source: trunk/game/scripts/engine.py @ 316

Revision 314, 11.1 KB checked in by eliedebrauwer, 10 years ago (diff)

Ticket #66: Patch by saritor, eliedebrauwer & kaydeth cross map teleporting is now possible, we extended the objects within gamestate to make use of double hashing (f(obj_id,map_id)->object). Going back to a previously loaded map is still broken (camera issue). Also extended map.xml and map2.xml in order to make it possible to go back and forth between these two maps. comment[s:trac, t:66]

  • Property svn:eol-style set to native
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1#!/usr/bin/python
2
3#   This file is part of PARPG.
4
5#   PARPG is free software: you can redistribute it and/or modify
6#   it under the terms of the GNU General Public License as published by
7#   the Free Software Foundation, either version 3 of the License, or
8#   (at your option) any later version.
9
10#   PARPG is distributed in the hope that it will be useful,
11#   but WITHOUT ANY WARRANTY; without even the implied warranty of
12#   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13#   GNU General Public License for more details.
14
15#   You should have received a copy of the GNU General Public License
16#   along with PARPG.  If not, see <http://www.gnu.org/licenses/>.
17
18# there should be NO references to FIFE here!
19import pickle
20import sys
21from gamestate import GameState
22from objects import *
23from objects.action import *
24
25
26class Engine:
27    """Engine holds the logic for the game.
28       Since some data (object position and so forth) is held in the
29       fife, and would be pointless to replicate, we hold a instance of
30       the fife view here. This also prevents us from just having a
31       function heavy controller."""
32   
33    def __init__(self, view):
34        """Initialize the instance.
35           @type view: world
36           @param view: A world instance
37           @return: None"""
38        # a World object (the fife stuff, essentially)
39        self.view = view
40        self.map_change = False
41        self.game_state = GameState()
42        self.pc_run = 1
43        self.target_position = None
44        self.target_map_name = None
45        self.target_map_file = None
46    def reset(self):
47        """Clears the data on a map reload so we don't have objects/npcs from
48           other maps hanging around.
49           @return: None"""
50
51    def save(self, path, filename):
52        """Writes the saver to a file.
53           @type filename: string
54           @param filename: the name of the file to write to
55           @return: None"""
56        fname = '/'.join([path,filename])
57        try:
58            f = open(fname, 'w')
59        except(IOError):
60            sys.stderr.write("Error: Can't find save game: " + fname + "\n")
61            return
62       
63        # can't pickle SwigPyObjects
64        behaviours = {}
65        behaviours[self.game_state.PC.ID] = self.game_state.PC.behaviour;
66        self.game_state.PC.behaviour = None;
67       
68        npcs = [npc for npc in self.game_state.objects.values() \
69                if npc.trueAttr("NPC")]
70        for npc in npcs:
71            behaviours[npc.ID] = npc.behaviour;
72            npc.behaviour = None;
73       
74        pickle.dump(self.game_state, f)
75        f.close()
76       
77        # restore behaviours
78        for npc in npcs:
79            npc.behaviour = behaviours[npc.ID];
80        self.game_state.PC.behaviour = behaviours[self.game_state.PC.ID]
81
82    def load(self, path, filename):
83        """Loads a saver from a file.
84           @type path: string
85           @param path: the path where the save file is located
86           @type filename: string
87           @param filename: the name of the file to load from
88           @return: None"""
89        fname = '/'.join([path, filename])
90        try:
91            f = open(fname, 'r')
92        except(IOError):
93            sys.stderr.write("Error: Can't find save game file\n")
94            return
95        self.game_state = pickle.load(f)
96        f.close()
97        if self.game_state.current_map:
98            self.loadMap(self.game_state.current_map_name, \
99                         self.game_state.current_map_file) 
100
101    def createObject (self, layer, attributes, instance):
102        """Create an object and add it to the current map.
103           @type layer: fife.Layer
104           @param layer: FIFE layer object exists in
105           @type attributes: Dictionary
106           @param attributes: Dictionary of all object attributes
107           @type instance: fife.Instance
108           @param instance: FIFE instance corresponding to the object
109           @return: None
110        """
111        # create the extra data
112        extra = {}
113        extra['agent_layer'] = layer
114        extra['engine'] = self
115       
116        obj = createObject(attributes, extra)
117       
118        if obj.trueAttr("PC"):
119            self.addPC(layer, obj, instance)
120        else:
121            self.addObject(layer, obj, instance)
122
123       
124
125    def addPC(self, layer, pc, instance):
126        """Add the PC to the map
127           @type layer: fife.Layer
128           @param layer: FIFE layer object exists in
129           @type pc: PlayerCharacter
130           @param pc: PlayerCharacter object
131           @type instance: fife.Instance
132           @param instance: FIFE instance of PC
133           @return: None
134        """
135        # If this map has already a PC
136        self.view.active_map.addObject(pc.ID, instance)         
137       
138        # For now we copy the PC, in the future we will need to copy
139        # PC specifics between the different PC's
140        self.game_state.PC = pc
141           
142        self.game_state.PC.setup()
143
144    def addObject(self, layer, obj, instance):
145        """Adds an object to the map.
146           @type layer: fife.Layer
147           @param layer: FIFE layer object exists in
148           @type obj: GameObject
149           @param obj: corresponding object class
150           @type instance: fife.Instance
151           @param instance: FIFE instance of object
152           @return: None
153        """
154
155        ref = self.game_state.getObjectById(obj.ID, \
