first commit
|
@ -0,0 +1,18 @@
|
|||
SUBDIRS = src/instead src/sdl-instead stead games themes
|
||||
|
||||
all:
|
||||
@for dir in $(SUBDIRS); do \
|
||||
$(MAKE) -C $$dir $(@) || exit 1; \
|
||||
done;
|
||||
|
||||
clean:
|
||||
@for dir in $(SUBDIRS); do \
|
||||
$(MAKE) clean -C $$dir $(@) || exit 1; \
|
||||
done;
|
||||
|
||||
install: all
|
||||
@for dir in $(SUBDIRS); do \
|
||||
$(MAKE) -C $$dir install || exit 1; \
|
||||
done;
|
||||
|
||||
|
|
@ -0,0 +1 @@
|
|||
Rules.make.system
|
|
@ -0,0 +1,23 @@
|
|||
VERSION := \"0.7\"
|
||||
|
||||
DESTDIR=
|
||||
BIN=
|
||||
STEADPATH=./stead
|
||||
THEMESPATH=./themes
|
||||
GAMESPATH=./games
|
||||
|
||||
LUA_CFLAGS=$(shell pkg-config --cflags lua5.1)
|
||||
LUA_LFLAGS=$(shell pkg-config --libs lua5.1)
|
||||
|
||||
# for arch linux use this
|
||||
#
|
||||
#LUA_CFLAGS=$(shell pkg-config --cflags lua)
|
||||
#LUA_LFLAGS=$(shell pkg-config --libs lua)
|
||||
#
|
||||
|
||||
SDL_CFLAGS=$(shell sdl-config --cflags)
|
||||
SDL_LFLAGS=$(shell sdl-config --libs) -lSDL_ttf -lSDL_mixer -lSDL_image
|
||||
|
||||
CFLAGS += -g -Wall -DHAVE_ICONV -DRUSSIAN
|
||||
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
VERSION := \"0.7.2\"
|
||||
|
||||
DESTDIR=/usr/local
|
||||
BIN=$(DESTDIR)/bin
|
||||
STEADPATH=$(DESTDIR)/share/stead
|
||||
THEMESPATH=$(DESTDIR)/share/stead/themes
|
||||
GAMESPATH=$(DESTDIR)/share/stead/games
|
||||
|
||||
LUA_CFLAGS=$(shell pkg-config --cflags lua5.1)
|
||||
LUA_LFLAGS=$(shell pkg-config --libs lua5.1)
|
||||
|
||||
# for arch linux use this
|
||||
#
|
||||
# LUA_CFLAGS=$(shell pkg-config --cflags lua)
|
||||
# LUA_LFLAGS=$(shell pkg-config --libs lua)
|
||||
#
|
||||
|
||||
SDL_CFLAGS=$(shell sdl-config --cflags)
|
||||
SDL_LFLAGS=$(shell sdl-config --libs) -lSDL_ttf -lSDL_mixer -lSDL_image
|
||||
|
||||
CFLAGS += -g -Wall -DHAVE_ICONV -DRUSSIAN
|
||||
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
<html><head>
|
||||
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
|
||||
<title>Интерпретатор простых текстовых приключений -- INSTEAD</title>
|
||||
</head><body brgcolor="#d6e7c9" bgcolor="#ffffff">
|
||||
<center>[ <a href="#info">Что это такое?</a> ] [ <a href="#screenshots">Скриншоты</a> ] [ <a href="#download"> Скачать </a> ]</center>
|
||||
<hr>
|
||||
<center><h2>INSTEAD 0.7 -- интерпретатор простых текстовых приключений для Unix</h2></center>
|
||||
<h1><a name="info">Что это такое?</a></h1>
|
||||
<p align="justify">Интерпретатор STEAD (Simply Text Adventure) позволяет проигрывать игры, которые по жанру являются
|
||||
смесью визуальной новеллы, текстового квеста и классических квестов 90-х. Особенности STEAD игры:</p>
|
||||
<ul>
|
||||
<li>очень простой исходный текст историй. (В качестве основы используется LUA);
|
||||
<li>возможность использования графического или текстового (readline) интерфейса для игры;
|
||||
<li>в графическом интерфейсе поддерживается музыка и графика;
|
||||
<li>поддержка тем для графического интерпретатора -- конкретная игра может менять вид интерфейса;
|
||||
<li>переносимость (изначально написана для Linux, зависит от SDL и lua).
|
||||
</ul>
|
||||
<p align="justify">На данный момент автором STEAD написана одна игра: 'Возвращение Квантового Кота', которая входит в состав архива с исходным кодом.
|
||||
Игра содержит около 70 сцен, графику и oldschool треки.</p>
|
||||
|
||||
<h1><a name="screenshots">Скриншоты</a></h1>
|
||||
<p align = "justify">Работа графического интерпретатора.</p>
|
||||
<img src="1.jpg">
|
||||
<p align = "justify">Настройки.</p>
|
||||
<img src="2.jpg">
|
||||
<p align = "justify">Диалоги.</p>
|
||||
<img src="4.jpg">
|
||||
<p align = "justify">Фрагмент исходного кода STEAD игры.</p>
|
||||
<img src="5.png">
|
||||
<p align = "justify">Работа текстового интерпретатора (автодополнение readline).</p>
|
||||
<img src="6.png">
|
||||
|
||||
<h1><a name="download">Скачать</a></h1>
|
||||
Скачать текущую версию можно здесь: <a href="http://sites.google.com/site/sdlinstead/">http://sites.google.com/site/sdlinstead/</a>
|
||||
<hr>
|
||||
<center>[ <a href="#info">Что это такое?</a> ] [ <a href="#screenshots">Скриншоты</a> ] [ <a href="#download"> Скачать </a> ]</center>
|
||||
|
||||
<p align = "right">(c)by Peter Kosyh, a.k.a. gl00my '2009 (gl00my(dog)mail.ru, jabber:gl00my@jabber.ru)</p>
|
||||
|
||||
</body></html>
|
|
@ -0,0 +1,10 @@
|
|||
include ../Rules.make
|
||||
all:
|
||||
install:
|
||||
install -d -m0755 $(GAMESPATH)
|
||||
for f in *; do \
|
||||
if [ ! -d $$f ]; then continue; fi;\
|
||||
install -d -m0755 $(GAMESPATH)/$$f;\
|
||||
tar -c -C $$f . | tar -x -C $(GAMESPATH)/$$f;\
|
||||
done
|
||||
clean:
|
|
@ -0,0 +1,104 @@
|
|||
wboxes._num = 0
|
||||
pdlg.obj[1]._disabled = false
|
||||
pdlg.obj[2]._disabled = true
|
||||
pdlg.obj[3]._disabled = false
|
||||
kitchendlg.obj[1]._disabled = false
|
||||
kitchendlg.obj[2]._disabled = false
|
||||
kitchendlg.obj[3]._disabled = true
|
||||
kitchendlg.obj[4]._disabled = true
|
||||
kitchendlg.obj[5]._disabled = true
|
||||
kitchendlg.obj[6]._disabled = true
|
||||
kitchendlg.obj[7]._disabled = true
|
||||
kitchendlg.obj[8]._disabled = true
|
||||
kitchendlg.obj[9]._disabled = true
|
||||
kitchendlg.obj[10]._disabled = true
|
||||
kitchendlg.obj[11]._disabled = true
|
||||
kitchendlg.obj[12]._disabled = true
|
||||
kitchendlg.obj[13]._disabled = true
|
||||
kitchendlg.obj[14]._disabled = true
|
||||
up._num = 0
|
||||
p51._off = true
|
||||
shopdlg.obj[1]._disabled = false
|
||||
shopdlg.obj[2]._disabled = true
|
||||
shopdlg.obj[3]._disabled = false
|
||||
shopdlg.obj[4]._disabled = true
|
||||
shopdlg.obj[5]._disabled = true
|
||||
shopdlg.obj[6]._disabled = true
|
||||
shopdlg.obj[7]._disabled = true
|
||||
gudlg.obj[1]._disabled = false
|
||||
gudlg.obj[2]._disabled = true
|
||||
gudlg.obj[3]._disabled = true
|
||||
gudlg.obj[4]._disabled = true
|
||||
gudlg.obj[5]._disabled = true
|
||||
gudlg.obj[6]._disabled = true
|
||||
gudlg.obj[7]._disabled = true
|
||||
gudlg.obj[8]._disabled = true
|
||||
gudlg.obj[9]._disabled = true
|
||||
p3._off = true
|
||||
metdlg.obj[1]._disabled = false
|
||||
metdlg.obj[2]._disabled = false
|
||||
facectrl.obj[1]._disabled = false
|
||||
facectrl.obj[2]._disabled = true
|
||||
facectrl.obj[3]._disabled = true
|
||||
facectrl.obj[4]._disabled = true
|
||||
facectrl.obj[5]._disabled = true
|
||||
facectrl.obj[6]._disabled = true
|
||||
facectrl.obj[7]._disabled = true
|
||||
mycat._lflast = 0
|
||||
shop2.obj[1]._disabled = false
|
||||
shop2.obj[2]._disabled = false
|
||||
shop2.obj[3]._disabled = false
|
||||
shop2.obj[4]._disabled = false
|
||||
shop2.obj[5]._disabled = false
|
||||
shop2.obj[6]._disabled = false
|
||||
shop2.obj[7]._disabled = true
|
||||
gdlg1.obj[1]._disabled = false
|
||||
gdlg1.obj[2]._disabled = true
|
||||
gdlg1.obj[3]._disabled = false
|
||||
p5._off = true
|
||||
escape2._timer = 0
|
||||
handgdlg.obj[1]._disabled = false
|
||||
handgdlg.obj[2]._disabled = false
|
||||
handgdlg.obj[3]._disabled = false
|
||||
p7._off = true
|
||||
p6._off = true
|
||||
p71._off = true
|
||||
p4._off = false
|
||||
carbox._num = 0
|
||||
p2._off = true
|
||||
p1._off = false
|
||||
gudlg2.obj[1]._disabled = false
|
||||
gudlg2.obj[2]._disabled = false
|
||||
gudlg2.obj[3]._disabled = true
|
||||
gudlg2.obj[4]._disabled = true
|
||||
gudlg2.obj[5]._disabled = true
|
||||
gudlg2.obj[6]._disabled = true
|
||||
p9._num = 1
|
||||
metdlg2.obj[1]._disabled = false
|
||||
metdlg2.obj[2]._disabled = false
|
||||
metdlg2.obj[3]._disabled = true
|
||||
p8._num = 1
|
||||
povardlg.obj[1]._disabled = false
|
||||
povardlg.obj[2]._disabled = false
|
||||
povardlg.obj[3]._disabled = false
|
||||
povardlg.obj[4]._disabled = false
|
||||
guydlg.obj[1]._disabled = false
|
||||
guydlg.obj[2]._disabled = false
|
||||
guydlg.obj[3]._disabled = false
|
||||
guydlg.obj[4]._disabled = true
|
||||
guydlg.obj[5]._disabled = true
|
||||
guydlg.obj[6]._disabled = true
|
||||
guydlg.obj[7]._disabled = true
|
||||
guydlg.obj[8]._disabled = false
|
||||
guarddlg.obj[1]._disabled = false
|
||||
guarddlg.obj[2]._disabled = false
|
||||
guarddlg.obj[3]._disabled = true
|
||||
guarddlg.obj[4]._disabled = true
|
||||
guarddlg.obj[5]._disabled = true
|
||||
guarddlg.obj[6]._disabled = true
|
||||
guarddlg.obj[7]._disabled = true
|
||||
pl.where = "main";
|
||||
game.pl = 'pl'
|
||||
game._music="mus/new.s3m"
|
||||
game._running = true
|
||||
game._time = 2
|
|
@ -0,0 +1,903 @@
|
|||
mywear = obj {
|
||||
nam = 'ватник',
|
||||
dsc = function(s)
|
||||
if here() == stolcorridor then
|
||||
local st='';
|
||||
if not have('gun') then
|
||||
st = 'Под которым спрятан дробовик.';
|
||||
end
|
||||
return 'А еще на вешалке висит мой {ватник}.'..st;
|
||||
else
|
||||
return 'На гвоздике, вбитом в сосновую дверь, висит {ватник}.';
|
||||
end
|
||||
end,
|
||||
inv = 'Зима. Но я одет в теплый ватник.',
|
||||
tak = function(s)
|
||||
if here() == stolcorridor then
|
||||
if have('alienwear') then
|
||||
return 'Я уже одет... Если я еще схвачу свой ватник, то буду выглядеть подозрительно...', false;
|
||||
end
|
||||
if me()._walked then
|
||||
me()._walked = false;
|
||||
inv():add('gun');
|
||||
return 'Все-же мой ватник самый лучший!';
|
||||
end
|
||||
return 'Это слишком заметно... ', false;
|
||||
else
|
||||
return 'Я снял с гвоздика свой ватник.';
|
