previous work

This commit is contained in:
maxchen32 2023-12-10 19:28:07 +08:00
commit 1383290603
104 changed files with 9407 additions and 0 deletions

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911
ep1-en.lua Normal file
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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,
};

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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,
};

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ep1-zh.lua Normal file
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mywear = obj {
nam = '棉袄',
dsc = function(s)
if here() == stolcorridor then
local st='.';
if not have('gun') then
st = ',我的猎枪就藏在它里面。';
end
return '架子上还有我的棉袄'..st;
else
return '松木门的钉子上挂着我的{棉袄}。';
end
end,
inv = '现在是冬天,但我穿着暖和的棉袄。',
tak = function(s)
if here() == stolcorridor then
if have('alienwear') then
return '我已经穿好衣服了……如果我把棉袄也带上,会显得很可疑……', false;
end
if me()._walked then
me()._walked = false;
inv():add('gun');
return '但我的棉袄是最棒的!';
end
return '那就太显眼了……', false;
else
return '我从钉子上取下外套。';
end
end,
use = function(s, o)
if o == 'guy' then
return '在短暂的耽搁之后,你们交换了外套……';
end
end
};
money = obj {
nam = '',
inv = '大钱就是大祸……幸好我没什么钱……',
use = function(s, w)
if w == 'shopman' then
if shopman._wantmoney then
shopman._wantmoney = false;
return '我付钱给弗拉基米尔。';
end
return '我不想无缘无故付钱……';
end
end
};
mybed = obj {
nam = '',
dsc = '窗边有一张{床}。',
act = '现在没功夫睡觉。',
};
mytable = obj {
nam = '桌子',
dsc = '左边角落里有一张带抽屉的橡木{桌子}。',
act = function()
if not have(money) then
take('money');
return '我在抽屉里翻了翻,找到了些钱。';
end
return '桌子……我自己做的。';
end,
};
foto = obj {
nam = '照片',
dsc = '桌子上有一张镶框{照片}。',
tak = '我拿起照片。',
inv = '照片里是我和我的 Barsik。',
};
gun = obj {
nam = '猎枪',
dsc = '小屋右边的角落里有一把{猎枪}。',
tak = '我拿起猎枪,把它挂在背后。',
inv = function(s)
local st = '';
if s._obrez then
st = ' 顺便一提,现在是锉短的猎枪了。';
if s._hidden then
st = st..' 它藏在我衣服里。';
end
end
if s._loaded then
return '猎枪上膛了……'..st;
else
return '猎枪没有子弹…… 我很少在森林里用到它……'..st;
end
end,
use = function(s, w)
if not s._hidden then
if w == 'mywear' or w == 'alienwear' then
if not s._obrez then
return '我想把猎枪藏在衣服里,但它太长了。'
else
s._hidden = true;
return '现在我可以把锉短的猎枪藏在衣服里了!';
end
end
end
if not s._loaded then
return '没装子弹……', false;
end
if w == 'guard' then
return '是的,他们是无赖,但首先他们也是人;其次这样做也无济于事……', false;
end
if w == 'wire' then
return '太近了…… 我需要像剪线钳这样的东西……', false;
end
if w == 'cam' and not cam._broken then
cam._broken = true;
s._loaded = false;
return '我瞄准摄像头,双管开火…… 沉闷的枪声被阵阵风雪淹没……';
end
