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Fix TT_CORPSE_IDs (accidentally refered to bear, not dirt).
[plomrogue] / roguelike-server
index 98bee7c6b8c431fd98d40a705ff7450e80027528..231348818557752327f3fd562ee401940b6a877b 100755 (executable)
@@ -495,7 +495,7 @@ def make_map():
         pos = (y * length) + x  # #
         if (("." == chr(world_db["MAP"][pos]  # #
              or ":" == chr(world_db["MAP"][pos]))
-            and not is_neighbor((y, x), 'X'))):  # #
+            and not is_neighbor((y, x), "X"))):  # #
             world_db["MAP"][pos] = ord("_")  # #
             world_db["altar"] = (y, x)  # #
             altar_placed = True  # #
@@ -530,8 +530,7 @@ def update_map_memory(t, age_map=True):
     for pos in [pos for pos in range(world_db["MAP_LENGTH"] ** 2)
                 if ord_v == t["fovmap"][pos]]:
         t["T_MEMDEPTHMAP"][pos] = ord_0
-        if ord_space == t["T_MEMMAP"][pos]:
-            t["T_MEMMAP"][pos] = world_db["MAP"][pos]
+        t["T_MEMMAP"][pos] = world_db["MAP"][pos]
     if age_map:
         age_some_memdepthmap_on_nonfov_cells()
     t["T_MEMTHING"] = [mt for mt in t["T_MEMTHING"]
@@ -694,21 +693,54 @@ def enter_altar():  # #
         return
      strong_write(io_db["file_out"], "LOG YOU ENTER SACRED GROUND.\n")
      if world_db["FAVOR_STAGE"] == 0:
-        world_db["FAVOR_STAGE"] = 1
-        strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
-                     + "\"I don't trust you. You intrude on the island's "
-                     + "affairs. I think you're a nuisance at best, and a "
-                     + "danger to my children at worst. I will give you a "
-                     + "chance to lighten my mood, however: For a while now, "
-                     + "I've been trying to spread the plant "
-                     + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
-                     + " (\""
-                     + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"]
-                     + "\"). I have not been very successful so far. Maybe "
-                     + "you can make yourself useful there. I will count "
-                     + "each further "
-                     + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
-                     + " that grows to your favor.\n")
+         world_db["FAVOR_STAGE"] = 1
+         strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+                      + "\"I don't trust you. You intrude on the island's "
+                      + "affairs. I think you're a nuisance at best, and a "
+                      + "danger to my children at worst. I will give you a "
+                      + "chance to lighten my mood, however: For a while now, "
+                      + "I've been trying to spread the plant "
+                      + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
+                      + " (\""
+                      + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_SYMBOL"]
+                      + "\"). I have not been very successful so far. Maybe "
+                      + "you can make yourself useful there. I will count "
+                      + "each further "
+                      + world_db["ThingTypes"][world_db["PLANT_0"]]["TT_NAME"]
+                      + " that grows to your favor.\n")
+     elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
+         world_db["FAVOR_STAGE"] = 2
+         strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+                      + "\"You could have done worse so far. Maybe you are not "
+                      + "the worst to happen to this island since the metal "
+                      + "birds threw the great lightning ball. Maybe you can "
+                      + "help me spread another plant. It multiplies faster, "
+                      + "and it is highly nutritious: "
+                      + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
+                      + " (\""
+                      + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_SYMBOL"]
+                      + "\"). It is new. I give you the only example. Be very "
+                      + "careful with it! I also give you another tool that "
+                      + "might be helpful.\n")
+         id = id_setter(-1, "Things")
+         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+                                            world_db["altar"])
+         id = id_setter(-1, "Things")
+         world_db["Things"][id] = new_Thing(world_db["TOOL_0"],
+                                            world_db["altar"])
+     elif world_db["FAVOR_STAGE"] == 2 and \
+          0 == len([id for id in world_db["Things"]
+                   if world_db["Things"][id]["T_TYPE"]
+                      == world_db["PLANT_1"]]):
+         strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+                      + "\"I am greatly disappointed that you lost all "
+                      + world_db["ThingTypes"][world_db["PLANT_1"]]["TT_NAME"]
+                      + " this island had. Here is another one. It cost me "
+                      + " great work. Be more careful this time.\n")
+         id = id_setter(-1, "Things")