||||
end
|
||||
end,
|
||||
use = function(s, o)
|
||||
if o == 'guy' then
|
||||
return 'Немного помешкав, вы поменялись ватниками...';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
money = obj {
|
||||
nam = 'деньги',
|
||||
inv = 'Большие деньги -- большое зло... Хорошо что у меня немного денег...',
|
||||
use = function(s, w)
|
||||
if w == 'shopman' then
|
||||
if shopman._wantmoney then
|
||||
shopman._wantmoney = false;
|
||||
return 'Я расплачиваюсь с Владимиром.';
|
||||
end
|
||||
return 'Я не хочу платить просто так...';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
mybed = obj {
|
||||
nam = 'кровать',
|
||||
dsc = 'У окна стоит {кровать}.',
|
||||
act = 'Сейчас не время спать.',
|
||||
};
|
||||
|
||||
mytable = obj {
|
||||
nam = 'стол',
|
||||
dsc = 'В левом углу стоит дубовый {стол} с ящиками.',
|
||||
act = function()
|
||||
if not have(money) then
|
||||
take('money');
|
||||
return 'Порывшись в ящиках я достал деньги.';
|
||||
end
|
||||
return 'Стол... Этот стол я сделал своими руками.';
|
||||
end,
|
||||
};
|
||||
|
||||
foto = obj {
|
||||
nam = 'фото',
|
||||
dsc = 'На столе стоит {фотокарточка} в рамке.',
|
||||
tak = 'Я взял фотографию.',
|
||||
inv = 'На этой фотографии изображены я и мой Барсик.',
|
||||
};
|
||||
|
||||
gun = obj {
|
||||
nam = 'дробовик',
|
||||
dsc = 'В правом углу хижины стоит {дробовик}.',
|
||||
tak = 'Я взял дробовик и повесил его за спину.',
|
||||
inv = function(s)
|
||||
local st = '';
|
||||
if s._obrez then
|
||||
st = ' Кстати, теперь это обрез.';
|
||||
if s._hidden then
|
||||
st = st..' Он спрятан в моей одежде.';
|
||||
end
|
||||
end
|
||||
if s._loaded then
|
||||
return 'Дробовик заряжен...'..st;
|
||||
else
|
||||
return 'Разряженный дробовик... Я редко пользовался им в лесу...'..st;
|
||||
end
|
||||
end,
|
||||
use = function(s, w)
|
||||
if w == 'guard' then
|
||||
return 'Да, они негодяи, но во-первых они люди, а во-вторых все-равно не поможет...', false;
|
||||
end
|
||||
if w == 'wire' then
|
||||
return 'Слишком близко... Тут нужно что-то вроде кусачек...', false;
|
||||
end
|
||||
if w == 'cam' and not cam._boken then
|
||||
cam._broken = true;
|
||||
s._loaded = false;
|
||||
return 'Я прицелился в камеру и выстрелил из обоих стволов... Глухой выстрел потонул в порывах вьюги...';
|
||||
end
|
||||
if not s._hidden then
|
||||
if w == 'mywear' or w == 'alienwear' then
|
||||
if not s._obrez then
|
||||
return 'Я попытался спрятать дробовик в одежду, но он слишком длинный.'
|
||||
else
|
||||
s._hidden = true;
|
||||
return 'Теперь я могу спрятать обрез в одежде!.';
|
||||
end
|
||||
end
|
||||
end
|
||||
if not s._loaded then
|
||||
return 'Не заряжен...', false;
|
||||
end
|
||||
if w == 'mycat' or w == 'shopman' or w == 'guy' then
|
||||
return 'Это не моя мысль...', false;
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
fireplace = obj {
|
||||
nam = 'камин',
|
||||
dsc = 'У стены стоит {камин}. Огоньки пламени неравномерно освещают хижину.',
|
||||
act = 'Мне нравится сидеть у камина долгими зимними вечерами.',
|
||||
};
|
||||
|
||||
mycat = obj {
|
||||
nam = 'Барсик',
|
||||
_lflast = 0,
|
||||
lf = {
|
||||
[1] = 'Барсик шевелится у меня за пазухой.',
|
||||
[2] = 'Барсик выглядывает из за пазухи.',
|
||||
[3] = 'Барсик мурлычит у меня за пазухой.',
|
||||
[4] = 'Барсик дрожит у меня за пазухой.',
|
||||
[5] = 'Я чувствую тепло Барсика у себя за пазухой.',
|
||||
[6] = 'Барсик высовывает голову из за пазухи и осматривает местность.',
|
||||
},
|
||||
life = function(s)
|
||||
local r = rnd(6);
|
||||
if r > 2 then
|
||||
return;
|
||||
end
|
||||
r = rnd(6);
|
||||
while (s._lflast == r) do
|
||||
r = rnd(6);
|
||||
end
|
||||
s._lflast = r;
|
||||
return s.lf[r];
|
||||
end,
|
||||
desc = { [1] = 'Возле камина уютно свернувшись в клубок спит мой кот {Барсик}.',
|
||||
[2] = '{Барсик} изучает местность вокруг хижины.',
|
||||
[3] = '{Барсик} сидит на соседнем сидении.',
|
||||
[4] = '{Барсик} что-то изучает у мусорных баков...',
|
||||
[5] = '{Барсик} трется у моих ног.',
|
||||
},
|
||||
inv = 'Барсик у меня за пазухой... Бедный мой котик... Я спасу тебя!!! И весь мир...',
|
||||
dsc = function(s)
|
||||
local state
|
||||
if here() == home then
|
||||
state = 1;
|
||||
elseif here() == forest then
|
||||
state = 2;
|
||||
elseif here() == inmycar then
|
||||
state = 3;
|
||||
elseif here() == village then
|
||||
state = 4;
|
||||
elseif here() == escape3 then
|
||||
state = 5;
|
||||
end
|
||||
return s.desc[state];
|
||||
end,
|
||||
act = function(s)
|
||||
if here() == escape3 then
|
||||
take('mycat');
|
||||
lifeon('mycat');
|
||||
return 'Я забираю Барсика к себе за пазуху.';
|
||||
end
|
||||
return 'Я почесал Барсика за ушами...';
|
||||
end,
|
||||
};
|
||||
|
||||
inmycar = room {
|
||||
nam = 'в машине',
|
||||
dsc = 'Я в своей машине... Моя рабочая лошадка...',
|
||||
pic = 'gfx/incar.png',
|
||||
way = {'forest', 'village'},
|
||||
enter = function(s, f)
|
||||
local s = 'Я открываю дверь машины.';
|
||||
if have('mybox') then
|
||||
return 'Я не могу залезть в кабину вместе с этим ящиком...', false;
|
||||
end
|
||||
if seen('mycat') then
|
||||
s = s..' Барсик запрыгивает в кабину.'
|
||||
move('mycat','inmycar');
|
||||
elseif not me()._know_where then
|
||||
return 'Нет... Сначала я должен найти Барсика!', false
|
||||
end
|
||||
if f == 'guarddlg' then
|
||||
return 'Хмм... Нужно что-то придумать...';
|
||||
end
|
||||
return cat(s, ' Ну что же, пора ехать...');
|
||||
end,
|
||||
exit = function(s, t)
|
||||
local s=''
|
||||
if seen('mycat') then
|
||||
s = ' Барсик выпрыгивает из машины первым.';
|
||||
move('mycat',t);
|
||||
end
|
||||
if ref(t) ~= from() then
|
||||
from().obj:del('mycar');
|
||||
move('mycar', t);
|
||||
return [[
|
||||
Машина неохотно заводится... После длинного пути я, наконец, выключаю мотор и открываю дверь...]]..s;
|
||||
end
|
||||
return 'Нет... Кажется я что-то забыл...'..s;
|
||||
end
|
||||
};
|
||||
|
||||
mycar = obj {
|
||||
nam = 'моя машина',
|
||||
desc = {
|
||||
[1] = 'Перед хижиной стоит мой старенький {пикап} Toyota.',
|
||||
[2] = 'На стоянке машин стоит мой старенький {пикап}.',
|
||||
[3] = 'Возле КПП стоит мой {пикап}.',
|
||||
[4] = 'За углом стены стоит мой {пикап}.',
|
||||
},
|
||||
dsc = function(s)
|
||||
local state
|
||||
if here() == forest then
|
||||
state = 1;
|
||||
elseif here() == village then
|
||||
state = 2;
|
||||
elseif here() == inst then
|
||||
state = 3;
|
||||
elseif here() == backwall then
|
||||
state = 4;
|
||||
end
|
||||
return s.desc[state];
|
||||
end,
|
||||
act = function(s)
|
||||
return goto('inmycar');
|
||||
end
|
||||
};
|
||||
|
||||
iso = obj {
|
||||
nam = 'изолента',
|
||||
inv = 'Моток изоленты. Синего цвета...',
|
||||
use = function(s, o)
|
||||
if o == 'trap' and not trap._iso then
|
||||
trap._iso = true;
|
||||
return 'Я изолировал капкан изолентой.';
|
||||
end
|
||||
if o == 'wire' then
|
||||
return 'Зачем мне это? Я все-равно не пролезу по колючей проволоке. К тому же я не могу ее изолировать -- меня долбанет током!';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
trap = obj {
|
||||
nam = 'капкан',
|
||||
dsc = 'В траве лежит стальной {капкан}.',
|
||||
tak = 'Проклятые браконьеры! Я беру капкан себе.',
|
||||
inv = function(s)
|
||||
if s._salo then
|
||||
return 'Большая мышеловка! К тому же изолированная изолентой.';
|
||||
end
|
||||
if s._iso then
|
||||
return 'Стальной. Очень острый. К тому же изолированный изолентой.';
|
||||
else
|
||||
return 'Стальной. Очень острый.';
|
||||
end
|
||||
end,
|
||||
use = function(s, o)
|
||||
if o == 'wire' and not wire._broken then
|
||||
if not s._iso then
|
||||
return 'Капкан железный... Тряхонет током и будь здоров...';
|
||||
end
|
||||
wire._broken = true;
|
||||
onwall.way:add('eside');
|
||||
return 'Я подношу взведенный капкан к проволоке... Как я и думал -- капкан перебил проволоку!';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
deepforest = room {
|
||||
i = 0,
|
||||
nam = 'чаща',
|
||||
pic = 'gfx/deepforest.png',
|
||||
dsc = function(s)
|
||||
local st = 'Я в чаще... ';
|
||||
if s._i == 1 then
|
||||
return st..'Сосны и ели... Больше ничего...';
|
||||
elseif s._i == 2 then
|
||||
return st..'Красивая березы -- только бы не заблудиться...';
|
||||
elseif s._i == 3 then
|
||||
return st..'Непроходимая чаща... Ничего не пойму -- я что -- заблудился?...';
|
||||
elseif s._i == 4 then
|
||||
return st..'Красивое озеро... Да... Может пора возвращаться?';
|
||||
elseif s._i == 5 then
|
||||
s._trap = true;
|
||||
return st..'Какие-то кусты... Кусты.. Кусты...';
|
||||
else
|
||||
return st..'Пенек... Какой красивый пенек...';
|
||||
end
|
||||
end,
|
||||
enter = function(s,f)
|
||||
if f == 'forest' then
|
||||
s._trap = false;
|
||||
end
|
||||
s._lasti = s._i;
|
||||
while (s._i == s._lasti) do
|
||||
s._i = rnd(6);
|
||||
end
|
||||
s.obj:del('trap');
|
||||
s.way:del('forest');
|
||||
if s._i == 5 and not inv():srch('trap') then
|
||||
s.obj:add('trap');
|
||||
end
|
||||
if s._i == 3 and s._trap then
|
||||
s.way:add('forest');
|
||||
end
|
||||
if f == 'forest' and inv():srch('trap') then
|
||||
return [[Спасибо, я уже погулял по лесу...]], false;
|
||||
end
|
||||
if f == 'deepforest' then
|
||||
return 'Хмм... Посмотрим...';
|
||||
end
|
||||
return [[В дикую чащу, пешком?
