+def build_fov_map(t):
+ """Build Thing's FOV map."""
+ t["fovmap"] = bytearray(b'v' * (world_db["MAP_LENGTH"] ** 2))
+ maptype = ctypes.c_char * len(world_db["MAP"])
+ test = libpr.build_fov_map(t["T_POSY"], t["T_POSX"],
+ maptype.from_buffer(t["fovmap"]),
+ maptype.from_buffer(world_db["MAP"]))
+ if test:
+ raise SystemExit("Malloc error in build_fov_Map().")
+
+
+def decrement_lifepoints(t):
+ """Decrement t's lifepoints by 1, and if to zero, corpse it.
+
+ 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.
+ """
+ t["T_LIFEPOINTS"] -= 1
+ if 0 == t["T_LIFEPOINTS"]:
+ 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))
+ strong_write(io_db["file_out"], "LOG You die.\n")
+ else:
+ t["fovmap"] = False
+ t["T_MEMMAP"] = False
+ t["T_MEMDEPTHMAP"] = False
+ t["T_MEMTHING"] = []
+ strong_write(io_db["file_out"], "LOG It dies.\n")
+
+
+def actor_wait(t):
+ """Make t do nothing (but loudly, if player avatar)."""
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You wait.\n")
+
+
+def actor_move(t):
+ """If passable, move/collide(=attack) thing into T_ARGUMENT's direction."""
+ dir_c = t["T_ARGUMENT"].encode("ascii")[0]
+ legal_move = libpr.mv_yx_in_dir_legal_wrap(dir_c, t["T_POSY"], t["T_POSX"])
+ passable = False
+ if -1 == legal_move:
+ raise SystemExit("Too much wrapping in mv_yx_in_dir_legal_wrap()!")
+ elif 1 == legal_move:
+ pos = (libpr.result_y() * world_db["MAP_LENGTH"]) + libpr.result_x()
+ passable = "." == 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"]
+ if world_db["Things"][id]["T_POSY"] == libpr.result_y()
+ if world_db["Things"][id]["T_POSX"] == libpr.result_x()]
+ if len(hitted):
+ hit_id = hitted[0]
+ hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
+ hitter = "You" if t == world_db["Things"][0] else hitter_name
+ hitted_type = world_db["Things"][hit_id]["T_TYPE"]
+ hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
+ hitted = "you" if hit_id == 0 else hitted_name
+ verb = " wound " if hitter == "You" else " wounds "
+ strong_write(io_db["file_out"], "LOG " + hitter + verb + hitted + \
+ ".\n")
+ decrement_lifepoints(world_db["Things"][hit_id])
+ return
+ dir = [dir for dir in directions_db
+ if directions_db[dir] == t["T_ARGUMENT"]][0]
+ if passable:
+ t["T_POSY"] = libpr.result_y()
+ t["T_POSX"] = libpr.result_x()
+ for id in t["T_CARRIES"]:
+ world_db["Things"][id]["T_POSY"] = libpr.result_y()
+ world_db["Things"][id]["T_POSX"] = libpr.result_x()
+ build_fov_map(t)
+ strong_write(io_db["file_out"], "LOG You move " + dir + ".\n")
+ else:
+ strong_write(io_db["file_out"], "LOG You fail to move " + dir + ".\n")
+
+
+def actor_pick_up(t):
+ """Make t pick up (topmost?) Thing from ground into inventory."""
+ # Topmostness is actually not defined so far.
+ ids = [id for id in world_db["Things"] if 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"]]
+ if len(ids):
+ world_db["Things"][ids[0]]["carried"] = True
+ t["T_CARRIES"].append(ids[0])
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You pick up an object.\n")
+ elif t == world_db["Things"][0]:
+ err = "You try to pick up an object, but there is none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+def actor_drop(t):
+ """Make t rop Thing from inventory to ground indexed by T_ARGUMENT."""
+ # TODO: Handle case where T_ARGUMENT matches nothing.
+ if len(t["T_CARRIES"]):
+ id = t["T_CARRIES"][t["T_ARGUMENT"]]
+ t["T_CARRIES"].remove(id)
+ world_db["Things"][id]["carried"] = False
+ if t == world_db["Things"][0]:
+ strong_write(io_db["file_out"], "LOG You drop an object.\n")
+ elif t == world_db["Things"][0]:
+ err = "You try to drop an object, but you own none."
+ strong_write(io_db["file_out"], "LOG " + err + "\n")
+
+
+def actor_use(t):
+ """Make t use (for now: consume) T_ARGUMENT-indexed Thing in inventory."""
+ # Original wrongly featured lifepoints increase through consumable!
+ # TODO: Handle case where T_ARGUMENT matches nothing.
+ 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"]:
+ t["T_CARRIES"].remove(id)
+ del world_db["Things"][id]
+ t["T_SATIATION"] += world_db["ThingTypes"][type]["TT_CONSUMABLE"]
+ strong_write(io_db["file_out"], "LOG You consume this object.\n")
+ else:
+ strong_write(io_db["file_out"], "LOG You try to use this object," +
+ "but fail.\n")
+ else:
+ strong_write(io_db["file_out"], "LOG You try to use an object, but " +
+ "you own none.\n")
+
+
+def turn_over():
+ """Run game world and its inhabitants until new player input expected."""
+ id = 0
+ whilebreaker = False
+ while world_db["Things"][0]["T_LIFEPOINTS"]:
+ for id in [id for id in world_db["Things"]
+ if world_db["Things"][id]["T_LIFEPOINTS"]]:
+ Thing = world_db["Things"][id]
+ if Thing["T_LIFEPOINTS"]:
+ if not Thing["T_COMMAND"]:
+ update_map_memory(Thing)
+ if 0 == id:
+ whilebreaker = True
+ break
+ # DUMMY: ai(thing)
+ Thing["T_COMMAND"] = 1
+ # DUMMY: try_healing
+ 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
+ # DUMMY: hunger
+ # DUMMY: thingproliferation
+ if whilebreaker:
+ break
+ world_db["TURN"] += 1
+
+
+def new_Thing(type, pos=(0,0)):
+ """Return Thing of type T_TYPE, with fovmap if alive and world active."""
+ thing = {