if w == 'mycat' or w == 'shopman' or w == 'guy' then
return '我不想这样……', false;
end
end
};
fireplace = obj {
nam = '壁炉',
dsc = '墙边有一个{壁炉},火焰不均匀地映照着小屋。',
act = '我喜欢在壁炉旁度过漫长的冬夜。',
};
mycat = obj {
nam = 'Barsik',
_lflast = 0,
lf = {
[1] = 'Barsik 在我怀里动来动去。',
[2] = 'Barsik 从我怀里探出头。',
[3] = 'Barsik 在我怀里打呼噜。',
[4] = 'Barsik 在我怀里发抖。.',
[5] = '我感受到 Barsik 在我怀里的温暖。',
[6] = 'Barsik 从我怀里探出头来,四处张望。',
},
life = function(s)
local r = rnd(6);
if r > 2 then
return;
end
r = rnd(6);
while (s._lflast == r) do
r = rnd(6);
end
s._lflast = r;
return s.lf[r];
end,
desc = { [1] = '我的猫{Barsik}正舒适地蜷缩成一团睡在壁炉边。',
[2] = '{Barsik}机敏地扫视着小屋周围。',
[3] = '{Barsik}就坐在我旁边的座位上。',
[4] = '{Barsik}正在垃圾桶旁研究着什么……',
[5] = '{Barsik}在我脚边蹭来蹭去。',
},
inv = 'Barsik在我的怀里……可怜的小猫咪……我会救你的还有整个世界',
dsc = function(s)
local state
if here() == home then
state = 1;
elseif here() == forest then
state = 2;
elseif here() == inmycar then
state = 3;
elseif here() == village then
state = 4;
elseif here() == escape3 then
state = 5;
end
return s.desc[state];
end,
act = function(s)
if here() == escape3 then
take('mycat');
lifeon('mycat');
return '我把{Barsik}放进了我的怀里。';
end
return '我挠了挠Barsik的耳后……';
end,
};
inmycar = room {
nam = '在车里',
dsc = '我坐在我的皮卡车里,这辆车像匹任劳任怨的老马一样……',
pic = 'gfx/incar.png',
way = {'forest', 'village'},
enter = function(s, f)
local s = '我打开车门';
if have('mybox') then
return '我不能带着这个箱子一起进驾驶舱……', false;
end
if seen('mycat') then
s = s..'Barsik跳进车里。'
move('mycat','inmycar');
elseif not me()._know_where then
return '不……我必须先找到Barsik', false
end
if f == 'guarddlg' then
return ' 嗯……我得想个办法……';
end
return cat(s, ' 好,是时候出发了……');
end,
exit = function(s, t)
local s=''
if seen('mycat') then
s = 'Barsik第一个跳出车外。';
move('mycat',t);
end
if ref(t) ~= from() then
from().obj:del('mycar');
move('mycar', t);
return [[
]]..s;
end
return '不……我觉得好像忘了什么……'..s;
end
};
mycar = obj {
nam = '我的车',
desc = {
[1] = '在小屋前停着我的老旧丰田{皮卡}。',
[2] = '停车场上有我的老旧{皮卡}。',
[3] = '在检查站旁边停着我的{皮卡}。',
[4] = '在墙角后面停着我的{皮卡}。',
},
dsc = function(s)
local state
if here() == forest then
state = 1;
elseif here() == village then
state = 2;
elseif here() == inst then
state = 3;
elseif here() == backwall then
state = 4;
end
return s.desc[state];
end,
act = function(s)
return walk('inmycar');
end
};
iso = obj {
nam = '绝缘胶带',
inv = '一卷蓝色的绝缘胶带……',
use = function(s, o)
if o == 'trap' and not trap._iso then
trap._iso = true;
return '我用胶带将陷阱绝缘。';
end
if o == 'wire' then
return '我为什么要这么做?反正我也穿不过铁丝网。何况我也没法把它绝缘——我会触电的!';
end
end
};
trap = obj {
nam = '陷阱',
dsc = '雪地里埋伏着一个铁{陷阱}。', -- !!!!
