338 lines
6.8 KiB
Lua
338 lines
6.8 KiB
Lua
game.hinting = true;
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game.showlast = true;
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game.gui = {
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fading = 4;
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ways_delim = ' | ';
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inv_delim = '\n';
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hinv_delim = ' | ';
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}
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iface.xref = function(self, str, obj, ...)
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local o = ref(obj);
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local cmd=''
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if not isObject(o) or isStatus(o) or (not o.id and not isXaction(o)) then
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return str;
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end
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if ref(ways():srch(obj)) then
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cmd = 'go ';
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elseif isMenu(o) then
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cmd = 'act ';
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elseif isSceneUse(o) then
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cmd = 'use ';
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elseif isXaction(o) and not o.id then
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cmd = 'act ';
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end
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local a = ''
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local i
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local varg = {...}
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for i = 1, stead.table.maxn(varg) do
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a = a..','..varg[i]
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end
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if isXaction(o) and not o.id then
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return stead.cat('<a:'..cmd..deref(obj)..a..'>',str,'</a>');
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end
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return stead.cat('<a:'..cmd..'0'..tostring(o.id)..a..'>',str,'</a>');
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end;
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iface.enum = function(self, n, str)
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if str == nil or n == nil then return nil; end;
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return n..self:nb(' - ')..str;
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end
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iface.title = function(self, str)
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return nil
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end;
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iface.img = function(self, str)
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if str == nil then return nil; end;
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return "<g:"..str..">";
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end;
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iface.imgl = function(self, str)
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if str == nil then return nil; end;
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return "<g:"..str.."\\|left>";
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end;
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iface.imgr = function(self, str)
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if str == nil then return nil; end;
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return "<g:"..str.."\\|right>";
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end;
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iface.nb = function(self, str)
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if type(str) ~= 'string' then return nil end
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return "<w:"..str:gsub(">","\\>"):gsub("%^","\\%^")..">";
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end;
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iface.under = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<u>',str,'</u>');
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end;
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iface.em = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<i>',str,'</i>');
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end;
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iface.st = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<s>',str,'</s>');
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end;
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iface.right = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<r>',str,'</r>');
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end;
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iface.left = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<l>',str,'</l>');
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end;
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iface.center = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<c>',str,'</c>');
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end;
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iface.just = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<j>',str,'</j>');
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end;
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iface.tab = function(self, str, al)
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if tonumber(str) then
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str = tostring(str)
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end
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if type(str) ~= 'string' then
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return nil;
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end
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if al == 'right' then
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str = str .. ",right"
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elseif al == 'center' then
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str = str .. ",center"
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end
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return '<x:'..str..'>'
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end;
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iface.bold = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<b>',str,'</b>');
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end;
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iface.top = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<t>',str,'</t>');
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end;
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iface.bottom = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<d>',str,'</d>');
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end;
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iface.middle = function(self, str)
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if str == nil then return nil; end;
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return stead.cat('<m>',str,'</m>');
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end;
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iface.inv = function(self, str)
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return str
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end;
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iface.ways = function(self, str)
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return str
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end;
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function get_inv(horiz)
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local str = iface:cmd("inv");
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if str then
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str = stead.string.gsub(str, '\n$','');
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if not horiz then
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str = stead.string.gsub(str, '\\?['.. stead.delim ..']',
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{ [stead.delim] = game.gui.inv_delim, ['\\'..stead.delim] = stead.delim });
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else
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str = stead.string.gsub(str, '\\?['.. stead.delim ..']',
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{ [stead.delim] = game.gui.hinv_delim, ['\\'..stead.delim] = stead.delim });
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end
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end
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return str
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end
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instead.get_inv = get_inv;
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function get_ways()
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local str = iface:cmd("way");
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if str and str ~= '' then
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str = stead.string.gsub(str, '\n$','');
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str = stead.string.gsub(str, '\\?['..stead.delim ..']',
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{ [stead.delim] = game.gui.ways_delim, [ '\\'..stead.delim ] = stead.delim });
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return iface:center(str);
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end
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return str
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end
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instead.get_ways = get_ways;
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function get_title()
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local s
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if stead.api_version >= "1.2.0" then
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s = call(here(), 'disp');
