libpr.result_y.restype = ctypes.c_uint8
libpr.result_x.restype = ctypes.c_uint8
libpr.set_maplength(world_db["MAP_LENGTH"])
+ libpr.build_fov_map.argtypes = [ctypes.c_uint8, ctypes.c_uint8,
+ ctypes.c_char_p, ctypes.c_char_p]
+ libpr.build_fov_map.restype = ctypes.c_uint8
return libpr
def build_fov_map(t):
"""Build Thing's FOV map."""
t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2))
- # DUMMY so far. Just builds an all-visible map.
+ maptype = ctypes.c_char * len(world_db["MAP"])
+ test = libpr.build_fov_map(t["T_POSY"], t["T_POSX"],
+ maptype.from_buffer(t["fovmap"]),
+ maptype.from_buffer(world_db["MAP"]))
+ if test:
+ raise SystemExit("Malloc error in build_fov_Map().")
def decrement_lifepoints(t):
strong_write(io_db["file_out"], "LOG It dies.\n")
+def mv_yx_in_dir_legal(dir, y, x):
+ """Wrapper around libpr.mv_yx_in_dir_legal to simplify its use."""
+ dir_c = dir.encode("ascii")[0]
+ test = libpr.mv_yx_in_dir_legal_wrap(dir_c, y, x)
+ if -1 == test:
+ raise SystemExit("Too much wrapping in mv_yx_in_dir_legal_wrap()!")
+ return (test, libpr.result_y(), libpr.result_x())
+
+
def actor_wait(t):
"""Make t do nothing (but loudly, if player avatar)."""
if t == world_db["Things"][0]:
def actor_move(t):
"""If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
- dir_c = t["T_ARGUMENT"].encode("ascii")[0]
- legal_move = libpr.mv_yx_in_dir_legal_wrap(dir_c, t["T_POSY"], t["T_POSX"])
passable = False
- if -1 == legal_move:
- raise SystemExit("Too much wrapping in mv_yx_in_dir_legal_wrap()!")
- elif 1 == legal_move:
- pos = (libpr.result_y() * world_db["MAP_LENGTH"]) + libpr.result_x()
+ move_result = mv_yx_in_dir_legal(t["T_ARGUMENT"], t["T_POSY"], t["T_POSX"])
+ if 1 == move_result[0]:
+ pos = (move_result[1] * world_db["MAP_LENGTH"]) + move_result[2]
passable = "." == chr(world_db["MAP"][pos])
hitted = [id for id in world_db["Things"]
if world_db["Things"][id] != t
if world_db["Things"][id]["T_LIFEPOINTS"]
- if world_db["Things"][id]["T_POSY"] == libpr.result_y()
- if world_db["Things"][id]["T_POSX"] == libpr.result_x()]
+ if world_db["Things"][id]["T_POSY"] == move_result[1]
+ if world_db["Things"][id]["T_POSX"] == move_result[2]]
if len(hitted):
hit_id = hitted[0]
hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
dir = [dir for dir in directions_db
if directions_db[dir] == t["T_ARGUMENT"]][0]
if passable:
- t["T_POSY"] = libpr.result_y()
- t["T_POSX"] = libpr.result_x()
+ t["T_POSY"] = move_result[1]
+ t["T_POSX"] = move_result[2]
for id in t["T_CARRIES"]:
- world_db["Things"][id]["T_POSY"] = libpr.result_y()
- world_db["Things"][id]["T_POSX"] = libpr.result_x()
+ world_db["Things"][id]["T_POSY"] = move_result[1]
+ world_db["Things"][id]["T_POSX"] = move_result[2]
build_fov_map(t)
strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
else:
"you own none.\n")
+def thingproliferation(t):
+ """To chance of 1/TT_PROLIFERATE, create t offspring in neighbor cell.
+
+ Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be
+ passable and not be inhabited by a Thing of the same type, or, if Thing is
+ animate, any other animate Thing. If there are several map cell candidates,
+ one is selected randomly.
+ """
+ def test_cell(t, y, x):
+ if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
+ for id in [id for id in world_db["Things"]
+ if y == world_db["Things"][id]["T_POSY"]
+ if x == world_db["Things"][id]["T_POSX"]
+ if (t["T_TYPE"] == world_db["Things"][id]["T_TYPE"])
+ or (t["T_LIFEPOINTS"] and
+ world_db["Things"][id]["T_LIFEPOINTS"])]:
+ return False
+ return True
+ return False
+ prolscore = world_db["ThingTypes"][t["T_TYPE"]]["TT_PROLIFERATE"]
+ if prolscore and (1 == prolscore or 1 == (rand.next() % prolscore)):
+ candidates = []
+ for dir in [directions_db[key] for key in directions_db]:
+ mv_result = mv_yx_in_dir_legal(dir, t["T_POSY"], t["T_POSX"])
+ if mv_result[0] and test_cell(t, mv_result[1], mv_result[2]):
+ candidates.append((mv_result[1], mv_result[2]))
+ if len(candidates):
+ i = rand.next() % len(candidates)
+ id = id_setter(-1, "Things")
+ newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
+ world_db["Things"][id] = newT
+
+
def turn_over():
"""Run game world and its inhabitants until new player input expected."""
id = 0
whilebreaker = False
while world_db["Things"][0]["T_LIFEPOINTS"]:
- for id in [id for id in world_db["Things"]
- if world_db["Things"][id]["T_LIFEPOINTS"]]:
+ for id in [id for id in world_db["Things"]]:
Thing = world_db["Things"][id]
if Thing["T_LIFEPOINTS"]:
if not Thing["T_COMMAND"]:
Thing["T_COMMAND"] = 0
Thing["T_PROGRESS"] = 0
# DUMMY: hunger
- # DUMMY: thingproliferation
+ thingproliferation(Thing)
if whilebreaker:
break
world_db["TURN"] += 1