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Fix memory map not updating world map terrain when previously explored.
[plomrogue] / roguelike-server
index 1edafc57f863e85e2d15c4d03f494ee3856edf7a..6b7d8ca075e001724f72e15baec3d449911a9fc0 100755 (executable)
@@ -211,8 +211,9 @@ def save_world():
 
     string = ""
     for key in world_db:
-        if dict != type(world_db[key]) \
-           and key != "MAP" and key != "WORLD_ACTIVE":
+        if (dict != type(world_db[key])
+            and key != "altar"  # #
+            and key != "MAP" and key != "WORLD_ACTIVE"):
             string = string + key + " " + str(world_db[key]) + "\n"
     string = string + mapsetter("MAP")()
     string = string + helper("ThingActions", "TA_ID")
@@ -310,7 +311,7 @@ def try_worldstate_update():
         def draw_visible_Things(map, run):
             for id in world_db["Things"]:
                 type = world_db["Things"][id]["T_TYPE"]
-                consumable = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+                consumable = world_db["ThingTypes"][type]["TT_TOOL"] == "food"
                 alive = world_db["ThingTypes"][type]["TT_LIFEPOINTS"]
                 if (0 == run and not consumable and not alive) \
                    or (1 == run and consumable and not alive) \
@@ -336,7 +337,7 @@ def try_worldstate_update():
                 type_id = world_db["Things"][id]["T_TYPE"]
                 name = world_db["ThingTypes"][type_id]["TT_NAME"]
                 inventory = inventory + name + "\n"
-        # 7DRL additions:  GOD_MOOD, GOD_FAVOR
+        # 7DRL additions:  GOD_MOOD, GOD_FAVOR
         string = str(world_db["TURN"]) + "\n" + \
                  str(world_db["GOD_MOOD"]) + "\n" + \
                  str(world_db["GOD_FAVOR"]) + "\n" + \
@@ -357,7 +358,7 @@ def try_worldstate_update():
         mem = world_db["Things"][0]["T_MEMMAP"][:]
         for i in range(2):
             for mt in world_db["Things"][0]["T_MEMTHING"]:
-                consumable = world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]
+                consumable = world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"
                 if (i == 0 and not consumable) or (i == 1 and consumable):
                     c = world_db["ThingTypes"][mt[0]]["TT_SYMBOL"]
                     mem[(mt[1] * length) + mt[2]] = ord(c)
@@ -427,6 +428,7 @@ def make_map():
     to land. The cycle ends when a land cell is due to be created at the map's
     border. Then put some trees on the map (TODO: more precise algorithm desc).
     """
+    # 7DRL: Also add some ":" cells, and (not surrounded by trees!) "_" altar.
 
     def is_neighbor(coordinates, type):
         y = coordinates[0]
@@ -475,10 +477,33 @@ def make_map():
             world_db["MAP"][pos] = ord("X")
             i_trees += 1
     # This all-too-precise replica of the original C code misses iter_limit().
+    n_colons = int((length ** 2) / 16)  # #
+    i_colons = 0  # #
+    while (i_colons <= n_colons):  # #
+        single_allowed = rand.next() % 256  # #
+        y = rand.next() % length  # #
+        x = rand.next() % length  # #
+        pos = (y * length) + x  # #
+        if ("." == chr(world_db["MAP"][pos])  # #
+          and ((not single_allowed) or is_neighbor((y, x), ":"))):  # #
+            world_db["MAP"][pos] = ord(":")  # #
+            i_colons += 1  # #
+    altar_placed = False  # #
+    while not altar_placed:  # #
+        y = rand.next() % length  # #
+        x = rand.next() % length  # #
+        pos = (y * length) + x  # #
+        if (("." == chr(world_db["MAP"][pos]  # #
+             or ":" == chr(world_db["MAP"][pos]))
+            and not is_neighbor((y, x), 'X'))):  # #
+            world_db["MAP"][pos] = ord("_")  # #
+            world_db["altar"] = (y, x)  # #
+            altar_placed = True  # #
 
