Added the Conversation Interaction
[butaba-adventures.git] / maingame.py
index 05e8916..687db49 100644 (file)
@@ -9,6 +9,7 @@ import butaba
 import utility
 import gameobjects
 import constants
+import npcs
 
 class MainGame:
 
@@ -27,6 +28,9 @@ class MainGame:
 
                self.img_chestbg = pygame.image.load (os.path.join ("background", "chestcontent.png")).convert ()
 
+               self.img_dialogue = pygame.image.load (os.path.join ("background", "dialog_screen.png")).convert ()
+               self.img_dialogue.set_colorkey (pygame.Color (0, 255, 0))
+
 
                # initialize object graphics
                self.img_redpotion = pygame.image.load (os.path.join ("objects", "red-potion.png")).convert ()
@@ -56,6 +60,14 @@ class MainGame:
                self.img_butabaright = pygame.image.load (os.path.join ("sprite", "butaba-right.png")).convert ()
                self.img_butabaright.set_colorkey (pygame.Color (0, 255, 0))
 
+               # initialize NPC graphics
+               self.img_bulisa = pygame.image.load (os.path.join ("sprite", "bulisa.png")).convert ()
+               self.img_bulisa.set_colorkey (pygame.Color (0, 255, 0))
+
+               # initialize portraits
+               self.img_butaba_portrait = pygame.image.load (os.path.join ("portraits", "butaba.png")).convert ()
+               self.img_bulisa_portrait = pygame.image.load (os.path.join ("portraits", "bulisa.png")).convert ()
+
                # set level data
                self.setup_levels ()
                # set current level and position of our character
@@ -75,9 +87,15 @@ class MainGame:
                key2 =  gameobjects.Key (5, 3, "a chest key", self.img_key, constants.KEY_CHEST2)
                potion = gameobjects.HealthPotion (5, 2, self.img_redpotion)
                gold50 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 50)
-               gold75 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 75)
+               gold25 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 25)
+               gold10 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 10)
+               potion2 = gameobjects.HealthPotion (5, 2, self.img_redpotion)
+               potion3 = gameobjects.HealthPotion (5, 2, self.img_redpotion)
+
+               npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisa, self.img_bulisa_portrait,
+                                                                               [ os.path.join ("dialogues", "bulisa1.dlg") ])
 
-               chest1.objects = [ gold50, gold75 ]
+               chest1.objects = [ gold50, gold25, potion2, potion3, key2, gold10 ]
 
                # create the levels
                self.level1 = level.Level (cPickle.load (file ("levels/level1.dat")),
@@ -86,7 +104,7 @@ class MainGame:
                self.level1w = level.Level (cPickle.load (file ("levels/level1w.dat")))
 
                self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
-                               objects = [ key1, key2, potion, chest2 ])
+                               objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ])
 
                # set up the interaction between levels
                self.level1.levelright = self.level1e
@@ -103,6 +121,8 @@ class MainGame:
                        self.draw_level_background (self.currentlevel)
                        # draw level objects
                        self.draw_level_objects (self.currentlevel)
+                       # draw the NPCs in the level
+                       self.draw_level_npcs (self.currentlevel)
                        # draw our character
                        self.draw_butaba ()
                        # display the character's inventory
@@ -135,15 +155,11 @@ class MainGame:
 
        # drink a health potion if it is in the player's inventory
        def inventory_drink_health_potion (self):
-               # if health is maxed out then ignore
-               if self.butaba.health == butaba.Butaba.MAXHEALTH:
-                       self.status_message = "You already have maximum health."
-               else:
-                       # look for a health potion
-                       for item in self.butaba.inventory:
-                               if isinstance (item, gameobjects.HealthPotion) is True:
-                                       self.use_object (self.butaba, item)
-                                       break
+               # look for a health potion
+               for item in self.butaba.objects:
+                       if isinstance (item, gameobjects.HealthPotion) is True:
+                               self.use_object (self.butaba, item)
+                               break
 
        def move_butaba_up (self):
                # clear any status messages
@@ -158,9 +174,8 @@ class MainGame:
                        # if there is a level above set current level to that one
                        if self.currentlevel.leveltop is not None:
                                lastrow = len (self.currentlevel.leveltop.background) - 1
-                               # if there is any object in that place interact with it
-                               # if any object is a blocking object then avoid movement
-                               if self.interact_objects (self.currentlevel.leveltop, lastrow, self.butaba.col) is False:
+                               # interact with objects
+                               if self.level_interact (self.currentlevel.leveltop, lastrow, self.butaba.col) is False:
                                        return
 
