cat_zh/ep1-zh.lua

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2023-12-10 11:28:07 +00:00
mywear = obj {
nam = '棉袄',
dsc = function(s)
if here() == stolcorridor then
local st='.';
if not have('gun') then
st = ',我的猎枪就藏在它里面。';
end
return '架子上还有我的棉袄'..st;
else
return '松木门的钉子上挂着我的{棉袄}。';
end
end,
inv = '现在是冬天,但我穿着暖和的棉袄。',
tak = function(s)
if here() == stolcorridor then
if have('alienwear') then
return '我已经穿好衣服了……如果我把棉袄也带上,会显得很可疑……', false;
end
if me()._walked then
me()._walked = false;
inv():add('gun');
return '但我的棉袄是最棒的!';
end
return '那就太显眼了……', false;
else
return '我从钉子上取下外套。';
end
end,
use = function(s, o)
if o == 'guy' then
return '在短暂的耽搁之后,你们交换了外套……';
end
end
};
money = obj {
nam = '',
inv = '大钱就是大祸……幸好我没什么钱……',
use = function(s, w)
if w == 'shopman' then
if shopman._wantmoney then
shopman._wantmoney = false;
return '我付钱给弗拉基米尔。';
end
return '我不想无缘无故付钱……';
end
end
};
mybed = obj {
nam = '',
dsc = '窗边有一张{床}。',
act = '现在没功夫睡觉。',
};
mytable = obj {
nam = '桌子',
dsc = '左边角落里有一张带抽屉的橡木{桌子}。',
act = function()
if not have(money) then
take('money');
return '我在抽屉里翻了翻,找到了些钱。';
end
return '桌子……我自己做的。';
end,
};
foto = obj {
nam = '照片',
dsc = '桌子上有一张镶框{照片}。',
tak = '我拿起照片。',
inv = '照片里是我和我的 Barsik。',
};
gun = obj {
nam = '猎枪',
dsc = '小屋右边的角落里有一把{猎枪}。',
tak = '我拿起猎枪,把它挂在背后。',
inv = function(s)
local st = '';
if s._obrez then
st = ' 顺便一提,现在是锉短的猎枪了。';
if s._hidden then
st = st..' 它藏在我衣服里。';
end
end
if s._loaded then
return '猎枪上膛了……'..st;
else
return '猎枪没有子弹…… 我很少在森林里用到它……'..st;
end
end,
use = function(s, w)
if not s._hidden then
if w == 'mywear' or w == 'alienwear' then
if not s._obrez then
return '我想把猎枪藏在衣服里,但它太长了。'
else
s._hidden = true;
return '现在我可以把锉短的猎枪藏在衣服里了!';
end
end
end
if not s._loaded then
return '没装子弹……', false;
end
if w == 'guard' then
return '是的,他们是无赖,但首先他们也是人;其次这样做也无济于事……', false;
end
if w == 'wire' then
return '太近了…… 我需要像剪线钳这样的东西……', false;
end
if w == 'cam' and not cam._broken then
cam._broken = true;
s._loaded = false;
return '我瞄准摄像头,双管开火…… 沉闷的枪声被阵阵风雪淹没……';
end
if w == 'mycat' or w == 'shopman' or w == 'guy' then
return '我不想这样……', false;
end
end
};
fireplace = obj {
nam = '壁炉',
dsc = '墙边有一个{壁炉},火焰不均匀地映照着小屋。',
act = '我喜欢在壁炉旁度过漫长的冬夜。',
};
mycat = obj {
nam = 'Barsik',
_lflast = 0,
lf = {
[1] = 'Barsik 在我怀里动来动去。',
[2] = 'Barsik 从我怀里探出头。',
[3] = 'Barsik 在我怀里打呼噜。',
[4] = 'Barsik 在我怀里发抖。.',
[5] = '我感受到 Barsik 在我怀里的温暖。',
[6] = 'Barsik 从我怀里探出头来,四处张望。',
},
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] = '我的猫{Barsik}正舒适地蜷缩成一团睡在壁炉边。',