tak = '该死的偷猎者!我要把陷阱拆走。',
inv = function(s)
if s._salo then
return '大捕鼠夹,还是绝缘的!';
end
if s._iso then
return '铁的,非常锋利,还用胶带绝缘了。';
else
return '铁的,非常锋利。';
end
end,
use = function(s, o)
if o == 'wire' and not wire._broken then
if not s._iso then
return '陷阱是金属的,我会被电击,然后……就没有然后了……';
end
wire._broken = true;
onwall.way:add('eside');
return '我用陷阱夹住并切割铁丝网,如我所料,铁丝网被夹断了!';
end
end
};
deepforest = room {
i = 0,
nam = '森林深处',
pic = 'gfx/deepforest.png',
dsc = function(s)
local st = '我到了森林深处……';
if s._i == 1 then
return st..'松树和云杉……没什么别的……';
elseif s._i == 2 then
return st..'美丽的白桦树——小心别迷了路……';
elseif s._i == 3 then
return st..'茂密的丛林……完全搞不清我是不是迷路了……';
elseif s._i == 4 then
return st..'美丽的湖泊……我是不是该回去了?';
elseif s._i == 5 then
s._trap = true;
return st..'一些灌木丛……灌木丛……还是灌木丛……';
else
return st..'树桩……一根多么漂亮的树桩……';
end
end,
enter = function(s,f)
if f == 'forest' then
s._trap = false;
end
s._lasti = s._i;
while (s._i == s._lasti) do
s._i = rnd(6);
end
s.obj:del('trap');
s.way:del('forest');
if s._i == 5 and not inv():srch('trap') then
s.obj:add('trap');
end
if s._i == 3 and s._trap then
s.way:add('forest');
end
if f == 'forest' and inv():srch('trap') then
return [[我已经在森林里散过步了谢谢。]], false;
end
if f == 'deepforest' then
return '嗯……我们来瞧瞧……';
end
return [[?
]], true;
--Я пол часа бродил по лесу, когда наткнулся на капкан...
--Проклятые браконьеры! Я взял капкан с собой.]], false;
end,
way = {'deepforest'},
};
road = room {
nam = '马路',
enter = function()
return '步行?还事饶了我罢……', false;
end
};
forest = room {
nam = '小屋前',
pic = 'gfx/forest.png',
dsc = [[
]],
way = { 'home', 'deepforest', 'road' },
obj = { 'mycar' },
};
home = room {
nam = '小屋',
pic = function(s)
if not seen('mycat') then
return "gfx/house-empty.png"
end
return "gfx/house.png";
end,
dsc = [[
1010]],
obj = { 'fireplace', 'mytable', 'foto', 'mycat', 'gun',
vobj(1,'window', '小屋只有一扇{窗户}。'),
'mybed', 'mywear' },
way = { 'forest' },
act = function(s,o)
if o == 1 then
return '外面的一切都披上了一层雪白的颜色……';
end
end,
exit = function()
if not have('mywear') then
return '外面很冷……不穿棉袄我可不出去。', false
end
if seen(mycat) then
move('mycat','forest');
return [[
Barsik突然醒了
]]
end
end
};
---------------- here village begins
truck = obj {
nam = '黑色高级车',
dsc = '有辆茶色玻璃的{黑色高级车}停在商店旁边。',
act = '嗯……其实是辆小货车……车体还装了甲,从车轮负载可以看出来……',
};
guydlg = dlg {
pic = 'gfx/guy.png',
nam = '和流浪汉的对话',
dsc = '我朝他走去……他是一个戴着破帽子穿着破棉袄的矮个子——用匆忙的眼神回头看了看我。',
obj = {
[1] = phr('嗨!今儿真冷,是吧?', '确实……有点……'),
[2] = phr('你为什么流落街头?',
[[我在为博士学位而努力……写一篇物质结构方面的论文……但是……我的大脑累坏了……我试图平静下来,然后……我就在这儿了……]]),
[3] = phr('你叫什么名字?', '爱德华……'),
[4] = _phr('我刚才离开的时候,你身边有只猫……它去哪了?', '嗯……', 'pon(5)'),
[5] = _phr('是的……一只小猫,一只普通的、在垃圾桶旁边闲逛的猫。', '所以那是你的猫么?嗯……', 'pon(6)');
[6] = _phr('对……那是我的Barsik快告诉我',
'……嗯……好像有个人把它带走了…… \n —— 我的背后传来一阵寒意……', 'pon(7)'),
[7] = _phr('哪儿,他去哪了?', '抱歉,老兄,我没注意……', 'shopdlg:pon(4); pon(8);'),
[8] = phr('好吧……没关系……', '……', 'pon(8); back()'),
},
exit = function()
pon(1);
return '他转身离开我,又开始在垃圾桶中翻找……';
end
};
guy = obj {
nam = '流浪汉',
dsc = '一个{流浪汉}正在垃圾桶里翻找着什么。',
act = function()
return walk('guydlg');
end,
used = function(s, w)
if w == 'money' then
return [[
]];
else
return '他要这个干什么呢?';
end
end,
};
nomoney = function()
pon(1,2,3,4,5);
shopdlg:pon(2);
return cat('这时我突然想起来,我身上压根没带钱,一点都没带……^',back());
end
ifmoney ='if not have("money") then return nomoney(); end; shopman._wantmoney = true; ';
dshells = obj {
nam = '弹壳',
dsc = function(s)
-- Note for translators:
-- this block picks the appropriate plural form
-- for “shells” for a given numeral. Since English has
-- only 1 form, I commented it out.
