Example #1
0
def climb_up_stairs():
	combine = False
	location_name = game.current_map.location_name
	location_abbr = game.current_map.location_abbr
	location_id = game.current_map.location_id
	threat_level = game.current_map.threat_level
	dungeon_type = game.current_map.type
	map_width = game.DUNGEON_MAP_WIDTH
	map_height = game.DUNGEON_MAP_HEIGHT

	if game.current_map.tile[game.char.x][game.char.y]['icon'] != '<':
		game.message.new('You see no stairs going in that direction!', game.turns)
	else:
		if game.current_map.location_level > 1:
			level = game.current_map.location_level - 1
			game.message.new('You climb up the stairs.', game.turns)
		else:
			combine = True
			(level, game.char.x, game.char.y) = game.current_map.overworld_position
			location_id = 0
			location_name = 'Wilderness'
			location_abbr = 'WD'
			game.message.new('You return to the ' + location_name + '.', game.turns)

		util.store_map(game.current_map)
		util.loadgen_message()
		IO.autosave(False)
		if not combine:
			game.current_map = util.fetch_map({'name': location_name, 'id': location_id, 'abbr': location_abbr, 'level': level, 'threat': threat_level, 'map_width': map_width, 'map_height': map_height, 'type': dungeon_type}, dir='down')
			IO.autosave_current_map()
		else:
			game.current_map = util.fetch_map({'name': location_name, 'id': location_id, 'abbr': location_abbr, 'level': level, 'map_width': game.current_map.map_width, 'map_height': game.current_map.map_height})
			util.fetch_border_maps()
			IO.autosave_current_map()
			util.combine_maps()
		game.current_map.check_player_position()
		util.initialize_fov()
		game.fov_recompute = True
		game.player_move = True
Example #2
0
def climb_down_stairs():
	location_name = game.current_map.location_name
	location_abbr = game.current_map.location_abbr
	location_id = game.current_map.location_id
	threat_level = game.current_map.threat_level
	dungeon_type = game.current_map.type
	map_width = game.DUNGEON_MAP_WIDTH
	map_height = game.DUNGEON_MAP_HEIGHT
	op = (0, 0, 0)

	if game.current_map.tile[game.char.x][game.char.y]['icon'] != '>':
		game.message.new('You see no stairs going in that direction!', game.turns)
	else:
		if game.current_map.location_id > 0:
			level = game.current_map.location_level + 1
			game.message.new('You climb down the stairs.', game.turns)
			util.store_map(game.current_map)
			IO.autosave(False)
			map_width = game.current_map.map_width
			map_height = game.current_map.map_height
			dice = util.roll_dice(1, 10)
			if dice == 10:
				threat_level += 1
		else:
			level = 1
			for (id, name, abbr, x, y, tlevel, dtype) in game.worldmap.dungeons:
				if y * game.WORLDMAP_WIDTH + x == game.current_map.location_level:
					location_id = id
					location_name = name
					location_abbr = abbr
					threat_level = tlevel
					dungeon_type = dtype
					if dtype == 'Maze':
						map_width = game.MAP_WIDTH
						map_height = game.MAP_HEIGHT
			game.message.new('You enter the ' + location_name + '.', game.turns)
			util.decombine_maps()
			op = (game.current_map.location_level, game.char.x, game.char.y)
			util.store_map(game.current_map)
			for i in range(len(game.border_maps)):
				util.store_map(game.border_maps[i])
			IO.autosave()

		util.loadgen_message()
		game.current_map = util.fetch_map({'name': location_name, 'id': location_id, 'abbr': location_abbr, 'level': level, 'threat': threat_level, 'map_width': map_width, 'map_height': map_height, 'type': dungeon_type}, dir='up')
		game.current_map.overworld_position = op
		IO.autosave_current_map()
		game.current_map.check_player_position()
		util.initialize_fov()
		game.fov_recompute = True
		game.player_move = True