|
||||
Хм... Почему бы и нет -- это же моя работа... Браконьеров погоняю...]], true;
|
||||
--Я пол часа бродил по лесу, когда наткнулся на капкан...
|
||||
--Проклятые ьраконьеры! Я взял капкан с собой.]], false;
|
||||
end,
|
||||
way = {'deepforest'},
|
||||
};
|
||||
|
||||
road = room {
|
||||
nam = 'дорога',
|
||||
enter = function()
|
||||
return 'Пешком? Нееет...', false;
|
||||
end
|
||||
};
|
||||
|
||||
forest = room {
|
||||
nam = 'перед хижиной',
|
||||
pic = 'gfx/forest.png',
|
||||
dsc = [[
|
||||
На улице перед хижиной все занесено снегом. Дикий лес окружает хижину со всех сторон. Дорога, ведущая в поселок занесена снегом.]],
|
||||
way = { 'home', 'deepforest', 'road' },
|
||||
obj = { 'mycar' },
|
||||
};
|
||||
|
||||
home = room {
|
||||
nam = 'хижина',
|
||||
pic ="gfx/house.png",
|
||||
dsc = [[
|
||||
В этой хижине я провел 10 лет. 10 лет назад я своими руками построил ее. Довольно тесно, но уютно.]],
|
||||
obj = { 'fireplace', 'mytable', 'foto', 'mycat', 'gun',
|
||||
vobj(1,'окно', 'В хижине есть единственное {окно}.'),
|
||||
'mybed', 'mywear' },
|
||||
way = { 'forest' },
|
||||
act = function(s,o)
|
||||
if o == 1 then
|
||||
return 'За окном белым-бело...';
|
||||
end
|
||||
end,
|
||||
exit = function()
|
||||
if not have('mywear') then
|
||||
return 'На улице холодно... Я не пойду туда без моего ватника.', false
|
||||
end
|
||||
if seen(mycat) then
|
||||
move('mycat','forest');
|
||||
return [[
|
||||
Когда я выходил из хижины Барсик внезапно проснулся и бросился мне под ноги.
|
||||
Я погладил его за ушами -- Значит едем вместе?
|
||||
]]
|
||||
end
|
||||
end
|
||||
};
|
||||
---------------- here village begins
|
||||
truck = obj {
|
||||
nam = 'черная машина',
|
||||
dsc = 'Черная {машина} с тонированными стеклами стоит возле магазина.',
|
||||
act = 'Гм... Это фургон... Кузов бронирован, это видно по нагрузке на колеса...',
|
||||
};
|
||||
|
||||
guydlg = dlg {
|
||||
pic = 'gfx/guy.png',
|
||||
nam = 'разговор с бездомным',
|
||||
dsc = 'Я подошел к нему... Он оглянулся и посмотрел на меня беглым взглядом - невысокий человек в потертой кепке и драном ватнике.',
|
||||
obj = {
|
||||
[1] = phr('Привет! Холодно наверное?', 'Да... Немного...'),
|
||||
[2] = phr('Как случилось что ты оказался на улице?',
|
||||
[[Когда то я хотел стать кандидатом наук... Писал диссертацию на тему строения материи.. Но... Мой мозг
|
||||
переутомился... Я пытался успокоиться и вот... Теперь я здесь...]]),
|
||||
[3] = phr('Как тебя зовут?', 'Эдуард...'),
|
||||
[4] = _phr('Когда я уходил тут возле тебя был Кот... Где он?', 'Гм...', 'pon(5)'),
|
||||
[5] = _phr('Да... Кот. Обычный кот, бродящий по снегу возле мусорных баков.', 'Так это был твой кот? Эммм...', 'pon(6)');
|
||||
[6] = _phr('Да... Это мой Барсик! Говори же!',
|
||||
'... Ммм... Кажется его взял этот человек... Ммм... -- холодок пробежал у меня по спине...', 'pon(7)'),
|
||||
[7] = _phr('Куда, куда он поехал?', 'Извини, братишка, я не видел...', 'shopdlg:pon(4); pon(8);'),
|
||||
[8] = phr('Ладно... Не важно...', '...', 'pon(8); back()'),
|
||||
},
|
||||
exit = function()
|
||||
pon(1);
|
||||
return 'Он отвернулся от меня и снова стал шарить по бакам...';
|
||||
end
|
||||
};
|
||||
|
||||
guy = obj {
|
||||
nam = 'бездомный',
|
||||
dsc = 'В мусорных баках копается {бездомный}.',
|
||||
act = function()
|
||||
return goto('guydlg');
|
||||
end,
|
||||
used = function(s, w)
|
||||
if w == 'money' then
|
||||
return [[
|
||||
Я подошел и попытался дать немного денег... -- Мне не нужны чужие деньги... -- ответил он.]];
|
||||
else
|
||||
return 'Зачем это ему?';
|
||||
end
|
||||
end,
|
||||
};
|
||||
|
||||
nomoney = function()
|
||||
pon(1,2,3,4,5);
|
||||
shopdlg:pon(2);
|
||||
return cat('Тут я вспоминаю, что у меня нет денег... Совсем...^',back());
|
||||
end
|
||||
|
||||
ifmoney ='if not have("money") then return nomoney(); end; shopman._wantmoney = true; ';
|
||||
|
||||
dshells = obj {
|
||||
nam = 'гильзы',
|
||||
dsc = function(s)
|
||||
if here()._dshells > 4 then
|
||||
return 'Под ногами валяется '..here()._dshells..' {гильз} от моего дробовика...';
|
||||
else
|
||||
return 'Под ногами валяются '..here()._dshells..' {гильзы} от моего дробовика...';
|
||||
end
|
||||
end,
|
||||
act = 'Это мои гильзы... Мне они больше не нужны...';
|
||||
};
|
||||
|
||||
function dropshells()
|
||||
if here() == deepforest then
|
||||
return;
|
||||
end
|
||||
if not here()._dshells then
|
||||
here()._dshells = 2;
|
||||
else
|
||||
here()._dshells = here()._dshells + 2;
|
||||
end
|
||||
here().obj:add('dshells');
|
||||
end
|
||||
|
||||
shells = obj {
|
||||
nam = 'патроны',
|
||||
inv = 'Патроны для моего дробовика. Я очень редко их использую в лесу, в основном -- против браконьеров.',
|
||||
use = function(s, on)
|
||||
if on == 'gun' then
|
||||
if gun._loaded then
|
||||
return 'Уже заряжен...';
|
||||
end
|
||||
if gun._loaded == false then
|
||||
gun._loaded = true;
|
||||
dropshells();
|
||||
return 'Открыв дробовик я выбрасываю две гильзы и перезаряжаю дробовик.';
|
||||
end
|
||||
gun._loaded = true;
|
||||
return 'Я беру два патрона и отправляю их в оба ствола дробовика...';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
news = obj {
|
||||
nam = 'газета',
|
||||
inv = [[
|
||||
Свежая газета... <<недавно построенный в тайге институт квантовой механики категорически опровергает
|
||||
причастность к аномальным явлениям>>.. Гм...]],
|
||||
used = function(s, w)
|
||||
if w == 'poroh' then
|
||||
if have('trut') then
|
||||
return 'У меня уже есть трут.';
|
||||
end
|
||||
inv():add('trut');
|
||||
inv():del('poroh');
|
||||
return 'Я высыпаю порох на клочок бумаги, которую я оторвал от газеты...';
|
||||
end
|
||||
end,
|
||||
};
|
||||
|
||||
hamb = obj {
|
||||
nam = 'гамбургер',
|
||||
inv = function()
|
||||
inv():del('hamb');
|
||||
return 'Я перекусил. Вредная пища...';
|
||||
end
|
||||
};
|
||||
|
||||
zerno = obj {
|
||||
nam = 'крупа',
|
||||
inv = 'Просто гречка. Гречневая крупа...',
|
||||
};
|
||||
|
||||
shop2 = dlg {
|
||||
nam = 'купить',
|
||||
pic = 'gfx/shopbuy.png',
|
||||
obj = {
|
||||
[1] = phr('Патронов... Мне нужны патроны...', 'Хорошо... Цена как обычно', ifmoney..'inv():add("shells")'),
|
||||
[2] = phr('Зерна..', 'Хорошо... ', ifmoney..'inv():add("zerno")'),
|
||||
[3] = phr('И еще гамбургер...', 'Ок..', ifmoney..'inv():add("hamb")'),
|
||||
[4] = phr('Свежую прессу...', 'Конечно...', ifmoney..'inv():add("news")'),
|
||||
[5] = phr('Моток изоленты...', 'Да. Держи.', ifmoney..'inv():add("iso")'),
|
||||
[6] = phr('Ничего не надо...', 'Как пожелаешь.', 'pon(6); back()'),
|
||||
[7] = _phr('Еще мне нужна лестница и кусачки...', 'Извини, этого у меня нет -- качает головой Владимир'),
|
||||
},
|
||||
exit = function(s)
|
||||
if have('news') then
|
||||
s.obj[4]:disable();
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
shopdlg = dlg {
|
||||
nam = 'разговор с продавцом',
|
||||
pic = 'gfx/shopman.png',
|
||||
dsc = 'Маленькие глазки буравят меня маслянистым взглядом.',
|
||||
obj = {
|
||||
[1] = phr('Здравствуй, Владимир! Ну как оно?', 'Здравствуй, '..me().nam..'... Да потихоньку... - Владимир хитро улыбается.', 'pon(2)'),
|
||||
[2] = _phr('Хочу сделать покупки.', 'Хорошо... Давай посмотрим, что тебе нужно?', 'pon(2); return goto("shop2")'),
|
||||
[3] = phr('Ну пока!...', 'Ага... Удачи!', 'pon(3); return back();'),
|
||||
[4] = _phr('Здесь только что был человек -- кто он?', 'Гм? -- тонкие брови Володи приподнимаются..','pon(5)'),
|
||||
[5] = _phr('Он почему-то взял моего кота... Наверное подумал, что он бездомный... Кто этот человек в сером пальто?',
|
||||
[[
|
||||
Вообще-то он какая-то шишка... - поскреб Владимир свой небритый подбородок. -- В этом новом институте, что построили в
|
||||
нашей глуши год назад... -- пенсне Владимира задергалось в такт его речи -- он часто заходит в наш магазин,
|
||||
не любит толпы -- эти физики -- ну ты понимаешь... Странный народ -- Владимир пожал плечами...]],'pon(6)'),
|
||||
[6] = _phr('А где этот институт находится?',
|
||||