 
 def update_map_memory(t, age_map=True):
     """Update t's T_MEMMAP with what's in its FOV now,age its T_MEMMEPTHMAP."""
+
     def age_some_memdepthmap_on_nonfov_cells():
         # OUTSOURCED FOR PERFORMANCE REASONS TO libplomrogue.so:
         # ord_v = ord("v")
@@ -494,6 +519,7 @@ def update_map_memory(t, age_map=True):
         memdepthmap = c_pointer_to_bytearray(t["T_MEMDEPTHMAP"])
         fovmap = c_pointer_to_bytearray(t["fovmap"])
         libpr.age_some_memdepthmap_on_nonfov_cells(memdepthmap, fovmap)
+
     if not t["T_MEMMAP"]:
         t["T_MEMMAP"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
     if not t["T_MEMDEPTHMAP"]:
@@ -504,8 +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"]
@@ -580,6 +605,23 @@ def build_fov_map(t):
         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, and 'w' to wait.\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")
+    strong_write(io_db["file_out"], "LOG \n")
+
+
 def decrement_lifepoints(t):
     """Decrement t's lifepoints by 1, and if to zero, corpse it.
 
@@ -587,8 +629,8 @@ def decrement_lifepoints(t):
     still display memory data. On non-player things, erase fovmap and memory.
     Dying actors drop all their things.
     """
-    # # 7DRL: also decrements God's mood; deaths heavily so
-    # # 7DRL: return 1 if death, else 0
+    # 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"]:
@@ -603,6 +645,8 @@ def decrement_lifepoints(t):
         if world_db["Things"][0] == t:
             t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
             strong_write(io_db["file_out"], "LOG You die.\n")
+            strong_write(io_db["file_out"],
+                         "LOG See README on how to start over.\n")
         else:
             t["fovmap"] = False
             t["T_MEMMAP"] = False
@@ -641,6 +685,46 @@ def mv_yx_in_dir_legal(dir, y, x):
     return (test, libpr.result_y(), libpr.result_x())
 
 
+def enter_altar():  # #
+     """What happens when the player enters the altar."""
+     if world_db["FAVOR_STAGE"] > 9000:
+        strong_write(io_db["file_out"],
+                     "LOG You step on a soul-less slab of stone.\n")
+        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")
+     elif world_db["GOD_FAVOR"] > 9000:
+         world_db["FAVOR_STAGE"] = 9001
+         strong_write(io_db["file_out"], "LOG The Island God speaks to you: "
+                      + "\"You have proven yourself worthy of my respect. "
+                      + "You were a good citizen to the island, and sometimes "
+                      + "a better steward to its inhabitants than me. The "
+                      + "island shall miss you when you leave. But you have "
+                      + "earned the right to do so. Take this "
+                      + world_db["ThingTypes"][world_db["SLIPPERS"]]["TT_NAME"]
+                      + " and USE it when you please. It will take you to "
+                      + "where you came from. (But do feel free to stay here "
+                      + "as long as you like.)\"\n")
+         id = id_setter(-1, "Things")
+         world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
+                                            world_db["altar"])
+
+
 def actor_wait(t):
     """Make t do nothing (but loudly, if player avatar)."""
     if t == world_db["Things"][0]:
@@ -649,14 +733,14 @@ def actor_wait(t):
 
