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7DRL: Add new mission, fix some bugs on the way.
[plomrogue] / roguelike-server
index 3f0965e335d6ed324dcdfeae3e00a5f0800e2e86..9026de073b0d3835b5b24d5f39c18fd06665b4c5 100755 (executable)
@@ -698,8 +698,10 @@ def decrement_lifepoints(t):
     still display memory data. On non-player things, erase fovmap and memory.
     Dying actors drop all their things.
     """
-    # 7DRL: Return 1 if death, else 0.
+    # 7DRL: Return TT_LIFEPOINTS if death, else 0.
+    # 7DRL: Re-spawn died-out species.
     t["T_LIFEPOINTS"] -= 1
+    live_type = t["T_TYPE"] # 7DRL
     if 0 == t["T_LIFEPOINTS"]:
         for id in t["T_CARRIES"]:
             t["T_CARRIES"].remove(id)
@@ -716,7 +718,24 @@ def decrement_lifepoints(t):
             t["T_MEMMAP"] = False
             t["T_MEMDEPTHMAP"] = False
             t["T_MEMTHING"] = []
-        return world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"]  # #
+            n_species = len([id for id in world_db["Things"]  # #
+                             if world_db["Things"][id]["T_TYPE"] == live_type])
+            if 0 == n_species:  # #
+                if world_db["FAVOR_STAGE"] == 3 and \
+                    live_type == world_db["ANIMAL_0"]:
+                    world_db["GOD_FAVOR"] += 3000
+                    log("Congratulations! The "
+                        + world_db["ThingTypes"][live_type]["TT_NAME"]
+                        + " species has died out. The Island God is pleased.")
+                else:
+                    id = id_setter(-1, "Things")
+                    world_db["Things"][id] = new_Thing(live_type,
+                                                       world_db["altar"])
+                    log("The "
+                        + world_db["ThingTypes"][live_type]["TT_NAME"]
+                        + " species has temporarily died out. "
+                        + "One new-born is spawned at the altar.")
+        return world_db["ThingTypes"][live_type]["TT_LIFEPOINTS"]  # #
     return 0  # #
 
 
@@ -730,68 +749,80 @@ def mv_yx_in_dir_legal(dir, y, x):
 
 
 def enter_altar():  # #
-     """What happens when the player enters the altar."""
-     if world_db["FAVOR_STAGE"] > 9000:
-        log("You step on a soul-less slab of stone.")
-        return
-     log("YOU ENTER SACRED GROUND.")
-     if world_db["FAVOR_STAGE"] == 0:
-         world_db["FAVOR_STAGE"] = 1
-         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.\"")
-     elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
-         world_db["FAVOR_STAGE"] = 2
-         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 may be helpful.\"")
-         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"]]):
-         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.\"")
-         id = id_setter(-1, "Things")
-         world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
-                                            world_db["altar"])
-         world_db["GOD_FAVOR"] -= 250
-     elif world_db["GOD_FAVOR"] > 9000:
-         world_db["FAVOR_STAGE"] = 9001
-         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.)\"")
-         id = id_setter(-1, "Things")
-         world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
-                                            world_db["altar"])
+    """What happens when the player enters the altar."""
+    if world_db["FAVOR_STAGE"] > 9000:
+       log("You step on a soul-less slab of stone.")
+       return
+    log("YOU ENTER SACRED GROUND.")
+    if world_db["FAVOR_STAGE"] == 0:
+        world_db["FAVOR_STAGE"] = 1
+        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.\"")
+    elif world_db["FAVOR_STAGE"] == 1 and world_db["GOD_FAVOR"] >= 100:
+        world_db["FAVOR_STAGE"] = 2
+        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 may be helpful.\"")
+        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"]]):
+        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 when planting it.\"")
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(world_db["PLANT_1"],
+                                           world_db["altar"])
+        world_db["GOD_FAVOR"] -= 250
+    elif world_db["FAVOR_STAGE"] == 2 and world_db["GOD_FAVOR"] >= 500:
+        world_db["FAVOR_STAGE"] = 3
+        log("The Island God speaks to you: \"The "
+            + world_db["ThingTypes"][world_db["ANIMAL_0"]]["TT_NAME"]
+            + " has lately become a pest. These creatures do not please me "
+            + "as much as they used to do. Exterminate them all. I will count "
+            + "each kill to your favor. To help you with the hunting, I grant "
+            + "you the empathy and knowledge to read animals.\"")
+        log("You will now see animals' health bars, and activities (\"m\": "
+            + "moving (maybe for an attack), \"u\": eating, \"p\": picking "
+            + "something up; no letter: waiting).")
+        world_db["EMPATHY"] = 1
+    elif world_db["GOD_FAVOR"] > 9000:
+        world_db["FAVOR_STAGE"] = 9001
+        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.)\"")
+        id = id_setter(-1, "Things")
+        world_db["Things"][id] = new_Thing(world_db["SLIPPERS"],
+                                           world_db["altar"])
 
