previous work
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911
ep1-en.lua
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@ -0,0 +1,911 @@
|
|||
mywear = obj {
|
||||
nam = 'quilted jacket',
|
||||
dsc = function(s)
|
||||
if here() == stolcorridor then
|
||||
local st='.';
|
||||
if not have('gun') then
|
||||
st = ', under which my shotgun is hidden.';
|
||||
end
|
||||
return 'Also there\'s my {quilted jacket} on the rack'..st;
|
||||
else
|
||||
return 'On the nail in the pine door there\'s my {quilted jacket}.';
|
||||
end
|
||||
end,
|
||||
inv = 'It\'s winter. But I\'m wearing a warm quilted jacket.',
|
||||
tak = function(s)
|
||||
if here() == stolcorridor then
|
||||
if have('alienwear') then
|
||||
return 'I\'m already dressed... If I take my quilted jacket too, I\'ll look suspicious...', false;
|
||||
end
|
||||
if me()._walked then
|
||||
me()._walked = false;
|
||||
inv():add('gun');
|
||||
return 'But my quilted jacket is the best!';
|
||||
end
|
||||
return 'That would be too conspicuous... ', false;
|
||||
else
|
||||
return 'I took my coat off the nail.';
|
||||
end
|
||||
end,
|
||||
use = function(s, o)
|
||||
if o == 'guy' then
|
||||
return 'After a short delay you exchanged coats...';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
money = obj {
|
||||
nam = 'money',
|
||||
inv = 'Big money are a great evil... Good thing I don\'t have much money...',
|
||||
use = function(s, w)
|
||||
if w == 'shopman' then
|
||||
if shopman._wantmoney then
|
||||
shopman._wantmoney = false;
|
||||
return 'I pay to Vladimir.';
|
||||
end
|
||||
return 'I don\'t want to pay without reason...';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
mybed = obj {
|
||||
nam = 'bed',
|
||||
dsc = 'There\'s a {bed} by the window.',
|
||||
act = 'No time to sleep.',
|
||||
};
|
||||
|
||||
mytable = obj {
|
||||
nam = 'table',
|
||||
dsc = 'There\'s an oaken {table} with drawers in the left corner.',
|
||||
act = function()
|
||||
if not have(money) then
|
||||
take('money');
|
||||
return 'After rummaging in the drawers I found money.';
|
||||
end
|
||||
return 'Table... I made it myself.';
|
||||
end,
|
||||
};
|
||||
|
||||
foto = obj {
|
||||
nam = 'photo',
|
||||
dsc = 'On the table there\'s a framed {photo}.',
|
||||
tak = 'I took the photo.',
|
||||
inv = 'The photo shows me and my Barsik.',
|
||||
};
|
||||
|
||||
gun = obj {
|
||||
nam = 'shotgun',
|
||||
dsc = 'There\'s a {shotgun} in the right corner of the cabin.',
|
||||
tak = 'I took the shotgun and hung it behind my back.',
|
||||
inv = function(s)
|
||||
local st = '';
|
||||
if s._obrez then
|
||||
st = ' By the way, now it\'s a sawed-off shotgun.';
|
||||
if s._hidden then
|
||||
st = st..' It\'s hidden inside my clothes.';
|
||||
end
|
||||
end
|
||||
if s._loaded then
|
||||
return 'The shotgun is loaded...'..st;
|
||||
else
|
||||
return 'The shotgun isn\'t loaded... I rarely used it in the forest...'..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 'I tried to hide the shotgun in the clothes, but it was too long.'