[2] = '{Barsik}机敏地扫视着小屋周围。',
[3] = '{Barsik}就坐在我旁边的座位上。',
[4] = '{Barsik}正在垃圾桶旁研究着什么……',
[5] = '{Barsik}在我脚边蹭来蹭去。',
},
inv = 'Barsik在我的怀里……可怜的小猫咪……我会救你的还有整个世界',
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 '我把{Barsik}放进了我的怀里。';
end
return '我挠了挠Barsik的耳后……';
end,
};
inmycar = room {
nam = '在车里',
dsc = '我坐在我的皮卡车里,这辆车像匹任劳任怨的老马一样……',
pic = 'gfx/incar.png',
way = {'forest', 'village'},
enter = function(s, f)
local s = '我打开车门';
if have('mybox') then
return '我不能带着这个箱子一起进驾驶舱……', false;
end
if seen('mycat') then
s = s..'Barsik跳进车里。'
move('mycat','inmycar');
elseif not me()._know_where then
return '不……我必须先找到Barsik', false
end
if f == 'guarddlg' then
return ' 嗯……我得想个办法……';
end
return cat(s, ' 好,是时候出发了……');
end,
exit = function(s, t)
local s=''
if seen('mycat') then
s = 'Barsik第一个跳出车外。';
move('mycat',t);
end
if ref(t) ~= from() then
from().obj:del('mycar');
move('mycar', t);
return [[
]]..s;
end
return '不……我觉得好像忘了什么……'..s;
end
};
mycar = obj {
nam = '我的车',
desc = {
[1] = '在小屋前停着我的老旧丰田{皮卡}。',
[2] = '停车场上有我的老旧{皮卡}。',
[3] = '在检查站旁边停着我的{皮卡}。',
[4] = '在墙角后面停着我的{皮卡}。',
},
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 walk('inmycar');
end
};
iso = obj {
nam = '绝缘胶带',
inv = '一卷蓝色的绝缘胶带……',
use = function(s, o)
if o == 'trap' and not trap._iso then
trap._iso = true;
return '我用胶带将陷阱绝缘。';
end
if o == 'wire' then
return '我为什么要这么做?反正我也穿不过铁丝网。何况我也没法把它绝缘——我会触电的!';
end
end
};
trap = obj {
nam = '陷阱',
dsc = '雪地里埋伏着一个铁{陷阱}。', -- !!!!
tak = '该死的偷猎者!我要把陷阱拆走。',
inv = function(s)
if s._salo then
return '大捕鼠夹,还是绝缘的!';
end
if s._iso then
return '铁的,非常锋利,还用胶带绝缘了。';
else
return '铁的,非常锋利。';
end
end,
use = function(s, o)
if o == 'wire' and not wire._broken then
if not s._iso then
return '陷阱是金属的,我会被电击,然后……就没有然后了……';
end
wire._broken = true;
onwall.way:add('eside');
return '我用陷阱夹住并切割铁丝网,如我所料,铁丝网被夹断了!';
end
end
};
deepforest = room {
i = 0,
nam = '森林深处',
pic = 'gfx/deepforest.png',
dsc = function(s)
local st = '我到了森林深处……';
if s._i == 1 then
return st..'松树和云杉……没什么别的……';
elseif s._i == 2 then
return st..'美丽的白桦树——小心别迷了路……';
elseif s._i == 3 then
return st..'茂密的丛林……完全搞不清我是不是迷路了……';
elseif s._i == 4 then
return st..'美丽的湖泊……我是不是该回去了?';
elseif s._i == 5 then
s._trap = true;
return st..'一些灌木丛……灌木丛……还是灌木丛……';
else
return st..'树桩……一根多么漂亮的树桩……';
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 [[我已经在森林里散过步了谢谢。]], false;
end
if f == 'deepforest' then
return '嗯……我们来瞧瞧……';
end
return [[?
]], true;
--Я пол часа бродил по лесу, когда наткнулся на капкан...
