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Location: games/Awakening/utils.lua - annotation
3be601f4a22d
27.7 KiB
text/x-lua
0.9.2 -- one time cutscenes did not hide inventory
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cd509c6d111e cd509c6d111e a67f38ccde26 cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e a67f38ccde26 cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e a67f38ccde26 cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e 1f140f0d9442 cd509c6d111e cd509c6d111e cd509c6d111e cd509c6d111e 95c7d8d4730c dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 dda2579e66e8 eaf92b073787 eaf92b073787 e4ecbb8dc309 e4ecbb8dc309 e4ecbb8dc309 e4ecbb8dc309 e4ecbb8dc309 e4ecbb8dc309 4d1fcfb959a6 e4ecbb8dc309 4d1fcfb959a6 e4ecbb8dc309 e4ecbb8dc309 e4ecbb8dc309 e4ecbb8dc309 e4ecbb8dc309 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 e4ecbb8dc309 e4ecbb8dc309 6d1c26ddce2b e4ecbb8dc309 6d1c26ddce2b e4ecbb8dc309 e4ecbb8dc309 f16f3ae5a5b1 99af403fcdf0 99af403fcdf0 f16f3ae5a5b1 f16f3ae5a5b1 99af403fcdf0 f16f3ae5a5b1 f51fb29df376 f16f3ae5a5b1 dc4585f42e75 f16f3ae5a5b1 f16f3ae5a5b1 6d1c26ddce2b 8b3ac6b85f5c 99af403fcdf0 6d1c26ddce2b 99af403fcdf0 6d1c26ddce2b 6d1c26ddce2b 8b3ac6b85f5c 8b3ac6b85f5c 6d1c26ddce2b 6d1c26ddce2b 8b3ac6b85f5c 6d1c26ddce2b 6d1c26ddce2b 6d1c26ddce2b 99af403fcdf0 dc4585f42e75 f590b73b69f6 f16f3ae5a5b1 a67f38ccde26 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 eaf92b073787 eaf92b073787 f16f3ae5a5b1 e4ecbb8dc309 f16f3ae5a5b1 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 b03c40a64562 b03c40a64562 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 b03c40a64562 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 3012fc249929 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 26c2ac6ed002 3012fc249929 26c2ac6ed002 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 3012fc249929 08bed57892a3 08bed57892a3 3012fc249929 3012fc249929 b03c40a64562 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 3012fc249929 b03c40a64562 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 08bed57892a3 77aa01170934 | --[[
Общие утилиты для игр на Instead. Скорее всего будут повторно использоваться в следующих играх, если таковые будут.
]]
--[[Translate utils]]
global {
language = 'ru'
}
lang_map = {
['ru'] = 'ru',
['by'] = 'ru',
['uk'] = 'ru'
}
translate = function(table, key)
return function()
local lang = language
if lang == '' then
if lang_map[LANG] then
lang = lang_map[LANG];
else
lang = 'en';
end;
end;
if table[lang][key] ~= nil then
return table[lang][key];
else
return key
end
end;
end;
translate_now = function(table, key)
local lang = language
if lang == '' then
if lang_map[LANG] then
lang = lang_map[LANG];
else
lang = 'en';
end;
end;
if table[lang][key] ~= nil then
return table[lang][key];
else
return key
end
end;
--[[
]]
ArrayUtils = {
indexOf = function(array, item)
for i = 1, #array do
if (array[i] == item) then
return i;
end;
end;
return 0;
end;
};
--[[
]]
PartyUtils = {
addToParty = function(object)
if (object.home) then
if (ArrayUtils.indexOf(pl.party, object.nam) == 0) then
move(object, object.home);
table.insert(pl.party, object.nam);
end;
end;
end;
};
--[[
functions, design to simplify some typical actions while developing Instead game
]]
EngineUtils = {
getStringValue = function(source, param)
local value = "";
if (type(source) == "function") then
value = source(param);
else
value = source;
end;
return value;
end;
getValue = function(source, param)
local value;
if (type(source) == "function") then
value = source(param);
else
value = source;
end;
return value;
end;
};
--[[
internal space
]]
_kh = {
vroom_enter = function(s)
local v = EngineUtils.getValue(s.where);
if (v) then
walk(v);
else