 
 def actor_wait(t):
@@ -817,17 +848,20 @@ def actor_move(t):
                   if world_db["Things"][id]["T_POSX"] == move_result[2]]
         if len(hitted):
             hit_id = hitted[0]
+            hitted_type = world_db["Things"][hit_id]["T_TYPE"]
             if t == world_db["Things"][0]:
-                hitted_type = world_db["Things"][hit_id]["T_TYPE"]
                 hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
                 log("You wound " + hitted_name + ".")
-                world_db["GOD_FAVOR"] -= -1  # #
+                world_db["GOD_FAVOR"] -= 1  # #
             elif 0 == hit_id:
                 hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
                 log(hitter_name +" wounds you.")
             test = decrement_lifepoints(world_db["Things"][hit_id])  # #(test=)
-            if test and t == world_db["Things"][0]:  # #
-                world_db["GOD_FAVOR"] -test  # #
+            if test and world_db["FAVOR_STAGE"] >= 3 and \
+               hitted_type == world_db["ANIMAL_0"]:  # #
+                world_db["GOD_FAVOR"] += 125
+            elif test and t == world_db["Things"][0]:  # #
+                world_db["GOD_FAVOR"] -= 2 * test  # #
             return
         if (ord("X") == world_db["MAP"][pos]  # #
             or ord("|") == world_db["MAP"][pos]):  # #
@@ -853,7 +887,7 @@ def actor_move(t):
                     if t == world_db["Things"][0]:  # #
                         log("You chop it down.")  # #
                     if world_db["MAP"][pos] == ord("X"):  # #
-                        world_db["GOD_FAVOR"] = -10  # #
+                        world_db["GOD_FAVOR"] -= 10  # #
                     world_db["MAP"][pos] = ord(".")   # #
                     i = 3 if case_X else 1  # #
                     for i in range(i):  # #
@@ -1001,9 +1035,10 @@ def actor_use(t):
         elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer":  # #
             pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
             if world_db["MAP"][pos] == ord("."):
+                log("You create soil.")
                 world_db["MAP"][pos] = ord(":")
             else:
-                log("Can only fertilize on unfertilized earth.")
+                log("Can only make soil out of non-soil earth.")
         elif world_db["ThingTypes"][type]["TT_TOOL"] == "food":
             t["T_CARRIES"].remove(id)
             del world_db["Things"][id]
@@ -1538,6 +1573,105 @@ def play_commander(action, args=False):
     """
 
     def set_command():
+
+        if action == "drop":
+            t = world_db["Things"][0]
+            if 0 == len(t["T_CARRIES"]):
+                log("You have nothing to drop in your inventory.")
+                return
+
+        elif action == "pick_up":
+            t = world_db["Things"][0]
+            ids = [id for id in world_db["Things"] if id
+                   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"]]
+            if not len(ids):
+                log("No object to pick up.")
+                return
+            used_slots = len(t["T_CARRIES"]) # #
+            if used_slots >= world_db["ThingTypes"][t["T_TYPE"]] \
+                ["TT_STORAGE"]: # #
+                log("Can't pick up: No storage room to carry anything more.")
+                return
+
+        elif action == "move":
+            t = world_db["Things"][0]
+            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]
+                if ord("~") == world_db["MAP"][pos]:
+                    log("You can't swim.")
+                    return
+                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"]  # #
+                        if world_db["ThingTypes"][type]["TT_TOOL"] == "axe":  # #
+                            carries_axe = True  # #
+                            break  # #
+                    if not carries_axe:  # #
+                        log("You can't move there.")
+                        return
+            else:
+                log("You can't move there.")
+                return
+
+        elif action == "use":
+            t = world_db["Things"][0]
+            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_TOOL"] == "axe":
+                    log("To use this item for chopping, move towards a tree "
+                         + "while carrying it in your inventory.")
+                    return
+                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("|")):  # #
+                        log("Can't build when standing on barrier.")  # #
+                        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"]]:
+                         log("Can't build when standing objects.")  # #
+                         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:  # #
+                        log("You can't use a "  # #
+                            + world_db["ThingTypes"][type_tool]["TT_NAME"]  # #
+                            + " without some wood in your inventory.")  # #
+                        return
+                elif world_db["ThingTypes"][type]["TT_TOOL"] == "fertilizer":  # #
+                    pos = t["T_POSY"] * world_db["MAP_LENGTH"] + t["T_POSX"]
+                    if not world_db["MAP"][pos] == ord("."):
+                        log("Can only make soil out of non-soil earth.")
+                        return
+                elif world_db["ThingTypes"][type]["TT_TOOL"] == "wood":  # #
+                        log("To use wood, you need a carpentry tool.")  # #
+                        return
+            else:
+                log("You have nothing to use in your inventory.")
+                return
+
+
         id = [x for x in world_db["ThingActions"]
                 if world_db["ThingActions"][x]["TA_NAME"] == action][0]
         world_db["Things"][0]["T_COMMAND"] = id
@@ -2019,6 +2153,7 @@ commands_db = {
     "LUMBER": (1, False, specialtypesetter("LUMBER")),  # #
     "TOOL_0": (1, False, specialtypesetter("TOOL_0")),  # #
     "TOOL_1": (1, False, specialtypesetter("TOOL_1")),  # #
+    "ANIMAL_0": (1, False, specialtypesetter("ANIMAL_0")),  # #
     "EMPATHY": (1, False, setter(None, "EMPATHY", 0, 1)),  # #
     "TA_ID": (1, False, command_taid),
     "TA_EFFORT": (1, False, setter("ThingAction", "TA_EFFORT", 0, 255)),
@@ -2071,10 +2206,11 @@ world_db = {
     "SLIPPERS": 0,  # #
     "PLANT_0": 0,  # #
     "PLANT_1": 0,  # #
+    "ANIMAL_0": 0,  # #
     "LUMBER": 0,  # #
     "TOOL_0": 0,  # #
     "TOOL_1": 0,  # #
-    "EMPATHY": 1,  # #
+    "EMPATHY": 0,  # #
     "ThingActions": {},
     "ThingTypes": {},
     "Things": {}
@@ -2082,7 +2218,8 @@ world_db = {
 
 # 7DRL-specific!
 """Special type settings."""
-specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0", "TOOL_1"]  # #
+specials = ["SLIPPERS", "PLANT_0", "PLANT_1", "LUMBER", "TOOL_0", "TOOL_1",
+            "ANIMAL_0"]
 
 """Mapping of direction names to internal direction chars."""
 directions_db = {"east": "d", "south-east": "c", "south-west": "x",