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module des.flow.element; import des.util.arch.emm; import des.util.logsys; import des.flow.event; import des.flow.signal; /++ Inner interpret of thread action must be in: * preparation -> ctor * last actions before start -> process special input event * actions on pause -> process special input event * processing -> process * terminate all -> selfDestroy( external memory manager ) +/ abstract class WorkElement : EventBus, SignalBus, ExternalMemoryManager { mixin EMM; mixin ClassLogger; private: /// SignalProcessor signal_processor; /// EventProcessor event_listener; public: /// main work function abstract void process(); /// EventProcessor[] getEventProcessors() { return []; } /// final void setEventListener( EventProcessor ep ) { event_listener = ep; logger.Debug( "set event listener [%s]", ep ); } /// push event to event listener if it exists final void pushEvent( in Event ev ) { logger.trace( "push event with code [%d] timestamp [%d] to listener [%s]", ev.code, ev.timestamp, event_listener ); if( event_listener !is null ) event_listener.processEvent( ev ); } /// final void setSignalProcessor( SignalProcessor sp ) in { assert( sp !is null ); } body { signal_processor = sp; logger.Debug( "set signal processor [%s]", sp ); } /// send signal to signal processor if it exists final void sendSignal( in Signal sg ) { logger.trace( "send signal [%s] to processor [%s]", sg, signal_processor ); if( signal_processor !is null ) signal_processor.processSignal( sg ); } } /// unittest { struct TestStruct { double x, y; string info; immutable(int)[] data; } auto ts = TestStruct( 3.14, 2.7, "hello", [ 2, 3, 4 ] ); class TestElement: WorkElement { override void process(){} } class TestSignalProcessor : SignalProcessor { void processSignal( in Signal s ) { assert( s.code == 0 ); } } auto elem = new TestElement; elem.setSignalProcessor( new TestSignalProcessor ); elem.sendSignal( Signal(0) ); size_t cnt = 0; elem.setEventListener( new class EventProcessor { void processEvent( in Event ev ) { cnt++; assert( ev.as!TestStruct == ts ); } }); auto ev = Event( 8, ts ); elem.pushEvent( ev ); elem.pushEvent( const Event( ev ) ); elem.pushEvent( shared Event( ev ) ); elem.pushEvent( immutable Event( ev ) ); elem.pushEvent( const shared Event( ev ) ); elem.pushEvent( shared const Event( ev ) ); elem.pushEvent( immutable shared Event( ev ) ); elem.pushEvent( shared immutable Event( ev ) ); assert( cnt == 8 ); }
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module elasticsearch.api.actions; public import elasticsearch.api.actions.index; public import elasticsearch.api.actions.count; public import elasticsearch.api.actions.exists; public import elasticsearch.api.actions.search; public import elasticsearch.api.actions.delete_; public import elasticsearch.api.actions.scroll; public import elasticsearch.api.actions.bulk; public import elasticsearch.api.actions.indices; public import elasticsearch.api.actions.ping; public import elasticsearch.api.actions.cat; public import elasticsearch.api.actions.cluster; public import elasticsearch.api.actions.nodes; public import elasticsearch.api.actions.snapshot;
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module mci.vm.io.table; import mci.core.container; package final class StringTable { private Dictionary!(string, uint, false) _stringToID; private NoNullDictionary!(uint, string, false) _idToString; private uint _lastID; pure nothrow invariant() { assert(_stringToID); assert(_idToString); } public this() { _stringToID = new typeof(_stringToID)(); _idToString = new typeof(_idToString)(); } public void addPair(uint id, string value) in { assert(value); } body { _idToString.add(id, value); _stringToID.add(value, id); } public uint getID(string value) in { assert(value); } body { if (auto i = value in _stringToID) return *i; auto id = _lastID++; _stringToID.add(value, id); _idToString.add(id, value); return id; } public string getString(uint id) { if (auto str = id in _idToString) return *str; return null; } @property public Lookup!(uint, string) table() pure nothrow out (result) { assert(result); } body { return _idToString; } }
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/Volumes/DATA/sources/my_rust_journey/hello_cargo/target/rls/debug/deps/hello_cargo-1b0fcd88a5c17dc6.rmeta: src/main.rs /Volumes/DATA/sources/my_rust_journey/hello_cargo/target/rls/debug/deps/hello_cargo-1b0fcd88a5c17dc6.d: src/main.rs src/main.rs:
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instance DIA_Addon_Sancho_EXIT(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 999; condition = DIA_Addon_Sancho_EXIT_Condition; information = DIA_Addon_Sancho_EXIT_Info; permanent = TRUE; description = Dialog_Ende; }; func int DIA_Addon_Sancho_EXIT_Condition() { return TRUE; }; func void DIA_Addon_Sancho_EXIT_Info() { AI_StopProcessInfos(self); }; instance DIA_Addon_Sancho_PICKPOCKET(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 900; condition = DIA_Addon_Sancho_PICKPOCKET_Condition; information = DIA_Addon_Sancho_PICKPOCKET_Info; permanent = TRUE; description = PICKPOCKET_COMM; }; func int DIA_Addon_Sancho_PICKPOCKET_Condition() { return C_Beklauen(50,40); }; func void DIA_Addon_Sancho_PICKPOCKET_Info() { Info_ClearChoices(DIA_Addon_Sancho_PICKPOCKET); Info_AddChoice(DIA_Addon_Sancho_PICKPOCKET,Dialog_Back,DIA_Addon_Sancho_PICKPOCKET_BACK); Info_AddChoice(DIA_Addon_Sancho_PICKPOCKET,DIALOG_PICKPOCKET,DIA_Addon_Sancho_PICKPOCKET_DoIt); }; func void DIA_Addon_Sancho_PICKPOCKET_DoIt() { B_Beklauen(); Info_ClearChoices(DIA_Addon_Sancho_PICKPOCKET); }; func void DIA_Addon_Sancho_PICKPOCKET_BACK() { Info_ClearChoices(DIA_Addon_Sancho_PICKPOCKET); }; instance DIA_Addon_Sancho_HI(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 2; condition = DIA_Addon_Sancho_HI_Condition; information = DIA_Addon_Sancho_HI_Info; permanent = FALSE; important = TRUE; }; func int DIA_Addon_Sancho_HI_Condition() { return TRUE; }; func void DIA_Addon_Sancho_HI_Info() { AI_Output(self,other,"DIA_Addon_Sancho_HI_06_00"); //Do prdele, další nováček. (směje se) Taky kvůli zlatu, co? AI_Output(other,self,"DIA_Addon_Sancho_HI_15_01"); //Zlato? AI_Output(self,other,"DIA_Addon_Sancho_HI_06_02"); //(směje se) Nedělej si ze mě srandu! AI_Output(self,other,"DIA_Addon_Sancho_HI_06_03"); //Všichni nováčci, kteří sem přišli se chtějí dostat do dolu. AI_Output(self,other,"DIA_Addon_Sancho_HI_06_04"); //Ale nemysli si, že je to tak jednoduché! if(SC_KnowsRavensGoldmine == FALSE) { B_LogEntry(TOPIC_Addon_RavenKDW,LogText_Addon_RavensGoldmine); B_LogEntry_Quiet(TOPIC_Addon_Sklaven,LogText_Addon_RavensGoldmine); B_LogEntry_Quiet(TOPIC_Addon_ScoutBandits,Log_Text_Addon_ScoutBandits); }; SC_KnowsRavensGoldmine = TRUE; }; instance DIA_Addon_Sancho_Lager(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 2; condition = DIA_Addon_Sancho_Lager_Condition; information = DIA_Addon_Sancho_Lager_Info; permanent = FALSE; description = "Jak se dostanu do tábora?"; }; func int DIA_Addon_Sancho_Lager_Condition() { return TRUE; }; func void DIA_Addon_Sancho_Lager_Info() { AI_Output(other,self,"DIA_Addon_Sancho_Lager_15_00"); //Jak se dostanu do tábora? AI_Output(self,other,"DIA_Addon_Sancho_Lager_06_01"); //Jednoduše následuj stezku! if(!Npc_IsDead(Franco)) { AI_Output(self,other,"DIA_Addon_Sancho_Lager_06_02"); //Ale pokud se chceš dostat do dolu, budeš muset jít přes Franca. AI_Output(self,other,"DIA_Addon_Sancho_Lager_06_03"); //Očekává, že všichni nováčci tady budou prvně chvíli otročit. }; Log_CreateTopic(Topic_Addon_Franco,LOG_MISSION); Log_SetTopicStatus(Topic_Addon_Franco,LOG_Running); B_LogEntry(Topic_Addon_Franco,"Všichni nováčci musí prvně pracovat v bažině, než dostanou přístup do dolu."); }; instance DIA_Addon_Sancho_Mine(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 3; condition = DIA_Addon_Sancho_Mine_Condition; information = DIA_Addon_Sancho_Mine_Info; permanent = FALSE; description = "Řekni mi o dolu víc..."; }; func int DIA_Addon_Sancho_Mine_Condition() { if(!Npc_IsDead(Franco)) { return TRUE; }; return FALSE; }; func void DIA_Addon_Sancho_Mine_Info() { AI_Output(other,self,"DIA_Addon_Sancho_Mine_15_00"); //Řekni mi o dolu víc... AI_Output(self,other,"DIA_Addon_Sancho_Mine_06_01"); //Dám ti dobrou radu: pokud se tam chceš dostat, buď za dobře s Francem. On je tady šéf. AI_Output(self,other,"DIA_Addon_Sancho_Mine_06_02"); //On rozhoduje kdo další vstoupí. AI_Output(self,other,"DIA_Addon_Sancho_Mine_06_03"); //Ale pustí tě, pouze pokud se tady nebudeš flákat. AI_Output(self,other,"DIA_Addon_Sancho_Mine_06_04"); //Takže běž za ním a nech si od něj zadat práci! B_LogEntry(Topic_Addon_Franco,"Franco rozhoduje, kdo půjde do tábora. Nabízí práci."); }; instance DIA_Addon_Sancho_Franco(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 4; condition = DIA_Addon_Sancho_Franco_Condition; information = DIA_Addon_Sancho_Franco_Info; permanent = FALSE; description = "Kde najdu Franca?"; }; func int DIA_Addon_Sancho_Franco_Condition() { if(Npc_KnowsInfo(other,DIA_Addon_Sancho_Mine) && !Npc_IsDead(Franco)) { return TRUE; }; return FALSE; }; func void DIA_Addon_Sancho_Franco_Info() { AI_Output(other,self,"DIA_Addon_Sancho_Franco_15_00"); //Kde najdu Franca? AI_Output(self,other,"DIA_Addon_Sancho_Franco_06_01"); //Většinou se zdržuje na dvoře před táborem. AI_Output(self,other,"DIA_Addon_Sancho_Franco_06_02"); //Vycházej s ním dobře nebo ti dá stejně mizernou práci jako mám já! B_LogEntry(Topic_Addon_Franco,"Franco je v oblasti před táborem."); }; instance DIA_Addon_Sancho_Spitzel(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 5; condition = DIA_Addon_Sancho_Spitzel_Condition; information = DIA_Addon_Sancho_Spitzel_Info; permanent = FALSE; description = "Ty musíš být pořád tady?"; }; func int DIA_Addon_Sancho_Spitzel_Condition() { if(Npc_KnowsInfo(other,DIA_Addon_Sancho_Franco) || Npc_IsDead(Franco)) { return TRUE; }; return FALSE; }; func void DIA_Addon_Sancho_Spitzel_Info() { AI_Output(other,self,"DIA_Addon_Sancho_Spitzel_15_00"); //Ty musíš být pořád tady? AI_Output(self,other,"DIA_Addon_Sancho_Spitzel_06_01"); //Musím kontrolovat všechny nováčky a ujistit se, že nikdo z nich není špeh. AI_Output(self,other,"DIA_Addon_Sancho_Spitzel_06_02"); //Ale to pusť z hlavy. Tím myslím, že jsme tady na konci světa. Tady uprostřed močálu. AI_Output(self,other,"DIA_Addon_Sancho_Spitzel_06_03"); //Nikdo nás nenajde - a kdo by se obtěžoval posílat sem špeha? }; instance DIA_Addon_Sancho_Perm(C_Info) { npc = BDT_1073_Addon_Sancho; nr = 99; condition = DIA_Addon_Sancho_Perm_Condition; information = DIA_Addon_Sancho_Perm_Info; permanent = TRUE; description = "Co je nového?"; }; func int DIA_Addon_Sancho_Perm_Condition() { if(Npc_KnowsInfo(other,DIA_Addon_Sancho_Spitzel)) { return TRUE; }; return FALSE; }; var int Comment_Franco; var int Comment_Esteban; func void DIA_Addon_Sancho_Perm_Info() { AI_Output(other,self,"DIA_Addon_Sancho_Perm_15_00"); //Co je nového? if(Npc_IsDead(Franco) && (Comment_Franco == FALSE)) { AI_Output(self,other,"DIA_Addon_Sancho_Perm_06_01"); //Slyšel jsem, že jsi zabil Franca. Pěkná práce... if(!Npc_IsDead(Carlos)) { AI_Output(self,other,"DIA_Addon_Sancho_Perm_06_02"); //... ale teď máme za zády Carlose. On nestrpí žádné hlouposti... } else { AI_Output(self,other,"DIA_Addon_Sancho_Perm_06_03"); //A vyřídils taky Carlose? Kámo, ty jsi pěknej zabiják! Ale mě nech na pokoji. }; Comment_Franco = TRUE; } else if(Npc_IsDead(Esteban) && (Comment_Esteban == FALSE)) { AI_Output(self,other,"DIA_Addon_Sancho_Perm_06_04"); //Slyšel jsem, že jsi zabil Estebana. Hej chlape, nechystáš ty něco? Comment_Esteban = TRUE; } else { AI_Output(self,other,"DIA_Addon_Sancho_Perm_06_05"); //Nic nového se nestalo. }; };
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module regal.lib; private import regal; mixin template node_methods() { string to_sql() { scope a = appender!string(); scope visitor = new MySqlPrinter!(Appender!string); visitor.run(this, a); return a.data(); } } NodeList nodelist_from_arr(N)(N[] nodes) { NodeList root; foreach_reverse(node; nodes) { root = new NodeList(node, root); } return root; } template isClass(T) { enum isClass = is(T == class) || is(T == interface); } // Is 'name' a valid column in the Cols array? template IsValidCol(string name, Cols...) { static if(Cols.length == 0) { enum IsValidCol = false; } else { static if(name == Cols[1]) { enum IsValidCol = true; } else { enum IsValidCol = IsValidCol!(name, Cols[2 .. $]); } } }
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excessive desire to acquire or possess more (especially more material wealth) than one needs or deserves reprehensible acquisitiveness
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D
module directx.d3d10_1shader; ////////////////////////////////////////////////////////////////////////////// // // Copyright (c) Microsoft Corporation. All rights reserved. // // File: D3D10_1Shader.h // Content: D3D10.1 Shader Types and APIs // ////////////////////////////////////////////////////////////////////////////// version(Windows): version(Direct3D_10): public import directx.d3d10shader; // TODO:
D