|
||||
else
|
||||
s._hidden = true;
|
||||
return 'Now I can hide the sawed-off shotgun in the clothes!';
|
||||
end
|
||||
end
|
||||
end
|
||||
if not s._loaded then
|
||||
return 'Not loaded...', false;
|
||||
end
|
||||
if w == 'guard' then
|
||||
return 'Yes, they are scoundrels, but firstly they are humans too, and secondly it wouldn\'t help...', false;
|
||||
end
|
||||
if w == 'wire' then
|
||||
return 'Too close... I need something like wire cutters...', false;
|
||||
end
|
||||
if w == 'cam' and not cam._broken then
|
||||
cam._broken = true;
|
||||
s._loaded = false;
|
||||
return 'I aimed at the camera and fired both barrels... The dull gunshot was drowned by gusts of the snowstorm...';
|
||||
end
|
||||
if w == 'mycat' or w == 'shopman' or w == 'guy' then
|
||||
return 'This isn\'t my thought...', false;
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
fireplace = obj {
|
||||
nam = 'fireplace',
|
||||
dsc = 'There\'s a {fireplace} by the wall. The flames illuminate the cabin irregularly.',
|
||||
act = 'I like to spend long winter evenings by the fireplace.',
|
||||
};
|
||||
|
||||
mycat = obj {
|
||||
nam = 'Barsik',
|
||||
_lflast = 0,
|
||||
lf = {
|
||||
[1] = 'Barsik is moving in my bosom.',
|
||||
[2] = 'Barsik peers out of my bosom.',
|
||||
[3] = 'Barsik purrs in my bosom.',
|
||||
[4] = 'Barsik shivers in my bosom.',
|
||||
[5] = 'I feel Barsik\'s warmth in my bosom.',
|
||||
[6] = 'Barsik leans out of my bosom and looks around.',
|
||||
},
|
||||
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] = 'My cat {Barsik} (“little snow leopard”) is sleeping by the fireplace cosily curled in a ball.',
|
||||
[2] = '{Barsik} scans the terrain around the cabin.',
|
||||
[3] = '{Barsik} is sitting on the front passenger seat.',
|
||||
[4] = '{Barsik} is studying something by the trash bins...',
|
||||
[5] = '{Barsik} snuggles up at my feet.',
|
||||
},
|
||||
inv = 'Barsik is in my bosom... My poor tomkitty... I\'ll save you!!! And the whole world...',
|
||||
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 'I put Barsik in my bosom.';
|
||||
end
|
||||
return 'I scratched Barsik behind the ears...';
|
||||
end,
|
||||
};
|
||||
|
||||
inmycar = room {
|
||||
nam = 'in the car',
|
||||
dsc = 'I\'m in my car... My workhorse...',
|
||||
pic = 'gfx/incar.png',
|
||||
way = {'forest', 'village'},
|
||||
enter = function(s, f)
|
||||
local s = 'I open the car door.';
|
||||
if have('mybox') then
|
||||
return 'I can\'t get into the car with this box...', false;
|
||||
end
|
||||
if seen('mycat') then
|
||||
s = s..' Barsik jumps into the car.'
|
||||
move('mycat','inmycar');
|
||||
elseif not me()._know_where then
|
||||
return 'No... First I have to find Barsik!', false
|
||||
end
|
||||
if f == 'guarddlg' then
|
||||
return 'Hmm... I\'ll have to come up with something...';
|
||||
end
|
||||
return cat(s, ' Well, time to go...');
|
||||
end,
|
||||
exit = function(s, t)
|
||||
local s=''
|
||||
if seen('mycat') then
|
||||
s = ' Barsik is the first to jump out of the car.';
|
||||
move('mycat',t);
|
||||
end
|
||||
if ref(t) ~= from() then
|
||||
from().obj:del('mycar');
|
||||
move('mycar', t);
|
||||
return [[
|
||||
The car starts reluctantly... After a long road I finally kill the engine and open the door...]]..s;
|
||||
end
|
||||
return 'No... I think, I forgot something...'..s;
|
||||
end
|
||||
};
|
||||
|
||||
mycar = obj {
|
||||
nam = 'my car',
|
||||
desc = {
|
||||
[1] = 'In front of the cabin there is my old Toyota {pickup}.',
|
||||
[2] = 'In the parking lot there is my old {pickup}.',
|
||||
[3] = 'Near the checkpoint stands my {pickup}.',
|
||||
[4] = 'Behind the corner stands my {pickup}.',
|
||||
},
|
||||
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 = 'insulating tape',
|
||||
inv = 'A roll of insulating tape. Blue...',
|
||||
use = function(s, o)
|
||||
if o == 'trap' and not trap._iso then
|
||||
trap._iso = true;
|
||||
return 'I insulated the trap with the tape.';
|
||||
end
|
||||
if o == 'wire' then
|
||||
return 'What for? I wouldn\'t go through the barbed wire. Besides, I can\'t insulate it — I\'d be struck by electricity!';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
trap = obj {
|
||||
nam = 'trap',
|
||||
dsc = 'There\'s a {steel trap} in the snow.', -- !!!!
