Mercurial > fife-parpg
diff demos/rpg/scripts/scene.py @ 546:8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Thu, 03 Jun 2010 21:35:06 +0000 |
parents | cb7ec12214a9 |
children | e59ece21ab3e |
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--- a/demos/rpg/scripts/scene.py Thu Jun 03 02:40:05 2010 +0000 +++ b/demos/rpg/scripts/scene.py Thu Jun 03 21:35:06 2010 +0000 @@ -24,7 +24,7 @@ # #################################################################### # This is the rio de hola client for FIFE. -import sys, os, re, math, random, shutil +import sys, os, re, math, random, shutil, uuid from fife import fife from fife.extensions.loaders import loadMapFile @@ -55,97 +55,79 @@ self._objectsettings = None self._modelsettings = None + self._questsettings = None - def loadItem(self, itemid): + def loadObject(self, objectname, objectid=None, valuedict=None): + if objectid: + identifier = objectid + else: + #identifier = uuid.uuid1() + identifier = "blkdjfkdj" + try: - itemdict = self._objectsettings.get("items", itemid, {}) - modeldict = self._modelsettings.get("models", itemdict["typename"], {}) - print itemdict + objdict = self._modelsettings.get("objects", objectname, {}) + modeldict = self._modelsettings.get("models", objdict["modelname"], {}) + + print objdict print modeldict + loadImportFile(modeldict["file"], self._gamecontroller.engine) + + if objdict["type"] == "GOLD": + newobject = GoldStack(self._gamecontroller, self.itemlayer, objdict["type"], objectname, modeldict["model"], identifier) + elif objdict["type"] == "PORTAL": + newobject = Portal(self._gamecontroller, self.itemlayer, objdict["type"], objectname, modeldict["model"], identifier) + elif objdict["type"] == "QUESTGIVER": + newobject = QuestGiver(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) + + for quest in self._questsettings.get(identifier, "questlist", []): + questdict = self._questsettings.get(identifier, quest, {}) + + if questdict['type'] == "RETURN_ITEM": + questobj = ReturnItemQuest(newobject, questdict['name'], questdict['desc']) + for ritem in self._questsettings.get(quest+"_items", "itemlist", []): + itemdict = self._questsettings.get(quest+"_items", ritem, {}) + if itemdict["name"] == "GOLD_COINS": + questobj.addRequiredGold(int(itemdict['value'])) + else: + questobj.addRequiredItem(ritem) + else: + questobj = Quest(actor, questdict['name'], questdict['desc']) + + newobject.addQuest(questobj) + + elif objdict["type"] == "NPC": + newobject = Actor(self._gamecontroller, self.actorlayer, objdict["type"], objectname, modeldict["model"], identifier, True) + else: + return None + + if valuedict: + newobject.deserialize(valuedict) + else: + newobject.deserialize(objdict) - if modeldict["type"] == "GOLD": - newitem = GoldStack(self._gamecontroller, self.itemlayer, itemdict["typename"], modeldict["model"], itemid) - newitem.value = itemdict["value"] - elif modeldict["type"] == "PORTAL": - newitem = Portal(self._gamecontroller, self.itemlayer, itemdict["typename"], modeldict["model"], itemid) - newitem.dest = itemdict["dest"] - else: - newitem = BaseItem(self._gamecontroller, self.itemlayer, itemdict["typename"], modeldict["model"], itemid) - - newitem.deserialize(self._objectsettings) - except KeyError, e: raise ObjectNotFoundError - return newitem - - def loadActor(self, actorid): - try: - objdict = self._objectsettings.get("npcs", actorid, {}) - modeldict = self._modelsettings.get("models", objdict["typename"], {}) - - loadImportFile(modeldict["file"], self._gamecontroller.engine) - - if modeldict["type"] == "QUESTGIVER": - actor = QuestGiver(self._gamecontroller, self.actorlayer, objdict["typename"], modeldict["model"], actorid, True) - questcount = self._modelsettings.get(actorid, "questcount", 0) - for x in range(1,questcount+1): - quest = "quest" + str(x) - questdict = self._modelsettings.get(actorid, quest, {}) - - if questdict['type'] == "RETURN_ITEM": - quest = ReturnItemQuest(actor, questdict['name'], questdict['desc']) - for ritem in questdict['items'].split(" , "): - if ritem == "GoldStack": - quest.addRequiredGold(int(questdict['value'])) - else: - quest.addRequiredItem(ritem) - else: - quest = Quest(actor, questdict['name'], questdict['desc']) - - actor.addQuest(quest) - - elif modeldict["type"] == "NPC": - actor = Actor(self._gamecontroller, self.actorlayer, objdict["typename"], modeldict["model"], npc, True) + return newobject - actor.setMapPosition(float(objdict["posx"]), float(objdict["posy"])) - - except KeyError, e: - raise ObjectNotFoundError - - return