module android.java.android.net.SocketKeepalive_d_interface; import arsd.jni : IJavaObjectImplementation, JavaPackageId, JavaName, IJavaObject, ImportExportImpl, JavaInterfaceMembers; static import arsd.jni; import import0 = android.java.java.lang.Class_d_interface; final class SocketKeepalive : IJavaObject { static immutable string[] _d_canCastTo = [ "java/lang/AutoCloseable", ]; @Import void start(int); @Import void stop(); @Import void close(); @Import import0.Class getClass(); @Import int hashCode(); @Import bool equals(IJavaObject); @Import @JavaName("toString") string toString_(); override string toString() { return arsd.jni.javaObjectToString(this); } @Import void notify(); @Import void notifyAll(); @Import void wait(long); @Import void wait(long, int); @Import void wait(); mixin IJavaObjectImplementation!(false); public static immutable string _javaParameterString = "Landroid/net/SocketKeepalive;"; }
D
import std.stdio; void main() { writefln("Hello World!"); }
D
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D
module android.java.android.graphics.PorterDuffXfermode_d_interface; import arsd.jni : IJavaObjectImplementation, JavaPackageId, JavaName, IJavaObject, ImportExportImpl, JavaInterfaceMembers; static import arsd.jni; import import0 = android.java.android.graphics.PorterDuff_Mode_d_interface; import import1 = android.java.java.lang.Class_d_interface; final class PorterDuffXfermode : IJavaObject { static immutable string[] _d_canCastTo = [ ]; @Import this(import0.PorterDuff_Mode); @Import import1.Class getClass(); @Import int hashCode(); @Import bool equals(IJavaObject); @Import @JavaName("toString") string toString_(); override string toString() { return arsd.jni.javaObjectToString(this); } @Import void notify(); @Import void notifyAll(); @Import void wait(long); @Import void wait(long, int); @Import void wait(); mixin IJavaObjectImplementation!(false); public static immutable string _javaParameterString = "Landroid/graphics/PorterDuffXfermode;"; }
D
module desktop.build; import desktop.risk; import graphics.font; import collections; import std.algorithm; class DesktopBuildScreen : DesktopRiskScreen { uint selectedUnit; this() { } override void load(ref AsyncContentLoader loader) { selectedUnit = uint.max; } override void update(Time time) { import window.window; auto wnd = app.locate!(Window); if(mouse.wasPressed(MouseButton.left)) { float2 start = float2(40, wnd.size.y * 0.75); bool newSelected = false; foreach(i, unit; riskState.desc.units) { Rect bounds = Rect(start, start + float2(50,50)); if(bounds.contains(mouse.location)) { if(selectedUnit != i) newSelected = true; selectedUnit = i; break; } start.y -= 60; } if(!newSelected && selectedUnit != uint.max) { foreach(country; riskState.desc.countries) { Rect cbounds = Rect(country.position - country.bounds / 2, country.position + country.bounds / 2); if(cbounds.contains(mouse.location)) { auto e = riskState.board.countries.find!(x => x.id == country.id)[0]; if(e.ruler == player.id) { placeUnit(e.id, riskState.desc.units[selectedUnit].id); break; } } } } } if(player.money == 0) { selectedUnit = uint.max; network.incomming.send(player.id, PlayerDone()); nextTurn(); } else if(selectedUnit != uint.max) { auto unit = riskState.desc.units[selectedUnit]; if(unit.cost > player.money) selectedUnit = uint.max; } } void placeUnit(CountryID country, UnitID unit) { network.incomming.send(player.id, UnitPlaced(country, unit)); } override void render(Time time,ref Renderer2D renderer) { import window.window, util.strings; auto wnd = app.locate!(Window); float2 start = float2(40, wnd.size.y * 0.75); auto font = fonts["consola"]; foreach(i, unit; riskState.desc.units) { auto texture = atlas[unit.texture]; float4 quad = float4(start.x, start.y, start.x + 50, start.y + 50); Color c = player.money >= unit.cost ? Color.white : Color(0xFFaaaaaa); renderer.drawQuad(quad, texture, selectedUnit == i ? Color.green : c); auto text = text1024(unit.cost); auto size = font.measure(text) * float2(25, 25); auto fp = (quad.xy + quad.zw) / 2 - size / 2; renderer.drawText(text, fp, float2(25,25), font, Color.black); start.y -= 60; } import util.strings; auto text = text1024("Currency: ", player.money); renderer.drawText(text, float2(10, 10), float2(25,25), font, Color.white); } }
D
/** Implements a declarative framework for building web interfaces. This module contains the sister funtionality to the $(D vibe.web.rest) module. While the REST interface generator is meant for stateless machine-to-machine communication, this module aims at implementing user facing web services. Apart from that, both systems use the same declarative approach. See $(D registerWebInterface) for an overview of how the system works. Copyright: © 2013-2016 RejectedSoftware e.K. License: Subject to the terms of the MIT license, as written in the included LICENSE.txt file. Authors: Sönke Ludwig */ module vibe.web.web; public import vibe.internal.meta.funcattr : PrivateAccessProxy, before, after; public import vibe.web.common; public import vibe.web.i18n; public import vibe.web.validation; import vibe.core.core; import vibe.inet.url; import vibe.http.common; import vibe.http.router; import vibe.http.server; import vibe.http.websockets; import vibe.web.auth : AuthInfo, handleAuthentication, handleAuthorization, isAuthenticated; import std.encoding : sanitize; /* TODO: - conversion errors of path place holder parameters should result in 404 - support format patterns for redirect() */ /** Registers a HTTP/web interface based on a class instance. Each public method of the given class instance will be mapped to a HTTP route. Property methods are mapped to GET/PUT and all other methods are mapped according to their prefix verb. If the method has no known prefix, POST is used. The rest of the name is mapped to the path of the route according to the given `method_style`. Note that the prefix word must be all-lowercase and is delimited by either an upper case character, a non-alphabetic character, or the end of the string. The following table lists the mappings from prefix verb to HTTP verb: $(TABLE $(TR $(TH HTTP method) $(TH Recognized prefixes)) $(TR $(TD GET) $(TD get, query)) $(TR $(TD PUT) $(TD set, put)) $(TR $(TD POST) $(TD add, create, post)) $(TR $(TD DELETE) $(TD remove, erase, delete)) $(TR $(TD PATCH) $(TD update, patch)) ) Method parameters will be sourced from either the query string or form data of the request, or, if the parameter name has an underscore prefixed, from the $(D vibe.http.server.HTTPServerRequest.params) map. The latter can be used to inject custom data in various ways. Examples of this are placeholders specified in a `@path` annotation, values computed by a `@before` annotation, error information generated by the `@errorDisplay` annotation, or data injected manually in a HTTP method handler that processed the request prior to passing it to the generated web interface handler routes. Methods that return a $(D class) or $(D interface) instance, instead of being mapped to a single HTTP route, will be mapped recursively by iterating the public routes of the returned instance. This way, complex path hierarchies can be mapped to class hierarchies. Parameter_conversion_rules: For mapping method parameters without a prefixed underscore to query/form fields, the following rules are applied: $(UL $(LI An array of values is mapped to `<parameter_name>_<index>`, where `index` denotes the zero based index of the array entry. The length of the array is determined by searching for the first non-existent index in the set of form fields.) $(LI $(D Nullable!T) typed parameters, as well as parameters with default values, are optional parameters and are allowed to be missing in the set of form fields. All other parameter types require the corresponding field to be present and will result in a runtime error otherwise.) $(LI $(D struct) type parameters that don't define a $(D fromString) or a $(D fromStringValidate) method will be mapped to one form field per struct member with a scheme similar to how arrays are treated: `<parameter_name>_<member_name>`) $(LI Boolean parameters will be set to $(D true) if a form field of the corresponding name is present and to $(D false) otherwise. This is compatible to how check boxes in HTML forms work.) $(LI All other types of parameters will be converted from a string by using the first available means of the following: a static $(D fromStringValidate) method, a static $(D fromString) method, using $(D std.conv.to!T).) $(LI Any of these rules can be applied recursively, so that it is possible to nest arrays and structs appropriately.) ) Special_parameters: $(UL $(LI A parameter named $(D __error) will be populated automatically with error information, when an $(D @errorDisplay) attribute is in use.) $(LI An $(D InputStream) typed parameter will receive the request body as an input stream. Note that this stream may be already emptied if the request was subject to certain body parsing options. See $(D vibe.http.server.HTTPServerOption).) $(LI Parameters of types $(D vibe.http.server.HTTPServerRequest), $(D vibe.http.server.HTTPServerResponse), $(D vibe.http.common.HTTPRequest) or $(D vibe.http.common.HTTPResponse) will receive the request/response objects of the invoking request.) $(LI If a parameter of the type `WebSocket` is found, the route is registered as a web socket endpoint. It will automatically upgrade the connection and pass the resulting WebSocket to the connection.) ) Supported_attributes: The following attributes are supported for annotating methods of the registered class: $(D @before), $(D @after), $(D @errorDisplay), $(D @vibe.web.common.method), $(D @vibe.web.common.path), $(D @vibe.web.common.contentType) The `@path` attribute can also be applied to the class itself, in which case it will be used as an additional prefix to the one in `WebInterfaceSettings.urlPrefix`. Params: router = The HTTP router to register to instance = Class instance to use for the web interface mapping settings = Optional parameter to customize the mapping process */ URLRouter registerWebInterface(C : Object, MethodStyle method_style = MethodStyle.lowerUnderscored)(URLRouter router, C instance, WebInterfaceSettings settings = null) { import std.algorithm : endsWith; import std.traits; import vibe.internal.meta.uda : findFirstUDA; if (!settings) settings = new WebInterfaceSettings; string url_prefix = settings.urlPrefix; enum cls_path = findFirstUDA!(PathAttribute, C); static if (cls_path.found) { url_prefix = concatURL(url_prefix, cls_path.value, true); } foreach (M; __traits(allMembers, C)) { /*static if (isInstanceOf!(SessionVar, __traits(getMember, instance, M))) { __traits(getMember, instance, M).m_getContext = toDelegate({ return s_requestContext; }); }*/ static if (!is(typeof(__traits(getMember, Object, M)))) { // exclude Object's default methods and field foreach (overload; MemberFunctionsTuple!(C, M)) { alias RT = ReturnType!overload; enum minfo = extractHTTPMethodAndName!(overload, true)(); enum url = minfo.hadPathUDA ? minfo.url : adjustMethodStyle(minfo.url, method_style); static if (findFirstUDA!(NoRouteAttribute, overload).found) { import vibe.core.log : logDebug; logDebug("Method %s.%s annotated with @noRoute - not generating a route entry.", C.stringof, M); } else static if (is(RT == class) || is(RT == interface)) { // nested API static assert( ParameterTypeTuple!overload.length == 0, "Instances may only be returned from parameter-less functions ("~M~")!" ); auto subsettings = settings.dup; subsettings.urlPrefix = concatURL(url_prefix, url, true); registerWebInterface!RT(router, __traits(getMember, instance, M)(), subsettings); } else { auto fullurl = concatURL(url_prefix, url); router.match(minfo.method, fullurl, (HTTPServerRequest req, HTTPServerResponse res) @trusted { handleRequest!(M, overload)(req, res, instance, settings); }); if (settings.ignoreTrailingSlash && !fullurl.endsWith("*") && fullurl != "/") { auto m = fullurl.endsWith("/") ? fullurl[0 .. $-1] : fullurl ~ "/"; router.match(minfo.method, m, delegate void (HTTPServerRequest req, HTTPServerResponse res) @safe { static if (minfo.method == HTTPMethod.GET) { URL redurl = req.fullURL; auto redpath = redurl.path; redpath.endsWithSlash = !redpath.endsWithSlash; redurl.path = redpath; res.redirect(redurl); } else { () @trusted { handleRequest!(M, overload)(req, res, instance, settings); } (); } }); } } } } } return router; } /** Gives an overview of the basic features. For more advanced use, see the example in the "examples/web/" directory. */ unittest { import vibe.http.router; import vibe.http.server; import vibe.web.web; class WebService { private { SessionVar!(string, "login_user") m_loginUser; } @path("/") void getIndex(string _error = null) { header("Access-Control-Allow-Origin", "Access-Control-Allow-Origin: *"); //render!