return false;
end;
end;
vroom_save = function(s)
if need then
local t = stead.string.format("%s = kh_vroom(%s, %q, %s);\n",
name, stead.tostring(s.disp),
stead.deref(s.where), stead.deref(s.nam));
h:write(t);
end
stead.savemembers(h, s, name, false);
end;
empty_pic = function(s)
if theme.name() == '.mobile' then
return 'images/divisor.png';
end;
return false;
end;
};
function toggle(obj)
if obj:disabled() then
obj:enable();
else
obj:disable();
end;
end;
function kh_vobj(nam, dsc, act, used)
return obj {
nam = nam;
dsc = dsc;
act = act;
used = used;
};
end;
function kh_vway(disp, dsc, target, seen_level)
local temp = vway(disp, dsc, target);
temp.seen_level = seen_level;
return temp;
end;
--[[
vroom with additional functionality
]]
function kh_vroom(disp, target, nam, seen_level)
if (type(nam) == "number") then
seen_level = nam;
nam = disp;
end;
if (not nam) then
nam = disp;
end;
return room {
nam = nam;
disp = disp;
where = target;
enter = _kh.vroom_enter;
seen_level = seen_level;
};
end;
if not kh_utils_installed then
room = inherit(room, function(v)
if v.pic == nil then
v.pic = _kh.empty_pic;
end;
v.entered = stead.hook(v.entered, function(f, s, ...)
if s.showhp then
hp_indicator:enable();
else
hp_indicator:disable();
end;
return f(s, ...)
end)
return v;
end);
dlg = inherit(dlg, function(v)
v.hideinv = true;
if v.pic == _kh.empty_pic then
v.pic = nil;
end;
return v;
end);
obj = inherit(obj, function(v)
v.disable_implicit = hook(v.disable, function(f, s, ...)
s._disabled_implicit = true;
return f(s, unpack({...}));
end);
v.disable = hook(v.disable, function(f, s, ...)
s._disabled_explicit = true;
return f(s, unpack({...}));
end);
v.enable_implicit = hook(v.enable, function(f, s, ...)
s._disabled_implicit = false;
if (s._disabled_explicit) then
return s; --mimic original enable() behavior
else
return f(s, unpack({...}));
end;
end);
v.enable = hook(v.enable, function(f, s, ...)
s._disabled_explicit = false;
if (s._disabled_implicit) then
return s; --mimic original enable() behavior
else
return f(s, unpack({...}));
end;
end);
v.toggle = toggle;
return v;
end);
kh_utils_installed = true;
end;
--[[
character object
represents character, with whom you can interact
]]
function npc(tab)
if (not tab.act) then
tab.act = function(s)
local dlg;
if s.dlg then
dlg = EngineUtils.getValue(s.dlg, s);
end;
if dlg then
walkin(dlg);
else
local phrases = EngineUtils.getValue(s.phrases, s);
return phrases[rnd(#phrases)];
end;
end;
end;
return obj(tab);
end;
function darkroom(tab)
local life;
local entered;
local left;
if not tab.has_light then
tab.has_light = false;
end;
if tab.life then
life = tab.life;
end;
if tab.entered then
entered = tab.entered;
end;
if tab.left then
left = tab.left;
end;
tab.entered = function(s)
lifeon(s);
if (entered) then
entered(s);
end;
end;
tab.left = function(s)
lifeoff(s);
if (left) then
left(s);
end;
end;
tab.life = function(s)
local hasLight = EngineUtils.getValue(s.has_light, s);
local plLight = EngineUtils.getValue(me().has_light, pl);
if (hasLight) then
-- show all objects that were not explicitly disabled(any seen_level)
for i = 1, #objs(s) do
objs(s)[i]:enable_implicit();
end;
for i = 1, #ways(s) do
ways(s)[i]:enable_implicit();
end;
elseif (plLight) then
-- show all objects that were not explicitly disabled and marked as seen in halflight (seen_level = 1 or higher)
for i = 1, #objs(s) do
if (type(objs(s)[i].seen_level) == "number" and objs(s)[i].seen_level >= 1) then
objs(s)[i]:enable_implicit();
else
objs(s)[i]:disable_implicit();
end;
end;
for i = 1, #ways(s) do
if (type(ways(s)[i].seen_level) == "number" and ways(s)[i].seen_level >= 1) then
ways(s)[i]:enable_implicit();
else
ways(s)[i]:disable_implicit();
end;
end;
else