-- Uncomment and use form-number combinations
-- appropriate for your language
-- if here()._dshells > 4 then
return '我脚下有'..here()._dshells..'枚猎枪{弹壳}……';
-- else
-- return 'Under my feet there are '..here()._dshells..' empty shotgun {shells}...';
-- end
end,
act = '这是我射击留下的弹壳……我不再需要它们了……';
};
function dropshells()
if here() == deepforest then
return;
end
if not here()._dshells then
here()._dshells = 2;
else
here()._dshells = here()._dshells + 2;
end
here().obj:add('dshells');
end
shells = obj {
nam = '子弹',
inv = '猎枪子弹。我很少用到,通常是用来对付偷猎者的。',
use = function(s, on)
if on == 'gun' then
if gun._loaded then
return '已经装过弹了……';
end
if gun._loaded == false then
gun._loaded = true;
dropshells();
return '我打开弹匣,抛出两枚弹壳,重新装入子弹。';
end
gun._loaded = true;
return '我拿出两枚子弹,装入猎枪的双管……';
end
end
};
news = obj {
nam = '报纸',
inv = [[
]],
used = function(s, w)
if w == 'poroh' then
if have('trut') then
return '我已经有一个引信了。';
end
inv():add('trut');
inv():del('poroh');
return '我撕下一片报纸,倒上了火药……';
end
end,
};
hamb = obj {
nam = '汉堡包',
inv = function()
inv():del('hamb');
return '我吃了点零食。垃圾食品……';
end
};
zerno = obj {
nam = '谷物',
inv = '就是一些荞麦,荞麦粒……',
};
shop2 = dlg {
nam = 'buy',
pic = 'gfx/shopbuy.png',
obj = {
[1] = phr('猎枪子弹……我需要弹药……', '没问题……价格照旧', ifmoney..'inv():add("shells")'),
[2] = phr('谷物……', '好……', ifmoney..'inv():add("zerno")'),
[3] = phr('和一个汉堡包……', '行……', ifmoney..'inv():add("hamb")'),
[4] = phr('新报纸……', '当然……', ifmoney..'inv():add("news")'),
[5] = phr('一卷绝缘胶带……', '好的,这儿呢。', ifmoney..'inv():add("iso")'),
[6] = phr('没别的了……', '如你所愿……', 'pon(6); back()'),
[7] = _phr('我还需要梯子和一把钢丝钳……', '抱歉,我这儿没这些东西——弗拉基米尔摇了摇头'),
},
exit = function(s)
if have('news') then
s.obj[4]:disable();
end
end
};
shopdlg = dlg {
nam = '与售货员交谈',
pic = 'gfx/shopman.png',
dsc = '小眼睛用油腻的目光盯着我。',
obj = {
[1] = phr('你好,弗拉基米尔!近来可好?', '你好,'..me().nam..'……我这儿一般般……弗拉基米尔狡猾地笑了笑。', 'pon(2)'),
[2] = _phr('我想买点东西……', '好的……我们来瞧瞧——您需要什么?', 'pon(2); return walk("shop2")'),
[3] = phr('拜拜……', '耶……祝你好运!', 'pon(3); return back();'),
[4] = _phr('刚才有一个人在这儿——他是谁?', '嗯?——弗拉基米尔的细眉毛微微扬起……','pon(5)'),
[5] = _phr('由于某些缘故,他带走了我的猫……也许以为它是流浪猫……那个穿灰色外套的男人是谁?',
[[
Actually, he's some boss... - Vladimir scratches his unshaved chin. — In that new institute, which has been built in our backwoods a year ago...