actor - - def loadItems(self, mapfilename): - for item in self._objectsettings.get("items", "itemlist", []): + def loadObjects(self, mapfilename): + for obj in self._objectsettings.get("objects", "objectlist", []): try: - newitem = self.loadItem(item) - self._gamecontroller.logger.log_debug("Loaded item: " + item) + objdict = self._objectsettings.get("objects", obj, {}) + newobj = self.loadObject(objdict["objectname"], obj, objdict) + self._gamecontroller.logger.log_debug("Loaded object: " + obj) except ObjectNotFoundError, e: - self._gamecontroller.logger.log_error("Error while loading item: " + item) + self._gamecontroller.logger.log_error("Error while loading object: " + obj) continue - + try: - self.addObjectToScene(newitem) + if newobj: + self.addObjectToScene(newobj) except ObjectAlreadyInSceneError, e: - self._gamecontroller.logger.log_error("Item already part of scene: " + newitem) + self._gamecontroller.logger.log_error("Object already part of scene:" + obj) continue - - def loadActors(self, mapfilename): - for npc in self._objectsettings.get("npcs", "npclist", []): - try: - actor = self.loadActor(npc) - self._gamecontroller.logger.log_debug("Loaded actor: " + npc) - except ObjectNotFoundError, e: - self._gamecontroller.logger.log_error("Error while loading actor:" + npc) - continue - - try: - self.addObjectToScene(actor) - except ObjectAlreadyInSceneError, e: - self._gamecontroller.logger.log_error("Actor already part of scene:" + actor) - continue - + def createPlayerObject(self): """ @todo: once we have all art assets this should be able to load one of 3 player models @@ -159,7 +141,8 @@ if os.path.isfile(playerfilename): player_settings = Setting(settings_file=playerfilename, copy_dist=False) - self._player.deserialize(player_settings) + pvals = player_settings.get("player", "player", {}) + self._player.deserialize(pvals) def createScene(self, mapname): mapfilename = os.path.join("maps", mapname + ".xml") @@ -177,10 +160,11 @@ objectfile = os.path.join("maps", mapname + "_objects.xml") modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") + questfile = self._gamecontroller.settings.get("RPG", "QuestFile", "maps/quests.xml") - print objectfile - self._objectsettings = Setting(app_name="",settings_file=objectfile) - self._modelsettings = Setting(app_name="", settings_file=modelfile) + self._objectsettings = Setting(settings_file=objectfile) + self._modelsettings = Setting(settings_file=modelfile) + self._questsettings = Setting(settings_file=questfile) for cam in self._map.getCameras(): self._cameras[cam.getId()] = cam @@ -190,8 +174,9 @@ self._actorlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ActorLayer", "actor_layer")) self._itemlayer = self._map.getLayer(self._gamecontroller.settings.get("RPG", "ItemLayer", "item_layer")) - self.loadItems(mapfilename) - self.loadActors(mapfilename) + #self.loadItems(mapfilename) + #self.loadActors(mapfilename) + self.loadObjects(mapfilename) #finally load the player self.createPlayerObject() @@ -224,6 +209,7 @@ self._objectsettings = None self._modelsettings = None + self._questsettings = None def getInstancesAt(self, clickpoint, layer): """ @@ -250,6 +236,9 @@ raise ObjectAlreadyInSceneError def getObject(self, objid): + """ + @todo: throw ObjectNowFoundError + """ if self._objectlist.has_key(objid): return self._objectlist[objid] else: @@ -262,30 +251,27 @@ def serialize(self): filename = os.path.join("saves", self._mapname + "_save.xml") playerfilename = os.path.join("saves", "player_save.xml") - settings = Setting(settings_file=filename, copy_dist=False) + map_settings = Setting(settings_file=filename, copy_dist=False) player_settings = Setting(settings_file=playerfilename, copy_dist=False) - itemlist = [] - npclist = [] + objectlist = [] for obj in self._objectlist.values(): - obj.serialize(settings) - module = getModuleByType(obj.type) - if module == "items": - itemlist.append(obj.id) - elif module == "npcs": - npclist.append(obj.id) + ovals = obj.serialize() + map_settings.set("objects", obj.id, ovals) + objectlist.append(obj.id) - settings.set("items", "itemlist", itemlist) - settings.set("npcs", "npclist", npclist) + map_settings.set("objects", "objectlist", objectlist) - self._player.serialize(player_settings) + pvals = self._player.serialize() + player_settings.set("player", "player", pvals) - settings.saveSettings() + map_settings.saveSettings() player_settings.saveSettings() def deserialize(self): - pass + if self._mapname: + createScene(self._mapname) def updateScene(self): pass