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function player_action(self, what, ...)
local v,r,obj
obj = _G[what];
if not isXaction(obj) then
obj = stead.ref(self.where):srch(what);
end
if not obj then
return stead.call(game, 'action', what, ...); --player_do(self, what, ...);
end
v, r = player_take(self, what, ...);
if not v then
v, r = stead.call(obj, 'act', ...);
if not v and r ~= true then
v, r = stead.call(game, 'act', obj, ...);
end
end
return v, r;
end
function player_use(self, what, onwhat, ...)
local obj, obj2, v, vv, r;
local scene_use_mode = false
obj = self:srch(what); -- in inv?
if not obj then -- no
obj = stead.ref(self.where):srch(what); -- in scene?
if not obj then -- no!
return game.err, false;
end
scene_use_mode = true -- scene_use_mode!
end
if onwhat == nil then -- only one?
if scene_use_mode then
return self:action(what, ...); -- call act
else
v, r = stead.call(stead.ref(obj),'inv', ...); -- call inv
end
if not v and r ~= true then
v, r = stead.call(game, 'inv', obj, ...);
end
return v, r;
end
obj2 = stead.ref(self.where):srch(onwhat); -- in scene?
if not obj2 then
obj2 = self:srch(onwhat); -- in inv?
end
if not obj2 then
return game.err, false;
end
obj = stead.ref(obj)
obj2 = stead.ref(obj2)
if not scene_use_mode or isSceneUse(obj) then
v, r = stead.call(obj, 'use', obj2, ...);
if r ~= false then
vv = stead.call(obj2, 'used', obj, ...);
end
end
if not v and not vv then
v, r = stead.call(game, 'use', obj, obj2, ...);
end
if not v and not vv then
return
end
v = stead.par(stead.space_delim, v, vv);
if v == nil and stead.api_version >= "1.3.5" then
return true
end
return v
end
function vobj_save(self, name, h, need)
local w = stead.deref(self.where)
local dsc = self.dsc
if need then
h:write(stead.string.format("%s = vobj(%s,%s,%s);\n",
name,
stead.tostring(self.nam),
stead.tostring(dsc),
stead.tostring(w)));
end
stead.savemembers(h, self, name, false);
end
function vobj_act(self, ...)
local o, r = here():srch(self); -- self.nam
if stead.ref(o) and stead.ref(o).where then
return stead.walk(stead.ref(o).where);
end
return stead.call(stead.ref(r),'act', self.nam, ...);
end
function vobj_used(self, ...)
local o, r = here():srch(self.nam);
return stead.call(stead.ref(r),'used', self.nam, ...);
end
function vobj_use(self, ...)
local o, r = here():srch(self.nam);
return stead.call(stead.ref(r),'use', self.nam, ...);
end
function vobj(name, dsc, w)
return obj{ nam = tostring(name),
vobject_type = true,
dsc = dsc,
where = stead.deref(w),
act = vobj_act,
used = vobj_used,
use = vobj_use,
save = vobj_save };
end
function vway(name, dsc, w)
-- o.object_type = true;
return obj{ nam = tostring(name),
vobject_type = true,
dsc = dsc,
act = vobj_act,
where = stead.deref(w),
used = vobj_used,
use = vobj_use,
save = vobj_save };
end
function isVobject(v)
return (type(v) == 'table') and (v.vobject_type)
end
function list_check(self, name) -- force using of objects, instead refs
local i, v, ii;
for i,v,ii in opairs(self) do
local o = stead.ref(v);
if not isObject(o) then
error ("No object: "..name.."["..tostring(ii).."]".." ("..tostring(type(v))..")")
return false
end
if (v.auto_allocated and not stead.ref(v.key_name)) -- renew
or (isObject(stead.deref(v)) and not v._dynamic_type) then -- no named object!
local n = stead.string.format("%s[%d]", name, ii);
v = allocator:new(n, n);
self[ii] = v;
v.auto_allocated = true;
for_each(v, n, stead.check_list, isList, stead.deref(v));
else
self[ii] = o;
end
end
return true;
end
function list_add(self, name, pos)
local nam = name
if stead.initialized then
nam = stead.ref(name);
end
if not nam then
error ("Add wrong object to list: "..tostring(name), 2);
end
if self:look(nam) then
return nil
end
self.__modified__ = true;
if isObject(stead.deref(nam)) then
nam._dynamic_type = true
end
if tonumber(pos) then
stead.table.insert(self, tonumber(pos), nam);
self[tonumber(pos)] = nam; -- for spare lists
else
stead.table.insert(self, nam);
end
return true
end
function list_set(self, name, pos)
local nam = name
local i = tonumber(pos);
if not i then
return nil
end
if stead.initialized then
nam = stead.ref(name);
end
if not nam then
error ("Set wrong object in list: "..tostring(name), 2);
end
if isObject(stead.deref(nam)) then
nam._dynamic_type = true
end
self.__modified__ = true;
self[i] = nam; -- for spare lists
return true
end
function list_concat(self, other, pos)
local n,o,ii
for n,o,ii in opairs(other) do
o = stead.ref(o);
if pos == nil then
self:add(o);
else
self:add(o, pos);
pos = pos + 1;
end
end
end
stead.delim = '|'
function list_str(self)
local i, v, vv, o;
for i,o in opairs(self) do
o = stead.ref(o);
if isObject(o) and not isDisabled(o) then
vv = nil
if game.gui then
vv = stead.call(o, 'disp');
end
if type(vv) ~= 'string' then
vv = stead.call(o, 'nam');
end
vv = stead.xref(vv, o);
v = stead.par(stead.delim, v, vv);
end
end
return v;
end
function obj_str(self)
local i, v, vv, o;
if not isObject(self) then
return
end
if isDisabled(self) then
return
end
for i,o in opairs(self.obj) do
o = stead.ref(o);
if isObject(o) and not isDisabled(o) then
vv = nil
if game.gui then
vv = stead.call(o, 'disp');
end
if type(vv) ~= 'string' then
vv = stead.call(o, 'nam');
end
vv = stead.xref(vv, o);
v = stead.par(stead.delim, v, vv, obj_str(o));
end
end
return v;
end
function path(w, wh) -- search in way, disabled too
if not wh then
wh = here();
else
wh = stead.ref(wh);
end
local o = ways(wh):srch(w, true);
o = stead.ref(o);
if isRoom(o) then
return o
end
return nil
end
game.lifes = list(game.lifes)
stead:init(); -- reinit ob
-- vim:ts=4
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