|
||||
tak = 'Damned poachers! I\'m taking the trap with me.',
|
||||
inv = function(s)
|
||||
if s._salo then
|
||||
return 'Big mousetrap! Insulated too.';
|
||||
end
|
||||
if s._iso then
|
||||
return 'Steel. Very sharp. Insulated with the tape.';
|
||||
else
|
||||
return 'Steel. Very sharp.';
|
||||
end
|
||||
end,
|
||||
use = function(s, o)
|
||||
if o == 'wire' and not wire._broken then
|
||||
if not s._iso then
|
||||
return 'The trap is metallic... I\'d be knocked by electricity and that\'s all...';
|
||||
end
|
||||
wire._broken = true;
|
||||
onwall.way:add('eside');
|
||||
return 'I bring the primed trap to the wire... As I thought the trap breaks the wire!';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
deepforest = room {
|
||||
i = 0,
|
||||
nam = 'deep forest',
|
||||
pic = 'gfx/deepforest.png',
|
||||
dsc = function(s)
|
||||
local st = 'I\'m deep in the woods... ';
|
||||
if s._i == 1 then
|
||||
return st..'Pines and firs... Nothing else...';
|
||||
elseif s._i == 2 then
|
||||
return st..'Beautiful birches — trying not to get lost...';
|
||||
elseif s._i == 3 then
|
||||
return st..'Impassable thicket... I don\'t understand — am I lost?..';
|
||||
elseif s._i == 4 then
|
||||
return st..'Beautiful lake... Yes... Should I go back?';
|
||||
elseif s._i == 5 then
|
||||
s._trap = true;
|
||||
return st..'Some bushes... Bushes... Bushes...';
|
||||
else
|
||||
return st..'Stump... What a beautiful stump...';
|
||||
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 [[Thanks, i\'ve already went for a walk in the forest...]], false;
|
||||
end
|
||||
if f == 'deepforest' then
|
||||
return 'Hmm... Let\'s see...';
|
||||
end
|
||||
return [[Into the wild woods, afoot?
|
||||
Hm... Why not — that's my job after all... Would drive away some poachers...]], 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 = 'road',
|
||||
enter = function()
|
||||
return 'Afoot? Naah...', false;
|
||||
end
|
||||
};
|
||||
|
||||
forest = room {
|
||||
nam = 'in front of the cabin',
|
||||
pic = 'gfx/forest.png',
|
||||
dsc = [[
|
||||
In front of the cabin everything is covered with drifting snow. Wild wood surrounds the cabin. The road to town is covered with snow.]],
|
||||
way = { 'home', 'deepforest', 'road' },
|
||||
obj = { 'mycar' },
|
||||
};
|
||||
|
||||
home = room {
|
||||
nam = 'cabin',
|
||||
pic = function(s)
|
||||
if not seen('mycat') then
|
||||
return "gfx/house-empty.png"
|
||||
end
|
||||
return "gfx/house.png";
|
||||
end,
|
||||
dsc = [[
|
||||
I spent 10 years in this hut. 10 years ago I built it myself. Somewhat cramped, but cozy.]],
|
||||
obj = { 'fireplace', 'mytable', 'foto', 'mycat', 'gun',
|
||||
vobj(1,'window', 'The cabin has a single {window}.'),
|
||||
'mybed', 'mywear' },
|
||||
way = { 'forest' },
|
||||
act = function(s,o)
|
||||
if o == 1 then
|
||||
return 'Outside everything\'s white...';
|
||||
end
|
||||
end,
|
||||
exit = function()
|
||||
if not have('mywear') then
|
||||
return 'It\'s cold outside... I won\'t go there without my quilted jacket.', false
|
||||
end
|
||||
if seen(mycat) then
|
||||
move('mycat','forest');
|
||||
return [[
|
||||
When I was walking out, Barsik suddenly woke and dashed after me. I petted him behind the ears. “Coming with me?”
