raise RuntimeError("Malloc error in build_fov_Map().")
+def log_help():
+ """Send quick usage info to log."""
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'w'/'e'/'s'/'d'/'x'/'c' to move.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'p' to pick up objects, and 'D' to drop them.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Some objects can be used (such as: eaten) by 'u' if "
+ + "they are in your inventory. "
+ + "Use 'UP'/'DOWN' to navigate the inventory.\n")
+ strong_write(io_db["file_out"], "LOG "
+ + "Use 'l' to toggle 'look' mode (move an exploration cursor "
+ + "instead of the player over the map).\n")
+ strong_write(io_db["file_out"], "LOG See README file for more details.\n")
+
+
def decrement_lifepoints(t):
"""Decrement t's lifepoints by 1, and if to zero, corpse it.
according to ThingTypes' TT_START_NUMBERS, with Thing of ID 0 to ThingType
of ID = world["PLAYER_TYPE"]. Place Things randomly, and actors not on each
other. Init player's memory map. Write "NEW_WORLD" line to out file.
+ Call log_help().
"""
# def free_pos(plant=False):
plantness = world_db["ThingTypes"][type]["TT_PROLIFERATE"] # #
world_db["Things"][id] = new_Thing(type, free_pos(plantness))
strong_write(io_db["file_out"], "NEW_WORLD\n")
+ log_help()
def command_maplength(maplength_string):
An active world can always be set inactive. An inactive world can only be
set active with a "wait" ThingAction, and a player Thing (of ID 0), and a
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 must be set for world
# activation.
empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
world_db["Things"][0]["fovmap"] = empty_fovmap
world_db["WORLD_ACTIVE"] = 1
+ log_help()
else:
print("Ignoring: Not all conditions for world activation met.")