'Да на 127-ом.. Только это, знаешь чего -- Владимир понизил голос -- об этом институте всякое говорят...', 'me()._know_where = true; inmycar.way:add("inst");pon(7)'),
|
||||
[7] = _phr('Я только заберу своего кота назад...', 'Ну смотри, как знаешь.. Я бы на твоем месте... - качает головой Владимир. - Да, кажется его фамилия Белин. Я видел его кредитку... Хотя ты знаешь -- я их не принимаю -- Владимир зашмакал губами, пенсне хитро зашевелилось.'),
|
||||
},
|
||||
};
|
||||
|
||||
shopman = obj {
|
||||
nam = 'продавец',
|
||||
dsc = 'За прилавком стоит {продавец}. Довольно полное его лицо с небритой щетиной дополняет монокль.',
|
||||
act = function()
|
||||
return goto('shopdlg');
|
||||
end
|
||||
};
|
||||
|
||||
shop = room {
|
||||
nam = 'магазин',
|
||||
pic = 'gfx/inshop.png',
|
||||
enter = function(s, f)
|
||||
if village.obj:look('truck') then
|
||||
village.obj:del('truck');
|
||||
village.obj:del('mycat');
|
||||
return [[
|
||||
Когда я заходил в магазин я чуть не с толкнулся с неприятным типом в сером пальто и
|
||||
шляпе с длинными полями... Он извинился каким-то шипящим голосом и сделал вид, что приподнимает шляпу... Из под
|
||||
ее полей блеснули белые зубы... Дойдя до прилавка я услышал звук запускающегося двигателя.]];
|
||||
end
|
||||
end,
|
||||
act = function(s,w)
|
||||
if w == 1 then
|
||||
return 'Теперь на стоянке стоит только моя машина.';
|
||||
end
|
||||
end,
|
||||
dsc = [[
|
||||
Это довольно странный магазин... Здесь вы найдете и скобяные изделия, и продукты и
|
||||
даже патроны... Не удивительно, ведь это единственный магазин на 100км...]],
|
||||
way = { 'village' },
|
||||
obj = {'shopman',vobj(1, 'окно', 'Сквозь {окно} видно стоянку машин.') },
|
||||
exit = function(s, t)
|
||||
if t ~= 'village' then
|
||||
return;
|
||||
end
|
||||
if shopman._wantmoney then
|
||||
return 'Я собираюсь выйти, когда меня останавливает деликатное покашливание Владимира... Конечно, я забыл заплатить...', false;
|
||||
end
|
||||
if not have('news') then
|
||||
shop2.obj[4]:disable();
|
||||
inv():add('news');
|
||||
return 'Я собираюсь уходить, когда меня останавливает голос Владимира -- Возьми свежую прессу, для тебя -- бесплатно. Я возвращаюсь, беру газету и выхожу из магазина.';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
carbox = obj {
|
||||
_num = 0,
|
||||
nam = function(s)
|
||||
if s._num > 1 then
|
||||
return 'ящики в машине';
|
||||
else
|
||||
return 'ящик в машине';
|
||||
end
|
||||
end,
|
||||
act = function(s)
|
||||
if inv():srch('mybox') then
|
||||
return 'У меня уже есть ящик в руках...';
|
||||
end
|
||||
s._num = s._num - 1;
|
||||
if s._num == 0 then
|
||||
mycar.obj:del('carbox');
|
||||
end
|
||||
take('mybox');
|
||||
return 'Я взял ящик из машины.';
|
||||
end,
|
||||
dsc = function(s)
|
||||
if s._num == 0 then
|
||||
return;
|
||||
elseif s._num == 1 then
|
||||
return 'В кузове моей машины лежит один {ящик}.';
|
||||
elseif s._num < 5 then
|
||||
return 'В кузове моей машины лежат '..tostring(s._num)..' {ящика}.';
|
||||
else
|
||||
return 'В кузове моей машины лежит '..tostring(s._num)..' {ящиков}.';
|
||||
end
|
||||
end,
|
||||
};
|
||||
|
||||
mybox = obj {
|
||||
nam = 'ящик',
|
||||
inv = 'Я держу в руках ящик.... Добротно сделанная вещь! Пригодится в хозяйстве.',
|
||||
use = function(s, o)
|
||||
if o == 'boxes' then
|
||||
inv():del('mybox');
|
||||
return 'Я положил ящик обратно...';
|
||||
end
|
||||
if o == 'mycar' then
|
||||
inv():del('mybox');
|
||||
mycar.obj:add('carbox');
|
||||
carbox._num = carbox._num + 1;
|
||||
return 'Я положил ящик в кузов своей машины...';
|
||||
end
|
||||
if o == 'ewall' or o == 'wboxes' then
|
||||
if not cam._broken then
|
||||
return 'Мне мешает камера...';
|
||||
end
|
||||
inv():del('mybox');
|
||||
ewall.obj:add('wboxes');
|
||||
wboxes._num = wboxes._num + 1;
|
||||
if wboxes._num > 1 then
|
||||
return 'Я поставил следующий ящик на предыдущий...';
|
||||
end
|
||||
return 'Я поставил ящик у стены...';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
boxes = obj {
|
||||
nam = 'ящики',
|
||||
desc = {
|
||||
[1] = 'Около стоянки валяются пустые деревянные {ящики} из-под тушенки.',
|
||||
},
|
||||
dsc = function(s)
|
||||
local state = 1;
|
||||
return s.desc[state];
|
||||
end,
|
||||
act = function(s, t)
|
||||
if carbox._num >= 5 then
|
||||
return 'А может хватит уже брать ящики?...';
|
||||
end
|
||||
if inv():srch('mybox') then
|
||||
return 'У меня уже есть один ящик...';
|
||||
end
|
||||
take('mybox');
|
||||
return 'Я взял ящик в руки.';
|
||||
end,
|
||||
};
|
||||
|
||||
village = room {
|
||||
nam = 'стоянка перед магазином',
|
||||
dsc = 'Привычное место перед магазином. Стоянка машин. Все в снегу...',
|
||||
pic = 'gfx/shop.png',
|
||||
act = function(s, w)
|
||||
if w == 1 then
|
||||
return 'Баки как баки... Белый снег прикрывает мусор...';
|
||||
end
|
||||
end,
|
||||
exit = function(s, t)
|
||||
if t == 'shop' and seen('mycat') then
|
||||
return 'Я позвал барсика, но он был сильно увлечен мусорными баками... Ладно -- я не на долго...';
|
||||
end
|
||||
end,
|
||||
enter = function(s, f)
|
||||
if ewall:srch('wboxes') and wboxes._num == 1 then
|
||||
ewall.obj:del('wboxes');
|
||||
ewall._stolen = true;
|
||||
wboxes._num = 0;
|
||||
end
|
||||
if f == 'shop' and not s._ogh then
|
||||
s._ogh = true;
|
||||
set_music("mus/revel.s3m");
|
||||
guydlg:pon(4);
|
||||
guydlg:poff(8);
|
||||
return 'Окинув стоянку беглым взглядом я позвал -- Барсик! Барсик! -- Куда запропастился мой кот?';
|
||||
end
|
||||
end,
|
||||
way = { 'road', 'shop' },
|
||||
obj = { 'truck', vobj(1,'баки', 'Ржавые мусорные {баки} покрыты снегом.'), 'guy','boxes' },
|
||||
};
|
||||
----------- trying to go over wall
|
||||
function guardreact()
|
||||
pon(7);
|
||||
if inst:srch('mycar') then
|
||||
inst.obj:del('mycar');
|
||||
inmycar.way:add('backwall');
|
||||
inst.way:add('backwall');
|
||||
return cat([[Четверо людей с автоматами провожают меня до моей машины.
|
||||
Мне пришлось завести двигатель и отъехать от института. Я проехал с дюжину километров, прежде чем в зеркале заднего вида
|
||||
исчез военный джип, с моими провожающими... ]], goto('inmycar'));
|
||||
end
|
||||
return cat([[Четверо вооруженных людей вышвыривают меня из КПП.^^]], goto('inst'));
|
||||
end
|
||||
|
||||
guarddlg = dlg {
|
||||
nam = 'охранник',
|
||||
pic = 'gfx/guard.png',
|
||||
dsc = [[Передо мной угловатое лицо охранника. Его глаза глядят насмешливо, но уголки рта загнуты
|
||||
вниз, что не располагает к беседе...]],
|
||||
obj = {
|
||||
[1] = phr('Моего кота по ошибке забрал сотрудник вашего института -- мне нужно войти.','-- Пропуск...', 'poff(2); pon(3);'),
|
||||
[2] = phr('Я забыл свой пропуск -- можно мне зайти?','-- Нет...', 'poff(1); pon(3);'),
|
||||
[3] = _phr('Вы знаете Белина? У него мой кот -- мне нужно его забрать...', '-- Нет пропуска?', 'pon(4)'),
|
||||
[4] = _phr('Я просто пришел забрать своего кота! Дайте телефон Белина.',
|
||||
[[Глаза охранника меняют свой цвет. Уголки губ поднимаются наверх -- вот что, господин хороший -- я так понял,
|
||||
пропуска у вас нет, идите-ка отсюда пока можете...]], 'pon(5, 6)'),
|
||||
[5] = _phr('Ну все, щас я дам по твоей роже...', 'Рука охранника тянется к автомату. ', 'poff(6); return guardreact();'),
|
||||
[6] = _phr('Ладно, я пошел...', '-- Не спеши - охранник уже не скрывает свою ухмылку - ты мне не нравишься...','poff(5); return guardreact()'),
|
||||
[7] = _phr('Щас я вас всех перестреляю из своего дробовика...', 'На этот раз охранник даже не отвечает. Его налитые кровью глаза красноречивей всяких слов.','return guardreact()'),
|
||||
},
|
||||
};
|
||||
guard = obj {
|
||||
nam = 'охрана',
|
||||
dsc = [[
|
||||
В будке сидит {охрана}. Кажется она вооружена автоматами калашникова.
|
||||
]],
|
||||
act = function(s)
|
||||
return goto('guarddlg');
|
||||
end,
|
||||
};
|
||||
kpp = room {
|
||||
nam = 'КПП',
|
||||
pic = 'gfx/kpp.png',
|
||||
dsc = [[КПП -- контрольно пропускной пункт не оставляет никаких сомнений в том, что в институте не жалуют посторонних. Шлагбаум. Решетчатая будка. И тишина.
