# HG changeset patch # User KarstenBock@gmx.net # Date 1317312596 -7200 # Node ID 824f3068ef2af882a72bcce81db02d7e267ace69 # Parent 485d866a847faf483b21a4583e394ebd7e34ddc8 Fixed Saving and Loading. diff -r 485d866a847f -r 824f3068ef2a gamemodel.py --- a/gamemodel.py Wed Sep 28 15:01:04 2011 +0200 +++ b/gamemodel.py Thu Sep 29 18:09:56 2011 +0200 @@ -144,8 +144,7 @@ @type object_id: str @param new_map: ID of the new map, or None @type object_id: str """ - game_object = self.game_state.getObjectById(object_id) - self.deleteObject(object_id) + game_object = self.deleteObject(object_id) self.game_state.addObject(object_id, new_map, game_object) def deleteObject(self, object_id): @@ -153,7 +152,7 @@ @param object_id: ID of the object @type object_id: str """ del self.agents["All"][object_id] - self.game_state.deleteObject(object_id) + return self.game_state.deleteObject(object_id) def save(self, path, filename): """Writes the saver to a file. @@ -166,39 +165,12 @@ except(IOError): sys.stderr.write("Error: Can't create save game: " + fname + "\n") return + save_state = {} - save_state["Agents"] = {} - for map_name in self.agents: - if map_name == self.ALL_AGENTS_KEY: - continue - agents_dict = {} - for agent in self.agents[map_name]: - agent_obj = self.game_state.getObjectById(agent, map_name) - agent_inst = self.game_state.maps[map_name].\ - agent_layer.getInstance(agent) - agent_dict = self.agents[map_name][agent] - agent_dict.update(agent_obj.getStateForSaving()) - agent_dict["Rotation"] = agent_inst.getRotation() - agents_dict[agent] = agent_dict - save_state["Agents"][map_name] = agents_dict - agents_dict = {} - for agent in self.agents["All"]: - map_name = self.agents["All"][agent]["Map"] - agent_dict = self.agents["All"][agent] - agent_obj = None - if agent == "PlayerCharacter": - agent_obj = self.game_state.getObjectById("PlayerCharacter").fifeagent - else: - agent_obj = self.game_state.getObjectById(agent, map_name) - if agent_obj: - agent_inst = self.game_state.maps[map_name].\ - agent_layer.getInstance(agent) - agent_dict.update(agent_obj.getStateForSaving()) - agent_dict["Rotation"] = agent_inst.getRotation() - agent_dict["MapName"] = map_name - agents_dict[agent] = agent_dict - save_state["Agents"]["All"] = agents_dict + save_state["Agents"] = self.agents + save_state["Items"] = self.items save_state["GameState"] = self.game_state.getStateForSaving() + yaml.dump(save_state, save_file) save_file.close() @@ -225,21 +197,9 @@ for agent_name in maps[map_name]: agent = {agent_name:maps[map_name][agent_name]} self.addAgent(map_name, agent) - - # Load the current map - if self.game_state.current_map_name: - self.loadMap(self.game_state.current_map_name) - load_file.close() - - - # Recreate all the behaviours. These can't be saved because FIFE - # objects cannot be pickled - - self.placeAgents() - self.placePC() + self.items = save_state["Items"] - # In most maps we'll create the PlayerCharacter Instance internally. - # In these cases we need a target position + load_file.close() def teleport(self, agent, position): """Called when a an agent is moved instantly to a new position. diff -r 485d866a847f -r 824f3068ef2a gamescenecontroller.py --- a/gamescenecontroller.py Wed Sep 28 15:01:04 2011 +0200 +++ b/gamescenecontroller.py Thu Sep 29 18:09:56 2011 +0200 @@ -336,14 +336,19 @@ pc_agent = self.model.agents\ [self.model.ALL_AGENTS_KEY]["PlayerCharacter"] pc_agent["Map"] = self.model.target_map_name - pc_agent["Position"] = self.model.target_position + pc_agent["Position"] = (self.model.target_position or + pc_agent["Position"]) player_agent = self.model.active_map.