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end
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if type(s) ~= 'string' then
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s = call(here(), 'nam');
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end
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if type(s) == 'string' and s ~= '' then
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stead.state = false
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s = "<c><b>"..stead.fmt(s).."</b></c>";
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s = stead.string.gsub(s, '\\'..stead.delim, stead.delim);
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end
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return s
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end
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instead.get_title = get_title;
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instead.get_picture = get_picture;
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instead.get_music = get_music;
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instead.get_sound = get_sound;
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instead.set_sound = set_sound;
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instead.get_autosave = get_autosave;
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instead.get_music_loop = get_music_loop;
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instead.dec_music_loop = dec_music_loop;
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instead.isEnableSave = isEnableSave;
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instead.isEnableAutosave = isEnableAutosave;
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instead.autosave = autosave;
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-- here is gui staff only
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function stat(v)
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v.status_type = true
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return obj(v);
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end
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function isStatus(v)
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if type(v) ~= 'table' then
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return false
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end
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if v.status_type then
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return true
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end
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return false
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end
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function menu_save(self, name, h, need)
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local dsc;
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if need then
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print ("Warning: menu "..name.." can not be saved!");
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return
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end
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savemembers(h, self, name, need);
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end
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MENU_TAG_ID = 10000
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function menu(v)
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v.menu_type = true
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if v.inv == nil then
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v.inv = function(s)
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local r,v
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r,v = call(s, 'menu');
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if v == nil then v = true end
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if r == nil then
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obj_tag(me(), MENU_TAG_ID); -- retag menu field
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end
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return r, v
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end
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end
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if v.act == nil then
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v.act = function(s)
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local r,v
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r,v = call(s, 'menu');
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if v == nil then v = true end
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if r == nil then
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obj_tag(me(), MENU_TAG_ID); -- retag menu field
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end
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return r, v
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end
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end
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if v.save == nil then
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v.save = menu_save;
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end
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return obj(v);
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end
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function isMenu(v)
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if type(v) ~= 'table' then
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return false
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end
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if v.menu_type then
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return true
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end
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return false
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end
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fmt = function(...)
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local i, res
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local a={...}
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for i=1,stead.table.maxn(a) do
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if type(a[i]) == 'string' then
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local s = stead.string.gsub(a[i],'\t', ' '):gsub('[\n]+', ' ');
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s = stead.string.gsub(s, '\\?[\\^]', { ['^'] = '\n', ['\\^'] = '^',
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['\\\\'] = '\\' });
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res = stead.par('', res, s);
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end
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end
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return res
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end
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stead.fmt = fmt
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game.fading = function(s)
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local rc = false
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local p = call(here(), 'pic');
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if stead.cmd == 'load' then
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game.lastpic = p;
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return true
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end
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if not stead.state then --only for states!!!
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return false
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end
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if game._time == 1 then -- first cmd
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game.lastpic = p;
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return true
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end
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if PLAYER_MOVED or game.lastpic ~= p then
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rc = true
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end
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game.lastpic = p
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return rc
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end
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function isFading() --to check fading from sdl gui
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local r,g,v
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local h = here()
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if not isRoom(h) then
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return false
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end
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r,v = call_value(h, 'fading');
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if r then
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if tonumber(r) and v == nil then
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return true, tonumber(r)
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end
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return true, v
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end
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g,v = call_value(game, 'fading', h);
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if tonumber(g) and v == nil then
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v = tonumber(g)
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g = true
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end
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return g and r ~= false, v
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end
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instead.get_fading = function()
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local r, v
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r, v = isFading()
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if v == nil then v = game.gui.fading end
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return r,v
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end
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-- vim:ts=4
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