("index.dt", _error); } // automatically mapped to: POST /login @errorDisplay!getIndex void postLogin(string username, string password) { enforceHTTP(username.length > 0, HTTPStatus.forbidden, "User name must not be empty."); enforceHTTP(password == "secret", HTTPStatus.forbidden, "Invalid password."); m_loginUser = username; redirect("/profile"); } // automatically mapped to: POST /logout void postLogout() { terminateSession(); status(201); redirect("/"); } // automatically mapped to: GET /profile void getProfile() { enforceHTTP(m_loginUser.length > 0, HTTPStatus.forbidden, "Must be logged in to access the profile."); //render!("profile.dt") } } void run() { auto router = new URLRouter; router.registerWebInterface(new WebService); auto settings = new HTTPServerSettings; settings.port = 8080; listenHTTP(settings, router); } } /** Renders a Diet template file to the current HTTP response. This function is equivalent to `vibe.http.server.render`, but implicitly writes the result to the response object of the currently processed request. Note that this may only be called from a function/method registered using `registerWebInterface`. In addition to the vanilla `render` function, this one also makes additional functionality available within the template: $(UL $(LI The `req` variable that holds the current request object) $(LI If the `@translationContext` attribute us used, enables the built-in i18n support of Diet templates) ) */ template render(string diet_file, ALIASES...) { void render(string MODULE = __MODULE__, string FUNCTION = __FUNCTION__)() { import vibe.web.i18n; import vibe.internal.meta.uda : findFirstUDA; mixin("static import "~MODULE~";"); alias PARENT = typeof(__traits(parent, mixin(FUNCTION)).init); enum FUNCTRANS = findFirstUDA!(TranslationContextAttribute, mixin(FUNCTION)); enum PARENTTRANS = findFirstUDA!(TranslationContextAttribute, PARENT); static if (FUNCTRANS.found) alias TranslateContext = FUNCTRANS.value.Context; else static if (PARENTTRANS.found) alias TranslateContext = PARENTTRANS.value.Context; assert(s_requestContext.req !is null, "render() used outside of a web interface request!"); auto req = s_requestContext.req; struct TranslateCTX(string lang) { version (Have_diet_ng) { import diet.traits : dietTraits; @dietTraits static struct diet_translate__ { static string translate(string key, string context=null) { return tr!(TranslateContext, lang)(key, context); } } } else static string diet_translate__(string key,string context=null) { return tr!(TranslateContext, lang)(key, context); } void render() { vibe.http.server.render!(diet_file, req, ALIASES, diet_translate__)(s_requestContext.res); } } static if (is(TranslateContext) && languageSeq!TranslateContext.length) { switch (s_requestContext.language) { default: mixin({ string ret; foreach (lang; TranslateContext.languages) ret ~= "case `" ~ lang ~ "`: { TranslateCTX!`" ~ lang ~ "` renderctx; renderctx.render(); return; }"; return ret; }()); } } else { vibe.http.server.render!(diet_file, req, ALIASES)(s_requestContext.res); } } } /** Redirects to the given URL. The URL may either be a full URL, including the protocol and server portion, or it may be the local part of the URI (the path and an optional query string). Finally, it may also be a relative path that is combined with the path of the current request to yield an absolute path. Note that this may only be called from a function/method registered using registerWebInterface. */ void redirect(string url) @safe { import std.algorithm : canFind, endsWith, startsWith; auto ctx = getRequestContext(); URL fullurl; if (url.startsWith("/")) { fullurl = ctx.req.fullURL; fullurl.localURI = url; } else if (url.canFind(":")) { // TODO: better URL recognition fullurl = URL(url); } else if (ctx.req.fullURL.path.endsWithSlash) { fullurl = ctx.req.fullURL; fullurl.localURI = fullurl.path.toString() ~ url; } else { fullurl = ctx.req.fullURL.parentURL; assert(fullurl.localURI.endsWith("/"), "Parent URL not ending in a slash?!"); fullurl.localURI = fullurl.localURI ~ url; } ctx.res.redirect(fullurl); } /// @safe unittest { import vibe.data.json : Json; class WebService { // POST /item void postItem() { redirect("/item/1"); } } void run() { auto router = new URLRouter; router.registerWebInterface(new WebService); auto settings = new HTTPServerSettings; settings.port = 8080; listenHTTP(settings, router); } } /** Sets a response header. Params: name = name of the header to set value = value of the header to set Note that this may only be called from a function/method registered using registerWebInterface. */ void header(string name, string value) @safe { getRequestContext().res.headers[name] = value; } /// @safe unittest { import vibe.data.json : Json; class WebService { // POST /item Json postItem() { header("X-RateLimit-Remaining", "59"); return Json(["id": Json(100)]); } } void run() { auto router = new URLRouter; router.registerWebInterface(new WebService); auto settings = new HTTPServerSettings; settings.port = 8080; listenHTTP(settings, router); } } /** Sets the response status code. Params: statusCode = the HTTPStatus code to send to the client Note that this may only be called from a function/method registered using registerWebInterface. */ void status(int statusCode) @safe in { assert(100 <= statusCode && statusCode < 600); } body { getRequestContext().res.statusCode = statusCode; } /// @safe unittest { import vibe.data.json : Json; class WebService { // POST /item Json postItem() { status(HTTPStatus.created); return Json(["id": Json(100)]); } } void run() { auto router = new URLRouter; router.registerWebInterface(new WebService); auto settings = new HTTPServerSettings; settings.port = 8080; listenHTTP(settings, router); } } /** Returns the agreed upon language. Note that this may only be called from a function/method registered using registerWebInterface. */ @property string language() @safe { return getRequestContext().language; } /** Returns the current request. Note that this may only be called from a function/method registered using registerWebInterface. */ @property HTTPServerRequest request() @safe { return getRequestContext().req; } /// @safe unittest { void requireAuthenticated() { auto authorization = "Authorization" in request.headers; enforceHTTP(authorization !is null, HTTPStatus.forbidden); enforceHTTP(*authorization == "secret", HTTPStatus.forbidden); } class WebService { void getPage() { requireAuthenticated(); } } void run() { auto router = new URLRouter; router.registerWebInterface(new WebService); auto settings = new HTTPServerSettings; settings.port = 8080; listenHTTP(settings, router); } } /** Returns the current response. Note that this may only be called from a function/method registered using registerWebInterface. */ @property HTTPServerResponse response() @safe { return getRequestContext().res; } /// @safe unittest { void logIn() { auto session = response.startSession(); session.set("token", "secret"); } class WebService { void postLogin(string username, string password) { if (username == "foo" && password == "bar") { logIn(); } } } void run() { auto router = new URLRouter; router.registerWebInterface(new WebService); auto settings = new HTTPServerSettings; settings.port = 8080; listenHTTP(settings, router); } } /** Terminates the currently active session (if any). Note that this may only be called from a function/method registered using registerWebInterface. */ void terminateSession() @safe { auto ctx = getRequestContext(); if (ctx.req.session) { ctx.res.terminateSession(); ctx.req.session = Session.init; } } /// @safe unittest { class WebService { // automatically mapped to: POST /logout void postLogout() { terminateSession(); 201.status; redirect("/"); } } void run() { auto router = new URLRouter; router.registerWebInterface(new WebService); auto settings = new HTTPServerSettings; settings.port = 8080; listenHTTP(settings, router); } } /** Translates text based on the language of the current web request. The first overload performs a direct translation of the given translation key/text. The second overload can select from a set of plural forms based on the given integer value (msgid_plural). Params: text = The translation key context = Optional context/namespace identifier (msgctxt) plural_text = Plural form of the translation key count = The quantity used to select the proper plural form of a translation See_also: $(D vibe.web.i18n.translationContext) */ string trWeb(string text, string context = null) @safe { return getRequestContext().tr(text, context); } /// ditto string trWeb(string text, string plural_text, int count, string context = null) @safe { return getRequestContext().tr_plural(text, plural_text, count, context); } /// @safe unittest { struct TRC { import std.typetuple; alias languages = TypeTuple!("en_US", "de_DE", "fr_FR"); //mixin translationModule!"test"; } @translationContext!TRC class WebService { void index(HTTPServerResponse res) { res.writeBody(trWeb("This text will be translated!")); } } } /** Attribute to customize how errors/exceptions are displayed. The first template parameter takes a function that maps an exception and an optional field name to a single error type. The result of this function will then be passed as the $(D _error) parameter to the method referenced by the second template parameter. Supported types for the $(D _error) parameter are $(D bool), $(D string), $(D Exception), or a user defined $(D struct). The $(D field) member, if present, will be set to null if the exception was thrown after the field validation has finished. */ @property errorDisplay(alias DISPLAY_METHOD)() { return ErrorDisplayAttribute!DISPLAY_METHOD.init; } /// Shows the basic error message display. unittest { void getForm(string _error = null) { //render!("form.dt", _error); } @errorDisplay!getForm void postForm(string name) { if (name.length == 0) throw new Exception("Name must not be empty"); redirect("/"); } } /// Advanced error display including the offending form field. unittest { struct FormError { // receives the original error message string error; // receives the name of the field that caused the error, if applicable string field; } void getForm(FormError _error = FormError.init) { //render!("form.dt", _error); } // throws an error if the submitted form value is not a valid integer @errorDisplay!getForm void postForm(int ingeter) { redirect("/"); } } /** Determines how nested D fields/array entries are mapped to form field names. */ NestedNameStyleAttribute nestedNameStyle(NestedNameStyle style) { import vibe.web.common : onlyAsUda; if (!__ctfe) assert(false, onlyAsUda!__FUNCTION__); return NestedNameStyleAttribute(style); } /// unittest { struct Items { int[] entries; } @nestedNameStyle(NestedNameStyle.d) class MyService { // expects fields in D native style: // "items.entries[0]", "items.entries[1]", ... void postItems(Items items) { } } } /** Encapsulates settings used to customize the generated web interface. */ class WebInterfaceSettings { string urlPrefix = "/"; bool ignoreTrailingSlash = true; @property WebInterfaceSettings dup() const @safe { auto ret = new WebInterfaceSettings; ret.urlPrefix = this.urlPrefix; ret.ignoreTrailingSlash = this.ignoreTrailingSlash; return ret; } } /** Maps a web interface member variable to a session field. Setting a SessionVar variable will implicitly start a session, if none has been started yet. The content of the variable will be stored in the session store and is automatically serialized and deserialized. Note that variables of type SessionVar must only be used from within handler functions of a class that was registered using $(D registerWebInterface). Also note that two different session variables with the same $(D name) parameter will access the same underlying data. */ struct SessionVar(T, string name) { @safe: private { T m_initValue; } /** Initializes a session var with a constant value. */ this(T init_val) { m_initValue = init_val; } /// unittest { class MyService { SessionVar!(int, "someInt") m_someInt = 42; void index() { assert(m_someInt == 42); } } } /** Accesses the current value of the session variable. Any access will automatically start a new session and set the initializer value, if necessary. */ @property const(T) value() { auto ctx = getRequestContext(); if (!ctx.req.session) ctx.req.session = ctx.res.startSession(); if (ctx.req.session.isKeySet(name)) return ctx.req.session.get!T(name); ctx.req.session.set!T(name, m_initValue); return m_initValue; } /// ditto @property void value(T new_value) { auto ctx = getRequestContext(); if (!ctx.req.session) ctx.req.session = ctx.res.startSession(); ctx.req.session.set(name, new_value); } void opAssign(T new_value) { this.value = new_value; } alias value this; } private struct ErrorDisplayAttribute(alias DISPLAY_METHOD) { import std.traits : ParameterTypeTuple, ParameterIdentifierTuple; alias displayMethod = DISPLAY_METHOD; enum displayMethodName = __traits(identifier, DISPLAY_METHOD); private template GetErrorParamType(size_t idx) { static if (idx >= ParameterIdentifierTuple!DISPLAY_METHOD.length) static assert(false, "Error display method "~displayMethodName~" is missing the _error parameter."); else static if (ParameterIdentifierTuple!DISPLAY_METHOD[idx] == "_error") alias GetErrorParamType = ParameterTypeTuple!DISPLAY_METHOD[idx]; else alias GetErrorParamType = GetErrorParamType!