Mercurial > fife-parpg
view demos/rpg/scripts/objects/baseobject.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 |
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date | Thu, 03 Jun 2010 21:35:06 +0000 |
parents | cb7ec12214a9 |
children | e59ece21ab3e |
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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 GameObjectTypes = { "DEFAULT": 0, "ITEM":1, "QUESTGIVER":2, "PLAYER":3, "NPC":4, "ENEMY":5, "GOLD":6, "PORTAL":7 } def getModuleByType(objtype): if objtype == GameObjectTypes["ITEM"] or objtype == GameObjectTypes["GOLD"] or objtype == GameObjectTypes["PORTAL"]: module = "items" elif objtype == GameObjectTypes["QUESTGIVER"] or objtype == GameObjectTypes["ENEMY"]: module = "npcs" else: module = "unknown" return module class ObjectActionListener(fife.InstanceActionListener): def __init__(self, gamecontroller, obj): fife.InstanceActionListener.__init__(self) self._gamecontroller = gamecontroller self._object = obj def detachActionListener(self): self._object.instance.removeActionListener(self) def attachActionListener(self): self._object.instance.addActionListener(self) def onInstanceActionFinished(self, instance, action): pass class BaseGameObject(object): def __init__(self, gamecontroller, layer, typename, baseobjectname, instancename, instanceid=None, createInstance=False): """ @param gamecontroller: A reference to the master game controller @param instancename: The name of the object to load. The object's XML file must be part of the map file or added with fife.extensions.loaders.loadImportFile @param instanceid: used if you want to give a specific ID to the instance to differenciate it from other instances @param createInstance: If this is True it will attempt to be loaded from disk and not use one that has already been loaded from the map file. See the note about the instancename paramater above. """ self._gamecontroller = gamecontroller self._fifeobject = None self._typename = typename self._baseobjectname = baseobjectname self._name = instancename if instanceid: self._id = instanceid else: self._id = self._name self._instance = None self._position = fife.DoublePoint(0.0, 0.0) self._actionlistener = None self._type = GameObjectTypes["DEFAULT"] self._layer = layer if createInstance: self._createFIFEInstance(self._layer) else: self._instance = None self._activated = True def destroy(self): """ Deletes the FIFE instance from the actor layer on the map. """ if self._actionlistener: self._actionlistener.detachActionListener() self._actionlistener = None if self._instance : self._layer.deleteInstance(self._instance) self._instance = None self._activated = False def setMapPosition(self, x, y): curloc = self.location self._position = self.location.getExactLayerCoordinates() self._position.x = x self._position.y = y curloc.setExactLayerCoordinates(self._position) self.location = curloc def serialize(self): lvars = {} (x,y) = self.position lvars['posx'] = x lvars['posy'] = y lvars['type'] = self._typename lvars['objectname'] = self._baseobjectname return lvars def deserialize(self, valuedict): x = float(valuedict['posx']) y = float(valuedict['posy']) self.setMapPosition(x,y) def _createFIFEInstance(self, layer): """ Should not be called directly. Use the constructor! """ mapmodel = self._gamecontroller.engine.getModel() self._fifeobject = mapmodel.getObject(self._name, self._gamecontroller.settings.get("RPG", "ObjectNamespace", "http://www.fifengine.de/xml/rpg")) self._instance = layer.createInstance(self._fifeobject, fife.ModelCoordinate(0,0), self._id) fife.InstanceVisual.create(self._instance) self._instance.thisown = 0 self.setMapPosition(self._position.x,self._position.y) def _findFIFEInstance(self, layer): """ @todo: throw InstanceNotFoundError """ self._instance = self._layer.getInstance(self._id) if self._instance: self._instance.thisown = 0 def _getLocation(self): return self._instance.getLocation() def _setLocation(self, loc): self._instance.setLocation(loc) def _getInstance(self): return self._instance def _getType(self): return self._type def _getId(self): return self._id def _getModelName(self): return self._name def _getPosition(self): self._position = self.location.getExactLayerCoordinates() return (self._position.x, self._position.y) def _setPosition(self, tuplexy): self.setMapPosition(tuplexy[0],tuplexy[1]) def _getActivated(self): return self._activated def _setActivated(self, activate): self._activated = activate location = property(_getLocation, _setLocation) instance = property(_getInstance) type = property(_getType) id = property(_getId) modelname = property(_getModelName) position = property(_getPosition, _setPosition) activated = property(_getActivated, _setActivated)