|
||||
]],
|
||||
obj = { 'guard' },
|
||||
way = { 'inst' }
|
||||
};
|
||||
inst = room {
|
||||
nam = 'институт',
|
||||
pic = 'gfx/inst.png',
|
||||
dsc = [[
|
||||
Институт возвышается посреди пустынного снежного поля. Его зловещие контуры напоминают скорее тюрьму, чем научное
|
||||
учреждение. Позади территории института находятся железнодорожные пути. ]],
|
||||
act = function(s, w)
|
||||
if w == 1 then
|
||||
return 'Высота стены около 5 метров. Но этого мало -- сверху проходит колючая проволока -- думаю она под напряжением...';
|
||||
end
|
||||
if w == 2 then
|
||||
return 'Нет, Владимир был прав... Это какой-то военный штаб...';
|
||||
end
|
||||
if w == 3 then
|
||||
return 'Да -- это похоже тот самый фургон, в котором человек в сером пальто увез моего Барсика.';
|
||||
end
|
||||
end,
|
||||
used = function(s, w, b)
|
||||
if b == 'mybox' and w == 1 then
|
||||
return 'Я думаю, меня сразу заметит охрана.';
|
||||
end
|
||||
if w == 2 and b == 'gun' and gun._loaded then
|
||||
return 'Меня посадят... Или просто побьют... Охранники совсем недалеко.';
|
||||
end
|
||||
if w == 3 and b == 'gun' and gun._loaded then
|
||||
return 'Мне нужен мой кот, а не разрушения...';
|
||||
end
|
||||
end,
|
||||
obj = {vobj(1, 'стена', 'Здание института окружено массивной бетонной {стеной}. В центре находится КПП.'),
|
||||
vobj(2, 'камеры', 'На вышках установлены {камеры} слежения.'),
|
||||
vobj(3, 'фургон', 'За шлагбаумом виднеется черный {фургон}')},
|
||||
way = { 'road', 'kpp' },
|
||||
exit = function(s, t)
|
||||
if have('mybox') and t ~= 'inmycar' then
|
||||
return 'Я не буду ходить с ящиком в руках...', false;
|
||||
end
|
||||
end,
|
||||
};
|
||||
|
||||
cam = obj {
|
||||
nam = 'камера слежения',
|
||||
dsc = function(s)
|
||||
if not s._broken then
|
||||
return 'Неподалеку от меня -- одна из {камер} слежения. Я прижимаюсь к стене, чтобы меня не заметили.';
|
||||
end
|
||||
return 'Неподалеку валяются осколки {камеры} слежения. Их уже запорошило снегом.';
|
||||
end,
|
||||
act = function(s)
|
||||
if not s._broken then
|
||||
return 'Проклятая камера...';
|
||||
end
|
||||
return 'Ха... Получил, проклятый механизм? Интересно, когда придет охрана...';
|
||||
end,
|
||||
};
|
||||
|
||||
wire = obj {
|
||||
nam = 'колючая проволока',
|
||||
dsc = function(s)
|
||||
if s._broken then
|
||||
return 'Перед моими глазами обрывки колючей {проволоки}.';
|
||||
end
|
||||
return 'Перед моими глазами колючая {проволока}.';
|
||||
end,
|
||||
act = function(s)
|
||||
if s._broken then
|
||||
return 'Теперь она безопасна! Можно пробраться внутрь...';
|
||||
end
|
||||
return 'А вдруг она под напряжением?';
|
||||
end,
|
||||
};
|
||||
|
||||
onwall = room {
|
||||
pic = 'gfx/onwall.png',
|
||||
nam = 'на стене',
|
||||
dsc = 'Я стою на ящиках, моя голова находится на уровне вершины стены. Холодно.',
|
||||
enter = function(s)
|
||||
if have('mybox') then
|
||||
return 'Я не могу взобраться на стену с ящиком в руках.', false;
|
||||
end
|
||||
if wboxes._num < 5 then
|
||||
return 'Я пытаюсь взобраться на стену... Но все-еще слишком высоко...',false;
|
||||
end
|
||||
return 'Я взбираюсь на стену по ящикам.';
|
||||
end,
|
||||
obj = { 'wire' },
|
||||
way = { 'backwall' }
|
||||
};
|
||||
|
||||
wboxes = obj {
|
||||
_num = 0,
|
||||
nam = function(s)
|
||||
if (s._num > 1) then
|
||||
return 'ящики у стены';
|
||||
end
|
||||
return 'ящик у стены';
|
||||
end,
|
||||
act = function(s)
|
||||
return goto('onwall');
|
||||
end,
|
||||
dsc = function(s)
|
||||
if s._num == 0 then
|
||||
return;
|
||||
elseif s._num == 1 then
|
||||
return 'У стены лежит один {ящик}.';
|
||||
elseif s._num < 5 then
|
||||
return 'У стены стоит '..tostring(s._num)..' {ящика}, поставленные один на другой.';
|
||||
else
|
||||
return 'У стены стоят '..tostring(s._num)..' {ящиков}, поставленные один на другой.';
|
||||
end
|
||||
end,
|
||||
};
|
||||
|
||||
ewall = obj {
|
||||
nam = 'стена',
|
||||
dsc = '{Стена} здесь возвышается на 4 метра. Снежная метель с воем бросает ледяные снежинки к ее подножию.',
|
||||
act = function(s)
|
||||
if not s._ladder then
|
||||
s._ladder = true;
|
||||
shop2:pon(7);
|
||||
end
|
||||
return 'Слишком высокая... Нужна лестница.';
|
||||
end
|
||||
};
|
||||
|
||||
backwall = room {
|
||||
pic = 'gfx/instback.png',
|
||||
enter = function(s, f)
|
||||
local st = '';
|
||||
if ewall._stolen then
|
||||
ewall._stolen = false;
|
||||
st = 'Ого!!! Кто-то украл мой ящик!!!';
|
||||
end
|
||||
if f == 'inmycar' then
|
||||
return 'Отлично... Кажется удалось добраться незамеченным...'..' '..st;
|
||||
end
|
||||
return 'Плутая по снежному полю я добрался до задней стены.'..' '..st;
|
||||
end,
|
||||
nam = 'восточная стена института',
|
||||
dsc = 'Я нахожусь у задней стороны института.',
|
||||
obj = { 'ewall', 'cam' },
|
||||
way = { 'inst', },
|
||||
exit = function(s, t)
|
||||
if have('mybox') and t ~= 'inmycar' then
|
||||
return 'Я не буду ходить с ящиком в руках...', false;
|
||||
end
|
||||
end,
|
||||
};
|
After Width: | Height: | Size: 34 KiB |
After Width: | Height: | Size: 67 KiB |
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After Width: | Height: | Size: 44 KiB |
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After Width: | Height: | Size: 56 KiB |
After Width: | Height: | Size: 68 KiB |
After Width: | Height: | Size: 76 KiB |
After Width: | Height: | Size: 56 KiB |
After Width: | Height: | Size: 43 KiB |
After Width: | Height: | Size: 33 KiB |
After Width: | Height: | Size: 55 KiB |
After Width: | Height: | Size: 61 KiB |
After Width: | Height: | Size: 91 KiB |
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 36 KiB |
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 30 KiB |
After Width: | Height: | Size: 36 KiB |
After Width: | Height: | Size: 42 KiB |
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After Width: | Height: | Size: 62 KiB |
After Width: | Height: | Size: 31 KiB |
After Width: | Height: | Size: 86 KiB |
After Width: | Height: | Size: 43 KiB |
After Width: | Height: | Size: 69 KiB |
After Width: | Height: | Size: 91 KiB |
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After Width: | Height: | Size: 38 KiB |
After Width: | Height: | Size: 56 KiB |
After Width: | Height: | Size: 35 KiB |
After Width: | Height: | Size: 66 KiB |
After Width: | Height: | Size: 51 KiB |
After Width: | Height: | Size: 52 KiB |
After Width: | Height: | Size: 40 KiB |
After Width: | Height: | Size: 41 KiB |
After Width: | Height: | Size: 26 KiB |
After Width: | Height: | Size: 40 KiB |
After Width: | Height: | Size: 32 KiB |
After Width: | Height: | Size: 52 KiB |
After Width: | Height: | Size: 67 KiB |
After Width: | Height: | Size: 59 KiB |
After Width: | Height: | Size: 38 KiB |
After Width: | Height: | Size: 37 KiB |
After Width: | Height: | Size: 43 KiB |
After Width: | Height: | Size: 34 KiB |
After Width: | Height: | Size: 24 KiB |
After Width: | Height: | Size: 50 KiB |
After Width: | Height: | Size: 89 KiB |
After Width: | Height: | Size: 65 KiB |
After Width: | Height: | Size: 71 KiB |
After Width: | Height: | Size: 44 KiB |
After Width: | Height: | Size: 46 KiB |
After Width: | Height: | Size: 68 KiB |
After Width: | Height: | Size: 66 KiB |
After Width: | Height: | Size: 68 KiB |
After Width: | Height: | Size: 69 KiB |
After Width: | Height: | Size: 59 KiB |
After Width: | Height: | Size: 37 KiB |
After Width: | Height: | Size: 25 KiB |
After Width: | Height: | Size: 47 KiB |
|
@ -0,0 +1,49 @@
|
|||
game.codepage="UTF-8";
|
||||
game.act = 'Не получается.';
|
||||
game.inv = 'Гм.. Странная штука..';
|
||||
game.use = 'Не сработает...';
|
||||
game.dsc = [[Команды:^
|
||||
look(или просто ввод), act <на что> (или просто на что), use <что> [на что], go <куда>,^
|
||||
back, inv, way, obj, quit, save <fname>, load <fname>. Работает автодополнение по табуляции.^^
|
||||
Олег Г., Владимир П., Илья.Р., и другие в фантастической и драматической text-adventure Петра К.^^
|
||||
ВОЗВРАЩЕНИЕ КВАНТОВОГО КОТА^^
|
||||
В прошлом хакер. Он ушел жить в лес. Но он вернулся. Вернулся чтобы забрать своего кота.^^
|
||||
- Я ПРОСТО ПРИШЕЛ ЗАБРАТЬ СВОЕГО КОТА... ^^]];
|
||||
me().nam = 'Олег';
|
||||
main = room {
|
||||
nam = 'ВОЗВРАЩЕНИЕ КВАНТОВОГО КОТА',
|
||||
pic = 'gfx/thecat.png',
|
||||
dsc = [[
|
||||
За окном моей хижины снова белеет снег, а в камине также как и тогда потрескивают дрова... Третья зима.
|
||||
Прошло уже две зимы, но те события, о которых я хочу рассказать, встают перед моими глазами так,
|
||||
словно это было вчера...^^
|
||||
|
||||
Я работал лесником уже больше десяти лет. Больше десяти лет я жил в своей хижине, окруженной лесом, собирая
|
||||
капканы браконьеров и выезжая раз в одну или две недели в близлежащий поселок... После воскресной
|
||||
службы в местной церкви я заходил в магазинчик и покупал необходимые мне вещи: патроны к дробовику,
|
||||
крупу, хлеб, лекарства...^^
|
||||
|
||||
Когда-то я был неплохим компьютерным специалистом... Впрочем, это уже не важно... Десять лет я не видел экрана
|
||||
монитора, и не жалею об этом.^^
|
||||
|
||||
Теперь я понимаю, что корни того, что тогда произошло лежат давно -- во второй половине 30-х... Хотя лучше
|
||||
начать все по-порядку...^^
|
||||
|
||||
В тот холодный февральский день я как всегда собрался ехать в поселок...]],
|
||||
obj = { vobj(1,'Дальше','{Дальше}') },
|
||||
act = function()
|
||||
return goto('home');
|
||||
end,
|
||||
exit = function()
|
||||
set_music("mus/ofd.xm");
|
||||
end,
|
||||
};
|
||||
set_music("mus/new.s3m");
|
||||
dofile("ep1.lua");
|
||||
dofile("ep2.lua");
|
||||
dofile("ep3.lua");
|
||||
|
||||
--me().where = 'eside';
|
||||
--inv():add('mywear');
|
||||
--inv():add('gun');
|
||||
--inv():add('trap');
|
|
@ -0,0 +1,2 @@
|
|||
;include = plain
|
||||
|
|
@ -0,0 +1,178 @@
|
|||
game.codepage="UTF-8"
|
||||
game.dsc = [[Команды:^
|
||||
look(или просто ввод), act <на что> (или просто на что), use <что> [на что], go <куда>,^
|
||||
back, inv, way, obj, quit, save <fname>, load <fname>. Работает автодополнение по табуляции.^^]];
|
||||
|
||||
main = room {
|
||||
nam = 'туториал',
|
||||
act = function()
|
||||
return goto('r1');
|
||||
end,
|
||||
dsc = [[Добро пожаловать в режим обучения instead (sdl версия).
|
||||
Каждая сцена игры представляет собой описание статической и динамической части.^^
|
||||
|
||||
Динамическая часть сцены состоит из объектов, персонажей и т.д. С динамической частью
|
||||
игрок может взаимодействовать с помощью мыши, с помощью нажатий на подсвеченные ссылки.^^
|
||||
|
||||
В данной сцене единственным объектом является объект "Дальше" -- который вы видите внизу текста.
|
||||
Итак, для продолжения обучения вы можете нажать на "Дальше".
|
||||
]],
|
||||
obj = {
|
||||
vobj(1, 'Дальше', '{Дальше}'),
|
||||
},
|
||||
};
|
||||
apple = obj {
|
||||
nam = 'яблоко',
|
||||
dsc = 'На полу лежит {яблоко}.',
|
||||
tak = 'Вы взяли яблоко.',
|
||||
inv = function(s)
|
||||
s._seen = true;
|
||||
if s._knife then
|
||||
inv():del('apple');
|
||||
return 'Яблоко почищено! Вы его съели.';
|
||||
end
|
||||
return 'Выглядит аппетитно!';
|
||||
end,
|
||||
used = function(s, w)
|
||||
if w == 'knife' and not s._knife and here() == r4 then
|
||||
s._knife = true;
|
||||
return 'Вы чистите яблоко.';
|
||||
end
|
||||
end,
|
||||
};
|
||||
knife = obj {
|
||||
nam = 'нож',
|
||||
dsc = 'На полу лежит {нож}.',
|
||||
tak = 'Вы взяли нож.',
|
||||
inv = function(s)
|
||||
s._seen = true;
|
||||
return 'Острый нож.';
|
||||
end,
|
||||
};
|
||||
|
||||
r1 = room {
|
||||
enter = function()
|
||||
lifeon('r1');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r1');
|
||||
end,
|
||||
life = function()
|
||||
if have('apple') and have('knife') then
|
||||
return goto('r2');
|
||||
end
|
||||
end,
|
||||
nam = 'урок 1',
|
||||
dsc = [[Продолжим урок. Сейчас вы находитесь в комнате. Возьмите оба предмета, которые вы видите в этой комнате.