Vladimir's pince-nez twitched as he spoke — he often comes to our shop,
doesn't like crowds — those physicists — you know... Odd bunch, — Vladimir shrugged...]],'pon(6)'),
[6] = _phr('Where is this institute located?',
'Kilometer marker 127... But well, you know — Vladimir lowered his voice — there are rumours about his institute...', 'me()._know_where = true; inmycar.way:add("inst");pon(7)'),
[7] = _phr('I\'m just going to get back my cat...', 'Take care... If I was in you shoes... — Vladimir shakes his head. — By the way, I think his name is Belin. I\'ve seen his credit card... Even though, as you know, I don\'t accept them — Vladimir moved his lips, his monocle stirred slyly'),
},
};
shopman = obj {
nam = 'salesman',
dsc = 'There\'s a {salesman} behind the counter. His wide face with stubble is complemented by a monocle.',
act = function()
return walk('shopdlg');
end
};
shop = room {
nam = 'shop',
pic = 'gfx/inshop.png',
enter = function(s, f)
if village.obj:look('truck') then
village.obj:del('truck');
village.obj:del('mycat');
return [[
When I entered the shop, I almost ran into an unpleasant man in a grey coat and broad-brimmed hat... He apologized in a sort of hissing voice and feighned raising his hat... White teeth flashed from under the brim... When I reached the counter, I heard the engine starting.]];
end
end,
act = function(s,w)
if w == 1 then
return 'There\'s only my car left in the parking lot.';
end
end,
dsc = [[
The store is somewhat unusual... Here you can find ironware, food, even ammunition... No wonder, since it's the only store in a 100 km area...]],
way = { 'village' },
obj = {'shopman',vobj(1, 'окно', 'Through the {window} the parking lot is visible.') },
exit = function(s, t)
if t ~= 'village' then
return;
end
if shopman._wantmoney then
return 'I was going to step outside, when I was stopped by Vlsdimir\'s quiet semicough... Of course, I forgot to pay...', false;
end
if not have('news') then
shop2.obj[4]:disable();
inv():add('news');
return 'I was going to leave, when Vladimir\'s voice stopped me. — Take the fresh newspaper — it\'s free for you. I walk back, take the paper and leave.';
end
end
};
carbox = obj {
_num = 0,
nam = function(s)
if s._num > 1 then
return 'boxes in the car';
else
return 'a box in the car';
end
end,
act = function(s)
if inv():srch('mybox') then
return 'I\'ve already got a box in my hands...';
end
s._num = s._num - 1;
if s._num == 0 then
mycar.obj:del('carbox');
end
take('mybox');
return 'I took a box from the car.';
end,
dsc = function(s)
if s._num == 0 then
return;
elseif s._num == 1 then
return 'There is one {box} in the cargo body of my car.';
-- Again not needed, since "boxes" stays the same for all numerals
-- elseif s._num < 5 then
-- return 'There are '..tostring(s._num)..' {boxes} in the cargo body of my car.';
else
return 'There are '..tostring(s._num)..' {boxes} in the cargo body of my car..';
end
end,
};
mybox = obj {
nam = 'a box',
inv = 'I am holding a wooden box... A soundly built thing! Might come in handy.',
use = function(s, o)
if o == 'boxes' then
inv():del('mybox');
return 'I put the box back...';
end
if o == 'mycar' then
inv():del('mybox');
mycar.obj:add('carbox');
carbox._num = carbox._num + 1;
return 'I put the box in the cargo body of my car...';
end
if o == 'ewall' or o == 'wboxes' then
if not cam._broken then
return 'The camera won\'t let me...';
end
if wboxes._num > 7 then
return "It's enough I think..."