--Проклятые браконьеры! Я взял капкан с собой.]], false;
end,
way = {'deepforest'},
};
road = room {
nam = '马路',
enter = function()
return '步行?还事饶了我罢……', false;
end
};
forest = room {
nam = '小屋前',
pic = 'gfx/forest.png',
dsc = [[
]],
way = { 'home', 'deepforest', 'road' },
obj = { 'mycar' },
};
home = room {
nam = '小屋',
pic = function(s)
if not seen('mycat') then
return "gfx/house-empty.png"
end
return "gfx/house.png";
end,
dsc = [[
1010]],
obj = { 'fireplace', 'mytable', 'foto', 'mycat', 'gun',
vobj(1,'window', '小屋只有一扇{窗户}。'),
'mybed', 'mywear' },
way = { 'forest' },
act = function(s,o)
if o == 1 then
return '外面的一切都披上了一层雪白的颜色……';
end
end,
exit = function()
if not have('mywear') then
return '外面很冷……不穿棉袄我可不出去。', false
end
if seen(mycat) then
move('mycat','forest');
return [[
Barsik突然醒了
]]
end
end
};
---------------- here village begins
truck = obj {
nam = '黑色高级车',
dsc = '有辆茶色玻璃的{黑色高级车}停在商店旁边。',
act = '嗯……其实是辆小货车……车体还装了甲,从车轮负载可以看出来……',
};
guydlg = dlg {
pic = 'gfx/guy.png',
nam = '和流浪汉的对话',
dsc = '我朝他走去……他是一个戴着破帽子穿着破棉袄的矮个子——用匆忙的眼神回头看了看我。',
obj = {
[1] = phr('嗨!今儿真冷,是吧?', '确实……有点……'),
[2] = phr('你为什么流落街头?',
[[我在为博士学位而努力……写一篇物质结构方面的论文……但是……我的大脑累坏了……我试图平静下来,然后……我就在这儿了……]]),
[3] = phr('你叫什么名字?', '爱德华……'),
[4] = _phr('我刚才离开的时候,你身边有只猫……它去哪了?', '嗯……', 'pon(5)'),
[5] = _phr('是的……一只小猫,一只普通的、在垃圾桶旁边闲逛的猫。', '所以那是你的猫么?嗯……', 'pon(6)');
[6] = _phr('对……那是我的Barsik快告诉我',
'……嗯……好像有个人把它带走了…… \n —— 我的背后传来一阵寒意……', 'pon(7)'),
[7] = _phr('哪儿,他去哪了?', '抱歉,老兄,我没注意……', 'shopdlg:pon(4); pon(8);'),
[8] = phr('好吧……没关系……', '……', 'pon(8); back()'),
},
exit = function()
pon(1);
return '他转身离开我,又开始在垃圾桶中翻找……';
end
};
guy = obj {
nam = '流浪汉',
dsc = '一个{流浪汉}正在垃圾桶里翻找着什么。',
act = function()
return walk('guydlg');
end,
used = function(s, w)
if w == 'money' then
return [[
]];
else
return '他要这个干什么呢?';
end
end,
};
nomoney = function()
pon(1,2,3,4,5);
shopdlg:pon(2);
return cat('这时我突然想起来,我身上压根没带钱,一点都没带……^',back());
end
ifmoney ='if not have("money") then return nomoney(); end; shopman._wantmoney = true; ';
dshells = obj {
nam = '弹壳',
dsc = function(s)
-- Note for translators:
-- this block picks the appropriate plural form
-- for “shells” for a given numeral. Since English has
-- only 1 form, I commented it out.
-- Uncomment and use form-number combinations
-- appropriate for your language
-- if here()._dshells > 4 then
return '我脚下有'..here()._dshells..'枚猎枪{弹壳}……';
-- else
-- return 'Under my feet there are '..here()._dshells..' empty shotgun {shells}...';
-- end
end,
act = '这是我射击留下的弹壳……我不再需要它们了……';
};
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 = '子弹',
inv = '猎枪子弹。我很少用到,通常是用来对付偷猎者的。',
use = function(s, on)
if on == 'gun' then
if gun._loaded then
return '已经装过弹了……';
end
if gun._loaded == false then
gun._loaded = true;
dropshells();
return '我打开弹匣,抛出两枚弹壳,重新装入子弹。';
end
gun._loaded = true;
return '我拿出两枚子弹,装入猎枪的双管……';
end
end
};
news = obj {
nam = '报纸',
inv = [[
]],
used = function(s, w)
if w == 'poroh' then
if have('trut') then
return '我已经有一个引信了。';
end
inv():add('trut');
inv():del('poroh');
return '我撕下一片报纸,倒上了火药……';
end
end,
};
hamb = obj {
nam = '汉堡包',
inv = function()
inv():del('hamb');
return '我吃了点零食。垃圾食品……';
end
};
zerno = obj {
nam = '谷物',
inv = '就是一些荞麦,荞麦粒……',
};
shop2 = dlg {
nam = 'buy',
pic = 'gfx/shopbuy.png',
obj = {
[1] = phr('猎枪子弹……我需要弹药……', '没问题……价格照旧', ifmoney..'inv():add("shells")'),
[2] = phr('谷物……', '好……', ifmoney..'inv():add("zerno")'),
[3] = phr('和一个汉堡包……', '行……', ifmoney..'inv():add("hamb")'),
[4] = phr('新报纸……', '当然……', ifmoney..'inv():add("news")'),
[5] = phr('一卷绝缘胶带……', '好的,这儿呢。', ifmoney..'inv():add("iso")'),
[6] = phr('没别的了……', '如你所愿……', 'pon(6); back()'),
[7] = _phr('我还需要梯子和一把钢丝钳……', '抱歉,我这儿没这些东西——弗拉基米尔摇了摇头'),
},
exit = function(s)
if have('news') then
s.obj[4]:disable();
end
end
};
shopdlg = dlg {
nam = '与售货员交谈',
pic = 'gfx/shopman.png',
dsc = '小眼睛用油腻的目光盯着我。',
obj = {
[1] = phr('你好,弗拉基米尔!近来可好?', '你好,'..me().nam..'……我这儿一般般……弗拉基米尔狡猾地笑了笑。', 'pon(2)'),