(idx+1); } alias ErrorParamType = GetErrorParamType!0; ErrorParamType getError(Exception ex, string field) { static if (is(ErrorParamType == bool)) return true; else static if (is(ErrorParamType == string)) return ex.msg; else static if (is(ErrorParamType == Exception)) return ex; else static if (is(typeof(ErrorParamType(ex, field)))) return ErrorParamType(ex, field); else static if (is(typeof(ErrorParamType(ex.msg, field)))) return ErrorParamType(ex.msg, field); else static if (is(typeof(ErrorParamType(ex.msg)))) return ErrorParamType(ex.msg); else static assert(false, "Error parameter type %s does not have the required constructor."); } } private struct NestedNameStyleAttribute { NestedNameStyle value; } private { TaskLocal!RequestContext s_requestContext; } private struct RequestContext { HTTPServerRequest req; HTTPServerResponse res; string language; string function(string, string) @safe tr; string function(string, string, int, string) @safe tr_plural; } private RequestContext getRequestContext() @trusted nothrow { assert(s_requestContext.req !is null, "Request context used outside of a web interface request!"); return s_requestContext; } private void handleRequest(string M, alias overload, C, ERROR...)(HTTPServerRequest req, HTTPServerResponse res, C instance, WebInterfaceSettings settings, ERROR error) if (ERROR.length <= 1) { import std.algorithm : countUntil, startsWith; import std.traits; import std.typetuple : Filter, staticIndexOf; import vibe.core.stream; import vibe.data.json; import vibe.internal.meta.funcattr; import vibe.internal.meta.uda : findFirstUDA; alias RET = ReturnType!overload; alias PARAMS = ParameterTypeTuple!overload; alias default_values = ParameterDefaultValueTuple!overload; alias AuthInfoType = AuthInfo!C; enum param_names = [ParameterIdentifierTuple!overload]; enum erruda = findFirstUDA!(ErrorDisplayAttribute, overload); static if (findFirstUDA!(NestedNameStyleAttribute, C).found) enum nested_style = findFirstUDA!(NestedNameStyleAttribute, C).value.value; else enum nested_style = NestedNameStyle.underscore; s_requestContext = createRequestContext!overload(req, res); enum hasAuth = isAuthenticated!(C, overload); static if (hasAuth) { auto auth_info = handleAuthentication!overload(instance, req, res); if (res.headerWritten) return; } // collect all parameter values PARAMS params = void; // FIXME: in case of errors, destructors could be called on uninitialized variables! foreach (i, PT; PARAMS) { bool got_error = false; ParamError err; err.field = param_names[i]; try { static if (hasAuth && is(PT == AuthInfoType)) { params[i] = auth_info; } else static if (IsAttributedParameter!(overload, param_names[i])) { params[i].setVoid(computeAttributedParameterCtx!(overload, param_names[i])(instance, req, res)); if (res.headerWritten) return; } else static if (param_names[i] == "_error") { static if (ERROR.length == 1) params[i].setVoid(error[0]); else static if (!is(default_values[i] == void)) params[i].setVoid(default_values[i]); else params[i] = typeof(params[i]).init; } else static if (is(PT == InputStream)) params[i] = req.bodyReader; else static if (is(PT == HTTPServerRequest) || is(PT == HTTPRequest)) params[i] = req; else static if (is(PT == HTTPServerResponse) || is(PT == HTTPResponse)) params[i] = res; else static if (is(PT == WebSocket)) {} // handled below else static if (param_names[i].startsWith("_")) { if (auto pv = param_names[i][1 .. $] in req.params) { got_error = !webConvTo(*pv, params[i], err); // treat errors in route parameters as non-match // FIXME: verify that the parameter is actually a route parameter! if (got_error) return; } else static if (!is(default_values[i] == void)) params[i].setVoid(default_values[i]); else static if (!isNullable!PT) enforceHTTP(false, HTTPStatus.badRequest, "Missing request parameter for "~param_names[i]); } else static if (is(PT == bool)) { params[i] = param_names[i] in req.form || param_names[i] in req.query; } else { enum has_default = !is(default_values[i] == void); ParamResult pres = readFormParamRec(req, params[i], param_names[i], !has_default, nested_style, err); static if (has_default) { if (pres == ParamResult.skipped) params[i].setVoid(default_values[i]); } else assert(pres != ParamResult.skipped); if (pres == ParamResult.error) got_error = true; } } catch (HTTPStatusException ex) { throw ex; } catch (Exception ex) { import vibe.core.log : logDebug; got_error = true; err.text = ex.msg; debug logDebug("Error handling field '%s': %s", param_names[i], ex.toString().sanitize); } if (got_error) { static if (erruda.found && ERROR.length == 0) { auto errnfo = erruda.value.getError(new Exception(err.text), err.field); handleRequest!(erruda.value.displayMethodName, erruda.value.displayMethod)(req, res, instance, settings, errnfo); return; } else { auto hex = new HTTPStatusException(HTTPStatus.badRequest, "Error handling field '"~err.field~"': "~err.text); hex.debugMessage = err.debugText; throw hex; } } } // validate all confirmation parameters foreach (i, PT; PARAMS) { static if (isNullable!PT) alias ParamBaseType = typeof(PT.init.get()); else alias ParamBaseType = PT; static if (isInstanceOf!(Confirm, ParamBaseType)) { enum pidx = param_names.countUntil(PT.confirmedParameter); static assert(pidx >= 0, "Unknown confirmation parameter reference \""~PT.confirmedParameter~"\"."); static assert(pidx != i, "Confirmation parameter \""~PT.confirmedParameter~"\" may not reference itself."); bool matched; static if (isNullable!PT && isNullable!(PARAMS[pidx])) { matched = (params[pidx].isNull() && params[i].isNull()) || (!params[pidx].isNull() && !params[i].isNull() && params[pidx] == params[i]); } else { static assert(!isNullable!PT && !isNullable!(PARAMS[pidx]), "Either both or none of the confirmation and original fields must be nullable."); matched = params[pidx] == params[i]; } if (!matched) { auto ex = new Exception("Comfirmation field mismatch."); static if (erruda.found && ERROR.length == 0) { auto err = erruda.value.getError(ex, param_names[i]); handleRequest!(erruda.value.displayMethodName, erruda.value.displayMethod)(req, res, instance, settings, err); return; } else { throw new HTTPStatusException(HTTPStatus.badRequest, ex.msg); } } } } static if (hasAuth) handleAuthorization!(C, overload, params)(auth_info); // execute the method and write the result try { import vibe.internal.meta.funcattr; static if (staticIndexOf!(WebSocket, PARAMS) >= 0) { static assert(is(RET == void), "WebSocket handlers must return void."); handleWebSocket((scope ws) { foreach (i, PT; PARAMS) static if (is(PT == WebSocket)) params[i] = ws; __traits(getMember, instance, M)(params); }, req, res); } else static if (is(RET == void)) { __traits(getMember, instance, M)(params); } else { auto ret = __traits(getMember, instance, M)(params); ret = evaluateOutputModifiers!overload(ret, req, res); static if (is(RET : Json)) { res.writeJsonBody(ret); } else static if (is(RET : InputStream) || is(RET : const ubyte[])) { enum type = findFirstUDA!(ContentTypeAttribute, overload); static if (type.found) { res.writeBody(ret, type.value); } else { res.writeBody(ret); } } else { static assert(is(RET == void), M~": Only InputStream, Json and void are supported as return types for route methods."); } } } catch (Exception ex) { import vibe.core.log; logDebug("Web handler %s has thrown: %s", M, ex); static if (erruda.found && ERROR.length == 0) { auto err = erruda.value.getError(ex, null); handleRequest!(erruda.value.displayMethodName, erruda.value.displayMethod)(req, res, instance, settings, err); } else throw ex; } } private RequestContext createRequestContext(alias handler)(HTTPServerRequest req, HTTPServerResponse res) { RequestContext ret; ret.req = req; ret.res = res; ret.language = determineLanguage!handler(req); import vibe.web.i18n; import vibe.internal.meta.uda : findFirstUDA; alias PARENT = typeof(__traits(parent, handler).init); enum FUNCTRANS = findFirstUDA!(TranslationContextAttribute, handler); enum PARENTTRANS = findFirstUDA!(TranslationContextAttribute, PARENT); static if (FUNCTRANS.found) alias TranslateContext = FUNCTRANS.value.Context; else static if (PARENTTRANS.found) alias TranslateContext = PARENTTRANS.value.Context; static if (is(TranslateContext) && languageSeq!TranslateContext.length) { switch (ret.language) { default: mixin({ string ret; foreach (lang; TranslateContext.languages) { ret ~= "case `" ~ lang ~ "`: ret.tr = &tr!(TranslateContext, `" ~ lang ~ "`); ret.tr_plural = &tr!(TranslateContext, `" ~ lang ~ "`); break;"; } return ret; }()); } } else { ret.tr = (t,c) => t; // Without more knowledge about the requested language, the best we can do is return the msgid as a hint // that either a po file is needed for the language, or that a translation entry does not exist for the msgid. ret.tr_plural = (txt,ptxt,cnt,ctx) => !ptxt.length || cnt == 1 ? txt : ptxt; } return ret; }
D
void main(string[] args) { class List(T) { class Node { T item; Node next; this(T item) { this.item = item; } } Node _head; auto append(T[] items...) { foreach(item; items) { this ~= item; } return this; } auto opOpAssign(string s)(T item) if (s == "~") { auto newNode = new Node(item); if (_head is null) { _head = newNode; return this; } auto current = _head; while(current.next) { current = current.next; } current.next = newNode; return this; } @property bool empty() { return _head is null; } @property void popFront() { _head = _head.next; } ref T front() { return _head.item; } auto save() { auto l = new List!T; l._head = _head; return l; } } import std.stdio; import std.algorithm; import std.range; auto intList = new List!int; void update() { intList.save.each!writeln; writeln("---"); } intList.append([0,1,2]).append(3); update; intList.dropOne; update; writeln(intList); }
D
build/Debug/Cygwin-Windows/HW6_2.o: HW6_2.cpp FeetInches.h FeetInches.h:
D
module hunt.markdown.node.Text; import hunt.markdown.node.Node; import hunt.markdown.node.Visitor; class Text : Node { private string literal; public this() { } public this(string literal) { this.literal = literal; } override public void accept(Visitor visitor) { visitor.visit(this); } public string getLiteral() { return literal; } public void setLiteral(string literal) { this.literal = literal; } override protected string toStringAttributes() { return "literal=" ~ literal; } }
D
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D
/Users/sahil.chug/Workspace/private/rust-workshop/guessing_game/target/debug/deps/guessing_game-2ce676b81ea6453f: src/main.rs /Users/sahil.chug/Workspace/private/rust-workshop/guessing_game/target/debug/deps/guessing_game-2ce676b81ea6453f.d: src/main.rs src/main.rs:
D
module common.bus_decoder; interface BusDecoder(T) { void decode(); }
D
// ************************************************** // B_AssessFightSound // ------------------ // Reaktion auf NSC-NSC Kampf // aufgerufen durch Wahrnehmung PERC_ASSESSFIGHTSOUND // geht in ZS_WatchFight oder ZS_Attack // Reichweite: PERC_DIST_INTERMEDIAT // ************************************************** func void B_AssessFightSound () { //EXIT IF... B_Vergiftet (self); // ------ wenn Fightsound durch Treffer auf Objekt erzeugt wurde ------ if (!Hlp_IsValidNpc (victim)) { return; }; if (self.guild == GIL_DMT) { return; }; if (CurrentLevel == FREEMINE_ZEN) { if (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Gormgniez_11007_FM)) { return; }; }; var string wp; wp = Npc_GetNearestWP(other); if (STR_Len(wp) >= 9) { if (Hlp_StrCmp(STR_SubStr(Npc_GetNearestWP(other), 0, 9), "LABYRINTH")) { return; }; }; if (CurrentLevel == NEWWORLD_ZEN) { if (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Mod_534_KDF_Milten_NW)) && (Hlp_GetInstanceID(other) == Hlp_GetInstanceID(Troll_Black)) { return; }; if (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Mod_534_KDF_Milten_NW)) && (Hlp_GetInstanceID(victim) == Hlp_GetInstanceID(Troll_Black)) { return; }; if (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Lich_11008_NW)) { return; }; if (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Kobold_11010_NW)) { return; }; }; if (CurrentLevel == RELENDEL_ZEN) { if (other.aivar[AIV_MM_REAL_ID] == ID_Insekt) && (Hlp_GetInstanceID(self) != Hlp_GetInstanceID(Mod_7385_OUT_August_REL)) && (!Npc_KnowsInfo(hero, Info_Mod_Axon_Plagenquest)) { return; }; if (victim.aivar[AIV_MM_REAL_ID] == ID_Insekt) && (Hlp_GetInstanceID(self) != Hlp_GetInstanceID(Mod_7385_OUT_August_REL)) && (!Npc_KnowsInfo(hero, Info_Mod_Axon_Plagenquest)) { return; }; }; if (C_NpcIsHero(other)) && (Unsichtbarkeitsperk == TRUE) { hero.flags = 0; Unsichtbarkeitsperk = FALSE; AI_Teleport (hero, "PC_HERO"); }; if (CurrentLevel == MINENTAL_ZEN) { if ((C_NpcIsHero(other)) && (Hlp_GetInstanceID(victim) == Hlp_GetInstanceID(Mod_1106_EBR_Bartholo_MT))) || ((C_NpcIsHero(victim)) && (Hlp_GetInstanceID(other) == Hlp_GetInstanceID(Mod_1106_EBR_Bartholo_MT))) { if (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Mod_1874_HMG_Makanius_MT)) || (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Mod_1870_EBR_Alissandro_MT)) { B_Attack (self, Mod_1106_EBR_Bartholo_MT, AR_GuildEnemy, 0); return; }; }; }; // ------ wenn NSC zu weit weg ------ if (Npc_GetDistToNpc (self, victim) > PERC_DIST_INTERMEDIAT) { if (Npc_GetDistToNpc (self, other) > PERC_DIST_INTERMEDIAT) && (self.guild != GIL_KDF) { return; }; }; // ------- Einer der beiden im Wasser ------ if (self.aivar[AIV_MM_FollowInWater] == FALSE) { if C_BodyStateContains(other,BS_SWIM) || C_BodyStateContains(other,BS_DIVE) || C_BodyStateContains(victim,BS_SWIM) || C_BodyStateContains(victim,BS_DIVE) { return; }; }; // ------ AL-Burgwachen auf Zinnen ignorieren ------- if (other.fight_tactic == FAI_NAILED) || (victim.fight_tactic == FAI_NAILED) { return; }; // ------- Burgzinnenwachen sollen sich nicht zu Tode stürzen, etc. ------ if (Npc_GetHeightToNpc(self, other) > PERC_DIST_HEIGHT) && (Npc_GetHeightToNpc(self, victim) > PERC_DIST_HEIGHT) { return; }; // ------ im KLOSTER: wenn Höhenunterschied zu groß ------- if (Npc_GetHeightToNpc (self, other) > 500) && (Npc_GetDistToWP (self, "NW_MONASTERY_PLACE_04") <= 3000) { return; }; // ------ FightSound wird NUR bei anderen NSCs (nicht self) berücksichtigt ------ if (Hlp_GetInstanceID(victim) == Hlp_GetInstanceID(self)) || (Hlp_GetInstanceID(other) == Hlp_GetInstanceID(self)) { return; }; // ------ Sonderfall: Schafe ------ if (victim.guild == GIL_SHEEP) && (victim.aivar[AIV_ToughGuy] == FALSE) { if (C_WantToAttackSheepKiller (self, other)) { B_Attack (self, other, AR_SheepKiller, 0); //angreifen oder fliehen return; } else { // ------ Torwachen greifen nicht an, memorizen aber News ------ if (C_NpcIsGateGuard(self)) { B_MemorizePlayerCrime (self, other, CRIME_SHEEPKILLER); return; }; }; return; }; // ------ Torwachen bleiben stehen ------ if (C_NpcIsGateGuard(self)) { return; }; // ------ Täter UND Opfer BEIDE Monster ------ if (other.guild > GIL_SEPERATOR_HUM) && (victim.guild > GIL_SEPERATOR_HUM) { return; }; // ------ Täter Monster (Opfer Human wegen oberer Abfrage) ------ if (other.guild > GIL_SEPERATOR_HUM) && (Npc_GetAttitude (self, victim) != ATT_HOSTILE) { B_Attack (self, other, AR_MonsterVsHuman, 0); //angreifen oder fliehen return; }; // ------ Opfer Monster (Täter Human wegen oberer Abfrage) ------ if (victim.guild > GIL_SEPERATOR_HUM) && (Npc_GetAttitude (self, other) != ATT_HOSTILE) && (!Npc_IsDead(victim)) { B_Attack (self, victim, AR_MonsterVsHuman, 0); //angreifen oder fliehen return; }; // -------------------------------------------------------- // ------ Enemy-Override-Blockierung wird aufgehoben ------ // -------------------------------------------------------- if (self.aivar[AIV_EnemyOverride] == TRUE) { self.aivar[AIV_EnemyOverride] = FALSE; Npc_PerceiveAll (self); Npc_GetNextTarget (self); if (Hlp_IsValidNpc (other)) && (!C_NpcIsDown(other)) { B_Attack (self, other, AR_GuildEnemy, 0); return; }; return; }; // --------------------------------------------- // IM FOLGENDEN sind Täter und Opfer BEIDE Human // --------------------------------------------- // ---------------------------------------------------------------- // ------ Wachen kommen zum Töten (helfen other) ------------------ // ---------------------------------------------------------------- if ((other.aivar[AIV_ATTACKREASON] == AR_GuardStopsIntruder) || (other.aivar[AIV_ATTACKREASON] == AR_MonsterCloseToGate) || (other.aivar[AIV_ATTACKREASON] == AR_HumanMurderedHuman) || (other.aivar[AIV_ATTACKREASON] == AR_GuildEnemy) || (other.aivar[AIV_ATTACKREASON] == AR_GuardCalledToKill)) && (Npc_GetAttitude(self,other) == ATT_FRIENDLY) { B_Attack (self, victim, AR_GuardCalledToKill, 0); return; }; // ------ (helfen victim) ------ if ( (victim.aivar[AIV_ATTACKREASON] == AR_GuardStopsIntruder) ||(victim.aivar[AIV_ATTACKREASON] == AR_MonsterCloseToGate) ||(victim.aivar[AIV_ATTACKREASON] == AR_HumanMurderedHuman) ||(victim.aivar[AIV_ATTACKREASON] == AR_GuildEnemy) ||(victim.aivar[AIV_ATTACKREASON] == AR_GuardCalledToKill) ) && (Npc_GetAttitude(self,victim)==ATT_FRIENDLY) { B_Attack (self, other, AR_GuardCalledToKill, 0); return; }; // ---------------------------------------------------------------- // ------ Wachen kommen zum Streit schlichten (helfen other) ------ // ---------------------------------------------------------------- if ((other.aivar[AIV_ATTACKREASON] == AR_GuardStopsFight) || (other.aivar[AIV_ATTACKREASON] == AR_ReactToDamage) || (other.aivar[AIV_ATTACKREASON] == AR_ReactToWeapon)) && (Npc_GetAttitude(self, other) == ATT_FRIENDLY) { // ------ Pack schlägt sich, Pack verträgt sich ------- if ((other.guild == GIL_SLD) || (other.guild == GIL_DJG) || (other.guild == GIL_NONE)) && ((victim.guild == GIL_SLD) || (victim.guild == GIL_DJG) || (victim.guild == GIL_NONE)) { //weiter im Text } // ------ Egill/Enim-FIX ------ else if (!Npc_IsPlayer(other)) && (!Npc_IsPlayer(victim)) { //weiter im Text } else { B_Attack (self, victim, AR_GuardStopsFight, 0); return; }; }; // ------ (helfen victim) ------ if ( (victim.aivar[AIV_ATTACKREASON] == AR_GuardStopsFight) ||(victim.aivar[AIV_ATTACKREASON] == AR_ReactToDamage) ||(victim.aivar[AIV_ATTACKREASON] == AR_ReactToWeapon) ) && (Npc_GetAttitude(self,victim)==ATT_FRIENDLY) { // ------ Pack schlägt sich, Pack verträgt sich ------- if ( (other.guild == GIL_SLD) || (other.guild == GIL_DJG) || (other.guild == GIL_NONE) ) && ( (victim.guild == GIL_SLD) || (victim.guild == GIL_DJG) || (victim.guild == GIL_NONE) ) { //weiter im Text } // ------ Egill/Enim-FIX ------ else if (!Npc_IsPlayer(other)) && (!Npc_IsPlayer(victim)) { //weiter im Text } else { B_Attack (self, other, AR_GuardStopsFight, 0); return; }; }; // ------------------------------------------------------------------ // ------ Angriff aus Dialog heraus (mit AR_None oder AR_Kill) ------ // ------------------------------------------------------------------ if ((other.aivar[AIV_ATTACKREASON] == AR_NONE) || (other.aivar[AIV_ATTACKREASON] == AR_KILL)) && ((victim.aivar[AIV_ATTACKREASON] == AR_NONE) || (victim.aivar[AIV_ATTACKREASON] == AR_KILL)) && (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(Mod_598_MIL_Mika_NW)) //(!) NUR Miliz-Wache schlichtet diese Art Kämpfe { // ------ Freund helfen (other) ------ if (Npc_GetAttitude(self, other) == ATT_FRIENDLY) && (Npc_GetAttitude(self, victim) != ATT_FRIENDLY) { B_Attack (self, victim, AR_GuardStopsFight, 0); return; } // ------ Freund helfen (victim) ------ else if (Npc_GetAttitude(self, victim) == ATT_FRIENDLY) && (Npc_GetAttitude(self, other) != ATT_FRIENDLY) { B_Attack (self, other, AR_GuardStopsFight, 0); return; } // ------ Beides Freunde ODER beides keine Freunde ------ // ------ UND HIER AR_None ------- else { if (Npc_IsPlayer(other)) //Spieler helfen bei NSC-AR None { B_Attack (self, victim, AR_GuardStopsFight, 0); return; } else if (Npc_IsPlayer(victim)) //Spieler helfen bei NSC-AR None { B_Attack (self, other, AR_GuardStopsFight, 0); return; } else //beides keine Player -> Auf jeden Fall Täter angreifen! { B_Attack (self, other, AR_GuardStopsFight, 0); return; }; }; }; // ---------------------------------------------------------------- // ------ Wachen kommen, um Dieb zu bestrafen (helfen other) ------ // ---------------------------------------------------------------- if ( (other.aivar[AIV_ATTACKREASON] == AR_UseMob) ||(other.aivar[AIV_ATTACKREASON] == AR_Theft) ||(other.aivar[AIV_ATTACKREASON] == AR_LeftPortalRoom) ) && (Npc_GetAttitude(self,other)==ATT_FRIENDLY) { if (C_WantToAttackThief (self, victim)) { B_Attack (self, victim, AR_GuardCalledToThief, 0); }; return; }; // ------ (helfen victim) ------ if ( (victim.aivar[AIV_ATTACKREASON] == AR_UseMob) ||(victim.aivar[AIV_ATTACKREASON] == AR_Theft) ||(victim.aivar[AIV_ATTACKREASON] == AR_LeftPortalRoom) ) && (Npc_GetAttitude(self,victim)==ATT_FRIENDLY) { if (C_WantToAttackThief (self, other)) { B_Attack (self, other, AR_GuardCalledToThief, 0); }; return; }; // ---------------------------------------------------------------------------------------- // ------ Wachen kommen, um Eindringling aus Portalraum zu vertreiben (helfen other) ------ // ---------------------------------------------------------------------------------------- if (other.aivar[AIV_ATTACKREASON] == AR_ClearRoom) && (Npc_GetAttitude(self,other)==ATT_FRIENDLY) { B_Attack (self, victim, AR_GuardCalledToRoom, 0); return; }; // ------ (helfen victim) ------ if (victim.aivar[AIV_ATTACKREASON] == AR_ClearRoom) && (Npc_GetAttitude(self,victim)==ATT_FRIENDLY) { B_Attack (self, other, AR_GuardCalledToRoom, 0); return; }; // -------------------------------------------------------------------------- // ------ NUR in Watchfight gehen, wenn näher als 10m ------ (wichtig z.B. für GIL_OUT) if (Npc_GetDistToNpc (self, other) > PERC_DIST_INTERMEDIAT) && (Npc_GetDistToNpc (self, victim) > PERC_DIST_INTERMEDIAT) { return; }; // ------ NUR in WatchFight gehen, wenn kein Feind am Start ------ if (Npc_GetAttitude(self, other) == ATT_HOSTILE) || (Npc_GetAttitude(self, victim) == ATT_HOSTILE) { if (self.guild == GIL_BDT) { //Sonderfall: Weiter im Text (BDT werden oben abgehandelt) } else { return; }; }; // ------ UND NUR wenn Opfer nicht hinter Wand ------ (z.B. Thorben und Gritta) if (!Npc_CanSeeNpcFreeLOS(self, victim)) { return; }; if (Npc_IsInState(victim, ZS_Pyrokinesis)) { Npc_ClearAIQueue (self); B_ClearPerceptions (self); B_Attack (self, other, AR_ReactToDamage, 0); }; //FUNC Npc_ClearAIQueue (self); B_ClearPerceptions (self); AI_StartState (self, ZS_WatchFight, 0, ""); //Bogen und Magie geduldet bis zur AssessMurder-Wahrnehmung return; };
D
following in time or order
D
// https://issues.dlang.org/show_bug.cgi?id=23567 extern(C++) abstract class CCvar { public: pragma(printf) void func1(const(char)* pFormat, ...); pragma(printf) void func2(const(char)* pFormat, ...); } static assert(__traits(getVirtualIndex, CCvar.func2) == 1);
D
module XArea; import Math; import imarkers; extern (C++): class CXAreaMgr : IXAreaMgr { void RetriggerAreas() { } IXArea* CreateArea(const Vec3d* vPoints, const int count, const string[] names, const int type, const int groupId = -1, const float width = 0.0f, const float height = 0.0f) { return null; // TODO: implement } IXArea* CreateArea(const ref Vec3d min, const ref Vec3d max, const ref Matrix44 TM, const string[] names, const int type, const int groupId = -1, const float width = 0.0f) { return null; // TODO: implement } IXArea* CreateArea(const ref Vec3d center, const float radius, string[] names, const int type, const int groupId = -1, const float width = 0.0f) { return null; // TODO: implement } IXArea* GetArea(const ref Vec3 point) { return null; // TODO: implement } void DeleteArea(const IXArea aPtr) { } } class CXArea : IXArea { void SetPoints(const ref Vec3 vPoints, const int count) { } void SetID(const int id) { } int GetID() const { return int.init; // TODO: implement } void SetGroup(const int id) { } int GetGroup() const { return int.init; // TODO: implement } void AddEntity(const char* clsName) { } void ClearEntities() { } void SetCenter(const ref Vec3 center) { } void SetRadius(const float rad) { } void SetMin(const ref Vec3 min) { } void SetMax(const ref Vec3 max) { } void SetTM(const ref Matrix44 TM) { } void SetVOrigin(float org) { } void SetVSize(float sz = 0.0f) { } void SetProximity(float prx) { } float GetProximity() { return float.init; // TODO: implement } }
D
the denial and rejection of a doctrine or belief renunciation of your own interests in favor of the interests of others
D
import std.stdio, std.bigint; uint sumDigits(T)(T n, in uint base=10) pure nothrow in { assert(base > 1); } body { typeof(return) total = 0; for ( ; n; n /= base) total += n % base; return total; } void main() { 1.sumDigits.writeln; 1_234.sumDigits.writeln; sumDigits(0xfe, 16).writeln; sumDigits(0xf0e, 16).writeln; 1_234.BigInt.sumDigits.writeln; }
D
//гоблин-торговец на болоте //охотник, есть ручной волк func void B_SetVisuals_Gobbo_Hunter() { Mdl_SetVisual(self,"Gobbo.mds"); Mdl_SetVisualBody(self,"Gob_HunterBody",4,DEFAULT,"",DEFAULT,DEFAULT,-1); }; instance Gobbo_DS2P_KuLa(Mst_Default_Gobbo_Warrior) { name[0] = "Ку-Ла"; id = 1905; npcType = NPCTYPE_MAIN; aivar[AIV_StoryFlags] = AIV_StoryFlag_SwampGoblin; B_SetVisuals_Gobbo_Hunter(); Npc_SetToFightMode(self,ItMw_1h_Misc_Axe); daily_routine = Rtn_Start_1905; }; func void Rtn_Start_1905() { TA_Min(self,8,0,21,0,ZS_MM_Rtn_Rest,"DP_FOREST_GOBBOVIL_03_TENT"); TA_Min(self,21,0,8,0,ZS_MM_Rtn_Sit,"DP_FOREST_GOBBOVIL_03_TENT"); }; // UNFINISHED - иногда уходит охотиться func void Rtn_Hunt_1905() { TA_Min(self,8,0,21,0,ZS_MM_Rtn_Rest,"DP_FOREST_GOBBOVIL_03_TENT"); TA_Min(self,21,0,8,0,ZS_MM_Rtn_Sit,"DP_FOREST_GOBBOVIL_03_TENT"); };
D
