Mercurial > fife-parpg
view 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 |
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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, uuid from fife import fife from fife.extensions.loaders import loadMapFile from fife.extensions.loaders import loadImportFile from fife.extensions.fife_settings import Setting from scripts.actors.baseactor import Actor from scripts.actors.questgiver import QuestGiver from scripts.quests.basequest import Quest, ReturnItemQuest, QuestTypes from scripts.actors.player import Player from scripts.objects.baseobject import GameObjectTypes, getModuleByType from scripts.objects.items import BaseItem, GoldStack, Portal from scripts.misc.exceptions import ObjectNotFoundError, ObjectAlreadyInSceneError class Scene(object): def __init__(self, gamecontroller): self._gamecontroller = gamecontroller self._map = None self._mapname = None self._maincameraname = self._gamecontroller.settings.get("RPG", "DefaultCameraName", "camera1") self._cameras = {} self._actorlayer = None self._player = None self._objectlist = {} self._objectsettings = None self._modelsettings = None self._questsettings = None def loadObject(self, objectname, objectid=None, valuedict=None): if objectid: identifier = objectid else: #identifier = uuid.uuid1() identifier = "blkdjfkdj" try: 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) except KeyError, e: raise ObjectNotFoundError return newobject def loadObjects(self, mapfilename): for obj in self._objectsettings.get("objects", "objectlist", []): try: 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 object: " + obj) continue try: if newobj: self.addObjectToScene(newobj) except ObjectAlreadyInSceneError, e: self._gamecontroller.logger.log_error("Object already part of scene:" + obj) continue def createPlayerObject(self): """ @todo: once we have all art assets this should be able to load one of 3 player models """ modeldict = self._modelsettings.get("models", "Player", {}) loadImportFile(modeldict["file"], self._gamecontroller.engine) self._player = Player(self._gamecontroller, self.actorlayer, "warrior") playerfilename = os.path.join("saves", "player_save.xml") if os.path.isfile(playerfilename): player_settings = Setting(settings_file=playerfilename, copy_dist=False) pvals = player_settings.get("player", "player", {}) self._player.deserialize(pvals) def createScene(self, mapname): mapfilename = os.path.join("maps", mapname + ".xml") if self._map: self.destroyScene() self._map = loadMapFile(mapfilename, self._gamecontroller.engine) self._mapname = mapname if os.path.isfile(os.path.join("saves", mapname + "_save.xml")): objectfile = os.path.join("saves", mapname + "_save.xml") else: 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") 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 self._cameras[self._maincameraname].setZoom(self._gamecontroller.settings.get("RPG", "DefaultZoom", 1.0)) 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.loadItems(mapfilename) #self.loadActors(mapfilename) self.loadObjects(mapfilename) #finally load the player self.createPlayerObject() def destroyScene(self): for obj in self._objectlist.values(): obj.destroy() self._objectlist.clear() self._objectlist = {} self._cameras.clear() self._cameras = {} self._player.destroy() self._player = None for cam in self._map.getCameras(): cam.resetRenderers() if self._map: self._gamecontroller.engine.getModel().deleteMap(self._map) retval = self._gamecontroller.engine.getModel().deleteObjects() self._map = None self._mapname = None self._actorlayer = None self._itemlayer = None self._objectsettings = None self._modelsettings = None self._questsettings = None def getInstancesAt(self, clickpoint, layer): """ Query the main camera for instances on the specified layer. """ return self.cameras[self._maincameraname].getMatchingInstances(clickpoint, layer) 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 addObjectToScene(self, obj): if not self._objectlist.has_key(obj.id): self._objectlist[obj.id] = obj else: obj.destroy() raise ObjectAlreadyInSceneError def getObject(self, objid): """ @todo: throw ObjectNowFoundError """ if self._objectlist.has_key(objid): return self._objectlist[objid] else: return None def removeObjectFromScene(self, obj): obj.destroy() del self._objectlist[obj.id] def serialize(self): filename = os.path.join("saves", self._mapname + "_save.xml") playerfilename = os.path.join("saves", "player_save.xml") map_settings = Setting(settings_file=filename, copy_dist=False) player_settings = Setting(settings_file=playerfilename, copy_dist=False) objectlist = [] for obj in self._objectlist.values(): ovals = obj.serialize() map_settings.set("objects", obj.id, ovals) objectlist.append(obj.id) map_settings.set("objects", "objectlist", objectlist) pvals = self._player.serialize() player_settings.set("player", "player", pvals) map_settings.saveSettings() player_settings.saveSettings() def deserialize(self): if self._mapname: createScene(self._mapname) 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 def _getMapName(self): return self._mapname actorlayer = property(_getActorLayer) itemlayer = property(_getItemLayer) cameras = property(_getCameras) player = property(_getPlayer) objectlist = property(_getObjectList) map = property(_getMap) mapname = property(_getMapName)