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Location: games/Awakening/utils.lua - annotation
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text/x-lua
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9c3e0fecdb92 9c3e0fecdb92 9c3e0fecdb92 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 dda2579e66e8 dda2579e66e8 eaf92b073787 eaf92b073787 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 f16f3ae5a5b1 eaf92b073787 eaf92b073787 f16f3ae5a5b1 f16f3ae5a5b1 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 eaf92b073787 77aa01170934 | --[[
Общие утилиты для игр на Instead. Скорее всего будут повторно использоваться в следующих играх, если таковые будут.
]]
--[[
]]
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 = {
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(self.disp),
stead.deref(self.where), stead.deref(self.nam));
h:write(t);
end
stead.savemembers(h, self, name,false);
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, seen_level)
return room {
nam = disp;
disp = disp;
where = target;
enter = _kh.vroom_enter;
seen_level = seen_level;
--enter = _kh.vroom_enter;
--save = _kh.vroom_save;
};
end;
obj = inherit(obj, function(v)
v.disable_implicit = hook(v.disable, function(f, s, ...)
s._disabled_implicit = true;
return f(s, unpack(arg));
end);
v.disable = hook(v.disable, function(f, s, ...)
s._disabled_explicit = true;
return f(s, unpack(arg));
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(arg));
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(arg));
end;
end);
return v;
end);
--[[
character object
represents character, with whom you can interact
]]
function npc(tab)
if (not tab.act) then
tab.act = function(s)
if (s.dlg) then
walkin(s.dlg);
else
return s.phrases[rnd(#s.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)
if (s.has_light) 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 (pl.has_light) 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;
if (s.has_light) then
lt = EngineUtils.getValue(s.dsc_lit);
elseif (pl.has_light) then
lt = EngineUtils.getValue(s.dsc_halflit);
else
lt = EngineUtils.getValue(s.dsc_dark);
end;
return lt;
end;
end;
return room(tab);
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.noinv = 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', '6', '7', '8', '9', 'backspace', 'return');
end;
tab.left = function(s)
unhook_keys('0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'backspace', 'return');
end;
tab.kbd = function(s, down, key)
if (not down) then
if (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;
pr("");
end;
tab.obj = {
-- TODO add onscreen buttons for symbian users or losers with android
};
return room(tab);
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_suit_menu = dlg {
nam = "Скафандр";
_item = nil;
dsc = [[
Что вы хотите сделать?
]];
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
back();
return "Никто не отвечает";
end;
end};
{2, always = "true", "Снять скафандр", function(s)
if (EngineUtils.getValue(_atlantis_suit_menu._item.cantakeoff, _atlantis_suit_menu._item)) then
drop(_atlantis._uit_menu._item);
back();
return "Вы снимаете скафандр";
else
back();
return "Вы не можете снять скафандр сейчас";
end;
end};
{3, always = "true", "Отмена", function(s)
back();
return "";
end};
};
};
_atlantis = {
suit_inv = function(s)
_atlantis_suit_menu._item = s;
walkin(_atlantis_suit_menu);
end;
};
suit = function(tab)
if (not tab.inv) then
tab.inv = _atlantis.suit_inv;
end;
return obj(tab);
end;
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