 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.
+    # 7DRL: Player wounding (worse: killing) others will lower God's favor.
+    # 7DRL: Player entering the altar triggers enter_altar().
+    # 7DRL: Player with axe chops down trees.
     passable = False
     move_result = mv_yx_in_dir_legal(chr(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]) or \
-                   ":" == 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"]
@@ -678,6 +762,36 @@ def actor_move(t):
             if test and t == world_db["Things"][0]:  # #
                 add_gods_favor(-test)  # #
             return
+        if ord("X") == world_db["MAP"][pos]:  # #
+            carries_axe = False  # #
+            for id in t["T_CARRIES"]:  # # 
+                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]:  # #
+                    strong_write(io_db["file_out"], "LOG With your "  # #
+                                                    + axe_name  # #
+                                                    + ", you chop!\n")  # #
+                    add_gods_favor(-1)  # #
+                chop_power = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
+                if chop_power > 0 and 0 == int(rand.next() / 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)  # #
+                    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
+                    ":" == chr(world_db["MAP"][pos]) or # #
+                    "_" == chr(world_db["MAP"][pos])) # #
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
     if passable:
@@ -689,6 +803,9 @@ def actor_move(t):
         build_fov_map(t)
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
+            if (move_result[1] == world_db["altar"][0] and  # #
+                move_result[2] == world_db["altar"][1]):  # #
+                enter_altar()  # #
     elif t == world_db["Things"][0]:
         strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
 
@@ -708,14 +825,16 @@ def actor_pick_up(t):
             nutritious = 0
             for id in ids:
                 type = world_db["Things"][id]["T_TYPE"]
-                if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > nutritious:
-                    nutritious = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+                if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \
+                and world_db["ThingTypes"][type]["TT_TOOLPOWER"] > nutritious:
+                    nutritious = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
                     highest_id = id
             world_db["Things"][highest_id]["carried"] = True
-            if (t != world_db["Things"][0] and  # #
-                world_db["Things"][highest_id]["T_PLAYERDROP"]):  # #
-                x = world_db["Things"][highest_id]["T_TYPE"]
-                score = world_db["ThingTypes"][x]["TT_CONSUMABLE"] / 32  # #
+            type = world_db["Things"][highest_id]["T_TYPE"]  # #
+            if (t != world_db["Things"][0] # #
+                and world_db["Things"][highest_id]["T_PLAYERDROP"]  # #
+                and world_db["ThingTypes"][type]["TT_TOOL"] == "food"):  # #
+                score = world_db["ThingTypes"][type]["TT_TOOLPOWER"] / 32  # #
                 add_gods_favor(score)  # #
                 world_db["Things"][highest_id]["T_PLAYERDROP"] = 0  # #
             t["T_CARRIES"].append(highest_id)
@@ -747,13 +866,29 @@ def actor_drop(t):
 def actor_use(t):
     """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
     # TODO: Handle case where T_ARGUMENT matches nothing.
+    # 7DLR: Handle SLIPPERS-type Thing use.
     if len(t["T_CARRIES"]):
         id = t["T_CARRIES"][t["T_ARGUMENT"]]
         type = world_db["Things"][id]["T_TYPE"]
-        if world_db["ThingTypes"][type]["TT_CONSUMABLE"]:
+        if type == world_db["SLIPPERS"]:  # #
+            if t == world_db["Things"][0]:  # #
+                strong_write(io_db["file_out"], "LOG You use the "  # #
+                             + world_db["ThingTypes"][type]["TT_NAME"]  # #
+                             + ". It glows in wondrous colors, and emits "  # #
+                             + "a sound as if from a dying cat. The "  # #
+                             + "Island God laughs.\n")  # #
+            t["T_LIFEPOINTS"] = 1  # #
+            decrement_lifepoints(t)  # #
+        elif (world_db["ThingTypes"][type]["TT_TOOL"] == "axe"  # #
+              and t == world_db["Things"][0]):  # #
+                strong_write(io_db["file_out"],  # #
+                             "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"] == "food":
             t["T_CARRIES"].remove(id)
             del world_db["Things"][id]
-            t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+            t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_TOOLPOWER"]
             if t == world_db["Things"][0]:
                 strong_write(io_db["file_out"],
                              "LOG You consume this object.\n")
@@ -772,15 +907,17 @@ def thingproliferation(t, prol_map):
     marked "." in prol_map. If there are several map cell candidates, one is
     selected randomly.
     """
-    # # 7DRL: success increments God's mood
+    # 7DRL: success increments God's mood
+    # 7DRL: Things 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]
-                                                      * world_db["MAP_LENGTH"]
-                                                      + mv_result[2]]:
+            if mv_result[0] and ord(":") == prol_map[mv_result[1]  # #
+            # if mv_result[0] and ord(".") == prol_map[mv_result[1]
+                                                     * world_db["MAP_LENGTH"]
+                                                     + mv_result[2]]:
                 candidates.append((mv_result[1], mv_result[2]))
         if len(candidates):
             i = rand.next() % len(candidates)
@@ -788,6 +925,9 @@ def thingproliferation(t, prol_map):
             newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
             world_db["Things"][id] = newT
             world_db["GOD_MOOD"] += 1  # #
+            if (world_db["FAVOR_STAGE"] > 0  # #
+                and t["T_TYPE"] == world_db["PLANT_0"]):
+                world_db["GOD_FAVOR"] += 5
 