[2] = _phr('我想买点东西……', '好的……我们来瞧瞧——您需要什么?', 'pon(2); return walk("shop2")'),
[3] = phr('拜拜……', '耶……祝你好运!', 'pon(3); return back();'),
[4] = _phr('刚才有一个人在这儿——他是谁?', '嗯?——弗拉基米尔的细眉毛微微扬起……','pon(5)'),
[5] = _phr('由于某些缘故,他带走了我的猫……也许以为它是流浪猫……那个穿灰色外套的男人是谁?',
[[
Actually, he's some boss... - Vladimir scratches his unshaved chin. — In that new institute, which has been built in our backwoods a year ago...
Vladimir's pince-nez twitched as he spoke — he often comes to our shop,
doesn't like crowds — those physicists — you know... Odd bunch, — Vladimir shrugged...]],'pon(6)'),
[6] = _phr('Where is this institute located?',
'Kilometer marker 127... But well, you know — Vladimir lowered his voice — there are rumours about his institute...', 'me()._know_where = true; inmycar.way:add("inst");pon(7)'),
[7] = _phr('I\'m just going to get back my cat...', 'Take care... If I was in you shoes... — Vladimir shakes his head. — By the way, I think his name is Belin. I\'ve seen his credit card... Even though, as you know, I don\'t accept them — Vladimir moved his lips, his monocle stirred slyly'),
},
};
shopman = obj {
nam = 'salesman',
dsc = 'There\'s a {salesman} behind the counter. His wide face with stubble is complemented by a monocle.',
act = function()
return walk('shopdlg');
end
};
shop = room {
nam = 'shop',
pic = 'gfx/inshop.png',
enter = function(s, f)
if village.obj:look('truck') then
village.obj:del('truck');
village.obj:del('mycat');
return [[
When I entered the shop, I almost ran into an unpleasant man in a grey coat and broad-brimmed hat... He apologized in a sort of hissing voice and feighned raising his hat... White teeth flashed from under the brim... When I reached the counter, I heard the engine starting.]];
end
end,
act = function(s,w)
if w == 1 then
return 'There\'s only my car left in the parking lot.';
end
end,
dsc = [[
The store is somewhat unusual... Here you can find ironware, food, even ammunition... No wonder, since it's the only store in a 100 km area...]],
way = { 'village' },
obj = {'shopman',vobj(1, 'окно', 'Through the {window} the parking lot is visible.') },
exit = function(s, t)
if t ~= 'village' then
return;
end
if shopman._wantmoney then
return 'I was going to step outside, when I was stopped by Vlsdimir\'s quiet semicough... Of course, I forgot to pay...', false;
end
if not have('news') then
shop2.obj[4]:disable();
inv():add('news');
return 'I was going to leave, when Vladimir\'s voice stopped me. — Take the fresh newspaper — it\'s free for you. I walk back, take the paper and leave.';
end
end
};
carbox = obj {
_num = 0,
nam = function(s)
if s._num > 1 then
return 'boxes in the car';
else
return 'a box in the car';
end
end,
act = function(s)
if inv():srch('mybox') then
return 'I\'ve already got a box in my hands...';
end
s._num = s._num - 1;
if s._num == 0 then
mycar.obj:del('carbox');
end
take('mybox');
return 'I took a box from the car.';
end,
dsc = function(s)
if s._num == 0 then
return;
elseif s._num == 1 then
return 'There is one {box} in the cargo body of my car.';
-- Again not needed, since "boxes" stays the same for all numerals
-- elseif s._num < 5 then
-- return 'There are '..tostring(s._num)..' {boxes} in the cargo body of my car.';
else
return 'There are '..tostring(s._num)..' {boxes} in the cargo body of my car..';
end
end,
};
mybox = obj {
nam = 'a box',
inv = 'I am holding a wooden box... A soundly built thing! Might come in handy.',
use = function(s, o)
if o == 'boxes' then
inv():del('mybox');
return 'I put the box back...';
end
if o == 'mycar' then
inv():del('mybox');
mycar.obj:add('carbox');
carbox._num = carbox._num + 1;
return 'I put the box in the cargo body of my car...';
end
if o == 'ewall' or o == 'wboxes' then
if not cam._broken then
return 'The camera won\'t let me...';
end
if wboxes._num > 7 then
return "It's enough I think..."
