Added dialogues for the mayor
[butaba-adventures.git] / maingame.py
index 05e8916..9efc5cd 100644 (file)
@@ -9,12 +9,17 @@ import butaba
 import utility
 import gameobjects
 import constants
+import npcs
+import gamestate
 
 class MainGame:
 
        # initialize the game
        def __init__ (self):
+               random.seed ()
                pygame.init ()
+
+               self.clock = pygame.time.Clock ()
                self.screen  = pygame.display.set_mode ((720, 512))
                pygame.display.set_caption ("The Adventures of Butaba")
 
@@ -27,6 +32,9 @@ 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 ()
@@ -45,6 +53,8 @@ class MainGame:
                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))
+               self.img_bucket = pygame.image.load (os.path.join ("objects", "bucket.png")).convert ()
+               self.img_bucket.set_colorkey (pygame.Color (0, 255, 0))
 
                # initialize player graphics
                self.img_butabafront = pygame.image.load (os.path.join ("sprite", "butaba-front.png")).convert ()
@@ -56,6 +66,36 @@ 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_bulisafront = pygame.image.load (os.path.join ("sprite", "bulisa-front.png")).convert ()
+               self.img_bulisafront.set_colorkey (pygame.Color (0, 255, 0))
+
+               self.img_bulisaback = pygame.image.load (os.path.join ("sprite", "bulisa-back.png")).convert ()
+               self.img_bulisaback.set_colorkey (pygame.Color (0, 255, 0))
+
+               self.img_bulisaleft = pygame.image.load (os.path.join ("sprite", "bulisa-left.png")).convert ()
+               self.img_bulisaleft.set_colorkey (pygame.Color (0, 255, 0))
+
+               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 ()
                # set current level and position of our character
@@ -64,45 +104,119 @@ class MainGame:
                # set the status message
                self.status_message = "Game started"
 
-               self.butaba = butaba.Butaba (5,0, butaba.Butaba.RIGHT)
+               self.butaba = butaba.Butaba (5,0, self.img_butabaleft,
+                                                                       self.img_butabaright, self.img_butabafront,
+                                                                       self.img_butababack, self.img_butaba_portrait, constants.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)
-               gold75 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 75)
-
-               chest1.objects = [ gold50, gold75 ]
+               gold25 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 25)
+               gold10 = gameobjects.GoldCoins (6, 2, self.img_goldcoins, 10)
+               bucket = gameobjects.Bucket (6, 3, self.img_bucket)
+
+               well1 = gameobjects.Well (4, 7)
+               well2 = gameobjects.Well (5, 7)
+               well3 = gameobjects.Well (4, 8)
+               well4 = gameobjects.Well (5, 8)
+
+               npc_bulisa = npcs.Bulisa (4, 3, self.img_bulisaleft, self.img_bulisaright,
+                                                                       self.img_bulisafront, self.img_bulisaback,
+                                                                       self.img_bulisa_portrait, constants.FRONT,
+                                                                       (2, 2, 2, 2),
+                                                                       [ os.path.join ("dialogues", "bulisa1.dlg"),
+                                                                         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", "bulisa6.dlg"),
+                                                                         os.path.join ("dialogues", "bulisa7.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),
+                                                                       [ os.path.join ("dialogues", "mayor1.dlg"),
+                                                                         os.path.join ("dialogues", "mayor2.dlg"),
+                                                                         os.path.join ("dialogues", "mayor3.dlg") ])
+
+               chest1.objects = [ gold50, gold25, key2, gold10 ]
 
                # create the levels
-               self.level1 = level.Level (cPickle.load (file ("levels/level1.dat")),
+               self.level1 = level.Level (cPickle.load (file (os.path.join ("levels", "level1.dat"))),
                                objects = [ chest1 ] )
 
-               self.level1w = level.Level (cPickle.load (file ("levels/level1w.dat")))
+               self.level1w = level.Level (cPickle.load (file (os.path.join ("levels", "level1w.dat"))))
+
+               self.level1e = level.Level (cPickle.load (file (os.path.join ("levels", "level1e.dat"))),
+                               objects = [ potion, chest2 ], npcs = [ npc_bulisa ])
 
-               self.level1e = level.Level (cPickle.load (file ("levels/level1e.dat")),
-                               objects = [ key1, key2, potion, chest2 ])
+               self.level1ee = level.Level (cPickle.load (file (os.path.join ("levels", "level1ee.dat"))),
+                               objects = [ well1, well2, well3, well4 ])
 