156                                            self.game_state.current_map_name) 
157        if ref is None:
158            # no, add it to the game state
159            self.game_state.objects[self.game_state.current_map_name][obj.ID] = obj
160        else:
161            # yes, use the current game state data
162            obj.X = ref.X
163            obj.Y = ref.Y
164            obj.gfx = ref.gfx 
165           
166        # add it to the view
167        self.view.active_map.addObject(obj.ID, instance)         
168
169        if obj.trueAttr("NPC"):
170            # create the agent
171            obj.setup()
172           
173            # create the PC agent
174            obj.start()
175
176    def objectActive(self, ident):
177        """Given the objects ID, pass back the object if it is active,
178           False if it doesn't exist or not displayed
179           @type ident: string
180           @param ident: ID of object
181           @rtype: boolean
182           @return: Status of result (True/False)"""
183        for i in self.game_state.getObjectsFromMap(self.game_state.current_map_name):
184            if (i.ID == ident):
185                # we found a match
186                return i
187        # no match
188        return False
189
190    def getItemActions(self, obj_id):
191        """Given the objects ID, return the text strings and callbacks.
192           @type obj_id: string
193           @param obj_id: ID of object
194           @rtype: list
195           @return: List of text and callbacks"""
196        actions=[]
197        # note: ALWAYS check NPC's first!
198        obj = self.game_state.getObjectById(obj_id, \
199                                            self.game_state.current_map_name)
200       
201        if obj is not None:
202            if obj.trueAttr("NPC"):
203                # keep it simple for now, None to be replaced by callbacks
204                actions.append(["Talk", "Talk", self.initTalk, obj])
205                actions.append(["Attack", "Attack", self.nullFunc, obj])
206            else:
207                actions.append(["Examine", "Examine", \
208                                self.game_state.PC.approach, [obj.X, obj.Y], \
209                                ExamineBoxAction(self, obj.name, obj.text)])
210                # is it a Door?
211                if obj.trueAttr("door"):
212                    actions.append(["Change Map", "Change Map", \
213                       self.game_state.PC.approach, [obj.X, obj.Y], \
214                            ChangeMapAction(self, obj.target_map_name, \
215                                obj.target_map, obj.target_pos)])
216                # is it a container?
217                if obj.trueAttr("container"):
218                    actions.append(["Open", "Open", 
219                                    self.game_state.PC.approach, \
220                                    [obj.X, obj.Y], \
221                                    OpenBoxAction(self, "Box")])
222                # can you pick it up?
223                if obj.trueAttr("carryable"):
224                    actions.append(["Pick Up", "Pick Up", self.nullFunc, obj])
225
226        return actions
227   
228    def nullFunc(self, userdata):
229        """Sample callback for the context menus."""
230        print userdata
231   
232    def initTalk(self, npcInfo):
233        """ Starts the PC talking to an NPC. """
234        # TODO: work more on this when we get NPCData and HeroData straightened
235        # out
236        npc = self.game_state.getObjectById(npcInfo.ID, \
237                                            self.game_state.current_map_name)
238        self.game_state.PC.approach([npc.getLocation().\
239                                     getLayerCoordinates().x, \
240                                     npc.getLocation().\
241                                     getLayerCoordinates().y], \
242                                     TalkAction(self, npc))
243
244    def loadMap(self, map_name, map_file):
245        """Load a new map.
246           @type map_name: string
247           @param map_name: Name of the map to load
248           @type map_file: string
249           @param map_file: Filename of map file to load
250           @return: None"""
251        self.game_state.current_map_file = map_file
252        self.game_state.current_map_name = map_name
253        self.view.loadMap(map_name, str(map_file))
254        self.view.setActiveMap(map_name)
255        self.reset()
256
257        # create the PC agent
258        self.view.active_map.addPC(self.game_state.PC.behaviour.agent)
259        self.game_state.PC.start()
260
261    def handleMouseClick(self,position):
262        """Code called when user left clicks the screen.
263           @type position: fife.ScreenPoint
264           @param position: Screen position of click
265           @return: None"""
266        if(self.pc_run == 1):
267            self.game_state.PC.run(position)
268        else:
269            self.game_state.PC.walk(position)
270
271    def changeMap(self, map_name, map_file, target_position):
272        """Registers for a map change on the next pump().
273           @type name_name: String
274           @param map_name: Id of the map to teleport to
275           @type map_file: String
276           @param map_file: Filename of the map to teleport to
277           @type target_position: Tuple
278           @param target_position: Position of PC on target map.
279           @return None"""
280        # set the parameters for the map change if moving to a new map
281        if map_name != self.game_state.current_map_name:
282            self.target_map_name = map_name
283            self.target_map_file = map_file
284            self.target_position = target_position
285            # issue the map change
286            self.map_change = True
287        else:
288            #set the player position on the current map
289            self.view.teleport(target_position)
290
291    def handleCommands(self):
292        if self.map_change:
293            self.loadMap(self.target_map_name, self.target_map_file)
294            self.view.teleport(self.target_position)
295            self.map_change = False
296
297    def pump(self):
298        """Main loop in the engine."""
299        self.handleCommands()
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