+         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+                                            world_db["altar"])
+         add_gods_favor(-250)
      elif world_db["GOD_FAVOR"] > 9000:
          world_db["FAVOR_STAGE"] = 9001
          strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
@@ -763,7 +795,8 @@ def actor_move(t):
             if test and t == world_db["Things"][0]:  # #
                 add_gods_favor(-test)  # #
             return
-        if ord("X") == world_db["MAP"][pos]:  # #
+        if (ord("X") == world_db["MAP"][pos]  # #
+            or ord("|") == world_db["MAP"][pos]):  # #
             carries_axe = False  # #
             for id in t["T_CARRIES"]:  # # 
                 type = world_db["Things"][id]["T_TYPE"]  # #
@@ -776,18 +809,27 @@ def actor_move(t):
                     strong_write(io_db["file_out"], "LOG With your "  # #
                                                     + axe_name  # #
                                                     + ", you chop!\n")  # #
-                    add_gods_favor(-1)  # #
+                    if ord("X") == world_db["MAP"][pos]:  # #
+                        add_gods_favor(-1)  # #
                 chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
-                if chop_power > 0 and 0 == int(rand.next() / chop_power):  # #
+                case_X = world_db["MAP"][pos] == ord("X")  # #
+                if (chop_power > 0  # #
+                    and ((case_X and  # #
+                          0 == int(rand.next() / chop_power))  # #
+                    or (not case_X and  # #
+                             0 == int(rand.next() / (3 * chop_power))))):  # #
                     if t == world_db["Things"][0]:  # #
                         strong_write(io_db["file_out"],  # #
-                                     "LOG You chop the tree down.\n")  # #
-                    add_gods_favor(-10)  # #
+                                     "LOG You chop it down.\n")  # #
+                    if world_db["MAP"][pos] == ord("X"):  # #
+                        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]))  # # 
+                    i = 3 if case_X else 1  # #
+                    for i in range(i):  # #
+                        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
@@ -886,6 +928,47 @@ def actor_use(t):
                              "LOG To use this item for chopping, move "  # #
                              "towards a tree while carrying it in "  # #
                              "your inventory.\n")  # #
+        elif (world_db["ThingTypes"][type]["TT_TOOL"] == "carpentry"):  # #
+            pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
+            if (world_db["MAP"][pos] == ord("X")  # #
+                or world_db["MAP"][pos] == ord("|")):  # #
+                strong_write(io_db["file_out"],  # #
+                             "LOG Can't build when standing on barrier.\n")  # #
+                return
+            for id in [id for id in world_db["Things"]
+                       if not world_db["Things"][id] == t
+                       if not world_db["Things"][id]["carried"]
+                       if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
+                       if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]:
+                 strong_write(io_db["file_out"],
+                              "LOG Can't build when standing objects.\n")  # #
+                 return
+            for id in t["T_CARRIES"]:  # #
+                type_tool = world_db["Things"][id]["T_TYPE"]  # #
+                if (world_db["ThingTypes"][type_tool]["TT_TOOL"]  # #
+                    == "carpentry"):  # #
+                    break  # #
+            wood_id = None  # #
+            for id in t["T_CARRIES"]:  # #
+                type_material = world_db["Things"][id]["T_TYPE"]  # #
+                if (world_db["ThingTypes"][type_material]["TT_TOOL"]  # #
+                    == "wood"):  # #
+                    wood_id = id  # #
+                    break  # #
+            if wood_id != None:  # #
+                t["T_CARRIES"].remove(wood_id)  # #
+                del world_db["Things"][wood_id]  # #
+                world_db["MAP"][pos] = ord("|")  # #
+                strong_write(io_db["file_out"], "LOG With your "  # #
+                             + world_db["ThingTypes"][type_tool]["TT_NAME"]  # #
+                             + " you build a wooden barrier from your "  # #
+                             + world_db["ThingTypes"][type_material]  # #
+                               ["TT_NAME"]  # #
+                             + ".\n")  # #
+            else:  # #
+                strong_write(io_db["file_out"], "LOG You can't use a "  # #
+                             + world_db["ThingTypes"][type_tool]["TT_NAME"]  # #
+                             + " without some wood in your inventory.\n")  # #
         elif world_db["ThingTypes"][type]["TT_TOOL"] == "food":
             t["T_CARRIES"].remove(id)
             del world_db["Things"][id]
@@ -902,33 +985,43 @@ def actor_use(t):
 
 
 def thingproliferation(t, prol_map):
-    """To chance of 1/TT_PROLIFERATE,create  t offspring in open neighbor cell.
