comparison gamemodel.py @ 150:80672955ab70

PARPG now works with, and needs Fife 0.3.3.
author KarstenBock@gmx.net
date Tue, 11 Oct 2011 14:47:37 +0200
parents 53faff63037f
children 4dc7951c3bfc
comparison
equal deleted inserted replaced
149:86656563555e 150:80672955ab70
92 self.object_db_file = '/'.join([objects_directory, 92 self.object_db_file = '/'.join([objects_directory,
93 settings.parpg.ObjectDatabaseFile]) 93 settings.parpg.ObjectDatabaseFile])
94 self.dialogue_directory = settings.parpg.DialoguesPath 94 self.dialogue_directory = settings.parpg.DialoguesPath
95 self.dialogues = {} 95 self.dialogues = {}
96 self.agent_import_files = {} 96 self.agent_import_files = {}
97 self.obj_loader = XMLObjectLoader( 97 self.obj_loader = XMLObjectLoader(self.engine)
98 self.engine.getImagePool(),
99 self.engine.getAnimationPool(),
100 self.engine.getModel(),
101 self.engine.getVFS()
102 )
103 98
104 def checkAttributes(self, attributes, template): 99 def checkAttributes(self, attributes, template):
105 """Checks for attributes that where not given in the map file 100 """Checks for attributes that where not given in the map file
106 and fills them with values from the object database 101 and fills them with values from the object database
107 @param attributes: attributes to check 102 @param attributes: attributes to check
132 id_number = 1 127 id_number = 1
133 while self.isIDUsed(ID + "_" + str(id_number)): 128 while self.isIDUsed(ID + "_" + str(id_number)):
134 id_number += 1 129 id_number += 1
135 if id_number > self.MAX_ID_NUMBER: 130 if id_number > self.MAX_ID_NUMBER:
136 raise ValueError( 131 raise ValueError(
137 "Number exceeds MAX_ID_NUMBER:" + str(self.MAX_ID_NUMBER)) 132 "Number exceeds MAX_ID_NUMBER:" +
133 str(self.MAX_ID_NUMBER)
134 )
138 135
139 ID = ID + "_" + str(id_number) 136 ID = ID + "_" + str(id_number)
140 return ID 137 return ID
141 138
142 def moveObject(self, object_id, new_map): 139 def moveObject(self, object_id, new_map):
205 202
206 load_file.close() 203 load_file.close()
207 204
208 def teleport(self, agent, position): 205 def teleport(self, agent, position):
209 """Called when a an agent is moved instantly to a new position. 206 """Called when a an agent is moved instantly to a new position.
210 The setting of position may wan to be created as its own method down the road. 207 The setting of position may wan to be created as its own method down
208 the road.
211 @type position: String Tuple 209 @type position: String Tuple
212 @param position: X,Y coordinates passed from engine.changeMap 210 @param position: X,Y coordinates passed from engine.changeMap
213 @return: fife.Location""" 211 @return: fife.Location"""
214 logging.debug(position) 212 logging.debug(position)
215 coord = fife.DoublePoint3D(float(position[0]), float(position[1]), 0) 213 coord = fife.DoublePoint3D(float(position[0]), float(position[1]), 0)
301 object_model = "" 299 object_model = ""
302 if agent_values["Entity"].has_key("graphics") \ 300 if agent_values["Entity"].has_key("graphics") \
303 and agent_values["Entity"]["graphics"].has_key("gfx"): 301 and agent_values["Entity"]["graphics"].has_key("gfx"):
304 object_model = agent_values["Entity"]["graphics"]["gfx"] 302 object_model = agent_values["Entity"]["graphics"]["gfx"]
305 elif agent_values.has_key("Template"): 303 elif agent_values.has_key("Template"):
306 object_model = self.object_db[agent_values["Template"]]["graphics"]["gfx"] 304 template = self.object_db[agent_values["Template"]]
305 object_model = template["graphics"]["gfx"]
307 else: 306 else:
308 object_model = self.GENERIC_ITEM_GFX 307 object_model = self.GENERIC_ITEM_GFX
309 import_file = self.agent_import_files[object_model] 308 import_file = self.agent_import_files[object_model]
310 loadImportFile(self.obj_loader, import_file, self.engine) 309 loadImportFile(self.obj_loader, import_file, self.engine)
311 310
425 entity_data["containable"].has_key("item_type") 424 entity_data["containable"].has_key("item_type")
426 ): 425 ):
427 entity_data["containable"]["item_type"] = template 426 entity_data["containable"]["item_type"] = template
428 427
429 428
430 obj = self.createMapObject(self.active_map.agent_layer, entity_data, inst_id, world) 429 obj = self.createMapObject(self.active_map.agent_layer,
430 entity_data, inst_id, world)
431 431
432 if agent.has_key("Inventory"): 432 if agent.has_key("Inventory"):
433 inv = agent["Inventory"] 433 inv = agent["Inventory"]
434 self.createInventoryItems(inv, obj, world) 434 self.createInventoryItems(inv, obj, world)
435 435
438 item = None 438 item = None
439 if data.has_key("type"): 439 if data.has_key("type"):
440 item_type = data["type"] 440 item_type = data["type"]
441 item_data = {} 441 item_data = {}
442 item_data = self.checkAttributes(item_data, item_type) 442 item_data = self.checkAttributes(item_data, item_type)
