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7DRL: Reduce default TT_STORAGE for player.
[plomrogue] / roguelike-server
index 53cd75148ff46a43b01d4f7a1a0fa3e2fba34214..a1da325c4abc7424a8db0505bd339dec3ca2ce23 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"]
@@ -736,6 +735,7 @@ 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 +762,41 @@ def actor_move(t):
             if test and t == world_db["Things"][0]:  # #
                 add_gods_favor(-test)  # #
             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 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"]
+                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 it down.\n")  # #
+                    add_gods_favor(-10)  # #
+                    world_db["MAP"][pos] = ord(".")   # #
+                    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
                     ":" == chr(world_db["MAP"][pos]) or # #
                     "_" == chr(world_db["MAP"][pos])) # #
@@ -852,6 +887,53 @@ 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"] == "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]
@@ -1199,7 +1281,7 @@ 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
@@ -1431,6 +1513,9 @@ 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 +1556,8 @@ 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 +1578,7 @@ 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 +1587,9 @@ 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 +1626,17 @@ 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 +1919,7 @@ 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 +1971,7 @@ world_db = {
     "FAVOR_STAGE": 0,  # #
     "SLIPPERS": 0,  # #
     "PLANT_0": 0,  # #
+    "LUMBER": 0,  # #
     "ThingActions": {},
     "ThingTypes": {},
     "Things": {}