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
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)