type = world_db["Things"][id]["T_TYPE"] # #
if world_db["ThingTypes"][type]["TT_TOOL"] == "axe": # #
carries_axe = True # #
+ break # #
if carries_axe: # #
axe_name = world_db["ThingTypes"][type]["TT_NAME"] # #
if t == world_db["Things"][0]: # #
"LOG You chop the tree down.\n") # #
add_gods_favor(-10) # #
world_db["MAP"][pos] = ord(".") # #
+ id = id_setter(-1, "Things") # #
+ world_db["Things"][id] = new_Thing(world_db["LUMBER"], # #
+ (move_result[1], # #
+ move_result[2])) # #
build_fov_map(t) # #
return # #
passable = ("." == chr(world_db["MAP"][pos]) or
if not world_db["PLANT_0"] in world_db["ThingTypes"]: # #
print("Ignoring: No valid PLANT_0 set.") # #
return # #
+ if not world_db["LUMBER"] in world_db["ThingTypes"]: # #
+ print("Ignoring: No valid LUMBER set.") # #
+ return # #
world_db["Things"] = {}
make_map()
world_db["WORLD_ACTIVE"] = 1
map. On activation, rebuild all Things' FOVs, and the player's map memory.
Also call log_help().
"""
- # 7DRL: altar must be on map, and (valid) SLIPPERS and PLANT_0must be set
- # for world activation.
+ # 7DRL: altar must be on map, and (valid) SLIPPERS and PLANT_0 and LUMBER
+ # must be set for world activation.
val = integer_test(worldactive_string, 0, 1)
if None != val:
if 0 != world_db["WORLD_ACTIVE"]:
break
valid_slippers = world_db["SLIPPERS"] in world_db["ThingTypes"] # #
valid_plant0 = world_db["PLANT_0"] in world_db["ThingTypes"] # #
+ valid_lumber = world_db["PLANT_0"] in world_db["ThingTypes"] # #
altar_found = False # #
if world_db["MAP"]: # #
pos = world_db["MAP"].find(b'_') # #
x = pos % world_db["MAP_LENGTH"] # #
world_db["altar"] = (y, x) # #
altar_found = True # #
- if wait_exists and player_exists and world_db["MAP"] \
- and altar_found and valid_slippers and valid_plant0: # #
+ if (wait_exists and player_exists and world_db["MAP"]
+ and altar_found and valid_slippers and valid_plant0 # #
+ and valid_lumber): # #
for id in world_db["Things"]:
if world_db["Things"][id]["T_LIFEPOINTS"]:
build_fov_map(world_db["Things"][id])
print("PLANT_0 matches no known ThingTypes, deactivating world.")
+def command_lumber(str_int): # #
+ """Set LUMBER, but deactivate world if not in ThingTypes."""
+ val = integer_test(str_int, 0)
+ if None != val:
+ world_db["LUMBER"] = val
+ if world_db["WORLD_ACTIVE"] and \
+ world_db["LUMBER"] not in world_db["ThingTypes"]:
+ world_db["WORLD_ACTIVE"] = 0
+ print("LUMBER matches no known ThingTypes, deactivating world.")
+
+
def test_for_id_maker(object, category):
"""Return decorator testing for object having "id" attribute."""
def decorator(f):
"FAVOR_STAGE": (1, False, setter(None, "FAVOR_STAGE", 0, 65535)), # #
"SLIPPERS": (1, False, command_slippers), # #
"PLANT_0": (1, False, command_plant0), # #
+ "LUMBER": (1, False, command_lumber), # #
"TA_ID": (1, False, command_taid),
"TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
"TA_NAME": (1, False, command_taname),
"FAVOR_STAGE": 0, # #
"SLIPPERS": 0, # #
"PLANT_0": 0, # #
+ "LUMBER": 0, # #
"ThingActions": {},
"ThingTypes": {},
"Things": {}
init_pair(11, COLOR_BLACK, COLOR_GREEN); //
init_pair(12, COLOR_BLACK, COLOR_MAGENTA); //
init_pair(13, COLOR_WHITE, COLOR_BLACK); //
+ init_pair(14, COLOR_RED, COLOR_BLACK); //
for (y = 0; y < world.map.length; y++)
{
for (x = 0; x < world.map.length; x++)
{ //
a = COLOR_PAIR(13); //
} //
+ else if ('=' == c) //
+ { //
+ a = COLOR_PAIR(14); //
+ } //
// char c = world.map.cells[y*world.map.length + x];
set_ch_on_yx(win, y, x * 2 + (y % 2), c | a); //
set_ch_on_yx(win, y, x * 2 + (y % 2) + 1, ' ' | a); //