/* * $Id: letterrender.d,v 1.4 2004/05/14 14:35:37 kenta Exp $ * * Copyright 2004 Kenta Cho. All rights reserved. */ module abagames.tf.letterrender; private import opengl; private import abagames.util.rand; private import abagames.tf.screen; private import abagames.tf.tumiki; /** * Letters' renderer. */ public class LetterRender { public: static int displayListIdx; static const float LETTER_WIDTH = 2.1f; static const float LETTER_HEIGHT = 3.0f; static const int COLOR_NUM = 6; private: static const int LETTER_NUM = 43; static const int DISPLAY_LIST_NUM = LETTER_NUM * COLOR_NUM; static Rand rand; public static float getWidth(int n ,float s) { return n * s * LETTER_WIDTH; } public static float getHeight(float s) { return s * LETTER_HEIGHT; } public static void drawLetter(int n, float x, float y, float s, float d, int c) { glPushMatrix(); glTranslatef(x, y, 0); glScalef(s, s, s); glRotatef(d, 0, 0, 1); glCallList(displayListIdx + n + c * LETTER_NUM); glPopMatrix(); } private static void drawLetterRev(int n, float x, float y, float s, float d, int c) { glPushMatrix(); glTranslatef(x, y, 0); glScalef(s, -s, s); glRotatef(d, 0, 0, 1); glCallList(displayListIdx + n + c * LETTER_NUM); glPopMatrix(); } public static enum Direction { TO_RIGHT, TO_DOWN, TO_LEFT, TO_UP, } public static int convertCharToInt(char c) { int idx; if (c >= '0' && c <='9') { idx = c - '0'; } else if (c >= 'A' && c <= 'Z') { idx = c - 'A' + 10; } else if (c >= 'a' && c <= 'z') { idx = c - 'a' + 10; } else if (c == '.') { idx = 36; } else if (c == '-') { idx = 38; } else if (c == '+') { idx = 39; } else if (c == '_') { idx = 37; } else if (c == '!') { idx = 42; } return idx; } public static void drawString(char[] str, float lx, float y, float s, int d, int cl, bool rev) { if (cl < 0) rand.setSeed(-cl); lx += LETTER_WIDTH * s / 2; y += LETTER_HEIGHT * s / 2; float x = lx; int idx; float ld; switch (d) { case Direction.TO_RIGHT: ld = 0; break; case Direction.TO_DOWN: ld = 90; break; case Direction.TO_LEFT: ld = 180; break; case Direction.TO_UP: ld = 270; break; } foreach (char c; str) { if (c != ' ') { idx = convertCharToInt(c); if (cl >= 0) { if (rev) drawLetterRev(idx, x, y, s, ld, cl); else drawLetter(idx, x, y, s, ld, cl); } else { if (rev) drawLetterRev(idx, x, y, s, ld, rand.nextInt(COLOR_NUM)); else drawLetter(idx, x, y, s, ld, rand.nextInt(COLOR_NUM)); } } switch(d) { case Direction.TO_RIGHT: x += s * LETTER_WIDTH; break; case Direction.TO_DOWN: y += s * LETTER_WIDTH; break; case Direction.TO_LEFT: x -= s * LETTER_WIDTH; break; case Direction.TO_UP: y -= s * LETTER_WIDTH; break; } } } public static void drawString(char[] str, float lx, float y, float s, int d, int cl) { drawString(str, lx, y, s, d, cl, false); } public static void drawNum(int num, float lx, float y, float s, int d, int cl) { lx += LETTER_WIDTH * s / 2; y += LETTER_HEIGHT * s / 2; int n = num; float x = lx; float ld; switch (d) { case Direction.TO_RIGHT: ld = 0; break; case Direction.TO_DOWN: ld = 90; break; case Direction.TO_LEFT: ld = 180; break; case Direction.TO_UP: ld = 270; break; } for (;;) { drawLetter(n % 10, x, y, s, ld, cl); switch(d) { case Direction.TO_RIGHT: x -= s * LETTER_WIDTH; break; case Direction.TO_DOWN: y -= s * LETTER_WIDTH; break; case Direction.TO_LEFT: x += s * LETTER_WIDTH; break; case Direction.TO_UP: y += s * LETTER_WIDTH; break; } n /= 10; if (n <= 0) break; } } public static void drawNumSign(int num, float lx, float ly, float s, int cl) { float dg; if (num < 100) dg = 2; else if (num < 1000) dg = 3; else if (num < 10000) dg = 4; else dg = 5; float x = lx + LETTER_WIDTH * s * dg / 2; float y = ly + LETTER_HEIGHT * s / 2; int n = num; for (;;) { drawLetterRev(n % 10, x, y, s, 0, cl); x -= s * LETTER_WIDTH; n /= 10; if (n <= 0) break; } } public static void drawTime(int time, float lx, float y, float s, int cl) { int n = time; float x = lx; for (int i = 0; i < 7; i++) { if (i != 4) { drawLetter(n % 10, x, y, s, Direction.TO_RIGHT, cl); n /= 10; } else { drawLetter(n % 6, x, y, s, Direction.TO_RIGHT, cl); n /= 6; } if ((i & 1) == 1 || i == 0) { switch (i) { case 3: drawLetter(41, x + s * 1.16f, y, s, Direction.TO_RIGHT, cl); break; case 5: drawLetter(40, x + s * 1.16f, y, s, Direction.TO_RIGHT, cl); break; default: break; } x -= s * LETTER_WIDTH; } else { x -= s * LETTER_WIDTH * 1.3f; } if (n <= 0) break; } } private const int LETTER_SHADE = 3; private static void drawBox(float x, float y, float width, float height, float deg, int col) { glPushMatrix(); glTranslatef(x - width / 2, y - height / 2, 0); glRotatef(deg, 0, 0, 1); glScalef(width, height, 0.3); glCallList(Tumiki.displayListIdx + col * Tumiki.SHAPE_NUM + LETTER_SHADE * Tumiki.COLOR_NUM * Tumiki.SHAPE_NUM); glPopMatrix(); } private static void drawLetter(int idx, int c) { float x, y, length, size, t; float deg; for (int i = 0;; i++) { deg = cast(int) spData[idx][i][4]; if (deg > 99990) break; x = -spData[idx][i][0]; y = -spData[idx][i][1]; size = spData[idx][i][2]; length = spData[idx][i][3]; x *= 1.2f; y *= 0.9f; size *= 0.5f; length *= 0.7f; if (size > length) { size *= 1.1f; length *= 0.7f; } else { size *= 0.7f; length *= 1.1f; } x = -x; y = y; deg %= 180; deg += rand.nextSignedFloat(16); drawBox(x, y, size, length, deg, c); /*if (deg <= 45 || deg > 135) drawBox(x, y, size, length); else drawBox(x, y, length, size);*/ } } public static void createDisplayLists() { rand = new Rand(); rand.setSeed(0); displayListIdx = glGenLists(DISPLAY_LIST_NUM); int di = displayListIdx; for (int j = 0; j < COLOR_NUM; j++) { for (int i = 0; i < LETTER_NUM; i++) { glNewList(di, GL_COMPILE); drawLetter(i, j); glEndList(); di++; } } } public static void deleteDisplayLists() { glDeleteLists(displayListIdx, DISPLAY_LIST_NUM); } private static float[5][16][] spData = [[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.6f, 0.55f, 0.65f, 0.3f, 90], [0.6f, 0.55f, 0.65f, 0.3f, 90], [-0.6f, -0.55f, 0.65f, 0.3f, 90], [0.6f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [0f, 0.55f, 0.65f, 0.3f, 90], [0f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ //A [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [-0.1f, 1.15f, 0.45f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.45f, 0.55f, 0.65f, 0.3f, 90], [-0.1f, 0, 0.45f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [-0.1f, 1.15f, 0.45f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.45f, 0.4f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[// F [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.25f, 0, 0.25f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 0.55f, 0.65f, 0.3f, 90], [0f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [-0.6f, -0.75f, 0.25f, 0.3f, 0], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[//K [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.45f, 0.55f, 0.65f, 0.3f, 90], [-0.1f, 0, 0.45f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [-0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [-0.3f, 1.15f, 0.25f, 0.3f, 90], [0.3f, 1.15f, 0.25f, 0.3f, 90], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0.55f, 0.65f, 0.3f, 90], [0f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[//P [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0.2f, -0.6f, 0.45f, 0.3f, 360-300], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.1f, 0, 0.45f, 0.3f, 0], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.45f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0f, 0, 0.65f, 0.3f, 0], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [-0.4f, 1.15f, 0.45f, 0.3f, 0], [0.4f, 1.15f, 0.45f, 0.3f, 0], [0f, 0.55f, 0.65f, 0.3f, 90], [0f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[//U [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.5f, -0.55f, 0.65f, 0.3f, 90], [0.5f, -0.55f, 0.65f, 0.3f, 90], [0f, -1.15f, 0.45f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[ [-0.65f, 0.55f, 0.65f, 0.3f, 90], [0.65f, 0.55f, 0.65f, 0.3f, 90], [-0.65f, -0.55f, 0.65f, 0.3f, 90], [0.65f, -0.55f, 0.65f, 0.3f, 90], [-0.3f, -1.15f, 0.25f, 0.3f, 90], [0.3f, -1.15f, 0.25f, 0.3f, 90], [0f, 0.55f, 0.65f, 0.3f, 90], [0f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [-0.4f, 0.6f, 0.85f, 0.3f, 360-120], [0.4f, 0.6f, 0.85f, 0.3f, 360-60], [-0.4f, -0.6f, 0.85f, 0.3f, 360-240], [0.4f, -0.6f, 0.85f, 0.3f, 360-300], [0f, 0, 0, 0, 99999], ],[ [-0.4f, 0.6f, 0.85f, 0.3f, 360-120], [0.4f, 0.6f, 0.85f, 0.3f, 360-60], [0f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[ [0f, 1.15f, 0.65f, 0.3f, 0], [0.35f, 0.5f, 0.65f, 0.3f, 360-60], [-0.35f, -0.5f, 0.65f, 0.3f, 360-240], [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[//. [0f, -1.15f, 0.05f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[//_ [0f, -1.15f, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[//- [0f, 0, 0.65f, 0.3f, 0], [0f, 0, 0, 0, 99999], ],[//+ [-0.4f, 0, 0.45f, 0.3f, 0], [0.4f, 0, 0.45f, 0.3f, 0], [0f, 0.55f, 0.65f, 0.3f, 90], [0f, -0.55f, 0.65f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],[//' [0f, 1.0f, 0.4f, 0.2f, 90], [0f, 0, 0, 0, 99999], ],[//'' [-0.19f, 1.0f, 0.4f, 0.2f, 90], [0.2f, 1.0f, 0.4f, 0.2f, 90], [0f, 0, 0, 0, 99999], ],[//! [0f, 0.25f, 1.1f, 0.3f, 90], [0f, -1.0f, 0.3f, 0.3f, 90], [0f, 0, 0, 0, 99999], ],]; }
D
$NetBSD$ --- runtime/druntime/src/core/runtime.d.orig 2018-08-23 23:29:55.000000000 +0000 +++ runtime/druntime/src/core/runtime.d @@ -666,6 +666,18 @@ Throwable.TraceInfo defaultTraceHandler( symEnd = eptr - buf.ptr; } } + else version( NetBSD ) + { + // format is: 0x00000000 <_D6module4funcAFZv+0x78> at module + auto bptr = cast(char*) memchr( buf.ptr, '<', buf.length ); + auto eptr = cast(char*) memchr( buf.ptr, '+', buf.length ); + + if( bptr++ && eptr ) + { + symBeg = bptr - buf.ptr; + symEnd = eptr - buf.ptr; + } + } else version( Solaris ) { // format is object'symbol+offset [pc]
D
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D
/* * Copyright (c) 2012-2017 The ANTLR Project. All rights reserved. * Use of this file is governed by the BSD 3-clause license that * can be found in the LICENSE.txt file in the project root. */ module antlr.v4.runtime.dfa.DFA; import antlr.v4.runtime.IllegalStateException; import antlr.v4.runtime.UnsupportedOperationException; import antlr.v4.runtime.Vocabulary; import antlr.v4.runtime.VocabularyImpl; import antlr.v4.runtime.atn.ATNConfigSet; import antlr.v4.runtime.atn.DecisionState; import antlr.v4.runtime.atn.StarLoopEntryState; import antlr.v4.runtime.dfa.DFASerializer; import antlr.v4.runtime.dfa.DFAState; import antlr.v4.runtime.dfa.LexerDFASerializer; import std.algorithm.sorting; import std.conv; /** * A set of DFA states */ class DFA { /** * A set of all DFA states. Use {@link Map} so we can get old state back * ({@link Set} only allows you to see if it's there). */ public DFAState[DFAState] states; public DFAState s0; public int decision; /** * From which ATN state did we create this DFA? */ public DecisionState atnStartState; /** * {@code true} if this DFA is for a precedence decision; otherwise, * {@code false}. This is the backing field for {@link #isPrecedenceDfa}. */ public bool precedenceDfa; public this(DecisionState atnStartState) { this(atnStartState, 0); } public this(DecisionState atnStartState, int decision) { this.atnStartState = atnStartState; this.decision = decision; bool precedenceDfa = false; if (cast(StarLoopEntryState)atnStartState) { if ((cast(StarLoopEntryState)atnStartState).isPrecedenceDecision) { precedenceDfa = true; DFAState precedenceState = new DFAState(new ATNConfigSet()); precedenceState.edges = new DFAState[0]; precedenceState.isAcceptState = false; precedenceState.requiresFullContext = false; this.s0 = precedenceState; } } this.precedenceDfa = precedenceDfa; } /** * Gets whether this DFA is a precedence DFA. Precedence DFAs use a special * start state {@link #s0} which is not stored in {@link #states}. The * {@link DFAState#edges} array for this start state contains outgoing edges * supplying individual start states corresponding to specific precedence * values. * * @return {@code true} if this is a precedence DFA; otherwise, * {@code false}. * @see Parser#getPrecedence() */ public bool isPrecedenceDfa() { return precedenceDfa; } /** * Get the start state for a specific precedence value. * * @param precedence The current precedence. * @return The start state corresponding to the specified precedence, or * {@code null} if no start state exists for the specified precedence. * * @throws IllegalStateException if this is not a precedence DFA. * @see #isPrecedenceDfa() */ public DFAState getPrecedenceStartState(int precedence) { if (!isPrecedenceDfa()) { throw new IllegalStateException("Only precedence DFAs may contain a precedence start state."); } // s0.edges is never null for a precedence DFA if (precedence < 0 || precedence >= s0.edges.length) { return null; } return s0.edges[precedence]; } /** * Set the start state for a specific precedence value. * * @param precedence The current precedence. * @param startState The start state corresponding to the specified * precedence. * * @throws IllegalStateException if this is not a precedence DFA. * @see #isPrecedenceDfa() * @uml * @final */ public final void setPrecedenceStartState(int precedence, DFAState startState) { if (!isPrecedenceDfa()) { throw new IllegalStateException("Only precedence DFAs may contain a precedence start state."); } if (precedence < 0) { return; } // synchronization on s0 here is ok. when the DFA is turned into a // precedence DFA, s0 will be initialized once and not updated again synchronized (s0) { // s0.edges is never null for a precedence DFA if (precedence >= s0.edges.length) { s0.edges.length = precedence + 1; } s0.edges[precedence] = startState; } } /** * Sets whether this is a precedence DFA. * * @param precedenceDfa {@code true} if this is a precedence DFA; otherwise, * {@code false} * * @throws UnsupportedOperationException if {@code precedenceDfa} does not * match the value of {@link #isPrecedenceDfa} for the current DFA. * * @deprecated This method no longer performs any action. */ public void setPrecedenceDfa(bool precedenceDfa) { if (precedenceDfa != isPrecedenceDfa()) { throw new UnsupportedOperationException("The precedenceDfa field cannot change after a DFA is constructed."); } } public DFAState[] getStates() { DFAState[] result = states.keys; result.sort!("a.stateNumber < b.stateNumber"); return result; } /** * @uml * @override */ public override string toString() { return to!string(new VocabularyImpl(null, null, null)); } public string toString(string[] tokenNames) { if (s0 is null) return ""; DFASerializer serializer = new DFASerializer(this, tokenNames); return serializer.toString(); } public string toString(Vocabulary vocabulary) { if (s0 is null) { return ""; } DFASerializer serializer = new DFASerializer(this, vocabulary); return serializer.toString(); } public string toLexerString() { if (s0 is null) return ""; DFASerializer serializer = new LexerDFASerializer(this); return serializer.toString(); } } version(unittest) { import dshould : equal, not, be, should; import unit_threaded; @Tags("DFA") @("Construction") unittest { import std.stdio; import antlr.v4.runtime.atn.TokensStartState; DecisionState startState = new TokensStartState; DFA dfa = new DFA(startState); dfa.should.not.be(null); } }