-- show all objects that were not explicitly disabled and marked as seen in darkness (seen_level = 2 or higher)
for i = 1, #objs(s) do
if (type(objs(s)[i].seen_level) == "number" and objs(s)[i].seen_level >= 2) then
objs(s)[i]:enable_implicit();
else
objs(s)[i]:disable_implicit();
end;
end;
for i = 1, #ways(s) do
if (type(ways(s)[i].seen_level) == "number" and ways(s)[i].seen_level >= 2) then
ways(s)[i]:enable_implicit();
else
ways(s)[i]:disable_implicit();
end;
end;
end;
if (life) then
life(s);
end;
end;
if not tab.dsc then
tab.dsc = function(s)
local lt;
local hasLight = EngineUtils.getValue(s.has_light, s);
local plLight = EngineUtils.getValue(me().has_light, pl);
if (hasLight) then
lt = EngineUtils.getValue(s.dsc_lit);
elseif (plLight) then
lt = EngineUtils.getValue(s.dsc_halflit);
else
lt = EngineUtils.getValue(s.dsc_dark);
end;
return lt;
end;
end;
return room(tab);
end;
function game_over(nam, dsc, disp)
return room {
nam = nam;
not_follow = true;
disp = function(s)
if disp then
return disp;
end;
return "Игра окончена";
end;
hideinv = true;
dsc = dsc;
way = {
kh_vroom("Попробовать еще раз", function(s)
restore_snapshot();
return false;
end);
}
};
end;
function ending(nam, dsc, disp)
return room {
nam = nam;
nosave = true;
noautosave = true;
not_follow = true;
disp = function(s)
if disp then
return disp;
end;
return "Игра окончена";
end;
hideinv = true;
dsc = dsc;
way = {
kh_vroom('Конец', 'final_ending');
}
};
end;
final_ending = room {
nam = 'final_ending';
disp = 'Конец игры';
entered = function(s)
set_music('music/intro.ogg');
end;
dsc = txtc [[
Поздравляем, вы прошли Пробуждение до конца!^^
В игре использована музыка:^
Bensound (https://www.bensound.com/royalty-free-music)^
Evolution, Deep Blue, Birth of a Hero, Better Days, Sci Fi^
Лицензия: CC BY ND (https://creativecommons.org/licenses/by-nd/3.0/legalcode)^^
Purple Planet (https://www.purple-planet.com/)^
Midnight Bell^^
Kevin MacLeod (https://incompetech.com)^
River of Io^
Лицензия: CC BY (http://creativecommons.org/licenses/by/4.0/)^^
Alexander Nakarada (https://www.serpentsoundstudios.com/)^
Dogfight^
Лицензия: CC BY (http://creativecommons.org/licenses/by/4.0/)^^
Благодарности:^
Петру Косых^
Спасибо за отличный движок, позволивший создать эту игру в том виде, в каком она есть и за большое количество ценной обратной связи!^^
Zlobot^
Спасибо за первое прохождение игры, за помощь в поиске ошибок и ценную обратную связь!^^
Вам, уважаемый игрок^
Спасибо за то, что прошли игру до конца. Надеюсь, она вам понравилась!^^
(С) Khaelenmore Thaal, 2019
]];
}
function cutscene(nam, disp, dsc, nxt, entered, pic, enter)
return room {
nam = nam;
not_follow = true;
disp = disp;
entered = entered;
enter = enter;
hideinv = true;
cutscene = true;
dsc = dsc;
pic = pic;
way = {
kh_vroom("Продолжить", function(s)
local x = EngineUtils.getValue(nxt);
return x;
end);
};
};
end;
function lcutscene(nam, disp, dsc, msg, nxt)
return room {
var {
state = 0;
};
not_follow = true;
nam = nam;
disp = disp;
hideinv = true;
cutscene = true;
enter = function(s)
if (s.state == 1) then
x = EngineUtils.getValue(nxt);
walk(nxt);
pr(msg);
end;
s.state = 1;
end;
dsc = dsc;
way = {
kh_vroom("Продолжить", function(s)
local x = EngineUtils.getValue(nxt);
return nxt;
end);
};
};
end;
--[[
Создает комнату с полем для ввода числа длиной не более tab.maxlen
По нажатии enter вызывает метод tab.сheck
Приглашение для ввода: tab.label
Вводимый текст: tab.input
]]
function input_number(tab)
if (not tab.maxlen) then
tab.maxlen = 2;
end;
tab.forcedsc = true;
tab.not_follow = true;
tab.noinv = true;
tab.input = "";
tab.dsc = function(s)
pr(tab.label .. tab.input .. "_");
return false;
end;
tab.entered = function(s)
s.input = "";