|
||||
Напомним, что для этого вы просто используете мышь.]],
|
||||
obj = { 'apple', 'knife' },
|
||||
};
|
||||
|
||||
r2 = room {
|
||||
nam = 'урок 2',
|
||||
enter = function()
|
||||
lifeon('r2');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r2');
|
||||
end,
|
||||
life = function()
|
||||
if apple._seen and knife._seen then
|
||||
return goto('r3');
|
||||
end
|
||||
end,
|
||||
dsc = [[Отлично!! Теперь у вас появились предметы, которые вы можете использовать или изучать.
|
||||
Для этого используется инвентарь. Вы можете смотреть на предметы инвентаря с помощью двойного щелчка мыши.^^
|
||||
Итак, посмотрите на ножик. Затем, повторите эту операцию с яблоком.]],
|
||||
};
|
||||
|
||||
tabl = obj {
|
||||
nam = 'стол',
|
||||
dsc = 'На этом уроке вы видите деревянный {стол}.',
|
||||
act = function(s)
|
||||
if s._knife then
|
||||
s._seen = true;
|
||||
return 'На столе стоит ваш автограф.';
|
||||
end
|
||||
return 'Обычный стол, из дуба.';
|
||||
end,
|
||||
used = function(s, w)
|
||||
if w == 'knife' and not s._knife then
|
||||
s._knife = true;
|
||||
return 'Вы вырезаете что-то ножиком на столе.';
|
||||
end
|
||||
end,
|
||||
obj = { 'vasa' },
|
||||
};
|
||||
|
||||
vasa = obj {
|
||||
nam = 'ваза',
|
||||
dsc = 'На столе стоит {ваза}.';
|
||||
act = 'Ваза как ваза.';
|
||||
}
|
||||
|
||||
r3 = room {
|
||||
nam = 'урок 3',
|
||||
enter = function()
|
||||
lifeon('r3');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r3');
|
||||
end,
|
||||
life = function()
|
||||
if tabl._seen then
|
||||
return goto('r4');
|
||||
end
|
||||
end,
|
||||
dsc = [[Хорошо! Вы можете действовать
|
||||
предметами инвентаря на другие предметы сцены или инвентаря. Попробуйте использовать нож на стол.
|
||||
Для этого нажмите мышью на нож, а за затем на стол. Затем посмотрите на стол.]],
|
||||
obj = { 'tabl' },
|
||||
};
|
||||
|
||||
r4 = room {
|
||||
nam = 'урок 4',
|
||||
enter = function()
|
||||
apple._knife = false;
|
||||
lifeon('r4');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r4');
|
||||
end,
|
||||
life = function()
|
||||
if not have('apple') then
|
||||
return goto('r5');
|
||||
end
|
||||
end,
|
||||
dsc = [[Ладно, а теперь -- почистите яблоко. Затем съешьте яблоко.]],
|
||||
};
|
||||
|
||||
r5 = room {
|
||||
nam = 'урок 5',
|
||||
dsc = [[Хорошо. Изучаем переходы. Идите на урок 6. Для этого нажмите мышью на соответствующую ссылку.]],
|
||||
exit = function(s, t)
|
||||
if t ~= 'r6' then
|
||||
return 'Я просил идти на урок 6...', false;
|
||||
end
|
||||
end,
|
||||
way = { 'r1', 'r2', 'r3', 'r4', 'r6'},
|
||||
};
|
||||
|
||||
r6 = room {
|
||||
nam = 'урок 6',
|
||||
dsc = [[Идите на последний урок.]],
|
||||
exit = function(s, t)
|
||||
if t ~= 'theend' then
|
||||
return 'Я просил идти на последний урок...', false;
|
||||
end
|
||||
end,
|
||||
way = { 'r1', 'r2', 'r3', 'r4', 'r6', 'theend'},
|
||||
};
|
||||
|
||||
theend = room {
|
||||
nam = 'последний урок',
|
||||
dsc = [[Вы можете сохранять игру, выбрать другую игру или выполнять иные действия с помощью меню.
|
||||
Для вызова меню нажмите клавишу esc или нажмите мышью на символ меню (справа снизу).
|
||||
Теперь вы готовы к игре. Удачи!!!]],
|
||||
};
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
Deps:
|
||||
sdl, sdl-mixer, sdl-image, sdl-ttf, lua5.1
|
||||
|
||||
On debian systems:
|
||||
apt-get install liblua5.1-dev libreadline-dev libsdl1.2-dev libsdl-ttf2.0-dev libsdl-image1.2-dev libsdl-mixer1.2-dev libreadline5-dev
|
||||
|
||||
make
|
||||
make install
|
||||
sdl-instead
|
||||
|
||||
To run just from build dir use:
|
||||
|
||||
rm Rules.make
|
||||
ln -s Rules.make.standalone Rules.make
|
||||
make clean
|
||||
make
|
||||
./sdl-instead
|
||||
|
||||
|
|
@ -0,0 +1 @@
|
|||
src/sdl-instead/sdl-instead
|
|
@ -0,0 +1,340 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Library General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
|
@ -0,0 +1,11 @@
|
|||
#!/usr/bin/make -f
|
||||
include ../../Rules.make
|
||||
all: instead
|
||||
instead: instead.c rline.c
|
||||
$(CC) $(CFLAGS) -DSTEAD_PATH=\"${STEADPATH}/\" instead.c $(LUA_CFLAGS) $(LUA_LFLAGS) rline.c -lreadline -o instead
|
||||
clean:
|
||||
rm -rf *.o instead
|
||||
install:
|
||||
install -d -m 0755 $(BIN)
|
||||
install -m 0755 instead $(BIN)/instead
|
||||
|
|
@ -0,0 +1,84 @@
|
|||
#include <lua.h>
|
||||
#include <lauxlib.h>
|
||||
#include <lualib.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <locale.h>
|
||||
#include <libintl.h>
|
||||
#include <unistd.h>
|
||||
/* the Lua interpreter */
|
||||
|
||||
lua_State* L;
|
||||
|
||||
extern char *fromgame(char *s);
|
||||
|
||||
char *getstring(char *cmd)
|
||||
{
|
||||
char *s;
|
||||
if (luaL_dostring(L, cmd)) {
|
||||
fprintf(stderr,"Error: %s\n", lua_tostring(L, -1));
|
||||
exit(1);
|
||||
}
|
||||
s = (char*)lua_tostring(L, -1);
|
||||
if (s)
|
||||
s = fromgame(s);
|
||||
return s;
|
||||
}
|
||||
|
||||
int luacall(char *cmd)
|
||||
{
|
||||
int rc;
|
||||
if (luaL_dostring(L, cmd)) {
|
||||
fprintf(stderr,"Error: %s\n", lua_tostring(L, -1));
|
||||
exit(1);
|
||||
}
|
||||
rc = lua_tonumber(L, -1);
|
||||
return rc;
|
||||
}
|
||||
|
||||
extern int loop(void);
|
||||
extern int width;
|
||||
extern int height;
|
||||
int main (int argc, char *argv[])
|
||||
{
|
||||
int opt;
|
||||
setlocale(LC_ALL,"");
|
||||
/* initialize Lua */
|
||||
|
||||
while ((opt = getopt(argc, argv, "w:h:")) != -1) {
|
||||
switch (opt) {
|
||||
case 'w':
|
||||
width = atoi(optarg);
|
||||
break;
|
||||
case 'h':
|
||||
height = atoi(optarg);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (argc < 2 || argc - optind < 1) {
|
||||
fprintf(stderr,"Usage: %s <game.lua> [-w<width>] [-h<height>]\n", argv[0]);
|
||||
return 1;
|
||||
}
|
||||
if (width == 0 || height == 0) {
|
||||
fprintf(stderr,"Wrong geometry.\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
L = lua_open();
|
||||
luaL_openlibs(L);
|
||||
if (luaL_loadfile(L,STEAD_PATH"stead.lua") || lua_pcall(L, 0, 0, 0)) {
|
||||
fprintf(stderr,"Error:%s\n", lua_tostring(L, -1));
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (luaL_loadfile(L,argv[optind]) || lua_pcall(L, 0, 0, 0)) {
|
||||
fprintf(stderr,"Error:%s\n", lua_tostring(L, -1));
|
||||
return 1;
|
||||
}
|
||||
loop();
|
||||
/* cleanup Lua */
|
||||
lua_close(L);
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,526 @@
|
|||
#include <stdio.h>
|
||||
#include <sys/types.h>
|
||||
#include <sys/file.h>
|
||||
#include <sys/stat.h>
|
||||
#include <sys/errno.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <readline/readline.h>
|
||||
#include <readline/history.h>
|
||||
#include <ctype.h>
|
||||
|
||||
#include <termios.h>
|
||||
#include <stdio.h>
|
||||
#include <wchar.h>
|
||||
#ifdef HAVE_ICONV
|
||||
#include <langinfo.h>
|
||||
#include <iconv.h>
|
||||
#endif
|
||||
|
||||
extern char *getstring(char *cmd);
|
||||
|
||||
char *stripwhite(char *string)
|
||||
{
|
||||
char *s, *t;
|
||||
|
||||
for (s = string; isspace(*s); s++);
|
||||
|
||||
if (*s == 0)
|
||||
return (s);
|
||||
|
||||
t = s + strlen(s) - 1;
|
||||
while (t > s && isspace(*t))
|
||||
t--;
|
||||
*++t = '\0';
|
||||
|
||||
return s;
|
||||
}
|
||||
|
||||
#define MAX_WORDS 255
|
||||
struct completion;
|
||||
struct completion {
|
||||
char *list;
|
||||
char *words[MAX_WORDS + 1];
|
||||
int ids[MAX_WORDS + 1];
|
||||
int num;
|
||||
int period;
|
||||
int id;
|
||||
int hide;
|
||||
struct completion *next;
|
||||
};
|
||||
|
||||
struct completion obj_comp = { .list = NULL, .id = 1,};
|
||||
struct completion way_comp = { .list = NULL, .id = 1,};
|
||||
struct completion inv_comp = { .list = NULL, .period = 1, .id = 1,};
|
||||
struct completion cmd_comp = { .list = NULL, .hide = 1,};
|
||||
|
||||
int comp_num(struct completion *c) {
|
||||
int num = 0;
|
||||
for (; c && !c->hide; c = c->next) {
|
||||
num += c->num;
|
||||
}
|
||||
return num;
|
||||
}
|
||||
|
||||
char *comp_generator(const char *text, int state, struct completion *co)
|
||||
{
|
||||
struct completion *c = co;
|
||||
static int list_index;
|
||||
int len;
|
||||
char *name;
|
||||
int i = 0, id;
|
||||
int index = 0;
|
||||
if (!state) {
|
||||
list_index = 0;
|
||||
}
|
||||
len = strlen(text);
|
||||
for (; c && (index != list_index);) {
|
||||
for (i = 0; (index != list_index) && c->words[i]; i ++)
|
||||
index ++;
|
||||
if (index != list_index)
|
||||
c = c->next;
|
||||
}
|
||||
for (;c; c = c->next) {
|
||||
if (c->hide && !len)
|
||||
continue;
|
||||
id = (c->id)?atoi(text):0;
|
||||
if (id) {
|
||||
if (state)
|
||||
continue;
|
||||
}
|
||||
for (; (name = c->words[i]); i ++) {
|
||||
name = c->words[i];
|
||||
list_index ++;
|
||||
if (id == c->ids[i] || strncmp(name, text, len) == 0) {
|
||||
int expand = 0;
|
||||
char *s = malloc(strlen(name) + 16);
|
||||
if (!s)
|
||||
return NULL;
|
||||
*s = 0;
|
||||
if ( len == 0 && !id) {
|
||||
if (comp_num(co) >1 && c->id) {
|
||||
expand = 1;
|
||||
sprintf(s, "%02d:", c->ids[i]);
|
||||
}
|
||||
}
|
||||
strcat(s, name);
|
||||
if (c->period) {
|
||||
if (expand)
|
||||
strcat(s, "(*)");
|
||||
else if (c->period == 1)
|
||||
strcat(s, ",");
|
||||
} else
|
||||
strcat(s, " ");
|
||||
return s;
|
||||
}
|
||||
}
|
||||
i = 0;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void getcompletion(char *list, struct completion *c)
|
||||
{
|
||||
int i;
|
||||
char *p;
|
||||
char *s = list;
|
||||
c->num = 0;
|
||||
if (c->list)
|
||||
free(c->list);
|
||||
c->list = list;
|
||||
for (i = 0; list && i < MAX_WORDS && *s; i++) {
|
||||
while (isspace(*s))
|
||||
s ++;
|
||||
if (!*s)
|
||||
break;
|
||||
c->words[i] = s;
|
||||
c->num ++;
|
||||
s += strcspn(s, ",(");
|
||||