443 if item_data.has_key("containable") and item_data.has_key("equipable"): 443 if (item_data.has_key("containable") and
444 item_data.has_key("equipable")):
444 item = self.createItem( 445 item = self.createItem(
445 self.createUniqueID(data["ID"]), 446 self.createUniqueID(data["ID"]),
446 item_data, world, item_type) 447 item_data, world, item_type)
447 else: 448 else:
448 raise Exception("Item %s is not containable or equipable." % item_type) 449 raise Exception(
450 "Item %s is not containable or equipable." %
451 item_type
452 )
449 else: 453 else:
450 identifier = data["ID"] 454 identifier = data["ID"]
451 if self.game_state.hasObject(identifier): 455 if self.game_state.hasObject(identifier):
452 item = self.game_state.getObjectById(identifier) 456 item = self.game_state.getObjectById(identifier)
453 else: 457 else:
531 535
532 # create the PlayerCharacter agent 536 # create the PlayerCharacter agent
533 self.active_map.addPC() 537 self.active_map.addPC()
534 #self.game_state.getObjectById("PlayerCharacter").fifeagent.start() 538 #self.game_state.getObjectById("PlayerCharacter").fifeagent.start()
535 if agent.has_key("PeopleKnown"): 539 if agent.has_key("PeopleKnown"):
536 self.game_state.getObjectById("PlayerCharacter").fifeagent.people_i_know = agent["PeopleKnown"] 540 player = self.game_state.getObjectById("PlayerCharacter")
541 player.fifeagent.people_i_know = agent["PeopleKnown"]
537 542
538 def changeMap(self, map_name, target_position = None): 543 def changeMap(self, map_name, target_position = None):
539 """Registers for a map change on the next pump(). 544 """Registers for a map change on the next pump().
540 @type map_name: String 545 @type map_name: String
541 @param map_name: Id of the map to teleport to 546 @param map_name: Id of the map to teleport to
605 @param instance: FIFE instance of PlayerCharacter 610 @param instance: FIFE instance of PlayerCharacter
606 @return: None""" 611 @return: None"""
607 # For now we copy the PlayerCharacter, 612 # For now we copy the PlayerCharacter,
608 # in the future we will need to copy 613 # in the future we will need to copy
609 # PlayerCharacter specifics between the different PlayerCharacter's 614 # PlayerCharacter specifics between the different PlayerCharacter's
610 self.game_state.getObjectById("PlayerCharacter").fifeagent = player_char 615 player = self.game_state.getObjectById("PlayerCharacter")
611 self.game_state.getObjectById("PlayerCharacter").fifeagent.setup() 616 player.fifeagent = player_char
612 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.speed = self.settings.parpg.PCSpeed 617 player.fifeagent.setup()
618 player.fifeagent.behaviour.speed = self.settings.parpg.PCSpeed
613 619
614 620
615 def addObject(self, layer, obj): 621 def addObject(self, layer, obj):
616 """Adds an object to the map. 622 """Adds an object to the map.
617 @type layer: fife.Layer 623 @type layer: fife.Layer
623 @return: None""" 629 @return: None"""
624 ref = self.game_state.getObjectById(obj.general.identifier, 630 ref = self.game_state.getObjectById(obj.general.identifier,
625 self.game_state.current_map_name) 631 self.game_state.current_map_name)
626 if ref is None: 632 if ref is None:
627 # no, add it to the game state 633 # no, add it to the game state
628 self.game_state.addObject(obj.general.identifier, self.game_state.current_map_name, obj) 634 self.game_state.addObject(obj.general.identifier,
635 self.game_state.current_map_name, obj)
629 else: 636 else:
630 # yes, use the current game state data 637 # yes, use the current game state data
631 obj.fifeagent.pos.X = ref.X 638 obj.fifeagent.pos.X = ref.X
632 obj.fifeagent.pos.Y = ref.Y 639 obj.fifeagent.pos.Y = ref.Y
633 obj.fifeagent.gfx = ref.gfx 640 obj.fifeagent.gfx = ref.gfx
665 def movePlayer(self, position): 672 def movePlayer(self, position):
666 """Code called when the player should move to another location 673 """Code called when the player should move to another location
667 @type position: fife.ScreenPoint 674 @type position: fife.ScreenPoint
668 @param position: Screen position to move to 675 @param position: Screen position to move to
669 @return: None""" 676 @return: None"""
677 player = self.game_state.getObjectById("PlayerCharacter")
670 if(self.pc_run == 1): 678 if(self.pc_run == 1):
671 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.run(position) 679 player.fifeagent.behaviour.run(position)
672 else: 680 else:
673 self.game_state.getObjectById("PlayerCharacter").fifeagent.behaviour.walk(position) 681 player.fifeagent.behaviour.walk(position)
674 682
675 def teleportAgent(self, agent, position): 683 def teleportAgent(self, agent, position):
676 """Code called when an agent should teleport to another location 684 """Code called when an agent should teleport to another location
677 @type position: fife.ScreenPoint 685 @type position: fife.ScreenPoint
678 @param position: Screen position to teleport to 686 @param position: Screen position to teleport to