|
||||
]]
|
||||
end
|
||||
end
|
||||
};
|
||||
---------------- here village begins
|
||||
truck = obj {
|
||||
nam = 'black car',
|
||||
dsc = 'There\'s a black {car} with tinted windows sy the shop.',
|
||||
act = 'Hm... It\'s a van... Armored body, it\'s evident by the wheel load...',
|
||||
};
|
||||
|
||||
guydlg = dlg {
|
||||
pic = 'gfx/guy.png',
|
||||
nam = 'conversation with a bum',
|
||||
dsc = 'I walked to him... He turned back and glanced at me — a shortish man in a worn cap and tattered quilted jacket.',
|
||||
obj = {
|
||||
[1] = phr('Hi! Cold, isn\'t it?', 'Yes... Somewhat...'),
|
||||
[2] = phr('How come you\'ve got to be out in the street?',
|
||||
[[I used to work toward getting a Ph.D... I was writing a thesis about the structure of matter... But... Overstrained my brain... I tried to calm down and... Now I'm here...]]),
|
||||
[3] = phr('What\'s your name?', 'Eduard...'),
|
||||
[4] = _phr('When I left, there was a cat next to you... Where is it?', 'Hm...', 'pon(5)'),
|
||||
[5] = _phr('Yes... A tomcat. Ordinary tomcat roaming the snow around the dumpster.', 'So, that was your cat? Emmm...', 'pon(6)');
|
||||
[6] = _phr('Yes... That was my Barsik! Tell me!',
|
||||
'... Mmm... I think that man took it... Mmm... — a chill ran down my spine...', 'pon(7)'),
|
||||
[7] = _phr('Where, where did he go?', 'Sorry, brother, I haven\'t seen...', 'shopdlg:pon(4); pon(8);'),
|
||||
[8] = phr('Ok... Doesn\'t matter...', '...', 'pon(8); back()'),
|
||||
},
|
||||
exit = function()
|
||||
pon(1);
|
||||
return 'He turned back and continued rummaging in the dumpster bins...';
|
||||
end
|
||||
};
|
||||
|
||||
guy = obj {
|
||||
nam = 'bum',
|
||||
dsc = 'A {bum} is rummaging in the dumpster bins.',
|
||||
act = function()
|
||||
return walk('guydlg');
|
||||
end,
|
||||
used = function(s, w)
|
||||
if w == 'money' then
|
||||
return [[
|
||||
I approached him and offered some money... “I don't need other people's money...” he said.]];
|
||||
else
|
||||
return 'What would he need this for?';
|
||||
end
|
||||
end,
|
||||
};
|
||||
|
||||
nomoney = function()
|
||||
pon(1,2,3,4,5);
|
||||
shopdlg:pon(2);
|
||||
return cat('This is when I remember, that I\'ve got no money... None at all...^',back());
|
||||
end
|
||||
|
||||
ifmoney ='if not have("money") then return nomoney(); end; shopman._wantmoney = true; ';
|
||||
|
||||
dshells = obj {
|
||||
nam = 'shells',
|
||||
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 'Under my feet there are '..here()._dshells..' empty shotgun {shells}...';
|
||||
-- else
|
||||
-- return 'Under my feet there are '..here()._dshells..' empty shotgun {shells}...';
|
||||
-- end
|
||||
end,
|
||||
act = 'Those are my shells... I don\'t need them anymore...';
|
||||
};
|
||||
|
||||
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 = 'cartridges',
|
||||
inv = 'Shotgun cartridges. I rarely use those, mostly against poachers.',
|
||||
use = function(s, on)
|
||||
if on == 'gun' then
|
||||
if gun._loaded then
|
||||
return 'Already loaded...';
|
||||
end
|
||||
if gun._loaded == false then
|
||||
gun._loaded = true;
|
||||
dropshells();
|
||||
return 'I open the shotgun, drop two shells and reload the shotgun.';
|
||||
end
|
||||
gun._loaded = true;
|
||||
return 'I take two cartridges and load them into the twin barrels of the shotgun...';
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
news = obj {
|
||||
nam = 'newspaper',
|
||||
inv = [[
|
||||
Fresh newspaper... <<quantum mechanics institute recently built in taiga vigorously refutes its connection with any anomalous events>>.. Hm...]],
|
||||
used = function(s, w)
|
||||
if w == 'poroh' then
|
||||
if have('trut') then
|
||||
return 'I\'ve already got a tinder.';
|
||||
end
|
||||
inv():add('trut');
|
||||
inv():del('poroh');
|
||||
return 'I pour gunpowder on the piece of the newspaper, I\'ve torn off...';
|
||||
end
|
||||
end,
|
||||
};
|
||||
|
||||
hamb = obj {
|
||||
nam = 'hamburger',
|
||||
inv = function()
|
||||
inv():del('hamb');
|
||||
return 'I\'ve had a snack. Junk food...';
|
||||
end
|
||||
};
|
||||
|
||||
zerno = obj {
|
||||
nam = 'groats',
|
||||
inv = 'Just a buckwheat. Buckwheat groats...',
