Mercurial > fife-parpg
view demos/rpg/scripts/scene.py @ 535:9fbe3dce925a
Added custom exceptions.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 31 May 2010 18:44:48 +0000 |
parents | 65a92a2449d5 |
children | 1afe46247ab1 |
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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.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 from scripts.actors.player import Player from scripts.objects.baseobject import GameObjectTypes from scripts.objects.items import BaseItem, GoldStack from scripts.misc.exceptions import ObjectNotFoundError 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 def loadItem(self, itemid): try: itemdict = self._objectsettings.get("items", itemid, {}) modeldict = self._modelsettings.get("models", itemdict["typename"], {}) loadImportFile(modeldict["file"], self._gamecontroller.engine) if itemdict["typename"] == "GoldStack": newitem = GoldStack(self._gamecontroller, modeldict["model"], itemid) newitem.value = itemdict["value"] else: newitem = BaseItem(self._gamecontroller, modeldict["model"], itemid) newitem.setMapPosition(float(itemdict["posx"]), float(itemdict["posy"])) except KeyError, e: raise FileFormatError 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, 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, {}) quest = Quest(actor, questdict['name'], questdict['desc']) for ritem in questdict['items'].split(" , "): if ritem == "GoldStack": quest.addRequiredGold(int(questdict['value'])) else: quest.addRequiredItem(ritem) actor.addQuest(quest) elif modeldict["type"] == "NPC": actor = Actor(self._gamecontroller, modeldict["model"], npc, True) 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", []): try: newitem = self.loadItem(item) except ObjectNotFoundError, e: print "Error while loading item:", item continue self.addObjectToScene(newitem) def loadActors(self, mapfilename): for npc in self._objectsettings.get("npcs", "npclist", []): try: actor = self.loadActor(npc) except ObjectNotFoundError, e: print "Error while loading actor:", actor continue self.addObjectToScene(actor) def loadPlayer(self): """ @todo: once we have all art assets this should be able to load one of 3 player models """ modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") modelsettings = Setting(app_name="", settings_file=modelfile) modeldict = modelsettings.get("models", "Player", {}) loadImportFile(modeldict["file"], self._gamecontroller.engine) self._player = Player(self._gamecontroller, "warrior") def createScene(self, mapfilename): if not self._map: self._map = loadMapFile(mapfilename, self._gamecontroller.engine) else: self.destroyScene() self._mapname = os.path.splitext(os.path.basename(mapfilename))[0] objectfile = "maps/" + self._mapname + "_objects.xml" modelfile = self._gamecontroller.settings.get("RPG", "AllObjectFile", "maps/allobjects.xml") self._objectsettings = Setting(app_name="",settings_file=objectfile) self._modelsettings = Setting(app_name="", settings_file=modelfile) 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.loadItems(mapfilename) self.loadActors(mapfilename) #finally load the player self.loadPlayer() 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._mapname = None self._actorlayer = None self._itemlayer = None self._player = None self._objectlist.clear() self._objectsettings = None self._modelsettings = 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 def removeObjectFromScene(self, obj): obj.destroy() del self._objectlist[obj.id] 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)