end
inv():del('mybox');
ewall.obj:add('wboxes');
wboxes._num = wboxes._num + 1;
if wboxes._num > 1 then
return 'I put another box on top of the previous one...';
end
return 'I put the box next to the wall...';
end
end
};
boxes = obj {
nam = 'ящики',
desc = {
[1] = 'Near the parking lot there are many empty wooden {boxes} that once held tins.',
},
dsc = function(s)
local state = 1;
return s.desc[state];
end,
act = function(s, t)
if carbox._num >= 5 then
return 'Maybe I\'ve got enough boxes already?...';
end
if inv():srch('mybox') then
return 'I\'m holding one box already...';
end
take('mybox');
return 'I took a box.';
end,
};
village = room {
nam = 'parking lot in front of the store',
dsc = 'A familiar place in front of the store. The parking lot. All covered with snow...',
pic = 'gfx/shop.png',
act = function(s, w)
if w == 1 then
return 'Ordinary bins... White snow covers the garbage...';
end
end,
exit = function(s, t)
if t == 'shop' and seen('mycat') then
return 'I called Barsik, but he was too busy with the dumpster... OK, it won\'t take long...';
end
end,
enter = function(s, f)
if ewall:srch('wboxes') and wboxes._num == 1 then
ewall.obj:del('wboxes');
ewall._stolen = true;
wboxes._num = 0;
end
if f == 'shop' and not s._ogh then
s._ogh = true;
set_music("mus/revel.s3m");
guydlg:pon(4);
guydlg:poff(8);
return 'I glanced over the parking lot and called — Barsik! Barsik! — Where did my cat disappear?';
end
end,
way = { 'road', 'shop' },
obj = { 'truck', vobj(1,'bins', 'Rusty dumpster {bins} are covered with snow.'), 'guy','boxes' },
};
----------- trying to go over wall
function guardreact()
pon(7);
if inst:srch('mycar') then
inst.obj:del('mycar');
inmycar.way:add('backwall');
inst.way:add('backwall');
return cat([[Four people with submachine guns escorted me to my car. I had to start the engine and drive away from the institute. I drove a dozen kilometers before the military jeep with the seeing-off guards disappeared from the rear-view mirror... ]], walk('inmycar'));
end
return cat([[Four armed people throw me out of the check-point.^^]], walk('inst'));
end
guarddlg = dlg {
nam = 'guard',
pic = 'gfx/guard.png',
dsc = [[I can see the angular face of the guard. His eyes look archly, but corners of his mouth are turned down, discouraging any conversation...]],
obj = {
[1] = phr('One of the institute staff took my cat by mistake — I need to get in.','— Show the pass...', 'poff(2); pon(3);'),
[2] = phr('I forgot my pass — may I come in?','— No...', 'poff(1); pon(3);'),
[3] = _phr('Do you know Belin? He\'s got my cat — I need to take it...', '— No pass?', 'pon(4)'),
[4] = _phr('I just came to get back my cat! Give me Belin\'s number.',
[[The guard's eyes change their color. The corners of his lips move up. — Mister, as I understand you have no pass. Walk out of here while you still can...]], 'pon(5, 6)'),
[5] = _phr('I\'m gonna hit your face...', 'The guard\'s hand moves to his submachine gun. ', 'poff(6); return guardreact();'),
[6] = _phr('OK, I\'m leaving...', '— Don\'t hurry, — the guard no longer hides his smile — I don\'t like you...','poff(5); return guardreact()'),
[7] = _phr('Now I\'m gonna shotgun you all...', 'This time the guard doesn\'t even answer. His bloodshot eyes speak louder than any words.','return guardreact()'),
},
};
guard = obj {
nam = 'guards',
dsc = [[
There are {guards} in the kiosk. Looks like they are armed with Kalashnikov submachine guns.
]],
act = function(s)
return walk('guarddlg');
end,
};
kpp = room {
nam = 'checkpoint',
pic = 'gfx/kpp.png',
dsc = [[The checkpoint leaves no doubt that strangers are not welcome in the institute. Lift gate. Latticed kiosk. And silence.