|
||||
};
|
||||
|
||||
shop2 = dlg {
|
||||
nam = 'buy',
|
||||
pic = 'gfx/shopbuy.png',
|
||||
obj = {
|
||||
[1] = phr('Shotgun cartridges... I need ammunition...', 'All right... Price as usual', ifmoney..'inv():add("shells")'),
|
||||
[2] = phr('Groats...', 'Good... ', ifmoney..'inv():add("zerno")'),
|
||||
[3] = phr('And a hamburger...', 'Ok..', ifmoney..'inv():add("hamb")'),
|
||||
[4] = phr('Fresh press...', 'Of course...', ifmoney..'inv():add("news")'),
|
||||
[5] = phr('A roll of insulating tape...', 'Yes. Here.', ifmoney..'inv():add("iso")'),
|
||||
[6] = phr('Nothing else...', 'As you wish.', 'pon(6); back()'),
|
||||
[7] = _phr('Also I need a ladder and wire cutters...', 'Sorry, I don\'t have those — Vladimir shakes his head'),
|
||||
},
|
||||
exit = function(s)
|
||||
if have('news') then
|
||||
s.obj[4]:disable();
|
||||
end
|
||||
end
|
||||
};
|
||||
|
||||
shopdlg = dlg {
|
||||
nam = 'conversation with the salesman',
|
||||
pic = 'gfx/shopman.png',
|
||||
dsc = 'Little eyes drill me with an oily stare.',
|
||||
obj = {
|
||||
[1] = phr('Hello, Vladimir! How\'s it going?', 'Hello, '..me().nam..'... So-so... - Vladimir smiles slyly.', 'pon(2)'),
|
||||
[2] = _phr('I want to make a few purchases.', 'Ok... Let\'s see, what do you need?', 'pon(2); return walk("shop2")'),
|
||||
[3] = phr('Bye then!...', 'Yeah... Good luck!', 'pon(3); return back();'),
|
||||
[4] = _phr('A man just was here — who is he?', 'Hm? — Vladimir\'s thin eyebrows rise a bit...','pon(5)'),
|
||||
[5] = _phr('For some reason he took my cat... Probably thought he\'s homeless... Who\'s that man in a gray coat?',
|
||||
[[
|
||||
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,
|
||||
};
|
914
ep1-ru.lua
Normal file
|
@ -0,0 +1,914 @@
|
|||
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 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 == '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._broken 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 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 мурлычет 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 walk('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 снегу 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 браконьеры! 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 = function(s)
|
||||
if not seen('mycat') then
|
||||
return "gfx/house-empty.png"
|
||||
end
|
||||
return "gfx/house.png";
|
||||
end,
|
||||
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 walk('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 walk("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 зашамкал 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 walk('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 столкнулся 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
|
||||
if wboxes._num > 7 then
|
||||
return 'Думаю, уже достаточно...'
|
||||
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 надолго...';
|
||||
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... ]], walk('inmycar'));
|
||||
end
|
||||
return cat([[Четверо вооруженных людей вышвыривают меня из КПП.^^]], walk('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 walk('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 walk('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
|
||||
if f == 'onwall' then
|
||||
return
|
||||
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,
|
||||
};
|
911
ep1-zh.lua
Normal file
|
@ -0,0 +1,911 @@
|
|||
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 = '钱',
|
||||
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 = '床',
|
||||
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 [[
|
||||
车子勉勉强强地发动起来……经过漫长的车程,我终于得以关掉引擎并打开车门……]]..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 [[走进这片茂密的森林,步行?
|
||||
嗯……为什么不呢——毕竟这是我的工作……我得赶走偷猎者……]], 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 = [[
|
||||
小屋前的一切被积雪覆盖着。野树林环绕着小屋。通往小镇的道路上也残存着积雪。]],
|
||||
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 = [[
|
||||
我在这间小屋里度过了10年。10年前我亲手盖的这座房子。屋内有些狭窄,但很舒适。]],
|
||||
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 [[
|
||||
当我离开小屋时,Barsik突然醒了,扑到我脚边。我抚摸着他的耳朵。“要跟我一起走吗?”