hook_keys('0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'backspace', 'return', 'escape');
end;
tab.left = function(s)
unhook_keys('0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'backspace', 'return', 'escape');
end;
tab.kbd = function(s, down, key)
if (not down) then
if (key == "escape") then
back();
elseif (key == "return") then
if (s.input) then
s:check(s.input);
end;
elseif (key == "backspace") then
if (s.input:len() > 0) then
s.input = s.input:sub(1, s.input:len() - 1);
end;
else
if (string.len(s.input) < s.maxlen) then
s.input = s.input .. key;
-- hide buttons :)
end;
end;
end;
return true;
end;
tab.obj = {
"_kh_input1",
"_kh_input2",
"_kh_input3",
"_kh_input4",
"_kh_input5",
"_kh_input6",
"_kh_input7",
"_kh_input8",
"_kh_input9",
"_kh_input0",
"_kh_backspace",
"_kh_cancel",
"_kh_enter"
};
return room(tab);
end;
function input_number_nav(tab)
if (not tab.maxlen) then
tab.maxlen = 2;
end;
tab.forcedsc = true;
tab.noinv = true;
tab.not_follow = true;
tab.input = "";
tab.dsc = function(s)
pr(tab.label .. tab.input .. "_");
return false;
--return tab.label .. tab.input .. "_";
end;
tab.entered = function(s)
s.input = "";
hook_keys('0', '1', '2', '3', '4', '5', 'backspace', 'return', 'escape');
end;
tab.left = function(s)
unhook_keys('0', '1', '2', '3', '4', '5', 'backspace', 'return', 'escape');
end;
tab.kbd = function(s, down, key)
if (not down) then
if (key == "escape") then
back();
elseif (key == "return") then
if (s.input) then
s:check(s.input);
end;
elseif (key == "backspace") then
if (s.input:len() > 0) then
s.input = s.input:sub(1, s.input:len() - 1);
end;
else
if (string.len(s.input) < s.maxlen) then
s.input = s.input .. key;
-- hide buttons :)
end;
end;
end;
return true;
end;
tab.obj = {
"_kh_input1",
"_kh_input2",
"_kh_input3",
"_kh_input4",
"_kh_input5",
"_kh_input0",
"_kh_backspace",
"_kh_cancel",
"_kh_enter"
};
return room(tab);
end;
function input_alphabet_nav(tab)
if (not tab.maxlen) then
tab.maxlen = "16";
end;
tab.forcedsc = true;
tab.noinv = true;
tab.not_follow = true;
tab.input = "";
tab.dsc = function(s)
pr(tab.label .. tab.input .. "_");
return false;
end;
tab.entered = function(s)
s.input = "";
hook_keys('0', '1', '2', '3', '4', '5',
'a', 'd', 'e', 'f', 'h', 'i', 'j', 'k', 'l', 'n', 'p', 'r', 's', 't', 'v', 'y', 'z',"'",'space',
'backspace', 'return', 'escape');
end;
tab.left = function(s)
unhook_keys('0', '1', '2', '3', '4', '5',
'a', 'd', 'e', 'f', 'h', 'i', 'j', 'k', 'l', 'n', 'p', 'r', 's', 't', 'v', 'y', 'z',"'",'space',
'backspace', 'return', 'escape');
end;
tab.kbd = function(s, down, key)
if (not down) then
if (key == "escape") then
back();
elseif (key == "return") then
if (s.input) then
s:check(s.input);
end;
elseif (key == "backspace") then
if (s.input:len() > 0) then
s.input = s.input:sub(1, s.input:len() - 1);
end;
else
if (string.len(s.input) < s.maxlen) then
s.input = s.input .. key;
-- hide buttons :)
end;
end;
end;
return true;
end;
tab.obj = {
"_kh_input1",
"_kh_input2",
"_kh_input3",
"_kh_input4",
"_kh_input5",
"_kh_inputa",
"_kh_inputd",
"_kh_inpute",
"_kh_inputf",
"_kh_inputh",
"_kh_inputi",
"_kh_inputj",
"_kh_inputk",
"_kh_inputl",
"_kh_inputn",
"_kh_inputp",
"_kh_inputr",
"_kh_inputs",
"_kh_inputt",
"_kh_inputv",
"_kh_inputy",
"_kh_inputz",
"_kh_inputhp",
"_kh_inputsp",
"_kh_backspace",
"_kh_cancel",
"_kh_enter"
};
return room(tab);
end;
_kh_input_key = function(key, key_text)
if not key_text then
key_text = key;
end;
return obj {
nam = "_kh_input" .. key;
dsc = "{" .. key_text .. "}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. key;
end;
return true;
end;
};
end;
_kh_inputa = _kh_input_key("a");
_kh_inputb = _kh_input_key("b");
_kh_inputc = _kh_input_key("c");
_kh_inputd = _kh_input_key("d");
_kh_inpute = _kh_input_key("e");
