Began working on "Mayor" charity mission
[butaba-adventures.git] / maingame.py
index afeeb7c..931e993 100644 (file)
@@ -79,9 +79,22 @@ class MainGame:
                self.img_bulisaright = pygame.image.load (os.path.join ("sprite", "bulisa-right.png")).convert ()
                self.img_bulisaright.set_colorkey (pygame.Color (0, 255, 0))
 
+               self.img_mayorfront = pygame.image.load (os.path.join ("sprite", "mayor-front.png")).convert ()
+               self.img_mayorfront.set_colorkey (pygame.Color (0, 255, 0))
+
+               self.img_mayorback = pygame.image.load (os.path.join ("sprite", "mayor-back.png")).convert ()
+               self.img_mayorback.set_colorkey (pygame.Color (0, 255, 0))
+
+               self.img_mayorleft = pygame.image.load (os.path.join ("sprite", "mayor-left.png")).convert ()
+               self.img_mayorleft.set_colorkey (pygame.Color (0, 255, 0))
+
+               self.img_mayorright = pygame.image.load (os.path.join ("sprite", "mayor-right.png")).convert ()
+               self.img_mayorright.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 ()
+               self.img_mayor_portrait = pygame.image.load (os.path.join ("portraits", "mayor.png")).convert ()
 
                # set level data
                self.setup_levels ()
@@ -120,7 +133,13 @@ class MainGame:
                                                                          os.path.join ("dialogues", "bulisa2.dlg"),
                                                                          os.path.join ("dialogues", "bulisa3.dlg"),
                                                                          os.path.join ("dialogues", "bulisa4.dlg"),
-                                                                         os.path.join ("dialogues", "bulisa5.dlg") ] )
+                                                                         os.path.join ("dialogues", "bulisa5.dlg"),
+                                                                         os.path.join ("dialogues", "bulisa6.dlg") ] )
+
+               npc_mayor = npcs.Mayor (5, 4, self.img_mayorleft, self.img_mayorright,
+                                                                       self.img_mayorfront, self.img_mayorback,
+                                                                       self.img_mayor_portrait, constants.FRONT,
+                                                                       (2, 2, 2, 2))
 
                chest1.objects = [ gold50, gold25, key2, gold10 ]
 
@@ -139,7 +158,20 @@ class MainGame:
                self.level1n = level.Level (cPickle.load (file (os.path.join ("levels", "level1n.dat"))),
                                objects = [ bucket ])
 
-               # set up the interaction between levels
+               self.level1nw = level.Level (cPickle.load (file (os.path.join ("levels", "level1nw.dat"))))
+
+               self.level1ne = level.Level (cPickle.load (file (os.path.join ("levels", "level1ne.dat"))))
+
+               self.level1nee = level.Level (cPickle.load (file (os.path.join ("levels", "level1nee.dat"))))
+
+               self.level1sw = level.Level (cPickle.load (file (os.path.join ("levels", "level1sw.dat"))))
+
+               self.level1sww = level.Level (cPickle.load (file (os.path.join ("levels", "level1sww.dat"))))
+
+               self.level1ww = level.Level (cPickle.load (file (os.path.join ("levels", "level1ww.dat"))),
+                                                                               npcs = [ npc_mayor ])
+
+               # set up the interaction between levels (level exits)
                self.level1.levelright = self.level1e
                self.level1.levelleft = self.level1w
                self.level1e.levelleft = self.level1
@@ -148,6 +180,26 @@ class MainGame:
                self.level1w.levelright = self.level1
                self.level1.leveltop = self.level1n
                self.level1n.levelbottom = self.level1
+               self.level1n.levelleft = self.level1nw
+               self.level1w.leveltop = self.level1nw
+               self.level1nw.levelright = self.level1n
+               self.level1nw.levelbottom = self.level1w
+               self.level1n.levelright = self.level1ne
+               self.level1e.leveltop = self.level1ne
+               self.level1ne.levelleft = self.level1n
+               self.level1ne.levelbottom = self.level1e
+               self.level1ne.levelright = self.level1nee
+               self.level1ee.leveltop = self.level1nee
+               self.level1nee.levelleft = self.level1ne
+               self.level1nee.levelbottom = self.level1ee
+               self.level1sw.leveltop = self.level1w
+               self.level1w.levelbottom = self.level1sw
+               self.level1sww.levelright = self.level1sw
+               self.level1sw.levelleft = self.level1sww
+               self.level1ww.levelright = self.level1w
+               self.level1ww.levelbottom = self.level1sww
+               self.level1sww.leveltop = self.level1ww
+               self.level1w.levelleft = self.level1ww
 
        def main_loop (self):
                # main game loop
@@ -302,37 +354,38 @@ class MainGame:
                        return
 
                if isinstance (npc, npcs.Bulisa):
-                       # interact
+                       # interact with Bulisa
                        self.interact_npc_bulisa (npc)
 