+    """To chance of 1/TT_PROLIFERATE, create t offspring in open neighbor cell.
 
     Naturally only works with TT_PROLIFERATE > 0. The neighbor cell must be be
     marked "." in prol_map. If there are several map cell candidates, one is
     selected randomly.
     """
     # 7DRL: success increments God's mood
-    # 7DRL: Things proliferate only on ":" ground.
+    # 7DRL: Plants (no TT_LIFEPOINTS) proliferate only on ":" ground.
     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 ord(":") == prol_map[mv_result[1]  # #
+            pos = mv_result[1] * world_db["MAP_LENGTH"] + mv_result[2]
+            if mv_result[0] and \
+               (ord(":") == prol_map[pos]  # #
+                or (world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
+                    and ord(".") == prol_map[pos])):
             # if mv_result[0] and ord(".") == prol_map[mv_result[1]
-                                                     * world_db["MAP_LENGTH"]
-                                                     + mv_result[2]]:
+                                                     * world_db["MAP_LENGTH"]
+                                                     + 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
-            world_db["GOD_MOOD"] += 1  # #
+            animacy = world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
+            if animacy:  # #
+                world_db["GOD_MOOD"] += animacy  # #
+            else:  # #
+                world_db["GOD_MOOD"] += 1  # #
             if (world_db["FAVOR_STAGE"] > 0  # #
-                and t["T_TYPE"] == world_db["PLANT_0"]):
-                world_db["GOD_FAVOR"] += 5
+                and t["T_TYPE"] == world_db["PLANT_0"]):  # #
+                world_db["GOD_FAVOR"] += 5  # #
+            elif t["T_TYPE"] == world_db["PLANT_1"]:  # #
+                world_db["GOD_FAVOR"] += 25  # #
 
 
 def try_healing(t):
@@ -1233,7 +1326,7 @@ def turn_over():
                    if not world_db["Things"][id]["carried"]]:
             y = world_db["Things"][id]["T_POSY"]
             x = world_db["Things"][id]["T_POSX"]
-            proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord('X')
+            proliferable_map[y * world_db["MAP_LENGTH"] + x] = ord("X")
         for id in [id for id in world_db["Things"]]:  # Only what's from start!
             if not id in world_db["Things"] or \
                world_db["Things"][id]["carried"]:   # May have been consumed or
@@ -1459,15 +1552,10 @@ def command_makeworld(seed_string):
     if not wait_action:
         print("Ignoring: No thing action with name 'wait' defined.")
         return
-    if not world_db["SLIPPERS"] in world_db["ThingTypes"]:  # #
-        print("Ignoring: No valid SLIPPERS set.")  # #
-        return  # #
-    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  # #
+    for name in specials:  # #
+        if world_db[name] not in world_db["ThingTypes"]:  # #
+            print("Ignoring: No valid " + name + " set.")  # #
+            return  # #
     world_db["Things"] = {}
     make_map()
     world_db["WORLD_ACTIVE"] = 1
@@ -1508,8 +1596,7 @@ def command_worldactive(worldactive_string):
     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_0 and LUMBER
-    # must be set for world activation.
