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7DRL: Add falling trees turning to lumber / WOOD.
[plomrogue] / roguelike-server
index 53cd75148ff46a43b01d4f7a1a0fa3e2fba34214..98bee7c6b8c431fd98d40a705ff7450e80027528 100755 (executable)
@@ -736,6 +736,7 @@ 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 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"])
@@ -762,6 +763,33 @@ 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])) # #
@@ -852,6 +880,12 @@ def actor_use(t):
                              + "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]
@@ -1431,6 +1465,9 @@ def command_makeworld(seed_string):
     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
@@ -1471,8 +1508,8 @@ 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_0must be set
-    # for world activation.
+    # 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 None != val:
         if 0 != world_db["WORLD_ACTIVE"]:
@@ -1493,6 +1530,7 @@ def command_worldactive(worldactive_string):
                     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"]  # #
             altar_found = False  # #
             if world_db["MAP"]:  # #
                 pos = world_db["MAP"].find(b'_')  # #
@@ -1501,8 +1539,9 @@ 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:  # #
+            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])
@@ -1539,6 +1578,17 @@ def command_plant0(str_int):  # #
             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):
@@ -1821,6 +1871,7 @@ commands_db = {
     "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),
@@ -1872,6 +1923,7 @@ world_db = {
     "FAVOR_STAGE": 0,  # #
     "SLIPPERS": 0,  # #
     "PLANT_0": 0,  # #
+    "LUMBER": 0,  # #
     "ThingActions": {},
     "ThingTypes": {},
     "Things": {}