end
inv():del('mybox');
ewall.obj:add('wboxes');
wboxes._num = wboxes._num + 1;
if wboxes._num > 1 then
return 'I put another box on top of the previous one...';
end
return 'I put the box next to the wall...';
end
end
};
boxes = obj {
nam = 'ящики',
desc = {
[1] = 'Near the parking lot there are many empty wooden {boxes} that once held tins.',
},
dsc = function(s)
local state = 1;
return s.desc[state];
end,
act = function(s, t)
if carbox._num >= 5 then
return 'Maybe I\'ve got enough boxes already?...';
end
if inv():srch('mybox') then
return 'I\'m holding one box already...';
end
take('mybox');
return 'I took a box.';
end,
};
village = room {
nam = 'parking lot in front of the store',
dsc = 'A familiar place in front of the store. The parking lot. All covered with snow...',
pic = 'gfx/shop.png',
act = function(s, w)
if w == 1 then
return 'Ordinary bins... White snow covers the garbage...';
end
end,
exit = function(s, t)
if t == 'shop' and seen('mycat') then
return 'I called Barsik, but he was too busy with the dumpster... OK, it won\'t take long...';
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 'I glanced over the parking lot and called — Barsik! Barsik! — Where did my cat disappear?';
end
end,
way = { 'road', 'shop' },
obj = { 'truck', vobj(1,'bins', 'Rusty dumpster {bins} are covered with snow.'), '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([[Four people with submachine guns escorted me to my car. I had to start the engine and drive away from the institute. I drove a dozen kilometers before the military jeep with the seeing-off guards disappeared from the rear-view mirror... ]], walk('inmycar'));
end
return cat([[Four armed people throw me out of the check-point.^^]], walk('inst'));
end
guarddlg = dlg {
nam = 'guard',
pic = 'gfx/guard.png',
dsc = [[I can see the angular face of the guard. His eyes look archly, but corners of his mouth are turned down, discouraging any conversation...]],
obj = {
[1] = phr('One of the institute staff took my cat by mistake — I need to get in.','— Show the pass...', 'poff(2); pon(3);'),
[2] = phr('I forgot my pass — may I come in?','— No...', 'poff(1); pon(3);'),
[3] = _phr('Do you know Belin? He\'s got my cat — I need to take it...', '— No pass?', 'pon(4)'),
[4] = _phr('I just came to get back my cat! Give me Belin\'s number.',
[[The guard's eyes change their color. The corners of his lips move up. — Mister, as I understand you have no pass. Walk out of here while you still can...]], 'pon(5, 6)'),
[5] = _phr('I\'m gonna hit your face...', 'The guard\'s hand moves to his submachine gun. ', 'poff(6); return guardreact();'),
[6] = _phr('OK, I\'m leaving...', '— Don\'t hurry, — the guard no longer hides his smile — I don\'t like you...','poff(5); return guardreact()'),
[7] = _phr('Now I\'m gonna shotgun you all...', 'This time the guard doesn\'t even answer. His bloodshot eyes speak louder than any words.','return guardreact()'),
},
};
guard = obj {
nam = 'guards',
dsc = [[
There are {guards} in the kiosk. Looks like they are armed with Kalashnikov submachine guns.
]],
act = function(s)
return walk('guarddlg');
end,
};
kpp = room {
nam = 'checkpoint',
pic = 'gfx/kpp.png',
dsc = [[The checkpoint leaves no doubt that strangers are not welcome in the institute. Lift gate. Latticed kiosk. And silence.
