Mercurial > fife-parpg
view demos/rpg/scripts/objects/items.py @ 560:69d50e751c9a
Lots of changes.
- Added the Serializer class
- Made exceptions a little more usable
- Added actor attributes (not used yet but will be with the combat engine)
- Made the quest dialogs more customizable
- Many other small changes
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 23 Jun 2010 19:20:24 +0000 |
parents | e59ece21ab3e |
children | f85762e634c5 |
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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 # #################################################################### import sys, os, re, math, random, shutil from fife import fife from scripts.objects.baseobject import BaseGameObject, GameObjectTypes, getModuleByType class BaseItem(BaseGameObject): def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): super(BaseItem, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname, True) def _getItemType(self): return self._name def _getItemName(self): return self._id itemtype = property(_getItemType) itemname = property(_getItemName) class PickableItem(BaseItem): def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): super(PickableItem, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname) self._type = GameObjectTypes["ITEM"] def onPickUp(self): #remove item from the scene self._gamecontroller.scene.removeObjectFromScene(self) def onDrop(self, dropx, dropy): #recreate object self._createFIFEInstance(self, self._gamecontroller.scene.itemlayer) self.setMapPosition(dropx, dropy) self._gamecontroller.scene.addObjectToScene(self) class GoldStack(PickableItem): def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): super(GoldStack, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname) self._value = 0 def serialize(self): lvars = super(GoldStack, self).serialize() lvars['value'] = self._value return lvars def deserialize(self, valuedict): super(GoldStack, self).deserialize(valuedict) if valuedict.has_key("value"): self._value = int(valuedict['value']) else: self._value = 0 def _getValue(self): return self._value def _setValue(self, value): self._value = int(value) value = property(_getValue, _setValue) class Portal(BaseItem): def __init__(self, gamecontroller, layer, typename, baseobjectname, itemtype, itemname): super(Portal, self).__init__(gamecontroller, layer, typename, baseobjectname, itemtype, itemname) self._type = GameObjectTypes["PORTAL"] self._dest = None def serialize(self): lvars = super(Portal, self).serialize() lvars['dest'] = self._dest return lvars def deserialize(self, valuedict): super(Portal, self).deserialize(valuedict) if valuedict.has_key("dest"): self._dest = valuedict['dest'] else: self._dest = "town" def _getDest(self): return self._dest def _setDest(self, dest): self._dest = dest dest = property(_getDest, _setDest)