        # interact with NPC Bulisa
        def interact_npc_bulisa (self, npc):
                # set initial response ID to none
                resp_id = None
-               # not yet started mission drawing water from well and not refused it
-               if (gamestate.flag["mission_bulisa_water_from_well"] is False
-                       and gamestate.flag["mission_bulisa_water_from_well_refused"] is False):
-                       # set the current dialogue
-                       npc.currentdialog = 0
-                       # get the response ID
+
+               # check for global game states (starting from later flags to earlier ones
+
+               # whether the drawing water from well mission completed
+               if gamestate.flag["mission_charity_informed"] is True:
+                       npc.currentdialog = 5
                        resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
-               if (gamestate.flag["mission_bulisa_water_from_well_refused"] is True and
-                               gamestate.flag["mission_bulisa_water_from_well"] is False):
-                       # set the current dialog
+               elif gamestate.flag['mission_bulisa_water_from_well_complete'] is True:
+                       npc.currentdialog = 4
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               # whether the drawing water from well mission refused
+               elif gamestate.flag['mission_bulisa_water_from_well_refused'] is True:
                        npc.currentdialog = 2
                        resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
-               # mission accepted but not completed - check if completed and set value
-               # accordingly
-               elif (gamestate.flag["mission_bulisa_water_from_well"] is True
-                       and gamestate.flag["mission_bulisa_water_from_well_complete"] is False):
+               # whether the drawing water from well mission is accepted
+               elif gamestate.flag ['mission_bulisa_water_from_well'] is True:
+                       # check if butaba has a bucket full of water
                        for invobj in self.butaba.objects:
                                if isinstance (invobj, gameobjects.Bucket) is True:
+                                       # if yes, then mission is completed accordingly
                                        if invobj.liquid == "water":
                                                gamestate.flag["mission_bulisa_water_from_well_complete"] = True
                                                self.butaba.objects.remove (invobj)
                                                key1 = gameobjects.Key (5, 3, "a chest key", self.img_key2, constants.KEY_CHEST1)
                                                self.butaba.objects.append (key1)
-
                                                break
                        # water mission is not completed yet
                        if gamestate.flag["mission_bulisa_water_from_well_complete"] is False:
@@ -341,17 +394,25 @@ class MainGame:
                                npc.currentdialog = 3
                        # get the response ID
                        resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
-               # water from well mission is completed
-               elif (gamestate.flag["mission_bulisa_water_from_well_complete"]) is True:
-                       npc.currentdialog = 4
+               # Butaba hasn't been told about the initial mission yet, so tell him now
+               else:
+                       npc.currentdialog = 0
+                       # get the response ID
                        resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
 
-               # if response ID is 12, then drawing water from well mission is refused
-               if resp_id == "12" or resp_id == "18":
+               # NPC RESPONSES:
+               # Check each response
+
+               # Drawing water from well mission is refused
+               if resp_id == "refusedwatermission":
                        gamestate.flag["mission_bulisa_water_from_well_refused"] = True
-               # if response ID is 13: that is accepted the drawing water from well mission begins
-               if resp_id == "13" or resp_id == "17":
+               # Drawing water from well mission begins
+               elif resp_id == "acceptedwatermission":
                        gamestate.flag["mission_bulisa_water_from_well"] = True
+                       gamestate.flag["mission_bulisa_water_from_well_refused"] = False
+               # Butaba is informed about the mayor's charity
+               elif resp_id == "informedcharitymission":
+                       gamestate.flag["mission_charity_informed"] = True
                # if response ID is none
                elif resp_id is None:
                        self.status_message = "You cannot initiate a conversation with %s" % npc.charname