                                # make sure there is no obstacle
@@ -171,7 +186,7 @@ class MainGame:
                else:
                        # if there is any object in that place interact with it
                        # if any object is a blocking object then avoid movement
-                       if self.interact_objects (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
+                       if self.level_interact (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
                                return
 
                        if self.check_background_obstacle (self.currentlevel, self.butaba.row-1, self.butaba.col) is False:
@@ -191,7 +206,7 @@ class MainGame:
                        if self.currentlevel.levelbottom is not None:
                                # interact with objects if any
                                # if any object is a blocking object then avoid movement
-                               if self.interact_objects (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
+                               if self.level_interact (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
                                        return
                                # make sure there is no obstacle at that position
                                if self.check_background_obstacle (self.currentlevel.levelbottom, 0, self.butaba.col) is False:
@@ -201,7 +216,7 @@ class MainGame:
                else:
                        # interact with objects if any
                        # if any object is a blocking object then avoid movement
-                       if self.interact_objects (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
+                       if self.level_interact (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
                                return
                        if self.check_background_obstacle (self.currentlevel, self.butaba.row+1, self.butaba.col) is False:
                                self.butaba.row += 1
@@ -213,16 +228,45 @@ class MainGame:
                else:
                        return False
 
-       # get and interact with objects if present in a particular row/col
-       def interact_objects (self, level, row, col):
+       # get and interact with objects and characters if present in a particular row/col
+       def level_interact (self, level, row, col):
                objs = []
                # get list of objects at current location
                for obj in level.objects:
                        if obj.row == row and obj.col == col:
                                objs.append (obj)
 
+               notblock = self.interact_objects (level, objs)
+
+               # get npc at current location
+               current_npc = None
+               for npc in level.npcs:
+                       if npc.row == row and npc.col == col:
+                               current_npc = npc
+                               break
+
+               # npcs always block the tile. So return false if there is an NPC
+               # at the location
+               if current_npc is not None:
+                       self.interact_npc (current_npc)
+                       return False
+
+               return notblock
+
+       # interaction with npcs
+       def interact_npc (self, npc):
+               # interact with NPC and get the response ID
+               resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.img_butaba_portrait, 0, 90)
+
+               # if none
+               if resp_id is None:
+                       self.status_message = "You cannot initiate a conversation with %s" % npc.charname
+
+       # interaction with objects
+       def interact_objects (self, container, objs):
                # overall flag for blocking/non-blocking objects
                notblock = True
+
                # now perform interaction
                for obj in objs:
                        # run the object interact function
@@ -230,19 +274,29 @@ class MainGame:
                                notblock = False
                        # if object can be picked up ask
                        if obj.can_pickup is True:
-                               ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", "Use", "Ignore"], self.img_menu)
+                               ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", obj.use_str, "Ignore"], self.img_menu)
                                # if the answer is "pick up"
                                if ans == 1:
-                                       self.pickup_object (self.currentlevel, obj)
+                                       self.pickup_object (container, obj)
                                elif ans == 2:
                                        # use the object according to its type
-                                       self.use_object (self.currentlevel, obj)
+                                       self.use_object (container, obj)
                        # if it cannot be picked up, try to use it anyway
                        else:
-                               self.use_object (self.currentlevel, obj)
+                               ans = utility.ask_question (self.screen, "Found %s." % obj.text, [obj.use_str, "Ignore"], self.img_menu)
+                               if ans == 1:
+                                       self.use_object (container, obj)
 
                return notblock
 
+       # transfer an object from one container to another
+       # container must have an objects list
+       def transfer_object (self, source, obj, dest):
+               # remove object from source
+               source.objects.remove (obj)
+               # add object to destination
+               dest.objects.append (obj)
+
        # picking up an object
        def pickup_object (self, container, obj):
                # only if object can be picked up, pick it up or use it
@@ -252,9 +306,7 @@ class MainGame:
                                self.status_message = "Cannot pick up item. Inventory full"
                        else:
                                # add item to inventory
-                               self.butaba.objects.append (obj)
-                               # remove from container
-                               container.objects.remove (obj)
+                               self.transfer_object (container, obj, self.butaba)
 
