Added the Conversation Interaction
[butaba-adventures.git] / maingame.py
index b894164..687db49 100644 (file)
@@ -2,11 +2,14 @@ import pygame
 import sys
 import random
 import os.path
+import cPickle
 
 import level
 import butaba
 import utility
 import gameobjects
+import constants
+import npcs
 
 class MainGame:
 
@@ -23,6 +26,11 @@ class MainGame:
 
                self.img_inventory = pygame.image.load (os.path.join ("background", "inventory.png")).convert ()
 
+               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 ()
@@ -37,6 +45,8 @@ class MainGame:
                self.img_lightning.set_colorkey (pygame.Color (0, 255, 0))
                self.img_key = pygame.image.load (os.path.join ("objects", "key.png")).convert ()
                self.img_key.set_colorkey (pygame.Color (0, 255, 0))
+               self.img_key2 = pygame.image.load (os.path.join ("objects", "key2.png")).convert ()
+               self.img_key2.set_colorkey (pygame.Color (0, 255, 0))
                self.img_chest = pygame.image.load (os.path.join ("objects", "chest.png")).convert ()
                self.img_chest.set_colorkey (pygame.Color (0, 255, 0))
 
@@ -50,6 +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
@@ -58,21 +76,41 @@ class MainGame:
                # set the status message
                self.status_message = "Game started"
 
-               self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT, 75)
+               self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT)
 
        # set up the levels and their interactions
        def setup_levels (self):
+               # set up the objects first
+               chest1 = gameobjects.Chest (2, 6, "chest", self.img_chest, constants.KEY_CHEST1, True)
+               chest2 = gameobjects.Chest (6, 6, "chest", self.img_chest, constants.KEY_CHEST2, True)
+               key1 = gameobjects.Key (5, 3, "a chest key", self.img_key2, constants.KEY_CHEST1)
+               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)
+               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, gold25, potion2, potion3, key2, gold10 ]
+
+               # create the levels
+               self.level1 = level.Level (cPickle.load (file ("levels/level1.dat")),
+                               objects = [ chest1 ] )
+
+               self.level1w = level.Level (cPickle.load (file ("levels/level1w.dat")))
 
-               self.level1 = level.Level (level.LEVEL_1)
-               self.level1e = level.Level (level.LEVEL_1E,
-                                                                       objects = [ gameobjects.Key (4, 3, "a chest key", self.img_key, level.KEY_CHEST1),
-                                                                                               gameobjects.Key (4, 3, "a room key", self.img_key, level.KEY_ROOM1),
-                                                                                               gameobjects.HealthPotion (4, 2, self.img_redpotion),
-                                                                                               gameobjects.Chest (2, 5, "chest", self.img_chest, level.KEY_CHEST1, True)
-                                                                                       ]
-                                                                                       )
+               self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
+                               objects = [ key1, potion, chest2 ], npcs = [ npc_bulisa ])
+
+               # set up the interaction between levels
                self.level1.levelright = self.level1e
+               self.level1.levelleft = self.level1w
                self.level1e.levelleft = self.level1
+               self.level1w.levelright = self.level1
 
        def main_loop (self):
                # main game loop
@@ -83,6 +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
@@ -96,6 +136,7 @@ class MainGame:
                        for event in pygame.event.get ():
                                if event.type == pygame.QUIT:
                                        sys.exit (0)
+                               # if keyboard event
                                if event.type == pygame.KEYDOWN:
                                        if event.key == pygame.K_UP:
                                                self.move_butaba_up ()
@@ -105,6 +146,20 @@ class MainGame:
                                                self.move_butaba_left ()
                                        elif event.key == pygame.K_RIGHT:
                                                self.move_butaba_right ()
+                                       # drinking health potion in inventory
+                                       elif event.key == ord ("h") or event.key == ord ("H"):
+                                               self.inventory_drink_health_potion ()
+                                       # quit the game
+                                       elif event.key == ord ("q") or event.key == ord ("Q"):
+                                               sys.exit (0)
+
+       # drink a health potion if it is in the player's inventory
+       def inventory_drink_health_potion (self):
+               # 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
@@ -119,9 +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
@@ -132,7 +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:
@@ -152,7 +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:
@@ -162,7 +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
@@ -174,57 +228,99 @@ 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
                        if obj.interact () is False:
                                notblock = False
                        # if object can be picked up ask
-                       self.pickup_object (obj)
+                       if obj.can_pickup is True:
+                               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 (container, obj)
+                               elif ans == 2:
+                                       # use the object according to its type
+                                       self.use_object (container, obj)
+                       # if it cannot be picked up, try to use it anyway
+                       else:
+                               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, obj):
+       def pickup_object (self, container, obj):
                # only if object can be picked up, pick it up or use it
                if obj.can_pickup is True:
-                       ans = utility.ask_question (self.screen, "Found %s." % obj.text, ["Pick up", "Use", "Ignore"], self.img_menu)
-                       # if the answer is "carry"
-                       if ans == 1:
-                               # check if the inventory is full
-                               if len (self.butaba.inventory) >= butaba.Butaba.MAXITEMS:
-                                       self.status_message = "Failed. Inventory full"
-                               else:
-                                       # add item to inventory
-                                       self.butaba.inventory.append (obj)
-                                       self.currentlevel.objects.remove (obj)
-
-                                       self.status_message = "You picked up %s" % obj.text
-                       elif ans == 2:
-                               # use the object according to its type
-                               self.use_object (obj)
-               # if it cannot be picked up, try to use it anyway
-               else:
-                       self.use_object (obj)
+                       # check if the inventory is full
+                       if len (self.butaba.objects) >= butaba.Butaba.MAXITEMS:
+                               self.status_message = "Cannot pick up item. Inventory full"
+                       else:
+                               # add item to inventory
+                               self.transfer_object (container, obj, self.butaba)
+
+                               self.status_message = "You picked up %s" % obj.text
 