|
||||
]]
|
||||
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 [[
|
||||
我走近他,拿出来一些钱给他……“我不需要其他人的钱……”他说。]];
|
||||
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 = [[
|
||||
最新报纸……“位于泰加林中新近建立的量子力学研究所强烈否认其与任何异常事件的联系”……嗯……]],
|
||||
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,
|
||||
};
|
1544
ep2-en.lua
Normal file
1524
ep2-ru.lua
Normal file
1680
ep3-en.lua
Normal file
1639
ep3-ru.lua
Normal file
BIN
gb.png
Normal file
After Width: | Height: | Size: 599 B |
BIN
gfx/bholes.png
Normal file
After Width: | Height: | Size: 20 KiB |
BIN
gfx/cab.png
Normal file
After Width: | Height: | Size: 43 KiB |
BIN
gfx/chme3.png
Normal file
After Width: | Height: | Size: 29 KiB |
BIN
gfx/cor3.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
gfx/cor4.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
gfx/deepforest.png
Normal file
After Width: | Height: | Size: 57 KiB |
BIN
gfx/entrance.png
Normal file
After Width: | Height: | Size: 32 KiB |
BIN
gfx/eside.png
Normal file
After Width: | Height: | Size: 40 KiB |
BIN
gfx/esidee.png
Normal file
After Width: | Height: | Size: 49 KiB |
BIN
gfx/floor2.png
Normal file
After Width: | Height: | Size: 34 KiB |
BIN
gfx/floor3.png
Normal file
After Width: | Height: | Size: 26 KiB |
BIN
gfx/floor4.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
gfx/floor5.png
Normal file
After Width: | Height: | Size: 32 KiB |
BIN
gfx/floor5e.png
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
gfx/forest.png
Normal file
After Width: | Height: | Size: 56 KiB |
BIN
gfx/fromwin1.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
gfx/fromwin2.png
Normal file
After Width: | Height: | Size: 20 KiB |
BIN
gfx/guard.png
Normal file
After Width: | Height: | Size: 27 KiB |
BIN
gfx/guard4.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
gfx/guard42.png
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
gfx/guy.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
gfx/hall1.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
gfx/hall2.png
Normal file
After Width: | Height: | Size: 25 KiB |
BIN
gfx/hall5.png
Normal file
After Width: | Height: | Size: 40 KiB |
BIN
gfx/handhoh.png
Normal file
After Width: | Height: | Size: 20 KiB |
BIN
gfx/house-empty.png
Normal file
After Width: | Height: | Size: 56 KiB |
BIN
gfx/house.png
Normal file
After Width: | Height: | Size: 57 KiB |
BIN
gfx/ilya.png
Normal file
After Width: | Height: | Size: 25 KiB |
BIN
gfx/incar.png
Normal file
After Width: | Height: | Size: 42 KiB |
BIN
gfx/inshop.png
Normal file
After Width: | Height: | Size: 56 KiB |
BIN
gfx/inst.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
gfx/instback.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
gfx/kitchen.png
Normal file
After Width: | Height: | Size: 35 KiB |
BIN
gfx/kitchencor.png
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
gfx/kpp.png
Normal file
After Width: | Height: | Size: 40 KiB |
BIN
gfx/krysha.png
Normal file
After Width: | Height: | Size: 31 KiB |
BIN
gfx/ladder.png
Normal file
After Width: | Height: | Size: 31 KiB |
BIN
gfx/lection.png
Normal file
After Width: | Height: | Size: 25 KiB |
BIN
gfx/lection2.png
Normal file
After Width: | Height: | Size: 25 KiB |
BIN
gfx/lift.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
gfx/manroom.png
Normal file
After Width: | Height: | Size: 26 KiB |
BIN
gfx/me.png
Normal file
After Width: | Height: | Size: 17 KiB |
BIN
gfx/meandgun.png
Normal file
After Width: | Height: | Size: 32 KiB |
BIN
gfx/nside.png
Normal file
After Width: | Height: | Size: 38 KiB |
BIN