-               # set up the interaction between levels
+               self.level1n = level.Level (cPickle.load (file (os.path.join ("levels", "level1n.dat"))),
+                               objects = [ bucket ])
+
+               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
+               self.level1e.levelright = self.level1ee
+               self.level1ee.levelleft = self.level1e
                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
                while 1:
+                       self.clock.tick (25)
                        # clear screen
                        self.screen.fill (pygame.Color (0,0,0))
                        # draw the level
                        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
@@ -135,22 +249,18 @@ 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
                self.status_message = None
                # first if butaba is not facing up, make him face up
-               if self.butaba.position <> butaba.Butaba.BACK:
-                       self.butaba.position = butaba.Butaba.BACK
+               if self.butaba.position <> constants.BACK:
+                       self.butaba.position = constants.BACK
                        return
 
                # if butaba is trying to move off the top of the screen
@@ -158,9 +268,8 @@ 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 +280,7 @@ 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:
@@ -181,8 +290,8 @@ class MainGame:
                # clear any status messages
                self.status_message = None
                # first if butaba is not facing forward, make him face forward/down
-               if self.butaba.position <> butaba.Butaba.FRONT:
-                       self.butaba.position = butaba.Butaba.FRONT
+               if self.butaba.position <> constants.FRONT:
+                       self.butaba.position = constants.FRONT
                        return
 
                # if butaba is trying to move off the bottom of the screen
@@ -191,7 +300,7 @@ 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 +310,7 @@ 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 +322,142 @@ 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
+               # if the NPC is Bulisa
+
+               # if the NPC is dead cannot talk with the NPC
+               if npc.is_dead is True:
+                       self.status_message = "%s is dead! RIP..." % npc.charname
+                       return
+
+               if isinstance (npc, npcs.Bulisa):
+                       # interact with Bulisa
+                       self.interact_npc_bulisa (npc)
+               elif isinstance (npc, npcs.Mayor):
+                       # interact with the Mayor
+                       self.interact_npc_mayor (npc)
+
+       # interact with the mayor
+       def interact_npc_mayor (self, npc):
+               resp_id = None
+
+               if gamestate.flag["mission_charity_money"] is True:
+                       npc.currentdialog = 2
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               elif gamestate.flag["mission_charity_informed_mayor"] is True:
+                       npc.currentdialog = 1
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               else:
+                       npc.currentdialog = 0
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+
+
+               # deal with the respnses
+               if resp_id == "missioncharityaccepted":
+                       gamestate.flag["mission_charity_money"] = True
+               # response ID is none
+               elif resp_id is None:
+                       self.status_message = "You cannot initiate a conversation with %s" % npc.charname
+
+       # interact with NPC Bulisa
+       def interact_npc_bulisa (self, npc):
+               # set initial response ID to none
+               resp_id = None
+
+               # check for global game states (starting from later flags to earlier ones
+
+               # whether butaba is doing the mayor charity mission
+               if gamestate.flag["mission_charity_money"] is True:
+                       npc.currentdialog = 6
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               # whether the drawing water from well mission completed
+               elif 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)
+               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)
+               # 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:
+                               npc.currentdialog = 1
+                       else:
+                               npc.currentdialog = 3
+                       # get the response ID
+                       resp_id = utility.dialogue_play (self.screen, self.img_dialogue, npc, self.butaba.portrait, 0, 90)
+               # 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)
+
+               # 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
+               # 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 mayor has been told about Butaba
+               elif resp_id == "mayortoldaboutbutaba":
+                       gamestate.flag["mission_charity_informed_mayor"] = True
+               # if response ID is none
+               elif 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
@@ -230,31 +465,39 @@ 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
                if obj.can_pickup is True:
                        # check if the inventory is full
-                       if len (self.butaba.objects) >= butaba.Butaba.MAXITEMS:
+                       if len (self.butaba.objects) >= constants.MAXITEMS:
                                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 +506,12 @@ 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 < constants.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
@@ -293,22 +539,50 @@ 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)
+               # using a bucket means emptying it
+               elif isinstance (obj, gameobjects.Bucket) is True:
+                       if obj.liquid is not None:
+                               self.status_message = "You emptied the bucket of %s" % obj.liquid
+                               obj.use (self.butaba)
+                       else:
+                               self.status_message = "Bucket is already empty."
+               # using a well
+               elif isinstance (obj, gameobjects.Well) is True:
+                       # if the well is not dry, i.e. it has some liquid
+                       if obj.liquid is not None:
+                               # search butaba inventory for an empty bucket
+                               for invobj in self.butaba.objects:
+                                       # bucket found, now check if it is empty
+                                       if isinstance (invobj, gameobjects.Bucket) is True:
+                                               # if empty fill it
+                                               if invobj.liquid is None:
+                                                       obj.use (invobj)
+                                                       self.status_message = "You successfully filled the %s with %s" % (invobj.text, obj.liquid)
+                                                       if self.butaba.strength < constants.STRENGTHMAX_DRAW_WELL_WATER:
+                                                               self.butaba.strength += 2
+                                                               self.status_message += " and gained strength!"
+                                                       return
+                               self.status_message = "You have no empty bucket to draw %s with!" % obj.liquid
+                       else:
+                               self.status_message = "%s appears to be dry!" % obj.text
 