_kh_inputf = _kh_input_key("f");
_kh_inputg = _kh_input_key("g");
_kh_inputh = _kh_input_key("h");
_kh_inputi = _kh_input_key("i");
_kh_inputj = _kh_input_key("j");
_kh_inputk = _kh_input_key("k");
_kh_inputl = _kh_input_key("l");
_kh_inputm = _kh_input_key("m");
_kh_inputn = _kh_input_key("n");
_kh_inputo = _kh_input_key("o");
_kh_inputp = _kh_input_key("p");
_kh_inputq = _kh_input_key("q");
_kh_inputr = _kh_input_key("r");
_kh_inputs = _kh_input_key("s");
_kh_inputt = _kh_input_key("t");
_kh_inputu = _kh_input_key("u");
_kh_inputv = _kh_input_key("v");
_kh_inputw = _kh_input_key("w");
_kh_inputx = _kh_input_key("x");
_kh_inputy = _kh_input_key("y");
_kh_inputz = _kh_input_key("z");
_kh_inputsp = _kh_input_key(" ", "Пробел");
_kh_inputhp = _kh_input_key("'", "'");
_kh_input1 = obj {
nam = "_kh_input1";
dsc = "{1}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "1";
end;
return true;
end;
};
_kh_input2 = obj {
nam = "_kh_input2";
dsc = "{2}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "2";
end;
return true;
end;
};
_kh_input3 = obj {
nam = "_kh_input3";
dsc = "{3}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "3";
end;
return true;
end;
};
_kh_input4 = obj {
nam = "_kh_input4";
dsc = "{4}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "4";
end;
return true;
end;
};
_kh_input5 = obj {
nam = "_kh_input5";
dsc = "{5}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "5";
end;
return true;
end;
};
_kh_input6 = obj {
nam = "_kh_input6";
dsc = "{6}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "6";
end;
return true;
end;
};
_kh_input7 = obj {
nam = "_kh_input7";
dsc = "{7}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "7";
end;
return true;
end;
};
_kh_input8 = obj {
nam = "_kh_input8";
dsc = "{8}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "8";
end;
return true;
end;
};
_kh_input9 = obj {
nam = "_kh_input9";
dsc = "{9}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "9";
end;
return true;
end;
};
_kh_input0 = obj {
nam = "_kh_input0";
dsc = "{0}";
act = function(s)
if (here().input:len() < here().maxlen) then
here().input = here().input .. "0";
end;
return true;
end;
};
_kh_backspace = obj {
nam = "_kh_back";
dsc = "{Стереть}";
act = function(s)
if (here().input:len() > 0) then
here().input = here().input:sub(1, here().input:len() - 1);
end;
return true;
end;
};
_kh_cancel = obj {
nam = "_kh_cancel";
dsc = "{Отмена}";
act = function(s)
back();
return true;
end;
};
_kh_enter = obj {
nam = "_kh_enter";
dsc = "{Ввод}";
act = function(s)
if (here().input) then
here():check(here().input);
end;
end;
};
--[[
Создает obj, который добавляет другой obj на сцену при активации и становится неинтерактивным
nam - имя объекта
dsc_a - описание до активации
dsc_b - описание после активации
act_a - описание взаимодействия до активации
act_b - описание взаимодействия после активации
o2 - obj, добавляемый на сцену
r - удаляет объект после активации
]]
function obscured_obj(nam, dsc_a, act_a, o2, r, dsc_b, act_b)
return obj {
var {
activated = false;
};
nam = nam;
dsc = function(s)
if (s.activated) then
return dsc_b;
else
return dsc_a;
end;
end;
act = function(s)
if (s.activated) then
return act_b;
else
s.activated = true;
put(o2, here());
if (r) then
remove(r, here());
end;
return act_a;
end;
end;
};
end;
_atlantis_coder = input_alphabet_nav {
nam = "Кодировщик";
maxlen = 32;
label = "Сообщение:";
check = function(s, input)
if type(_atlantis_suit_menu._here.checkCoder) == "function" then
pr(_atlantis_suit_menu._here:checkCoder(input));
else
pr [[Лампочки кодировщика зажигаются в заданной последовательности, но ничего не происходит. ]];
end;
back();
end;
};
_atlantis_suit_menu = dlg {
nam = "Скафандр";
_item = nil;
dsc = [[
Что вы хотите сделать?