gfx/onwall.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
gfx/pman.png
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
gfx/pmanb.png
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
gfx/podnos.png
Normal file
After Width: | Height: | Size: 27 KiB |
BIN
gfx/povar.png
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
gfx/prof2.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
gfx/room4.png
Normal file
After Width: | Height: | Size: 30 KiB |
BIN
gfx/servers.png
Normal file
After Width: | Height: | Size: 51 KiB |
BIN
gfx/shooting.png
Normal file
After Width: | Height: | Size: 36 KiB |
BIN
gfx/shop.png
Normal file
After Width: | Height: | Size: 44 KiB |
BIN
gfx/shopbuy.png
Normal file
After Width: | Height: | Size: 24 KiB |
BIN
gfx/shopman.png
Normal file
After Width: | Height: | Size: 26 KiB |
BIN
gfx/sside.png
Normal file
After Width: | Height: | Size: 39 KiB |
BIN
gfx/sto.png
Normal file
After Width: | Height: | Size: 40 KiB |
BIN
gfx/sto2.png
Normal file
After Width: | Height: | Size: 41 KiB |
BIN
gfx/sto3.png
Normal file
After Width: | Height: | Size: 42 KiB |
BIN
gfx/thecat.png
Normal file
After Width: | Height: | Size: 39 KiB |
BIN
gfx/toil3.png
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
gfx/toil4.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
gfx/wside.png
Normal file
After Width: | Height: | Size: 29 KiB |
47
main-en.lua
Normal file
|
@ -0,0 +1,47 @@
|
|||
game.codepage="UTF-8";
|
||||
game.act = 'Can\'t do that.';
|
||||
game.inv = 'Hmm... Wrong...';
|
||||
game.use = 'Won\'t work...';
|
||||
game.dsc = [[Commands:^
|
||||
look (or just Enter), act <on what> (or just on what), use <what> [on what], go <where>,^
|
||||
back, inv, way, obj, quit, save <fname>, load <fname>. Tab to autocomplete.^^
|
||||
Oleg G., Vladimir P., Ilia R., et al. in the science-fiction and dramatic text adventure by Pyotr K.^^
|
||||
THE RETURNING OF THE QUANTUM CAT^^
|
||||
Former hacker. He left to live in the forest. But he's back. Back for his cat.^^
|
||||
“I JUST CAME TO GET BACK MY CAT...” ^^]];
|
||||
|
||||
--require "dbg";
|
||||
|
||||
me().nam = 'Oleg';
|
||||
main = room {
|
||||
nam = 'THE RETURNING OF THE QUANTUM CAT',
|
||||
pic = 'gfx/thecat.png',
|
||||
dsc = [[
|
||||
Outside my cabin the snow is white again. The wood crackles in the fireplace just like that day... It's the third winter already.
|
||||
Two winters have passed, but the events I want to tell about are in front of my eyes as if it was yesterday...^^
|
||||
|
||||
I've been working as a forest warden over ten years. Over ten years I lived in my cabin in the woods, gathering poachers' traps and going to a nearby town once in a week or two... After a Sunday service in the local church I went to a shop to buy the stuff I needed: shotgun ammunition, groats, bread, medicaments...^^
|
||||
|
||||
I used to be a quite good IT specialist... But that doesn't matter anymore... I hadn't seen a computer screen for a decade and didn't regret it.^^
|
||||
|
||||
Now I understand that the root of those events lies as far as the early thirties... But I'd better tell everything step by step...^^
|
||||
|
||||
It was a cold February day, and I was preparing to go to the town as usual...]],
|
||||
obj = { vobj(1,'Next','{Next}.') },
|
||||
act = function()
|
||||
return walk('home');
|
||||
end,
|
||||
exit = function()
|
||||
set_music("mus/ofd.xm");
|
||||
end,
|
||||
};
|
||||
set_music("mus/new.s3m");
|
||||
dofile("ep1-en.lua");
|
||||
dofile("ep2-en.lua");
|
||||
dofile("ep3-en.lua");
|
||||
|
||||
me().where = 'eroom';