c->ids[i] = -1;
|
||||
if (*s == '(') {
|
||||
p = s;
|
||||
s ++;
|
||||
c->ids[i] = atoi(s);
|
||||
s += strcspn(s, ",)");
|
||||
if (*s == ')')
|
||||
s ++;
|
||||
*p = 0;
|
||||
}
|
||||
if (*s == ',') {
|
||||
*s = 0;
|
||||
s ++;
|
||||
}
|
||||
}
|
||||
c->words[i] = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
char *obj_generator(const char *text, int state)
|
||||
{
|
||||
obj_comp.next = NULL;
|
||||
return comp_generator(text, state, &obj_comp);
|
||||
}
|
||||
|
||||
char *way_generator(const char *text, int state)
|
||||
{
|
||||
return comp_generator(text, state, &way_comp);
|
||||
}
|
||||
|
||||
char *inv_generator(const char *text, int state)
|
||||
{
|
||||
inv_comp.next = NULL;
|
||||
inv_comp.period = 1;
|
||||
return comp_generator(text, state, &inv_comp);
|
||||
}
|
||||
|
||||
char *objcmd_generator(const char *text, int state)
|
||||
{
|
||||
obj_comp.next = &cmd_comp;
|
||||
return comp_generator(text, state, &obj_comp);
|
||||
}
|
||||
|
||||
char *objinv_generator(const char *text, int state)
|
||||
{
|
||||
obj_comp.next = &inv_comp;
|
||||
inv_comp.period = -1;
|
||||
return comp_generator(text, state, &obj_comp);
|
||||
}
|
||||
|
||||
|
||||
char *search_word(char *text, char **words, int n, int len)
|
||||
{
|
||||
int i;
|
||||
char *t = strdup(text);
|
||||
if (!t)
|
||||
return NULL;
|
||||
t[len] = 0;
|
||||
while (isspace(*text))
|
||||
text ++;
|
||||
for (i = 0; i < n; i++) {
|
||||
if (!strncmp(text, words[i], strlen(words[i]))) {
|
||||
free(t);
|
||||
return words[i];
|
||||
}
|
||||
}
|
||||
free(t);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
char **tquest_completion(char *text, int start, int end)
|
||||
{
|
||||
char **matches;
|
||||
rl_attempted_completion_over = 1;
|
||||
matches = (char **) NULL;
|
||||
/* If this word is at the start of the line, then it is a command
|
||||
to complete. Otherwise it is the name of a file in the current
|
||||
directory. */
|
||||
//str = strdup(rl_line_buffer);
|
||||
if (start == 0)
|
||||
matches = rl_completion_matches(text, objcmd_generator);
|
||||
else {
|
||||
char *n = search_word(rl_line_buffer, cmd_comp.words, cmd_comp.num, rl_point);
|
||||
if (!n)
|
||||
return (matches);
|
||||
else if (!strcmp(n, "go"))
|
||||
matches = rl_completion_matches(text, way_generator);
|
||||
else if (!strcmp(n, "use")) {
|
||||
if (!strstr(rl_line_buffer,",")) {
|
||||
matches = rl_completion_matches(text, inv_generator);
|
||||
} else {
|
||||
matches = rl_completion_matches(text, objinv_generator);
|
||||
}
|
||||
} else if (!strcmp(n, "act")) {
|
||||
matches = rl_completion_matches(text, obj_generator);
|
||||
} else if (!strcmp(n, "load") || !strcmp(n, "save")) {
|
||||
rl_attempted_completion_over = 0;
|
||||
}
|
||||
}
|
||||
return (matches);
|
||||
}
|
||||
|
||||
/* Tell the GNU Readline library how to complete. We want to try to complete
|
||||
on command names if this is the first word in the line, or on filenames
|
||||
if not. */
|
||||
#ifdef HAVE_ICONV
|
||||
static char curcp[64];
|
||||
static char *fromcp;
|
||||
#endif
|
||||
void initialize_readline(void)
|
||||
{
|
||||
/* Allow conditional parsing of the ~/.inputrc file. */
|
||||
rl_readline_name = "instead";
|
||||
rl_completion_append_character=0;
|
||||
rl_basic_word_break_characters = " \t,";
|
||||
rl_parse_and_bind(strdup("set show-all-if-ambiguous on"));
|
||||
rl_parse_and_bind(strdup("Control-u: 'use '"));
|
||||
rl_parse_and_bind(strdup("Control-a: 'act '"));
|
||||
rl_parse_and_bind(strdup("Control-g: 'go '"));
|
||||
/* Tell the completer that we want a crack first. */
|
||||
rl_attempted_completion_function = (CPPFunction *) tquest_completion;
|
||||
#ifdef HAVE_ICONV
|
||||
strncpy(curcp, nl_langinfo(CODESET), sizeof(curcp));
|
||||
fromcp = getstring("return game.codepage;");
|
||||
#endif
|
||||
}
|
||||
|
||||
wchar_t *string_towc(const char *str)
|
||||
{
|
||||
wchar_t *pwstr=NULL;
|
||||
size_t size;
|
||||
if (!str)
|
||||
return NULL;
|
||||
pwstr = malloc((1 + strlen(str)) * sizeof(wchar_t));
|
||||
size = mbstowcs(pwstr, str, strlen(str));
|
||||
if (size == (size_t)-1) {
|
||||
free(pwstr);
|
||||
return NULL;
|
||||
}
|
||||
pwstr[size] = 0;
|
||||
return pwstr;
|
||||
}
|
||||
|
||||
char *string_fromwc(const wchar_t *str)
|
||||
{
|
||||
char *pstr=NULL;
|
||||
size_t mbs_size;
|
||||
if (!str)
|
||||
return NULL;
|
||||
mbs_size = wcstombs(NULL, str, 0);
|
||||
if (mbs_size == (size_t)-1)
|
||||
return NULL;
|
||||
pstr = malloc(mbs_size + 1);
|
||||
pstr[ wcstombs(pstr, str, mbs_size) ] = 0;
|
||||
return pstr;
|
||||
}
|
||||
#ifdef HAVE_ICONV
|
||||
#define CHAR_MAX_LEN 4
|
||||
static char *decode(iconv_t hiconv, const char *s)
|
||||
{
|
||||
size_t s_size, chs_size, outsz, insz;
|
||||
char *inbuf, *outbuf, *chs_buf;
|
||||
if (!s || hiconv == (iconv_t)(-1))
|
||||
return NULL;
|
||||
s_size = strlen(s);
|
||||
chs_size = s_size * CHAR_MAX_LEN;
|
||||
if ((chs_buf = malloc(chs_size + CHAR_MAX_LEN))==NULL)
|
||||
goto exitf;
|
||||
outsz = chs_size;
|
||||
outbuf = chs_buf;
|
||||
insz = s_size;
|
||||
inbuf = (char*)s;
|
||||
while (insz) {
|
||||
if (iconv(hiconv, &inbuf, &insz, &outbuf, &outsz)
|
||||
== (size_t)(-1))
|
||||
goto exitf;
|
||||
}
|
||||
*outbuf++ = 0;
|
||||
return chs_buf;
|
||||
exitf:
|
||||
if(chs_buf)
|
||||
free(chs_buf);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
char *fromgame(const char *s)
|
||||
{
|
||||
iconv_t han;
|
||||
char *str;
|
||||
if (!s)
|
||||
return NULL;
|
||||
if (!fromcp)
|
||||
goto out0;
|
||||
han = iconv_open(curcp, fromcp);
|
||||
if (han == (iconv_t)-1)
|
||||
goto out0;
|
||||
if (!(str = decode(han, s)))
|
||||
goto out1;
|
||||
iconv_close(han);
|
||||
return str;
|
||||
out1:
|
||||
iconv_close(han);
|
||||
out0:
|
||||
return strdup(s);
|
||||
}
|
||||
|
||||
char *togame(const char *s)
|
||||
{
|
||||
iconv_t han;
|
||||
char *str;
|
||||
if (!s)
|
||||
return NULL;
|
||||
if (!fromcp)
|
||||
goto out0;
|
||||
han = iconv_open(fromcp, curcp);
|
||||
if (han == (iconv_t)-1)
|
||||
goto out0;
|
||||
if (!(str = decode(han, s)))
|
||||
goto out1;
|
||||
iconv_close(han);
|
||||
return str;
|
||||
out1:
|
||||
iconv_close(han);
|
||||
out0:
|
||||
return strdup(s);
|
||||
}
|
||||
#else
|
||||
char *fromgame(const char *s)
|
||||
{
|
||||
if (!s)
|
||||
return NULL;
|
||||
return strdup(s);
|
||||
}
|
||||
char *togame(const char *s)
|
||||
{
|
||||
if (!s)
|
||||
return NULL;
|
||||
return strdup(s);
|
||||
}
|
||||
#endif
|
||||
|
||||
int width = 80;
|
||||
int height = 25;
|
||||
#define STDIN_FILENO 0
|
||||
|
||||
int getch(void) {
|
||||
struct termios oldt,
|
||||
newt;
|
||||
int ch;
|
||||
tcgetattr( STDIN_FILENO, &oldt );
|
||||
newt = oldt;
|
||||
newt.c_lflag &= ~( ICANON | ECHO );
|
||||
tcsetattr( STDIN_FILENO, TCSANOW, &newt );
|
||||
ch = getchar();
|
||||
tcsetattr( STDIN_FILENO, TCSANOW, &oldt );
|
||||
return ch;
|
||||
}
|
||||
|
||||
void out(char *str)
|
||||
{
|
||||
int lines = 0;
|
||||
int i;
|
||||
|
||||
wchar_t *ws, *wp, saved, *ows;
|
||||
char *ms;
|
||||
size_t sz = width, oldsz;
|
||||
if (!str)
|
||||
return;
|
||||
ows = ws = string_towc(str);
|
||||
if (!ws)
|
||||
return;
|
||||
wp = ws;
|
||||
fprintf(stdout,"\n");
|
||||
for (i = 0; i < width/2 - 6; i++)
|
||||
fprintf(stdout, " ");
|
||||
fprintf(stdout,"* * *\n\n");
|
||||
|
||||
while (*ws && *wp) {
|
||||
wp += wcscspn(wp, L" ,\t\n");
|
||||
if (*wp == ',')
|
||||
wp ++;
|
||||
saved = *wp;
|
||||
*wp = 0;
|
||||
oldsz = sz;
|
||||
sz = wcslen(ws);
|
||||
if (sz > width || saved == '\n') {
|
||||
*wp = saved;
|
||||
if (sz <= width)
|
||||
oldsz = sz;
|
||||
saved = ws[oldsz];
|
||||
ws[oldsz] = 0;
|
||||
lines ++;
|
||||
if (lines >= (height)) {
|
||||
printf("-- more --");
|
||||
getch();
|
||||
printf("\r \r");
|
||||
lines = 0;
|
||||
}
|
||||
ms = string_fromwc(ws);
|
||||
if (ms)
|
||||
printf("%s\n", ms);
|
||||
free(ms);
|
||||
ws[oldsz] = saved;
|
||||
if (saved == L' ' || saved == L'\t' || saved == L'\n')
|
||||
oldsz ++;
|
||||
ws += oldsz;
|
||||
wp = ws;
|
||||
sz = width;
|
||||
continue;
|
||||
}
|
||||
*wp = saved;
|
||||
if (saved)
|
||||
wp ++;
|
||||
}
|
||||
if (wp != ws) {
|
||||
lines ++;
|
||||
if (lines > height) {
|
||||
printf("-- more --");
|
||||
getch();
|
||||
printf("\r");
|
||||
lines = 0;
|
||||
}
|
||||
ms = string_fromwc(ws);
|
||||
if (ms)
|
||||
printf("%s\n", ms);
|
||||
free(ms);
|
||||
}
|
||||
free(ows);
|
||||
free(str);
|
||||
}
|
||||
|
||||
void execute_line(char *s)
|
||||
{
|
||||
char buf[1024];
|
||||
char *p = s;
|
||||
while (*p) {
|
||||
if (*p == '\\' || *p == '\'' || *p == '\"' || *p == '[' || *p == ']')
|
||||
return;
|
||||
p ++;
|
||||
}
|
||||
s = togame(s);
|
||||
snprintf(buf, sizeof(buf), "return iface:cmd('%s')", s);
|
||||
p = getstring(buf);
|
||||
free(s);
|
||||
out(p);
|
||||
}
|
||||
extern int luacall(char *cmd);
|
||||
|
||||
void loop(void)
|
||||
{
|
||||
char *line, *s;
|
||||
|
||||
initialize_readline(); /* Bind our completer. */
|
||||
getcompletion(strdup("act,look,go,back,use,load,save,quit,help,obj,inv,way,ls"), &cmd_comp);
|
||||
out(getstring("return (par('',fmt(game:ini()),iface:cmd('look')));"));
|
||||
// out(getstring("return fmt(me():look());"));
|
||||
/* Loop reading and executing lines until the user quits. */
|
||||
while (1) {
|
||||
luacall("me():tag();");
|
||||
getcompletion(getstring("return here():str();"), &obj_comp);
|
||||
getcompletion(getstring("return me().obj:str();"), &inv_comp);
|
||||
getcompletion(getstring("return here().way:str();"), &way_comp);
|
||||
line = readline("-- > ");
|
||||
|
||||
if (!line)
|
||||
break;
|
||||
|
||||
/* Remove leading and trailing whitespace from the line.