\ agent_layer.getInstance("PlayerCharacter") - self.model.game_state.deleteObject("PlayerCharacter") - self.model.game_state.deleteObjectsFromMap( + self.model.game_state.deleteObject("PlayerCharacter").delete() + deleted = self.model.game_state.deleteObjectsFromMap( self.model.game_state.current_map_name ) - self.model.game_state.deleteObjectsFromMap(None) + deleted.extend( + self.model.game_state.deleteObjectsFromMap(None) + ) + for obj in deleted: + obj.delete() self.model.loadMap(self.model.target_map_name) @@ -481,24 +486,32 @@ return actions def saveGame(self, *args, **kwargs): - """Saves the game state, delegates call to engine.Engine + """Saves the game state, delegates call to gamemodel.GameModel @return: None""" self.model.pause(False) self.pause(False) self.view.hud.enabled = True + self.model.updateObjectDB(self) self.model.save(*args, **kwargs) def loadGame(self, *args, **kwargs): - """Loads the game state, delegates call to engine.Engine + """Loads the game state, delegates call to gamemodel.GameModel @return: None""" # Remove all currently loaded maps so we can start fresh self.model.pause(False) self.pause(False) self.view.hud.enabled = True self.model.deleteMaps() + for entity in self.entities.copy(): + entity.delete() self.view.hud.inventory = None self.model.load(*args, **kwargs) + # Load the current map + if self.model.game_state.current_map_name: + self.model.loadMap(self.model.game_state.current_map_name) + self.model.placeAgents(self) + self.model.placePC(self) self.view.hud.initializeInventory() def quitGame(self): diff -r 485d866a847f -r 824f3068ef2a gamestate.py --- a/gamestate.py Wed Sep 28 15:01:04 2011 +0200 +++ b/gamestate.py Thu Sep 29 18:09:56 2011 +0200 @@ -22,7 +22,6 @@ self.quest_engine = QuestEngine(quests_dir) self.quest_engine.readQuests() self.objects = {} - self.objects[None] = {} self.object_ids = {} self.current_map_name = None self.maps = {} @@ -41,6 +40,8 @@ @type object: GameObject """ if not self.object_ids.has_key(object_id): + if not self.objects.has_key(map_id): + self.objects[map_id] = {} self.objects[map_id][object_id] = game_object self.object_ids[object_id] = map_id @@ -48,15 +49,18 @@ """Removes an object from the dictionaries @param object_id: ID of the object @type object_id: str + @returns The deleted object """ if self.hasObject(object_id): map_id = self.getMapOfObject(object_id) if map_id: inst = self.maps[map_id].agent_layer.getInstance(object_id) self.maps[map_id].agent_layer.deleteInstance(inst) - self.objects[map_id][object_id].delete() + obj = self.objects[map_id][object_id] del self.objects[map_id][object_id] del self.object_ids[object_id] + return obj + return None def getObjectsFromMap(self, map_id): @@ -75,9 +79,11 @@ @type map: String @param map: The map name. @returns: None""" + deleted_objs = [] if map_id in self.objects: for obj in self.objects[map_id].copy(): - self.deleteObject(obj) + deleted_objs.append(self.deleteObject(obj)) + return deleted_objs def hasObject(self, object_id): """Check if an object with the given id is present @@ -126,11 +132,13 @@ ret_dict = {} ret_dict["CurrentMap"] = self.current_map_name ret_dict["Quests"] = self.quest_engine.getStateForSaving() + ret_dict["NPCsMet"] = self.npcs_met return ret_dict def restoreFromState(self, state): """Restores the state""" self.current_map_name = state["CurrentMap"] + self.npcs_met = state["NPCsMet"] self.quest_engine.readQuests() self.quest_engine.restoreFromState(state["Quests"]) diff -r 485d866a847f -r 824f3068ef2a objects/action.py --- a/objects/action.py Wed Sep 28 15:01:04 2011 +0200 +++ b/objects/action.py Thu Sep 29 18:09:56 2011 +0200 @@ -382,6 +382,7 @@ def execute(self): real_item = self.item.containable + self.item.fifeagent = None player = self.model.game_state.getObjectById("PlayerCharacter") self.model.moveObject(self.item.general.identifier, None) container.put_item(player.container, real_item)