view demos/rpg/scripts/scene.py @ 524:6037f79b0dcf

Multiple quests now work. Added the item layer. Made movement more like diablo by allowing you to hold and drag the left mouse button. All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 21:11:37 +0000
parents d01eb65b2726
children 19db5a8619a4
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#!/usr/bin/env python

# -*- coding: utf-8 -*-

# ####################################################################
#  Copyright (C) 2005-2010 by the FIFE team
#  http://www.fifengine.net
#  This file is part of FIFE.
#
#  FIFE is free software; you can redistribute it and/or
#  modify it under the terms of the GNU Lesser General Public
#  License as published by the Free Software Foundation; either
#  version 2.1 of the License, or (at your option) any later version.
#
#  This library is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
#  Lesser General Public License for more details.
#
#  You should have received a copy of the GNU Lesser General Public
#  License along with this library; if not, write to the
#  Free Software Foundation, Inc.,
#  51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
# ####################################################################
# This is the rio de hola client for FIFE.

import sys, os, re, math, random, shutil

from fife import fife
from fife.extensions.loaders import loadMapFile
from fife.extensions.fife_settings import Setting

from scripts.actors.baseactor import Actor
from scripts.actors.baseactor import QuestGiver, Quest
from scripts.actors.player import Player
from scripts.objects.baseobject import GameObjectTypes
from scripts.objects.items import BaseItem

class Scene(object):
	def __init__(self, gamecontroller):
		self._gamecontroller = gamecontroller
		
		self._map = None
		self._maincameraname = self._gamecontroller.settings.get("RPG", "DefaultCameraName", "camera1")
		self._cameras = {}
		
		self._actorlayer = None
		
		self._player = None
		self._objectlist = {}

	def createScene(self, mapfilename):
		if not self._map:
			self._map = loadMapFile(mapfilename, self._gamecontroller.engine)
		else:
			self.destroyScene()

		for cam in self._map.getCameras():
			self._cameras[cam.getId()] = cam
		
		self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 2.0))
		
		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._player = Player(self._gamecontroller, "warrior")
		
		mapname = os.path.splitext(os.path.basename(mapfilename))
		objectfile = "maps/" + mapname[0] + "_objects.xml"
		itemfile = "maps/allobjects.xml"
		objectsettings = Setting(app_name="",settings_file=objectfile)
		itemsettings = Setting(app_name="", settings_file=itemfile)
		
		for item in objectsettings.get("items", "itemlist", []):
			itemdict = objectsettings.get("items", item, {})
			modeldict = itemsettings.get("models", itemdict["typename"])
			
			newitem = BaseItem(self._gamecontroller, item, modeldict["model"])
		
		for npc in objectsettings.get("npcs", "npclist", []):
			objdict = objectsettings.get("npcs", npc, {})
			modeldict = itemsettings.get("models", objdict["typename"])
			
			if modeldict["type"] == "QUESTGIVER":
				actor = QuestGiver(self._gamecontroller, modeldict["model"], npc, True)
				questcount = itemsettings.get(npc, "questcount", 0)
				for x in range(1,questcount+1):
					quest = "quest" + str(x)
					(qname, qtext) = itemsettings.get(npc, quest, [])
					actor.addQuest(Quest(actor, qname, qtext))
						
			elif modeldict["type"] == "NPC":
				actor = Actor(self._gamecontroller, modeldict["model"], npc, True)

			actor.setMapPosition(float(objdict["posx"]), float(objdict["posy"]))
			self._objectlist[actor.instance.getId()] = actor
			
		
	def destroyScene(self):
		self._cameras.clear()
		
		self._player.destroy()
		
		for obj in self._objectlist.values():
			obj.destroy()

		if self._map:
			self._gamecontroller.engine.getModel().deleteMap(self._map)
		
		self._map = None
		self._actorlayer = None
		
		self._player = None
		self._objectlist.clear()
		
	def getInstancesAt(self, clickpoint):
		"""
		Query the main camera for instances on the actor layer.
		"""
		return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, self._actorlayer)

	def getLocationAt(self, clickpoint):
		"""
		Query the main camera for the Map location (on the actor layer)
		that a screen point refers to.
		"""
		target_mapcoord = self._cameras[self._maincameraname].toMapCoordinates(clickpoint, False)
		target_mapcoord.z = 0
		location = fife.Location(self._actorlayer)
		location.setMapCoordinates(target_mapcoord)
		return location
				
	def updateScene(self):
		pass
		
	def _getActorLayer(self):
		return self._actorlayer
		
	def _getItemLayer(self):
		return self._itemlayer
	
	def _getCameras(self):
		return self._cameras
	
	def _getPlayer(self):
		return self._player
	
	def _getObjectList(self):
		return self._objectlist
	
	def _getMap(self):
		return self._map
	
	actorlayer = property(_getActorLayer)
	itemlayer = property(_getItemLayer)
	cameras = property(_getCameras)
	player = property(_getPlayer)
	objectlist = property(_getObjectList)
	map = property(_getMap)