 
 def try_healing(t):
@@ -795,7 +935,7 @@ def try_healing(t):
 
     On success, decrease satiation score by 32.
     """
-    # 7DRL: Successful heals increment God's mood.
+    # 7DRL: Successful heals increment God's mood.
     if t["T_SATIATION"] > 0 \
        and t["T_LIFEPOINTS"] < \
            world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
@@ -883,7 +1023,7 @@ def get_dir_to_target(t, filter):
             for mt in t["T_MEMTHING"]:
                 if ' ' != chr(t["T_MEMMAP"][(mt[1] * world_db["MAP_LENGTH"])
                                          + mt[2]]) \
-                   and world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]:
+                   and world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food":
                     return True
         return False
 
@@ -935,7 +1075,7 @@ def get_dir_to_target(t, filter):
                        if ord_blank != t["T_MEMMAP"][mt[1]
                                                     * world_db["MAP_LENGTH"]
                                                     + mt[2]]
-                       if world_db["ThingTypes"][mt[0]]["TT_CONSUMABLE"]]:
+                       if world_db["ThingTypes"][mt[0]]["TT_TOOL"] == "food"]:
                 set_map_score(mt[1] * world_db["MAP_LENGTH"] + mt[2], 0)
         elif "s" == filter:
             zero_score_map_where_char_on_memdepthmap(mem_depth_c[0])
@@ -1021,26 +1161,27 @@ def get_dir_to_target(t, filter):
     return dir_to_target
 
 
-def standing_on_consumable(t):
+def standing_on_food(t):
     """Return True/False whether t is standing on a consumable."""
     for id in [id for id in world_db["Things"] if world_db["Things"][id] != t
                if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
                if world_db["Things"][id]["T_POSX"] == t["T_POSX"]
                if world_db["ThingTypes"][world_db["Things"][id]["T_TYPE"]]
-                          ["TT_CONSUMABLE"]]:
+                  ["TT_TOOL"] == "food"]:
         return True
     return False
 