+    # 7DRL: altar must be on map, and specials must be set for active world.
     val = integer_test(worldactive_string, 0, 1)
     if None != val:
         if 0 != world_db["WORLD_ACTIVE"]:
@@ -1528,9 +1615,10 @@ def command_worldactive(worldactive_string):
                 if 0 == Thing:
                     player_exists = True
                     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"]  # #
+            specials_set = True  # #
+            for name in specials:  # #
+                if world_db[name] not in world_db["ThingTypes"]:  # #
+                    specials_set = False  # #
             altar_found = False  # #
             if world_db["MAP"]:  # #
                 pos = world_db["MAP"].find(b'_')  # #
@@ -1539,9 +1627,8 @@ def command_worldactive(worldactive_string):
                     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  # #
-                and valid_lumber):  # #
+            if wait_exists and player_exists and world_db["MAP"] \
+               and specials_set:  # #
                 for id in world_db["Things"]:
                     if world_db["Things"][id]["T_LIFEPOINTS"]:
                         build_fov_map(world_db["Things"][id])
@@ -1556,37 +1643,17 @@ def command_worldactive(worldactive_string):
                 print("Ignoring: Not all conditions for world activation met.")
 
 
-def command_slippers(str_int):  # #
-    """Set SLIPPERS, but deactivate world if not in ThingTypes."""
-    val = integer_test(str_int, 0)
-    if None != val:
-        world_db["SLIPPERS"] = val
-        if world_db["WORLD_ACTIVE"] and \
-           world_db["SLIPPERS"] not in world_db["ThingTypes"]:
-            world_db["WORLD_ACTIVE"] = 0
-            print("SLIPPERS matches no known ThingTypes, deactivating world.")
-
-
-def command_plant0(str_int):  # #
-    """Set PLANT_0, but deactivate world if not in ThingTypes."""
-    val = integer_test(str_int, 0)
-    if None != val:
-        world_db["PLANT_0"] = val
-        if world_db["WORLD_ACTIVE"] and \
-           world_db["PLANT_0"] not in world_db["ThingTypes"]:
-            world_db["WORLD_ACTIVE"] = 0
-            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 specialtypesetter(name):  # #
+    """Setter world_db[name], deactivating world if set int no ThingType."""
+    def helper(str_int):
+        val = integer_test(str_int, 0)
+        if None != val:
+            world_db[name] = val
+            if world_db["WORLD_ACTIVE"] \
+               and world_db[name] not in world_db["ThingTypes"]:
+                world_db["WORLD_ACTIVE"] = 0
+                print(name + " fits no known ThingType, deactivating world.")
+    return helper
 
 
 def test_for_id_maker(object, category):
@@ -1869,9 +1936,11 @@ commands_db = {
     "WORLD_ACTIVE": (1, False, command_worldactive),
     "MAP": (2, False, setter_map("MAP")),
     "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),  # #
+    "SLIPPERS": (1, False, specialtypesetter("SLIPPERS")),  # #
+    "PLANT_0": (1, False, specialtypesetter("PLANT_0")),  # #
+    "PLANT_1": (1, False, specialtypesetter("PLANT_1")),  # #
+    "LUMBER": (1, False, specialtypesetter("LUMBER")),  # #
+    "TOOL_0": (1, False, specialtypesetter("TOOL_0")),  # #
     "TA_ID": (1, False, command_taid),
     "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
     "TA_NAME": (1, False, command_taname),
@@ -1923,12 +1992,18 @@ world_db = {
     "FAVOR_STAGE": 0,  # #
     "SLIPPERS": 0,  # #
     "PLANT_0": 0,  # #
+    "PLANT_1": 0,  # #
     "LUMBER": 0,  # #
+    "TOOL_0": 0,  # #
     "ThingActions": {},
     "ThingTypes": {},
     "Things": {}
 }
 
+# 7DRL-specific!
+"""Special type settings."""
+specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0"]  # #
+
 """Mapping of direction names to internal direction chars."""
 directions_db = {"east": "d", "south-east": "c", "south-west": "x",
                  "west": "s", "north-west": "w", "north-east": "e"}