]];
entered = function(s)
if (s._item.has_coder) then
pon(3);
else
poff(3);
end;
end;
phr = {
{1, always = "true", "[Использовать рацию]", function(s)
local val = EngineUtils.getValue(_atlantis_suit_menu._item.dlg, _atlantis_suit_menu._item);
if (val) then
walkin(val);
stead.ref(val).__from__ = _atlantis_suit_menu.__from__;
else
stead:need_scene();
back();
return "Никто не отвечает.";
end;
end};
{2, always = "true", function(s)
if (me().has_light) then
return "[Выключить фонарь]";
else
return "[Включить фонарь]";
end;
end, function(s)
if (me().has_light) then
me().has_light = false;
return "Вы выключаете фонарь. ";
else
me().has_light = true;
return "Вы включаете фонарь. ";
end;
end};
{3, always = "true", "[Использовать кодировщик]", code [[ walkin("_atlantis_coder"); ]]};
{4, always = "true", "Отмена", function(s)
stead.need_scene();
back();
return false;
end};
};
};
_atlantis = {
suit_inv = function(s)
_atlantis_suit_menu._item = s;
_atlantis_suit_menu._here = here();
walkin(_atlantis_suit_menu);
end;
};
suit = function(tab)
if (not tab.inv) then
tab.inv = _atlantis.suit_inv;
end;
return obj(tab);
end;
labyrinth = function(tab)
local enter = tab.enter;
local exit = tab.exit;
local dsc = tab.dsc;
local lab;
paths = {}
for i = 1, #tab.dir do
local ename = 'e' .. tostring(i)
local exname = 'ex' .. tostring(i)
paths[i] = kh_vroom(tab.dir[i], function()
if lab.map[lab.position][ename] then
lab.oldposition = lab.position;
lab.position = lab.map[lab.position][ename];
return lab;
elseif lab.map[lab.position][exname] then
return lab.map[lab.position][exname];
else
p "Labyrinth: Ходу нет! Если вы видите это сообщение -- это баг";
return false;
end;
end, "e" .. tostring(i));
end;
paths[#tab.dir + 1] = kh_vroom("Ждать", function()
lab.oldposition = lab.position;
return lab;
end, "wt");
tab.way = paths;
tab.enter = function(s)
for p = 1, #s.way - 1 do
if (s.map[s.position]['e' .. tostring(p)] or s.map[s.position]['ex' .. tostring(p)])
and not EngineUtils.getValue(s.map[s.position]['e' .. tostring(p) .. 'lock'], s) then
s.way[p]:enable();
else
s.way[p]:disable();
end;
end;
if (type(enter) == 'function') then
enter(s);
end;
if (type(s.map[s.position].enter) == 'function') then
s.map[s.position].enter(s);
end;
end;
tab.exit = function(s)
if (type(exit) == 'function') then
exit(s);
end;
if (type(s.map[s.position].exit) == 'function') then
s.map[s.position].exit(s);
end;
end;
tab.dsc = function(s)
if (type(dsc) == "function") then
return dsc(s);
elseif dsc == nil then
return s.map[s.position].name;
else
return dsc .. s.map[s.position].name;
end;
end;
lab = room(tab);
if (not tab.position) then
stead.add_var(tab, { position = "00"; });
end;
stead.add_var(tab, { oldposition = tab.position; });
return lab;
end;
function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end;
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