 
 def get_inventory_slot_to_consume(t):
     """Return slot Id of strongest consumable in t's inventory, else -1."""
-    cmp_consumability = 0
+    cmp_food = 0
     selection = -1
     i = 0
     for id in t["T_CARRIES"]:
         type = world_db["Things"][id]["T_TYPE"]
-        if world_db["ThingTypes"][type]["TT_CONSUMABLE"] > cmp_consumability:
-            cmp_consumability = world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+        if world_db["ThingTypes"][type]["TT_TOOL"] == "food" \
+           and world_db["ThingTypes"][type]["TT_TOOLPOWER"] > cmp_food:
+            cmp_food = world_db["ThingTypes"][type]["TT_TOOLPOWER"]
             selection = i
         i += 1
     return selection
@@ -1057,7 +1198,7 @@ def ai(t):
     none, they will explore parts of the map unseen since ever or for at least
     one turn; if there is nothing to explore, they will simply wait.
     """
-    # 7DRL add: Don't pick up or search things when inventory is full.
+    # 7DRL add: Don't pick up or search things when inventory is full.
     t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                       if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
     if not get_dir_to_target(t, "f"):
@@ -1067,7 +1208,7 @@ def ai(t):
                               if world_db["ThingActions"][id]["TA_NAME"]
                                  == "use"][0]
             t["T_ARGUMENT"] = sel
-        elif standing_on_consumable(t) \
+        elif standing_on_food(t) \
              and (len(t["T_CARRIES"]) < # #
                  world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # #
             t["T_COMMAND"] = [id for id in world_db["ThingActions"]
@@ -1105,15 +1246,16 @@ def turn_over():
                         break
                     ai(Thing)
                 try_healing(Thing)
-                Thing["T_PROGRESS"] += 1
-                taid = [a for a in world_db["ThingActions"]
-                          if a == Thing["T_COMMAND"]][0]
-                ThingAction = world_db["ThingActions"][taid]
-                if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
-                    eval("actor_" + ThingAction["TA_NAME"])(Thing)
-                    Thing["T_COMMAND"] = 0
-                    Thing["T_PROGRESS"] = 0
                 hunger(Thing)
+                if Thing["T_LIFEPOINTS"]:
+                    Thing["T_PROGRESS"] += 1
+                    taid = [a for a in world_db["ThingActions"]
+                              if a == Thing["T_COMMAND"]][0]
+                    ThingAction = world_db["ThingActions"][taid]
+                    if Thing["T_PROGRESS"] == ThingAction["TA_EFFORT"]:
+                        eval("actor_" + ThingAction["TA_NAME"])(Thing)
+                        Thing["T_COMMAND"] = 0
+                        Thing["T_PROGRESS"] = 0
             thingproliferation(Thing, proliferable_map)
         if whilebreaker:
             break
@@ -1267,9 +1409,11 @@ def command_makeworld(seed_string):
     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():
+    # def free_pos(plant=False):
+    def free_pos(plant=False):  # #
         i = 0
         while 1:
             err = "Space to put thing on too hard to find. Map too small?"
@@ -1277,7 +1421,8 @@ def command_makeworld(seed_string):
                 y = rand.next() % world_db["MAP_LENGTH"]
                 x = rand.next() % world_db["MAP_LENGTH"]
                 pos = y * world_db["MAP_LENGTH"] + x;
-                if "." == chr(world_db["MAP"][pos]) \
+                if (not plant  # #
+                    and "." == chr(world_db["MAP"][pos])) \
                    or ":" == chr(world_db["MAP"][pos]):  # #
                     break
                 i += 1
@@ -1313,6 +1458,15 @@ 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  # #
     world_db["Things"] = {}
     make_map()
     world_db["WORLD_ACTIVE"] = 1
@@ -1320,13 +1474,18 @@ def command_makeworld(seed_string):
     for i in range(world_db["ThingTypes"][playertype]["TT_START_NUMBER"]):
         id = id_setter(-1, "Things")
         world_db["Things"][id] = new_Thing(playertype, free_pos())
+    if not world_db["Things"][0]["fovmap"]:
+        empty_fovmap = bytearray(b" " * world_db["MAP_LENGTH"] ** 2)
+        world_db["Things"][0]["fovmap"] = empty_fovmap
     update_map_memory(world_db["Things"][0])
     for type in world_db["ThingTypes"]:
         for i in range(world_db["ThingTypes"][type]["TT_START_NUMBER"]):
             if type != playertype:
                 id = id_setter(-1, "Things")
-                world_db["Things"][id] = new_Thing(type, free_pos())
+                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):
@@ -1346,9 +1505,12 @@ def command_worldactive(worldactive_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 and PLANT_0 and LUMBER
+    # must be set for world activation.
     val = integer_test(worldactive_string, 0, 1)
-    if val:
+    if None != val:
         if 0 != world_db["WORLD_ACTIVE"]:
             if 0 == val:
                 set_world_inactive()
@@ -1365,17 +1527,67 @@ def command_worldactive(worldactive_string):
                 if 0 == Thing:
                     player_exists = True
                     break
-            if wait_exists and player_exists and world_db["MAP"]:
+            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'_')  # #
+                if pos > 0:  # #
+                    y = int(pos / world_db["MAP_LENGTH"])  # #
+                    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):  # #
                 for id in world_db["Things"]:
                     if world_db["Things"][id]["T_LIFEPOINTS"]:
                         build_fov_map(world_db["Things"][id])
                         if 0 == id:
                             update_map_memory(world_db["Things"][id], False)
+                if not world_db["Things"][0]["T_LIFEPOINTS"]:
+                    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.")
 