        def move_butaba_left (self):
                # clear any status messages
                self.status_message = None
 
                # first if Butaba is not facing left, make him face left
-               if self.butaba.position <> butaba.Butaba.LEFT:
-                       self.butaba.position = butaba.Butaba.LEFT
+               if self.butaba.position <> constants.LEFT:
+                       self.butaba.position = constants.LEFT
                        return
 
                # if butaba is trying to move off the left edge
@@ -319,7 +593,7 @@ 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 +603,7 @@ 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
@@ -339,8 +613,8 @@ class MainGame:
                self.status_message = None
 
                # First if Butaba is not facing right make him face right
-               if self.butaba.position <> butaba.Butaba.RIGHT:
-                       self.butaba.position = butaba.Butaba.RIGHT
+               if self.butaba.position <> constants.RIGHT:
+                       self.butaba.position = constants.RIGHT
                        return
 
                # if butaba is trying to move off the right edge
@@ -349,7 +623,7 @@ 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
@@ -361,20 +635,20 @@ 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
 
        def draw_butaba (self):
-               if self.butaba.position == butaba.Butaba.FRONT:
-                       self.screen.blit (self.img_butabafront, (self.butaba.col*48, self.butaba.row*48))
-               elif self.butaba.position == butaba.Butaba.BACK:
-                       self.screen.blit (self.img_butababack, (self.butaba.col*48, self.butaba.row*48))
-               elif self.butaba.position == butaba.Butaba.LEFT:
-                       self.screen.blit (self.img_butabaleft, (self.butaba.col*48, self.butaba.row*48))
-               elif self.butaba.position == butaba.Butaba.RIGHT:
-                       self.screen.blit (self.img_butabaright, (self.butaba.col*48, self.butaba.row*48))
+               if self.butaba.position == constants.FRONT:
+                       self.screen.blit (self.butaba.imagefront, (self.butaba.col*48, self.butaba.row*48))
+               elif self.butaba.position == constants.BACK:
+                       self.screen.blit (self.butaba.imageback, (self.butaba.col*48, self.butaba.row*48))
+               elif self.butaba.position == constants.LEFT:
+                       self.screen.blit (self.butaba.imageleft, (self.butaba.col*48, self.butaba.row*48))
+               elif self.butaba.position == constants.RIGHT:
+                       self.screen.blit (self.butaba.imageright, (self.butaba.col*48, self.butaba.row*48))
 