                                self.status_message = "You picked up %s" % obj.text
 
@@ -263,9 +315,12 @@ class MainGame:
        def use_object (self, container, obj):
                # if the object is a health potion
                if isinstance (obj, gameobjects.HealthPotion) is True:
-                       obj.use (self.butaba)
-                       container.objects.remove (obj)
-                       self.status_message = "You gained health"
+                       if self.butaba.health < butaba.Butaba.MAXHEALTH:
+                               obj.use (self.butaba)
+                               container.objects.remove (obj)
+                               self.status_message = "You gained health"
+                       else:
+                               self.status_message = "You already have maximum health!"
                # if the object is a chest
                elif isinstance (obj, gameobjects.Chest) is True:
                        # if chest is locked, try to open it
@@ -293,14 +348,16 @@ class MainGame:
                                                self.status_message += " and gained experience!"
                        # display the contents of the chest
                        else:
-                               utility.display_container_contents (self.screen, obj, self.img_chestbg, 30)
+                               item = utility.get_container_object (self.screen, obj, self.img_chestbg, 30)
+                               if item is not None:
+                                       self.interact_objects (obj, [ item, ])
 
                # if the object is gold coins
                elif isinstance (obj, gameobjects.GoldCoins) is True:
                        obj.use (self.butaba)
                        self.status_message = "You picked up %d gold." % obj.value
                        # remove the gold coins after adding it to Butaba's gold
-                       container.remove (obj)
+                       container.objects.remove (obj)
 
        def move_butaba_left (self):
                # clear any status messages
@@ -319,7 +376,7 @@ class MainGame:
                                lastcol = len (self.currentlevel.levelleft.background[0]) - 1
                                # interact with objects if any
                                # if any object is a blocking object then avoid movement
-                               if self.interact_objects (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
+                               if self.level_interact (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
                                        return
                                # make sure there is no obstacle at that position of movement
                                if self.check_background_obstacle (self.currentlevel.levelleft, self.butaba.row, lastcol) is False:
@@ -329,7 +386,7 @@ class MainGame:
                else:
                        # interact with objects if any
                        # if any object is a blocking object then avoid movement
-                       if self.interact_objects (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
+                       if self.level_interact (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
                                return
                        if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col-1) is False:
                                self.butaba.col -= 1
@@ -349,7 +406,7 @@ class MainGame:
                        if self.currentlevel.levelright is not None:
                                # interact with objects if any
                                # if any object is a blocking object then avoid movement
-                               if self.interact_objects (self.currentlevel.levelright, self.butaba.row, 0) is False:
+                               if self.level_interact (self.currentlevel.levelright, self.butaba.row, 0) is False:
                                        return
 
                                # make sure there is no obstacle at that position of movement
@@ -361,7 +418,7 @@ class MainGame:
                else:
                        # interact with objects if any
                        # if any object is a blocking object then avoid moving
-                       if self.interact_objects (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
+                       if self.level_interact (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
                                return
                        if self.check_background_obstacle (self.currentlevel, self.butaba.row, self.butaba.col + 1) is False:
                                self.butaba.col += 1
@@ -439,3 +496,10 @@ class MainGame:
                for obj in level.objects:
                        if obj.image is not None:
                                self.screen.blit (obj.image, (obj.col*48, obj.row*48))
+
+
+       # Draw the NPCs in the level
+       def draw_level_npcs (self, level):
+               for npc in level.npcs:
+                       if npc.image is not None:
+                               self.screen.blit (npc.image, (npc.col*48, npc.row*48))