='e':
doorNFlag=ENTRANCE
elif line[1]=='x':
doorNFlag=EXIT
if line[2]=='S':
doorS=True
if line[3]=='l':
doorSFlag=LOCKED
elif line[3]=='p':
doorSFlag=PUZZLE
elif line[3]=='b':
doorSFlag=BOTH
elif line[3]=='u':
doorSFlag=UNLOCKED
elif line[3]=='e':
doorSFlag=ENTRANCE
elif line[3]=='x':
doorSFlag=EXIT
if line[4]=='W':
doorW=True
if line[5]=='l':
doorWFlag=LOCKED
elif line[5]=='p':
doorWFlag=PUZZLE
elif line[5]=='b':
doorWFlag=BOTH
elif line[5]=='u':
doorWFlag=UNLOCKED
elif line[5]=='e':
doorWFlag=ENTRANCE
elif line[5]=='x':
doorWFlag=EXIT
if line[6]=='E':
doorE=True
if line[7]=='l':
doorEFlag=LOCKED
elif line[7]=='p':
doorEFlag=PUZZLE
elif line[7]=='b':
doorEFlag=BOTH
elif line[7]=='u':
doorEFlag=UNLOCKED
elif line[7]=='e':
doorEFlag=ENTRANCE
elif line[7]=='x':
doorEFlag=EXIT
if line[8]=='S':
roomFlag=SHOP
elif line[8]=='P':
roomFlag=PUZZLE
else:
event=int(line[8])
rm=Room(doorN,doorNFlag,doorS,doorSFlag,doorE,doorEFlag,doorW,doorWFlag,roomFlag,line[9],line[10],line[11],line[12],line[13],line[15],line[17],line[19])
#check hidden items
if line[14]=='h':
rm.it1.hidden=True
elif line[14]=='v':
rm.it1.hidden=False
if line[16]=='h':
rm.it2.hidden=True
elif line[16]=='v':
rm.it2.hidden=False
if line[18]=='h':
rm.it3.hidden=True
elif line[18]=='v':
rm.it3.hidden=False
if line[20]=='h':
rm.it4.hidden=True
elif line[20]=='v':
rm.it4.hidden=False
#check battle items
if line[14]=='b':
rm.it1.battle=True
if line[16]=='b':
rm.it2.battle=True
if line[18]=='b':
rm.it3.battle=True
if line[20]=='b':
rm.it4.battle=True
if doorSFlag==ENTRANCE or doorNFlag==ENTRANCE or doorWFlag==ENTRANCE or doorEFlag==ENTRANCE:
self.start=(currentX,currentY)
#start=[1,4]
self.rooms[(currentX,currentY)]=rm
###update position in array###
currentX+=1
if currentX==self.sizeX:
currentY+=1
currentX=0
if currentY>self.sizeY:
break
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