|
||||
Then, if there is anything left, add it to the history list
|
||||
and execute it. */
|
||||
s = stripwhite(line);
|
||||
|
||||
if (*s) {
|
||||
add_history(s);
|
||||
}
|
||||
if (!strcmp(s, "help")) {
|
||||
printf("Usage: act, look, use, go, back, load, save, quit.\n");
|
||||
} else if (!strcmp(s, "quit"))
|
||||
break;
|
||||
else {
|
||||
execute_line(s);
|
||||
}
|
||||
free(line);
|
||||
}
|
||||
exit(0);
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,185 @@
|
|||
game.codepage="UTF-8"
|
||||
game.dsc = [[Команды:^
|
||||
look(или просто ввод), act <на что> (или просто на что), use <что> [на что], go <куда>,^
|
||||
back, inv, way, obj, quit, save <fname>, load <fname>. Работает автодополнение по табуляции.^^]];
|
||||
|
||||
main = room {
|
||||
nam = 'туториал',
|
||||
act = function()
|
||||
return goto('r1');
|
||||
end,
|
||||
dsc = [[Добро пожаловать в режим обучения instead (readline версия).
|
||||
Ввод команд в игре осуществляется с клавиатуры. Каждая сцена игры представляет собой
|
||||
описание статической и динамической части. Для просмотра сцены вы можете набрать look
|
||||
и нажать ввод или просто нажать ввод. При наборе команд работает режим автодополнения по табуляции,
|
||||
например, вы можете набрать l и нажать tab. ^^
|
||||
|
||||
Данный текст также является сценой, так что вы можете попробовать команду look прямо сейчас.
|
||||
|
||||
Динамическая часть сцены состоит из объектов, персонажей и т.д. С динамической частью
|
||||
игрок может взаимодействовать с помощью команды act <объект>. При этом, так как это наиболее
|
||||
часто используемая команда, слово act можно пропускать. В данной сцене единственным объектом
|
||||
является объект "Дальше" -- который вы видите внизу текста. Итак, для продолжения обучения вы можете:
|
||||
нажать табуляцию (при этом выберется единственный объект сцены) или набрать act табуляция --
|
||||
и нажать ввод.
|
||||
]],
|
||||
obj = {
|
||||
vobj(1, 'Дальше', '{Дальше}'),
|
||||
},
|
||||
};
|
||||
apple = obj {
|
||||
nam = 'яблоко',
|
||||
dsc = 'На полу лежит {яблоко}.',
|
||||
tak = 'Вы взяли яблоко.',
|
||||
inv = function(s)
|
||||
s._seen = true;
|
||||
if s._knife then
|
||||
inv():del('apple');
|
||||
return 'Яблоко почищено! Вы его съели.';
|
||||
end
|
||||
return 'Выглядит аппетитно!';
|
||||
end,
|
||||
used = function(s, w)
|
||||
if w == 'knife' and not s._knife and here() == r4 then
|
||||
s._knife = true;
|
||||
return 'Вы чистите яблоко.';
|
||||
end
|
||||
end,
|
||||
};
|
||||
knife = obj {
|
||||
nam = 'нож',
|
||||
dsc = 'На полу лежит {нож}.',
|
||||
tak = 'Вы взяли нож.',
|
||||
inv = function(s)
|
||||
s._seen = true;
|
||||
return 'Острый нож.';
|
||||
end,
|
||||
};
|
||||
|
||||
r1 = room {
|
||||
enter = function()
|
||||
lifeon('r1');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r1');
|
||||
end,
|
||||
life = function()
|
||||
if have('apple') and have('knife') then
|
||||
return goto('r2');
|
||||
end
|
||||
end,
|
||||
nam = 'урок 1',
|
||||
dsc = [[Продолжим урок. Сейчас вы находитесь в комнате. Возьмите оба предмета, которые вы видите в этой комнате.
|
||||
Напомним, что для этого вы можете нажать таб и выбрать предмет по первой букве или цифре, или начать с команды act.]],
|
||||
obj = { 'apple', 'knife' },
|
||||
};
|
||||
|
||||
r2 = room {
|
||||
nam = 'урок 2',
|
||||
enter = function()
|
||||
lifeon('r2');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r2');
|
||||
end,
|
||||
life = function()
|
||||
if apple._seen and knife._seen then
|
||||
return goto('r3');
|
||||
end
|
||||
end,
|
||||
dsc = [[Отлично!! Теперь у вас появились предметы, которые вы можете использовать или изучать.
|
||||
Для этого используется команда use. Не забывайте про автодополнение по tab. Вы можете смотреть свой инвентарь
|
||||
с помощью команды inv или просто use и табуляция. Итак, посмотрите на ножик. Начните с команды use, потом нажмите табуляцию
|
||||
и выберете среди предметов нож. Затем, повторите эту операцию с яблоком.]],
|
||||
};
|
||||
|
||||
tabl = obj {
|
||||
nam = 'стол',
|
||||
dsc = 'На этом уроке вы видите деревянный стол.',
|
||||
act = function(s)
|
||||
if s._knife then
|
||||
s._seen = true;
|
||||
return 'На столе стоит ваш автограф.';
|
||||
end
|
||||
return 'Обычный стол, из дуба.';
|
||||
end,
|
||||
used = function(s, w)
|
||||
if w == 'knife' and not s._knife then
|
||||
s._knife = true;
|
||||
return 'Вы вырезаете что-то ножиком на столе.';
|
||||
end
|
||||
end,
|
||||
obj = { 'vasa' },
|
||||
};
|
||||
|
||||
vasa = obj {
|
||||
nam = 'ваза',
|
||||
dsc = 'На столе стоит {ваза}.';
|
||||
act = 'Ваза как ваза.';
|
||||
}
|
||||
|
||||
r3 = room {
|
||||
nam = 'урок 3',
|
||||
enter = function()
|
||||
lifeon('r3');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r3');
|
||||
end,
|
||||
life = function()
|
||||
if tabl._seen then
|
||||
return goto('r4');
|
||||
end
|
||||
end,
|
||||
dsc = [[Хорошо! Как вы заметили, возле предметов инвентаря стоит символ (*). Вы можете действовать
|
||||
предметами инвентаря на другие предметы сцены или инвентаря. Попробуйте использовать нож на стол.
|
||||
Для этого наберите use, нажмите табуляцию и выберите нож, затем опять нажмите табуляцию и выберите стол. Затем
|
||||
посмотрите на стол командой act табуляция стол или просто нажав табуляцию и выбрав стол.]],
|
||||
obj = { 'tabl' },
|
||||
};
|
||||
|
||||
r4 = room {
|
||||
nam = 'урок 4',
|
||||
enter = function()
|
||||
apple._knife = false;
|
||||
lifeon('r4');
|
||||
end,
|
||||
exit = function()
|
||||
lifeoff('r4');
|
||||
end,
|
||||
life = function()
|
||||
if not have('apple') then
|
||||
return goto('r5');
|
||||
end
|
||||
end,
|
||||
dsc = [[Ладно, а теперь -- почистите яблоко. Для этого используйте команду use. Затем съешьте яблоко.]],
|
||||
};
|
||||
|
||||
r5 = room {
|
||||
nam = 'урок 5',
|
||||
dsc = [[Хорошо. Изучаем команду go -- идти. Наберите go и нажмите табуляцию. Идите на урок 6.]],
|
||||
exit = function(s, t)
|
||||
if t ~= 'r6' then
|
||||
return 'Я просил идти на урок 6...', false;
|
||||
end
|
||||
end,
|
||||
way = { 'r1', 'r2', 'r3', 'r4', 'r6'},
|
||||
};
|
||||
|
||||
r6 = room {
|
||||
nam = 'урок 6',
|
||||
dsc = [[Вы можете посмотреть все пути с помощью команды way или go табуляция. Идите на последний урок.]],
|
||||
exit = function(s, t)
|
||||
if t ~= 'theend' then
|
||||
return 'Я просил идти на последний урок...', false;
|
||||
end
|
||||
end,
|
||||
way = { 'r1', 'r2', 'r3', 'r4', 'r6', 'theend'},
|
||||
};
|
||||
|
||||
theend = room {
|
||||
nam = 'последний урок',
|
||||
dsc = [[Вы можете сохранять игру: save имяфайла и считывать игру: load имяфайла. Для выхода наберите quit
|
||||
Вы можете нажимать control-u для use, control-a для act, control-g для go. Удачи!!!]],
|
||||
};
|
||||
|
|
@ -0,0 +1,340 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Library General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
|
@ -0,0 +1,27 @@
|
|||
include ../../Rules.make
|
||||
|
||||
CFLAGS += $(SDL_CFLAGS) $(LUA_CFLAGS) -DSTEAD_PATH=\"${STEADPATH}/\" -DGAMES_PATH=\"${GAMESPATH}/\" -DTHEMES_PATH=\"${THEMESPATH}/\" -DVERSION=$(VERSION)
|
||||
|
||||
LDFLAGS += $(SDL_LFLAGS) $(LUA_LFLAGS)
|
||||
|
||||
SRC := graphics.c input.c game.c main.c instead.c sound.c
|
||||
|
||||
OBJ := $(patsubst %.c, %.o, $(SRC))
|
||||
|
||||
all: sdl-instead
|
||||
PREFIX:=/usr/local
|
||||
|
||||
$(OBJ): %.o : %.c gui.h
|
||||
$(CC) -c $(<) $(I) $(CFLAGS)
|
||||
|
||||
sdl-instead: $(OBJ)
|
||||
$(CC) $(CFLAGS) $(LDFLAGS) $(^) -o $(@)
|
||||
# strip sdl-instead
|
||||
|
||||
install:
|
||||
install -d -m 0755 $(BIN)
|
||||
install -m 0755 sdl-instead $(BIN)/sdl-instead
|
||||
|
||||
clean:
|
||||
rm -f *.o sdl-instead
|
||||
|