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Location: games/Awakening/utils.lua
eaf92b073787
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text/x-lua
From the ashes
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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)
if (s.has_light) then
return s.dsc_lit;
elseif (pl.has_light) then
return s.dsc_halflit;
else
return s.dsc_dark;
end;
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.suit_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};
};
};
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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