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Fix replay mode overwriting save file on quit.
[plomrogue] / roguelike-server
index 0461c5cf25a0f8a51ce09a325e2007f1c5b52a2f..98a92dff04653ac5cc6063a704d14bc98f63f88e 100755 (executable)
@@ -330,7 +330,7 @@ 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" + \
@@ -582,8 +582,12 @@ def decrement_lifepoints(t):
     If t is the player avatar, only blank its fovmap, so that the client may
     still display memory data. On non-player things, erase fovmap and memory.
     """
+    # # 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"]:
+        world_db["GOD_MOOD"] -= 9  # #
         t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
         if world_db["Things"][0] == t:
             t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
@@ -593,6 +597,8 @@ def decrement_lifepoints(t):
             t["T_MEMMAP"] = False
             t["T_MEMDEPTHMAP"] = False
             t["T_MEMTHING"] = []
+        return 1  # #
+    return 0  # #
 
 
 def mv_yx_in_dir_legal(dir, y, x):
@@ -612,6 +618,7 @@ 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.
     passable = False
     move_result = mv_yx_in_dir_legal(chr(t["T_ARGUMENT"]),
                                      t["T_POSY"], t["T_POSX"])
@@ -626,14 +633,18 @@ def actor_move(t):
         if len(hitted):
             hit_id = hitted[0]
             if t == world_db["Things"][0]:
+                hitted_type = world_db["Things"][hit_id]["T_TYPE"]
                 hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
-                strong_write(io_db["file_out"], "LOG You wound " + hitted +
-                                                ".\n")
+                strong_write(io_db["file_out"], "LOG You wound " + hitted_name
+                                                + ".\n")
+                world_db["GOD_FAVOR"] -= 1  # #
             elif 0 == hit_id:
                 hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
-                strong_write(io_db["file_out"], "LOG " + hitter +
+                strong_write(io_db["file_out"], "LOG " + hitter_name +
                                                 " wounds you.\n")
-            decrement_lifepoints(world_db["Things"][hit_id])
+            test = decrement_lifepoints(world_db["Things"][hit_id])  # #
+            if test and t == world_db["Things"][0]:  # #
+                world_db["GOD_FAVOR"] -= 10  # #
             return
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
@@ -719,6 +730,7 @@ def thingproliferation(t):
     animate, any other animate Thing. If there are several map cell candidates,
     one is selected randomly.
     """
+    # # 7DRL: success increments God's mood
     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"]
@@ -742,6 +754,7 @@ def thingproliferation(t):
             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  # #
 
 
 def try_healing(t):
@@ -749,6 +762,7 @@ def try_healing(t):
 
     On success, decrease satiation score by 32.
     """
+    # # 7DRL: Successful heals increment God's mood.
     if t["T_SATIATION"] > 0 \
        and t["T_LIFEPOINTS"] < \
            world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
@@ -757,6 +771,7 @@ def try_healing(t):
                               if world_db["ThingActions"][id]["TA_NAME"] ==
                                  "wait"][0]:
         t["T_LIFEPOINTS"] += 1
+        world_db["GOD_MOOD"] += 1  # #
         t["T_SATIATION"] -= 32
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You heal.\n")
@@ -1009,7 +1024,7 @@ 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"):
@@ -1126,8 +1141,9 @@ def command_ping():
 
 def command_quit():
     """Abort server process."""
-    save_world()
-    atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
+    if None == opts.replay:
+        save_world()
+        atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
     raise SystemExit("received QUIT command")