]],
obj = { 'guard' },
way = { 'inst' }
};
inst = room {
nam = 'institute',
pic = 'gfx/inst.png',
dsc = [[
The building rises over the empty field of snow. Its sinister outline looks more like a jail rather than a research institute. There are railways behind the building. ]],
act = function(s, w)
if w == 1 then
return 'The wall is 5 meters high. Moreover, there is barbed wire on its top, and I suppose it\'s alive...';
end
if w == 2 then
return 'Yes, Vladimir was right... It\'s some sort of a military headquaters...';
end
if w == 3 then
return 'Yes — this looks like the van in which the man in gray coat took away my Barsik.';
end
end,
used = function(s, w, b)
if b == 'mybox' and w == 1 then
return 'I think the guards will notice me at once.';
end
if w == 2 and b == 'gun' and gun._loaded then
return 'I\'d get canned for that... Or just beaten... The guards are quite near.';
end
if w == 3 and b == 'gun' and gun._loaded then
return 'I need the cat, not destruction...';
end
end,
obj = {vobj(1, 'wall', 'The institute building is surrounded by a heavy concrete {wall}. There\'s a checkpoint at the centre.'),
vobj(2, 'cameras', 'Survelliance {cameras} watch the area from the towers.'),
vobj(3, 'van', 'Behind the gate I can see the black {van}.')},
way = { 'road', 'kpp' },
exit = function(s, t)
if have('mybox') and t ~= 'inmycar' then
return 'I won\'t walk around with the box...', false;
end
end,
};
cam = obj {
nam = 'surveillance camera',
dsc = function(s)
if not s._broken then
return 'One of the surveillance {cameras} isn\'t far from here. I press myself to the wall to stay unnoticed.';
end
return 'The shards of the surveillance {camera} are lying around. They\'re already dusted by snow.';
end,
act = function(s)
if not s._broken then
return 'Damned camera...';
end
return 'Ha... You\'ve had it coming, damned mechanism, hadn\'t you? I wonder when will the guards come...';
end,
};
wire = obj {
nam = 'barbed wire',
dsc = function(s)
if s._broken then
return 'I can see the shreds of barbed {wire}.';
end
return 'I can see barbed {wire}.';
end,
act = function(s)
if s._broken then
return 'Now it\'s safe! I can get inside...';
end
return 'What if it\'s alive?';
end,
};
onwall = room {
pic = 'gfx/onwall.png',
nam = 'on the wall',
dsc = 'I am standing atop the boxes, my head is on the wall top level. It\'s cold.',
enter = function(s)
if have('mybox') then
return 'I cannot climb the wall with a box in my hands.', false;
end
if wboxes._num < 5 then
return 'I try to climb the wall... But it\'s still to high...',false;
end
return 'I climb the wall over the boxes.';
end,
obj = { 'wire' },
way = { 'backwall' }
};
wboxes = obj {
_num = 0,
nam = function(s)
if (s._num > 1) then
return 'boxes by the wall';
end
return 'a box by the wall';
end,
act = function(s)
return walk('onwall');
end,
dsc = function(s)
if s._num == 0 then
return;
elseif s._num == 1 then
return 'There is one {box} by the wall.';
-- And again only one plural form
-- elseif s._num < 5 then
-- return 'There are '..tostring(s._num)..' {boxes}, stacked by the wall.';
else
return 'There are '..tostring(s._num)..' {boxes}, stacked by the wall.';
end
end,
};
ewall = obj {
nam = 'wall',
dsc = 'Here {the wall} is 4 meters high. The howling snowdrift tosses snowflakes to its bottom.',
act = function(s)
if not s._ladder then
s._ladder = true;
shop2:pon(7);
end
return 'Too high... I\'ll need a ladder.';
end
};
backwall = room {
pic = 'gfx/instback.png',
enter = function(s, f)
local st = '';
if ewall._stolen then
ewall._stolen = false;
st = 'Oho!!! Somebody has stolen my box!!!';
end
if f == 'inmycar' then
return 'Great... Looks like I managed to get here unnoticed...'..' '..st;
end
if f == 'onwall' then
return
end
return 'Rambling through the snowfield I got to the back wall.'..' '..st;
end,
nam = 'eastern wall of the institute',
dsc = 'I am at the back side of the institute.',
obj = { 'ewall', 'cam' },
way = { 'inst', },
exit = function(s, t)
if have('mybox') and t ~= 'inmycar' then
return 'I won\'t walk around with the box in my hands...', false;
end
end,
};

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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');

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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');

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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 = [[
仿^^
西^^
IT
^^
]],
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');

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-- $Name:Returning the Quantum Cat$
-- $Name(ru):Возвращение квантового кота$
-- $Name(zh):夺回量子猫$
-- $Version: 1.6.1$
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' ]]);
}
}

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