        # this method uses the object first by calling the object use () method
        # and then performing specific actions as necessary
-       def use_object (self, obj):
+       def use_object (self, container, obj):
                # if the object is a health potion
                if isinstance (obj, gameobjects.HealthPotion) is True:
-                       obj.use (self.butaba)
-                       self.currentlevel.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
@@ -232,7 +328,7 @@ class MainGame:
                                # try opening the chest with every item 9the use () function
                                # of the chest determines if item is a key anyway
                                fittedkey = None
-                               for invobj in self.butaba.inventory:
+                               for invobj in self.butaba.objects:
                                        fittedkey = obj.use (invobj)
                                        # if a key fits
                                        if fittedkey is not None:
@@ -243,11 +339,25 @@ class MainGame:
                                # chest successfully unlocked
                                else:
                                        self.status_message = "You unlocked the %s" % obj.text
-                                       # remove the key from inventory
-                                       self.butaba.inventory.remove (fittedkey)
+                                       # remove the key from Butaba
+                                       self.butaba.objects.remove (fittedkey)
+                                       # add an experience point for unlocking chest subject
+                                       # to a limit of KNOWLEDGEMAX_CHEST_UNLOCK
+                                       if self.butaba.experience < constants.KNOWLEDGEMAX_CHEST_UNLOCK:
+                                               self.butaba.experience += 1
+                                               self.status_message += " and gained experience!"
                        # display the contents of the chest
                        else:
-                               pass
+                               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.objects.remove (obj)
 
        def move_butaba_left (self):
                # clear any status messages
@@ -266,7 +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:
@@ -276,7 +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
@@ -296,7 +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
@@ -308,7 +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
@@ -327,29 +437,29 @@ class MainGame:
        # Draw the status infodisplay
        def draw_status (self):
                self.screen.blit (self.img_redpotion, (485, 10))
-               utility.put_text (self.screen, 550, 25, 24, (255, 0, 0), "%d" % self.butaba.health)
+               utility.put_text (self.screen, 550, 25, 20, (255, 0, 0), "%d" % self.butaba.health)
 
                self.screen.blit (self.img_lightning, (620, 10))
-               utility.put_text (self.screen, 660, 20, 24, (255,255,255), "%d" % self.butaba.strength)
+               utility.put_text (self.screen, 660, 25, 20, (255,255,255), "%d" % self.butaba.strength)
 
                self.screen.blit (self.img_wand, (485, 65))
-               utility.put_text (self.screen, 550, 75, 24, (0, 0, 255), "%d" % self.butaba.magic)
+               utility.put_text (self.screen, 550, 75, 20, (0, 0, 255), "%d" % self.butaba.magic)
 
                self.screen.blit (self.img_bulb, (620, 65))
-               utility.put_text (self.screen, 660, 75, 24, (0, 255, 0), "%d" % self.butaba.experience)
+               utility.put_text (self.screen, 660, 75, 20, (0, 255, 0), "%d" % self.butaba.experience)
 
                self.screen.blit (self.img_goldcoins, (485, 110))
-               utility.put_text (self.screen, 550, 130, 24, (255, 255, 0), "%d" % self.butaba.gold)
+               utility.put_text (self.screen, 550, 130, 20, (255, 255, 0), "%d" % self.butaba.gold)
 
                if self.status_message is not None:
-                       utility.put_text (self.screen, 10, 485, 18, (255,255, 0), "%s" % self.status_message)
+                       utility.put_text (self.screen, 10, 485, 10, (255,255, 0), "%s" % self.status_message)
 
        # display the inventory of the player
        def draw_inventory (self):
                # draw the inventory slots
                r = 1
                c = 1
-               utility.put_text (self.screen, 490, 170, 22, (255,255 , 0), "Inventory")
+               utility.put_text (self.screen, 490, 170, 16, (255,255 , 0), "Inventory")
                for i in range (butaba.Butaba.MAXITEMS):
                        self.screen.blit (self.img_inventory, (440+c*54, 150+r*54))
                        if c % 4 == 0:
@@ -360,7 +470,7 @@ class MainGame:
 
                r = 1
                c = 1
-               for obj in self.butaba.inventory:
+               for obj in self.butaba.objects:
                        self.screen.blit (obj.image, (440+c*54+2, 150+r*54+2))
                        if c % 4 == 0:
                                r += 1
@@ -386,3 +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))