still display memory data. On non-player things, erase fovmap and memory.
"""
# # 7DRL: also decrements God's mood; deaths heavily so
+ # # 7DRL: return 1 if death, else 0
t["T_LIFEPOINTS"] -= 1
world_db["GOD_MOOD"] -= 1 # #
if 0 == t["T_LIFEPOINTS"]:
t["T_MEMMAP"] = False
t["T_MEMDEPTHMAP"] = False
t["T_MEMTHING"] = []
+ return 1 # #
+ return 0 # #
def mv_yx_in_dir_legal(dir, y, x):
def actor_move(t):
"""If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+ # # 7DRL: Player wounding (worse: killing) others will lower God's favor.
passable = False
move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
t["T_POSY"], t["T_POSX"])
hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
strong_write(io_db["file_out"], "LOG You wound " + hitted_name
+ ".\n")
- # world_db["GOD_FAVOR"] -= 1 # #
+ world_db["GOD_FAVOR"] -= 1 # #
elif 0 == hit_id:
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
strong_write(io_db["file_out"], "LOG " + hitter_name +
" wounds you.\n")
test = decrement_lifepoints(world_db["Things"][hit_id]) # #
- # if test and t == world_db["Things"][0]: # #
- # world_db["GOD_FAVOR"] -= 10 # #
+ if test and t == world_db["Things"][0]: # #
+ world_db["GOD_FAVOR"] -= 10 # #
return
dir = [dir for dir in directions_db
if directions_db[dir] == chr(t["T_ARGUMENT"])][0]