Mercurial > fife-parpg
view demos/rpg/scripts/objects/items.py @ 550:d0282579668c
Added QuestManager. The player can now move from map to map and the state of the quests remains persistent. Both quests the NPC gives you are now completable. Still have to clean up the quest loading code.
Started adding more comments.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Tue, 15 Jun 2010 17:53:20 +0000 |
parents | e59ece21ab3e |
children | 69d50e751c9a |
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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 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)