 
        # Draw the status infodisplay
@@ -403,7 +677,7 @@ class MainGame:
                r = 1
                c = 1
                utility.put_text (self.screen, 490, 170, 16, (255,255 , 0), "Inventory")
-               for i in range (butaba.Butaba.MAXITEMS):
+               for i in range (constants.MAXITEMS):
                        self.screen.blit (self.img_inventory, (440+c*54, 150+r*54))
                        if c % 4 == 0:
                                r += 1
@@ -439,3 +713,118 @@ 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 is not dead then move the NPC randomly depending on their
+                       # movement area
+                       if npc.is_dead is False:
+                               # move this turn?
+                               if random.randint (1, 500) < npc.movement_speed:
+                                       # whether to change direction?
+                                       if random.randint (1, 100) < 25:
+                                               npc.position = random.randint (0, 3)
+                                       else:
+                                               # if left movement
+                                               if npc.position == constants.LEFT:
+                                                       # cannot move beyond level and cannot move beyond the
+                                                       # left limit area
+                                                       if npc.col > 0 and npc.col > npc.initcol - npc.leftlimit:
+                                                               # check if there is any background obstacle
+                                                               if self.check_background_obstacle (level, npc.row, npc.col - 1) is False:
+                                                                       # check if there are any objects
+                                                                       objblock = False
+                                                                       npcblock = False
+                                                                       for lobj in level.objects:
+                                                                               if lobj.row == npc.row and lobj.col == npc.col - 1:
+                                                                                       objblock = True
+                                                                                       break
+                                                                       # check if there any any npcs blocking
+                                                                       for lnpc in level.npcs:
+                                                                               if lnpc.row == npc.row and lnpc.col == npc.col - 1:
+                                                                                       npcblock = True
+                                                                                       break
+                                                                       if objblock is False and npcblock is False:
+                                                                               # if butaba is not blocking
+                                                                               if self.butaba.row <> npc.row or self.butaba.col <> npc.col - 1:
+                                                                                       npc.col -= 1
+                                               elif npc.position == constants.RIGHT:
+                                                       # cannot move beyond level and cannot move beyond the
+                                                       # right limit area
+                                                       if npc.col < 9 and npc.col < npc.initcol + npc.rightlimit:
+                                                               # check if there is any background obstacle
+                                                               if self.check_background_obstacle (level, npc.row, npc.col + 1) is False:
+                                                                       # check if there are any objects
+                                                                       objblock = False
+                                                                       npcblock = False
+                                                                       for lobj in level.objects:
+                                                                               if lobj.row == npc.row and lobj.col == npc.col + 1:
+                                                                                       objblock = True
+                                                                                       break
+                                                                       # check if there any any npcs blocking
+                                                                       for lnpc in level.npcs:
+                                                                               if lnpc.row == npc.row and lnpc.col == npc.col + 1:
+                                                                                       npcblock = True
+                                                                                       break
+                                                                       if objblock is False and npcblock is False:
+                                                                               # if butaba is not blocking
+                                                                               if self.butaba.row <> npc.row or self.butaba.col <> npc.col + 1:
+                                                                                       npc.col += 1
+                                               elif npc.position == constants.FRONT:
+                                                       # cannot move beyond level and cannot move beyond the
+                                                       # lower bottom limit area
+                                                       if npc.row < 9 and npc.row < npc.initrow + npc.bottomlimit:
+                                                               # check if there is any background obstacle
+                                                               if self.check_background_obstacle (level, npc.row + 1, npc.col) is False:
+                                                                       # check if there are any objects
+                                                                       objblock = False
+                                                                       npcblock = False
+                                                                       for lobj in level.objects:
+                                                                               if lobj.row == npc.row + 1 and lobj.col == npc.col:
+                                                                                       objblock = True
+                                                                                       break
+                                                                       # check if there any any npcs blocking
+                                                                       for lnpc in level.npcs:
+                                                                               if lnpc.row == npc.row + 1 and lnpc.col == npc.col:
+                                                                                       npcblock = True
+                                                                                       break
+                                                                       if objblock is False and npcblock is False:
+                                                                               # if butaba is not blocking
+                                                                               if self.butaba.row <> npc.row + 1 or self.butaba.col <> npc.col:
+                                                                                       npc.row += 1
+                                               elif npc.position == constants.BACK:
+                                                       # cannot move beyond level and cannot move beyond the
+                                                       # top upper limit area
+                                                       if npc.row > 0 and npc.row > npc.initrow - npc.toplimit:
+                                                               # check if there is any background obstacle
+                                                               if self.check_background_obstacle (level, npc.row - 1, npc.col) is False:
+                                                                       # check if there are any objects
+                                                                       objblock = False
+                                                                       npcblock = False
+                                                                       for lobj in level.objects:
+                                                                               if lobj.row == npc.row - 1 and lobj.col == npc.col:
+                                                                                       objblock = True
+                                                                                       break
+                                                                       # check if there any any npcs blocking
+                                                                       for lnpc in level.npcs:
+                                                                               if lnpc.row == npc.row - 1 and lnpc.col == npc.col:
+                                                                                       npcblock = True
+                                                                                       break
+                                                                       # if no object is blocking
+                                                                       if objblock is False and npcblock is False:
+                                                                               # if butaba is not blocking
+                                                                               if self.butaba.row <> npc.row - 1 or self.butaba.col <> npc.col:
+                                                                                       npc.row -= 1
+
+                       if npc.position == constants.FRONT:
+                               img = npc.imagefront
+                       elif npc.position == constants.BACK:
+                               img = npc.imageback
+                       elif npc.position == constants.LEFT:
+                               img = npc.imageleft
+                       else:
+                               img = npc.imageright
+
+                       self.screen.blit (img, (npc.col*48, npc.row*48))