]],
obj = { 'guard' },
way = { 'inst' }
};
inst = room {
nam = 'institute',
pic = 'gfx/inst.png',
dsc = [[
The building rises over the empty field of snow. Its sinister outline looks more like a jail rather than a research institute. There are railways behind the building. ]],
act = function(s, w)
if w == 1 then
return 'The wall is 5 meters high. Moreover, there is barbed wire on its top, and I suppose it\'s alive...';
end
if w == 2 then
return 'Yes, Vladimir was right... It\'s some sort of a military headquaters...';
end
if w == 3 then
return 'Yes — this looks like the van in which the man in gray coat took away my Barsik.';
end
end,
used = function(s, w, b)
if b == 'mybox' and w == 1 then
return 'I think the guards will notice me at once.';
end
if w == 2 and b == 'gun' and gun._loaded then
return 'I\'d get canned for that... Or just beaten... The guards are quite near.';
end
if w == 3 and b == 'gun' and gun._loaded then
return 'I need the cat, not destruction...';
end
end,
obj = {vobj(1, 'wall', 'The institute building is surrounded by a heavy concrete {wall}. There\'s a checkpoint at the centre.'),
vobj(2, 'cameras', 'Survelliance {cameras} watch the area from the towers.'),
vobj(3, 'van', 'Behind the gate I can see the black {van}.')},
way = { 'road', 'kpp' },
exit = function(s, t)
if have('mybox') and t ~= 'inmycar' then
return 'I won\'t walk around with the box...', false;
end
end,
};
cam = obj {
nam = 'surveillance camera',
dsc = function(s)
if not s._broken then
return 'One of the surveillance {cameras} isn\'t far from here. I press myself to the wall to stay unnoticed.';
end
return 'The shards of the surveillance {camera} are lying around. They\'re already dusted by snow.';
end,
act = function(s)
if not s._broken then
return 'Damned camera...';
end
return 'Ha... You\'ve had it coming, damned mechanism, hadn\'t you? I wonder when will the guards come...';
end,
};
wire = obj {
nam = 'barbed wire',
dsc = function(s)
if s._broken then
return 'I can see the shreds of barbed {wire}.';
end
return 'I can see barbed {wire}.';
end,
act = function(s)
if s._broken then
return 'Now it\'s safe! I can get inside...';
end
return 'What if it\'s alive?';
end,
};
onwall = room {
pic = 'gfx/onwall.png',
nam = 'on the wall',
dsc = 'I am standing atop the boxes, my head is on the wall top level. It\'s cold.',
enter = function(s)
if have('mybox') then
return 'I cannot climb the wall with a box in my hands.', false;
end
if wboxes._num < 5 then
return 'I try to climb the wall... But it\'s still to high...',false;
end
return 'I climb the wall over the boxes.';
end,
obj = { 'wire' },
way = { 'backwall' }
};
wboxes = obj {
_num = 0,
nam = function(s)
if (s._num > 1) then
return 'boxes by the wall';
end
return 'a box by the wall';
end,
act = function(s)
return walk('onwall');
end,
dsc = function(s)
if s._num == 0 then
return;
elseif s._num == 1 then
return 'There is one {box} by the wall.';
-- And again only one plural form
-- elseif s._num < 5 then
-- return 'There are '..tostring(s._num)..' {boxes}, stacked by the wall.';
else
return 'There are '..tostring(s._num)..' {boxes}, stacked by the wall.';
end
end,
};
ewall = obj {
nam = 'wall',
dsc = 'Here {the wall} is 4 meters high. The howling snowdrift tosses snowflakes to its bottom.',
act = function(s)
if not s._ladder then
s._ladder = true;
shop2:pon(7);
end
return 'Too high... I\'ll need a ladder.';
end
};
backwall = room {
pic = 'gfx/instback.png',
enter = function(s, f)
local st = '';
if ewall._stolen then
ewall._stolen = false;
st = 'Oho!!! Somebody has stolen my box!!!';
end
if f == 'inmycar' then
return 'Great... Looks like I managed to get here unnoticed...'..' '..st;
end
if f == 'onwall' then
return
end
return 'Rambling through the snowfield I got to the back wall.'..' '..st;
end,
nam = 'eastern wall of the institute',
dsc = 'I am at the back side of the institute.',
obj = { 'ewall', 'cam' },
way = { 'inst', },
exit = function(s, t)
if have('mybox') and t ~= 'inmycar' then
return 'I won\'t walk around with the box in my hands...', false;
end
end,
};