|
||||
--inv():add('mywear');
|
||||
--inv():add('gun');
|
||||
--inv():add('trap');
|
||||
|
49
main-ru.lua
Normal file
|
@ -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 так же, 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 walk('home');
|
||||
end,
|
||||
exit = function()
|
||||
set_music("mus/ofd.xm");
|
||||
end,
|
||||
};
|
||||
set_music("mus/new.s3m");
|
||||
dofile("ep1-ru.lua");
|
||||
dofile("ep2-ru.lua");
|
||||
dofile("ep3-ru.lua");
|
||||
|
||||
--me().where = 'eside';
|
||||
--inv():add('mywear');
|
||||
--inv():add('gun');
|
||||
--inv():add('trap');
|
48
main-zh.lua
Normal file
|
@ -0,0 +1,48 @@
|
|||
game.codepage="UTF-8";
|
||||
game.act = 'Can\'t do that.';
|
||||
game.inv = 'Hmm... Wrong...';
|
||||
game.use = '不起作用……';
|
||||
game.dsc = [[Commands:^
|
||||
look (or just Enter), act <on what> (or just on what), use <what> [on what], go <where>,^
|
||||
back, inv, way, obj, quit, save <fname>, load <fname>. Tab to autocomplete.^^
|
||||
Oleg G., Vladimir P., Ilia R., et al. in the science-fiction and dramatic text adventure by Pyotr K.^^
|
||||
THE RETURNING OF THE QUANTUM CAT^^
|
||||
Former hacker. He left to live in the forest. But he's back. Back for his cat.^^
|
||||
“I JUST CAME TO GET BACK MY CAT...” ^^]];
|
||||
|
||||
--require "dbg";
|
||||
|
||||
me().nam = 'Oleg';
|
||||
main = room {
|
||||
nam = '夺回量子猫',
|
||||
pic = 'gfx/thecat.png',
|
||||
dsc = [[
|
||||
我的小屋外又是白雪皑皑,壁炉里的木柴噼啪作响,就像那天一样……已经是第三个冬天了。
|
||||
虽然已经过去了两个冬天,但我想讲述的事情却历历在目,仿佛就在昨天……^^
|
||||
|
||||
我当森林管理员已经十多年了。十年来,我一直住在森林里的小木屋里,收集偷猎者的陷阱,一两个星期去一次附近的小镇…… 在当地教堂做完周日礼拜后,我就去商店买我需要的东西:猎枪子弹、燕麦、面包、药品……^^
|
||||
|
||||
我曾经是个相当不错的 IT 专家…… 但这已经不重要了…… 我有十年没见过电脑屏幕了,但并不后悔。
|
||||
|
||||
现在我明白了,这些事件的根源远在三十出头的时候…… 不过,我还是一步一步地把事情讲清楚吧……^^
|
||||
|
||||
那是一个寒冷的二月天,我像往常一样准备去镇上……
|
||||
]],
|
||||
obj = { vobj(1,'Next','{继续}.') },
|
||||
act = function()
|
||||
return walk('home');
|
||||
end,
|
||||
exit = function()
|
||||
set_music("mus/ofd.xm");
|
||||
end,
|
||||
};
|
||||
set_music("mus/new.s3m");
|
||||
dofile("ep1-zh.lua");
|
||||
dofile("ep2-en.lua");
|
||||
dofile("ep3-en.lua");
|
||||
|
||||
me().where = 'eroom';
|
||||
--inv():add('mywear');
|
||||
--inv():add('gun');
|
||||
--inv():add('trap');
|
||||
|
47
main.lua
Normal file
|
@ -0,0 +1,47 @@
|
|||
-- $Name:Returning the Quantum Cat$
|
||||
-- $Name(ru):Возвращение квантового кота$
|
||||
-- $Name(zh):夺回量子猫$
|
||||
-- $Version: 1.6.1$
|
||||
|
||||
if stead.version < "1.5.3" then
|
||||
walk = _G["goto"]
|
||||
walkin = goin
|
||||
walkout = goout
|
||||
walkback = goback
|
||||
end
|
||||
|
||||
require "xact"
|
||||
|
||||
gam_lang = {
|
||||
ru = 'Язык',
|
||||
en = 'Language',
|
||||
zh = '语言',
|
||||
}
|
||||
|
||||
gam_title = {
|
||||
ru = 'Возвращение квантового кота',
|
||||
en = 'Returning the Quantum Cat',
|
||||
zh = '夺回量子猫',
|
||||
}
|
||||
|
||||
if not LANG or not gam_lang[LANG] then
|
||||
LANG = "en"
|
||||
end
|
||||
|
||||
gam_lang = gam_lang[LANG]
|
||||
gam_title = gam_title[LANG]
|
||||
|
||||
main = room {
|
||||
nam = gam_title;
|
||||
forcedsc = true;
|
||||
dsc = txtc (
|
||||
txtb(gam_lang)..'^^'..
|
||||
img('gb.png')..' '..[[{en:English}^]]..
|
||||
img('ru.png')..' '..[[{ru:Русский}^]]..
|
||||
img('cn.png')..' '..[[{zh:中文(简体)}^]]);
|
||||
obj = {
|
||||
xact("ru", code [[ gamefile('main-ru.lua', true); return walk 'main' ]]);
|
||||
xact("en", code [[ gamefile('main-en.lua', true); return walk 'main' ]]);
|
||||
xact("zh", code [[ gamefile('main-zh.lua', true); return walk 'main' ]]);
|
||||
}
|
||||
}
|