view src/parpg/objects/__init__.py @ 12:d60f1dab8469

Fixed resource path dependencies issue that caused PARPG to crash on start. * PARPG should now run without issue (system installation not tested). * Utilized FIFE's VFS module to remove path dependencies from most PARPG modules. * The new parpg.vfs module is a singleton with a single global variable, VFS, which is a reference to the global VFS instance. Although a singleton is not ideal it should be replaced once PARPG's core code is refactored. * The parpg.vfs singleton is initialized in the parpg.applicaiton.PARPGApplication class with the absolute path to the data directory via the parpg.settings module and corresponding configuration file. * A new DataPath entry was added to the default system configuration file template under the [parpg] section to support the new parpg.vfs module. * Updated the parpg-assets subrepo to revision 3 to fix some dialog file format issues (for details see commit message for parpg-assets). * Fixed a few bugs in the parpg.dialogueparsers.YAMLDialogueParser class related to exception handling.
author M. George Hansen <technopolitica@gmail.com>
date Mon, 06 Jun 2011 15:56:14 -1000
parents 1fd2201f5c36
children ccf4d6cffcf1
line wrap: on
line source

#   This file is part of PARPG.

#   PARPG is free software: you can redistribute it and/or modify
#   it under the terms of the GNU General Public License as published by
#   the Free Software Foundation, either version 3 of the License, or
#   (at your option) any later version.

#   PARPG 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 General Public License for more details.

#   You should have received a copy of the GNU General Public License
#   along with PARPG.  If not, see <http://www.gnu.org/licenses/>.

import containers
import doors
import actors
import items
import sys

OBJECT_MODULES = [containers, actors, doors, items]

def getAllObjects ():
    """Returns a dictionary with the names of the concrete game object classes
       mapped to the classes themselves"""
    result = {}
    for module in OBJECT_MODULES:
        for class_name in module.__all__:
            result[class_name] = getattr (module, class_name)
    return result

def createObject(info, extra = None):
    """Called when we need to get an actual object.
       @type info: dict
       @param info: stores information about the object we want to create
       @type extra: dict
       @param extra: stores additionally required attributes
       @return: the object"""
    # First, we try to get the type and ID, which every game_obj needs.
    extra = extra or {}
    try:
        obj_type = info.pop('type')
        ID = info.pop('id')
    except KeyError:
        sys.stderr.write("Error: Game object missing type or id.")
        sys.exit(False)

    # add the extra info
    for key, val in extra.items():
        info[key] = val

    # this is for testing purposes
    return getAllObjects()[obj_type](ID, **info)