 
+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 test_for_id_maker(object, category):
     """Return decorator testing for object having "id" attribute."""
     def decorator(f):
@@ -1537,19 +1749,21 @@ def setter_tpos(axis):
 def command_ttid(id_string):
     """Set ID of ThingType to manipulate. ID unused? Create new one.
 
-    Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, others: 0.
+    Default new ThingType's TT_SYMBOL to "?", TT_CORPSE_ID to self, TT_TOOL to
+    "", others: 0.
     """
     id = id_setter(id_string, "ThingTypes", command_ttid)
     if None != id:
         world_db["ThingTypes"][id] = {
             "TT_NAME": "(none)",
-            "TT_CONSUMABLE": 0,
+            "TT_TOOLPOWER": 0,
             "TT_LIFEPOINTS": 0,
             "TT_PROLIFERATE": 0,
             "TT_START_NUMBER": 0,
             "TT_STORAGE": 0, # #
             "TT_SYMBOL": "?",
-            "TT_CORPSE_ID": id
+            "TT_CORPSE_ID": id,
+            "TT_TOOL": ""
         }
 
 
@@ -1562,6 +1776,12 @@ def command_ttname(name):
     world_db["ThingTypes"][command_ttid.id]["TT_NAME"] = name
 
 
+@test_ThingType_id
+def command_tttool(name):
+    """Set TT_TOOL of selected ThingType."""
+    world_db["ThingTypes"][command_ttid.id]["TT_TOOL"] = name
+
+
 @test_ThingType_id
 def command_ttsymbol(char):
     """Set TT_SYMBOL of selected ThingType. """
@@ -1647,19 +1867,23 @@ commands_db = {
     "MAP_LENGTH": (1, False, command_maplength),
     "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),  # #
     "TA_ID": (1, False, command_taid),
     "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
     "TA_NAME": (1, False, command_taname),
     "TT_ID": (1, False, command_ttid),
     "TT_NAME": (1, False, command_ttname),
+    "TT_TOOL": (1, False, command_tttool),
     "TT_SYMBOL": (1, False, command_ttsymbol),
     "TT_CORPSE_ID": (1, False, command_ttcorpseid),
-    "TT_CONSUMABLE": (1, False, setter("ThingType", "TT_CONSUMABLE",
-                                       0, 65535)),
+    "TT_TOOLPOWER": (1, False, setter("ThingType", "TT_TOOLPOWER", 0, 65535)),
     "TT_START_NUMBER": (1, False, setter("ThingType", "TT_START_NUMBER",
                                          0, 255)),
     "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
-                                        0, 255)),
+                                        0, 65535)),
     "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
     "TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 0, 255)),  # #
     "T_ID": (1, False, command_tid),
@@ -1683,6 +1907,7 @@ commands_db = {
     "use": (1, False, play_commander("use", True)),
     "ai": (0, False, command_ai)
 }
+# TODO: Unhandled cases: (Un-)killing animates (esp. player!) with T_LIFEPOINTS.
 
 
 """World state database. With sane default values. (Randomness is in rand.)"""
@@ -1694,6 +1919,10 @@ world_db = {
     "GOD_MOOD": 0,  # #
     "GOD_FAVOR": 0,  # #
     "MAP": False,
+    "FAVOR_STAGE": 0,  # #
+    "SLIPPERS": 0,  # #
+    "PLANT_0": 0,  # #
+    "LUMBER": 0,  # #
     "ThingActions": {},
     "ThingTypes": {},
     "Things": {}