D
/++ + Our function. + + Example: + --- + import std.stdio; + + void foo() + { + writeln("foo!"); /* print the string */ + } + --- +/
D
func int b_assignetluconditions(var C_Npc wache) { if((PALADINATTACK == FALSE) && (Npc_RefuseTalk(self) == FALSE) && (other.guild < GIL_SEPERATOR_HUM) && (PLAYERISTRANSFER == TRUE)) { return TRUE; }; return FALSE; }; func void b_assignetlutalk(var C_Npc wache) { var int randy; randy = Hlp_Random(125); if(randy > ATR_INTELLECT) { if(PALADINWARNING > 4) { B_Say(self,other,"$ALARM"); PALADINATTACK = TRUE; } else if(PALADINWARNING > 3) { AI_Output(self,other,"DIA_SIPAL_WARNING_01_00"); //Salentine! (hrozivě) Pokud nevypadneš budeme tě muset zabít! AI_Output(self,other,"DIA_SIPAL_WARNING_01_01"); //Nenuť nás k tomu... PALADINWARNING = PALADINWARNING + 1; } else if(PALADINWARNING > 2) { AI_Output(self,other,"DIA_SIPAL_WARNING_01_02"); //Co potřebuješ? Víš, že zde nemůžeš dlouho zůstat! AI_Output(self,other,"DIA_SIPAL_WARNING_01_03"); //Takže, nezkoušej naši trpělivost a okamžitě opusť tábor. PALADINWARNING = PALADINWARNING + 1; } else if(PALADINWARNING > 1) { AI_Output(self,other,"DIA_SIPAL_WARNING_01_04"); //Co tady pohledáváš? (rozlobeně) AI_Output(self,other,"DIA_SIPAL_WARNING_01_05"); //Vrať se do své podělané chatrče a neotravuj. PALADINWARNING = PALADINWARNING + 1; } else if(PALADINWARNING > 0) { AI_Output(self,other,"DIA_SIPAL_WARNING_01_06"); //Salentine, co tady hledáš? (vážně) AI_Output(self,other,"DIA_SIPAL_WARNING_01_07"); //Raději jdi chytat ryby. PALADINWARNING = PALADINWARNING + 1; } else { AI_Output(self,other,"DIA_SIPAL_WARNING_01_08"); //Salentine, přinesl jsi ryby? Pokud ano, odnes je kuchaři. AI_Output(self,other,"DIA_SIPAL_WARNING_01_09"); //Ale nezůstávej dlouho v táboře, znáš pravidla. PALADINWARNING = PALADINWARNING + 1; }; } else { AI_Output(self,other,"DIA_SIPAL_WARNING_01_10"); //Salentine! Co tu hledáš? AI_Output(self,other,"DIA_SIPAL_WARNING_01_11"); //Měl by ses vrátit do své chatrče! }; AI_StopProcessInfos(self); Npc_SetRefuseTalk(pal_6050_ritter,45); Npc_SetRefuseTalk(pal_6051_ritter,45); Npc_SetRefuseTalk(pal_6052_ritter,45); Npc_SetRefuseTalk(pal_6053_ritter,45); Npc_SetRefuseTalk(pal_6054_ritter,45); Npc_SetRefuseTalk(pal_6055_ritter,45); Npc_SetRefuseTalk(pal_6056_ritter,45); Npc_SetRefuseTalk(pal_6057_ritter,45); Npc_SetRefuseTalk(pal_6058_ritter,45); Npc_SetRefuseTalk(pal_6059_ritter,45); Npc_SetRefuseTalk(pal_6060_ritter,45); Npc_SetRefuseTalk(pal_6061_ritter,45); Npc_SetRefuseTalk(pal_6062_ritter,45); Npc_SetRefuseTalk(pal_6063_ritter,45); Npc_SetRefuseTalk(pal_6064_ritter,45); Npc_SetRefuseTalk(pal_6065_ritter,45); Npc_SetRefuseTalk(pal_6066_ritter,45); Npc_SetRefuseTalk(pal_6067_ritter,45); Npc_SetRefuseTalk(pal_6068_ritter,45); Npc_SetRefuseTalk(pal_6069_ritter,45); Npc_SetRefuseTalk(pal_6070_ritter,45); Npc_SetRefuseTalk(pal_6071_ritter,45); Npc_SetRefuseTalk(pal_6072_ritter,45); Npc_SetRefuseTalk(pal_6073_ritter,45); Npc_SetRefuseTalk(pal_6074_ritter,45); Npc_SetRefuseTalk(pal_6075_ritter,45); Npc_SetRefuseTalk(pal_6076_ritter,45); Npc_SetRefuseTalk(pal_6077_ritter,45); Npc_SetRefuseTalk(pal_6078_ritter,45); Npc_SetRefuseTalk(pal_6079_ritter,45); Npc_SetRefuseTalk(pal_6080_ritter,45); Npc_SetRefuseTalk(pal_6081_ritter,45); Npc_SetRefuseTalk(pal_6082_ritter,45); Npc_SetRefuseTalk(pal_6083_ritter,45); Npc_SetRefuseTalk(pal_6084_ritter,45); Npc_SetRefuseTalk(pal_6085_ritter,45); Npc_SetRefuseTalk(pal_6086_ritter,45); Npc_SetRefuseTalk(pal_6087_ritter,45); Npc_SetRefuseTalk(pal_6088_ritter,45); Npc_SetRefuseTalk(pal_6089_ritter,45); Npc_SetRefuseTalk(pal_6090_ritter,45); Npc_SetRefuseTalk(pal_6091_ritter,45); Npc_SetRefuseTalk(pal_6092_ritter,45); Npc_SetRefuseTalk(pal_6093_ritter,45); Npc_SetRefuseTalk(pal_6094_ritter,45); Npc_SetRefuseTalk(pal_6095_ritter,45); Npc_SetRefuseTalk(pal_6096_ritter,45); Npc_SetRefuseTalk(pal_6097_ritter,45); Npc_SetRefuseTalk(pal_6098_ritter,45); Npc_SetRefuseTalk(pal_6099_ritter,45); Npc_SetRefuseTalk(pal_6100_ritter,45); Npc_SetRefuseTalk(pal_6101_ritter,45); Npc_SetRefuseTalk(pal_6102_ritter,45); Npc_SetRefuseTalk(pal_6103_ritter,45); Npc_SetRefuseTalk(pal_6104_ritter,45); Npc_SetRefuseTalk(pal_6105_ritter,45); Npc_SetRefuseTalk(pal_6106_ritter,45); Npc_SetRefuseTalk(pal_6107_ritter,45); if(PALADINATTACK == TRUE) { B_Attack(self,other,AR_GuardCalledToKill,0); }; }; instance DIA_PAL_6050_RITTER_EXIT(C_Info) { npc = pal_6050_ritter; nr = 999; condition = dia_pal_6050_ritter_exit_condition; information = dia_pal_6050_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6050_ritter_exit_condition() { return TRUE; }; func void dia_pal_6050_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6050_RITTER_WARNING(C_Info) { npc = pal_6050_ritter; nr = 1; condition = dia_pal_6050_ritter_warning_condition; information = dia_pal_6050_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6050_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6050_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6051_RITTER_EXIT(C_Info) { npc = pal_6051_ritter; nr = 999; condition = dia_pal_6051_ritter_exit_condition; information = dia_pal_6051_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6051_ritter_exit_condition() { return TRUE; }; func void dia_pal_6051_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6051_RITTER_WARNING(C_Info) { npc = pal_6051_ritter; nr = 1; condition = dia_pal_6051_ritter_warning_condition; information = dia_pal_6051_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6051_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6051_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6052_RITTER_EXIT(C_Info) { npc = pal_6052_ritter; nr = 999; condition = dia_pal_6052_ritter_exit_condition; information = dia_pal_6052_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6052_ritter_exit_condition() { return TRUE; }; func void dia_pal_6052_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6052_RITTER_WARNING(C_Info) { npc = pal_6052_ritter; nr = 1; condition = dia_pal_6052_ritter_warning_condition; information = dia_pal_6052_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6052_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6052_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6053_RITTER_EXIT(C_Info) { npc = pal_6053_ritter; nr = 999; condition = dia_pal_6053_ritter_exit_condition; information = dia_pal_6053_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6053_ritter_exit_condition() { return TRUE; }; func void dia_pal_6053_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6053_RITTER_WARNING(C_Info) { npc = pal_6053_ritter; nr = 1; condition = dia_pal_6053_ritter_warning_condition; information = dia_pal_6053_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6053_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6053_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6054_RITTER_EXIT(C_Info) { npc = pal_6054_ritter; nr = 999; condition = dia_pal_6054_ritter_exit_condition; information = dia_pal_6054_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6054_ritter_exit_condition() { return TRUE; }; func void dia_pal_6054_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6054_RITTER_WARNING(C_Info) { npc = pal_6054_ritter; nr = 1; condition = dia_pal_6054_ritter_warning_condition; information = dia_pal_6054_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6054_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6054_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6055_RITTER_EXIT(C_Info) { npc = pal_6055_ritter; nr = 999; condition = dia_pal_6055_ritter_exit_condition; information = dia_pal_6055_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6055_ritter_exit_condition() { return TRUE; }; func void dia_pal_6055_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6055_RITTER_WARNING(C_Info) { npc = pal_6055_ritter; nr = 1; condition = dia_pal_6055_ritter_warning_condition; information = dia_pal_6055_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6055_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6055_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6056_RITTER_EXIT(C_Info) { npc = pal_6056_ritter; nr = 999; condition = dia_pal_6056_ritter_exit_condition; information = dia_pal_6056_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6056_ritter_exit_condition() { return TRUE; }; func void dia_pal_6056_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6056_RITTER_WARNING(C_Info) { npc = pal_6056_ritter; nr = 1; condition = dia_pal_6056_ritter_warning_condition; information = dia_pal_6056_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6056_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6056_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6057_RITTER_EXIT(C_Info) { npc = pal_6057_ritter; nr = 999; condition = dia_pal_6057_ritter_exit_condition; information = dia_pal_6057_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6057_ritter_exit_condition() { return TRUE; }; func void dia_pal_6057_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6057_RITTER_WARNING(C_Info) { npc = pal_6057_ritter; nr = 1; condition = dia_pal_6057_ritter_warning_condition; information = dia_pal_6057_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6057_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6057_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6058_RITTER_EXIT(C_Info) { npc = pal_6058_ritter; nr = 999; condition = dia_pal_6058_ritter_exit_condition; information = dia_pal_6058_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6058_ritter_exit_condition() { return TRUE; }; func void dia_pal_6058_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6058_RITTER_WARNING(C_Info) { npc = pal_6058_ritter; nr = 1; condition = dia_pal_6058_ritter_warning_condition; information = dia_pal_6058_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6058_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6058_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6059_RITTER_EXIT(C_Info) { npc = pal_6059_ritter; nr = 999; condition = dia_pal_6059_ritter_exit_condition; information = dia_pal_6059_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6059_ritter_exit_condition() { return TRUE; }; func void dia_pal_6059_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6059_RITTER_WARNING(C_Info) { npc = pal_6059_ritter; nr = 1; condition = dia_pal_6059_ritter_warning_condition; information = dia_pal_6059_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6059_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6059_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6060_RITTER_EXIT(C_Info) { npc = pal_6060_ritter; nr = 999; condition = dia_pal_6060_ritter_exit_condition; information = dia_pal_6060_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6060_ritter_exit_condition() { return TRUE; }; func void dia_pal_6060_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6060_RITTER_WARNING(C_Info) { npc = pal_6060_ritter; nr = 1; condition = dia_pal_6060_ritter_warning_condition; information = dia_pal_6060_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6060_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6060_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6061_RITTER_EXIT(C_Info) { npc = pal_6061_ritter; nr = 999; condition = dia_pal_6061_ritter_exit_condition; information = dia_pal_6061_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6061_ritter_exit_condition() { return TRUE; }; func void dia_pal_6061_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6061_RITTER_WARNING(C_Info) { npc = pal_6061_ritter; nr = 1; condition = dia_pal_6061_ritter_warning_condition; information = dia_pal_6061_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6061_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6061_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6062_RITTER_EXIT(C_Info) { npc = pal_6062_ritter; nr = 999; condition = dia_pal_6062_ritter_exit_condition; information = dia_pal_6062_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6062_ritter_exit_condition() { return TRUE; }; func void dia_pal_6062_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6062_RITTER_WARNING(C_Info) { npc = pal_6062_ritter; nr = 1; condition = dia_pal_6062_ritter_warning_condition; information = dia_pal_6062_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6062_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6062_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6063_RITTER_EXIT(C_Info) { npc = pal_6063_ritter; nr = 999; condition = dia_pal_6063_ritter_exit_condition; information = dia_pal_6063_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6063_ritter_exit_condition() { return TRUE; }; func void dia_pal_6063_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6063_RITTER_WARNING(C_Info) { npc = pal_6063_ritter; nr = 1; condition = dia_pal_6063_ritter_warning_condition; information = dia_pal_6063_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6063_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6063_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6064_RITTER_EXIT(C_Info) { npc = pal_6064_ritter; nr = 999; condition = dia_pal_6064_ritter_exit_condition; information = dia_pal_6064_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6064_ritter_exit_condition() { return TRUE; }; func void dia_pal_6064_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6064_RITTER_WARNING(C_Info) { npc = pal_6064_ritter; nr = 1; condition = dia_pal_6064_ritter_warning_condition; information = dia_pal_6064_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6064_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6064_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6065_RITTER_EXIT(C_Info) { npc = pal_6065_ritter; nr = 999; condition = dia_pal_6065_ritter_exit_condition; information = dia_pal_6065_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6065_ritter_exit_condition() { return TRUE; }; func void dia_pal_6065_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6065_RITTER_WARNING(C_Info) { npc = pal_6065_ritter; nr = 1; condition = dia_pal_6065_ritter_warning_condition; information = dia_pal_6065_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6065_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6065_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6066_RITTER_EXIT(C_Info) { npc = pal_6066_ritter; nr = 999; condition = dia_pal_6066_ritter_exit_condition; information = dia_pal_6066_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6066_ritter_exit_condition() { return TRUE; }; func void dia_pal_6066_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6066_RITTER_WARNING(C_Info) { npc = pal_6066_ritter; nr = 1; condition = dia_pal_6066_ritter_warning_condition; information = dia_pal_6066_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6066_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6066_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6067_RITTER_EXIT(C_Info) { npc = pal_6067_ritter; nr = 999; condition = dia_pal_6067_ritter_exit_condition; information = dia_pal_6067_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6067_ritter_exit_condition() { return TRUE; }; func void dia_pal_6067_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6067_RITTER_WARNING(C_Info) { npc = pal_6067_ritter; nr = 1; condition = dia_pal_6067_ritter_warning_condition; information = dia_pal_6067_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6067_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6067_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6068_RITTER_EXIT(C_Info) { npc = pal_6068_ritter; nr = 999; condition = dia_pal_6068_ritter_exit_condition; information = dia_pal_6068_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6068_ritter_exit_condition() { return TRUE; }; func void dia_pal_6068_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6068_RITTER_WARNING(C_Info) { npc = pal_6068_ritter; nr = 1; condition = dia_pal_6068_ritter_warning_condition; information = dia_pal_6068_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6068_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6068_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6069_RITTER_EXIT(C_Info) { npc = pal_6069_ritter; nr = 999; condition = dia_pal_6069_ritter_exit_condition; information = dia_pal_6069_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6069_ritter_exit_condition() { return TRUE; }; func void dia_pal_6069_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6069_RITTER_WARNING(C_Info) { npc = pal_6069_ritter; nr = 1; condition = dia_pal_6069_ritter_warning_condition; information = dia_pal_6069_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6069_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6069_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6070_RITTER_EXIT(C_Info) { npc = pal_6070_ritter; nr = 999; condition = dia_pal_6070_ritter_exit_condition; information = dia_pal_6070_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6070_ritter_exit_condition() { return TRUE; }; func void dia_pal_6070_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6070_RITTER_WARNING(C_Info) { npc = pal_6070_ritter; nr = 1; condition = dia_pal_6070_ritter_warning_condition; information = dia_pal_6070_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6070_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6070_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6071_RITTER_EXIT(C_Info) { npc = pal_6071_ritter; nr = 999; condition = dia_pal_6071_ritter_exit_condition; information = dia_pal_6071_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6071_ritter_exit_condition() { return TRUE; }; func void dia_pal_6071_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6071_RITTER_WARNING(C_Info) { npc = pal_6071_ritter; nr = 1; condition = dia_pal_6071_ritter_warning_condition; information = dia_pal_6071_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6071_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6071_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6072_RITTER_EXIT(C_Info) { npc = pal_6072_ritter; nr = 999; condition = dia_pal_6072_ritter_exit_condition; information = dia_pal_6072_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6072_ritter_exit_condition() { return TRUE; }; func void dia_pal_6072_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6072_RITTER_WARNING(C_Info) { npc = pal_6072_ritter; nr = 1; condition = dia_pal_6072_ritter_warning_condition; information = dia_pal_6072_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6072_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6072_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6073_RITTER_EXIT(C_Info) { npc = pal_6073_ritter; nr = 999; condition = dia_pal_6073_ritter_exit_condition; information = dia_pal_6073_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6073_ritter_exit_condition() { return TRUE; }; func void dia_pal_6073_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6073_RITTER_WARNING(C_Info) { npc = pal_6073_ritter; nr = 1; condition = dia_pal_6073_ritter_warning_condition; information = dia_pal_6073_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6073_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6073_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6074_RITTER_EXIT(C_Info) { npc = pal_6074_ritter; nr = 999; condition = dia_pal_6074_ritter_exit_condition; information = dia_pal_6074_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6074_ritter_exit_condition() { return TRUE; }; func void dia_pal_6074_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6074_RITTER_WARNING(C_Info) { npc = pal_6074_ritter; nr = 1; condition = dia_pal_6074_ritter_warning_condition; information = dia_pal_6074_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6074_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6074_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6075_RITTER_EXIT(C_Info) { npc = pal_6075_ritter; nr = 999; condition = dia_pal_6075_ritter_exit_condition; information = dia_pal_6075_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6075_ritter_exit_condition() { return TRUE; }; func void dia_pal_6075_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6075_RITTER_WARNING(C_Info) { npc = pal_6075_ritter; nr = 1; condition = dia_pal_6075_ritter_warning_condition; information = dia_pal_6075_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6075_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6075_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6076_RITTER_EXIT(C_Info) { npc = pal_6076_ritter; nr = 999; condition = dia_pal_6076_ritter_exit_condition; information = dia_pal_6076_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6076_ritter_exit_condition() { return TRUE; }; func void dia_pal_6076_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6076_RITTER_WARNING(C_Info) { npc = pal_6076_ritter; nr = 1; condition = dia_pal_6076_ritter_warning_condition; information = dia_pal_6076_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6076_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6076_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6077_RITTER_EXIT(C_Info) { npc = pal_6077_ritter; nr = 999; condition = dia_pal_6077_ritter_exit_condition; information = dia_pal_6077_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6077_ritter_exit_condition() { return TRUE; }; func void dia_pal_6077_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6077_RITTER_WARNING(C_Info) { npc = pal_6077_ritter; nr = 1; condition = dia_pal_6077_ritter_warning_condition; information = dia_pal_6077_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6077_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6077_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6078_RITTER_EXIT(C_Info) { npc = pal_6078_ritter; nr = 999; condition = dia_pal_6078_ritter_exit_condition; information = dia_pal_6078_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6078_ritter_exit_condition() { return TRUE; }; func void dia_pal_6078_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6078_RITTER_WARNING(C_Info) { npc = pal_6078_ritter; nr = 1; condition = dia_pal_6078_ritter_warning_condition; information = dia_pal_6078_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6078_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6078_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6079_RITTER_EXIT(C_Info) { npc = pal_6079_ritter; nr = 999; condition = dia_pal_6079_ritter_exit_condition; information = dia_pal_6079_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6079_ritter_exit_condition() { return TRUE; }; func void dia_pal_6079_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6079_RITTER_WARNING(C_Info) { npc = pal_6079_ritter; nr = 1; condition = dia_pal_6079_ritter_warning_condition; information = dia_pal_6079_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6079_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6079_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6080_RITTER_EXIT(C_Info) { npc = pal_6080_ritter; nr = 999; condition = dia_pal_6080_ritter_exit_condition; information = dia_pal_6080_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6080_ritter_exit_condition() { return TRUE; }; func void dia_pal_6080_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6080_RITTER_WARNING(C_Info) { npc = pal_6080_ritter; nr = 1; condition = dia_pal_6080_ritter_warning_condition; information = dia_pal_6080_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6080_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6080_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6081_RITTER_EXIT(C_Info) { npc = pal_6081_ritter; nr = 999; condition = dia_pal_6081_ritter_exit_condition; information = dia_pal_6081_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6081_ritter_exit_condition() { return TRUE; }; func void dia_pal_6081_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6081_RITTER_WARNING(C_Info) { npc = pal_6081_ritter; nr = 1; condition = dia_pal_6081_ritter_warning_condition; information = dia_pal_6081_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6081_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6081_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6082_RITTER_EXIT(C_Info) { npc = pal_6082_ritter; nr = 999; condition = dia_pal_6082_ritter_exit_condition; information = dia_pal_6082_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6082_ritter_exit_condition() { return TRUE; }; func void dia_pal_6082_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6082_RITTER_WARNING(C_Info) { npc = pal_6082_ritter; nr = 1; condition = dia_pal_6082_ritter_warning_condition; information = dia_pal_6082_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6082_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6082_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6083_RITTER_EXIT(C_Info) { npc = pal_6083_ritter; nr = 999; condition = dia_pal_6083_ritter_exit_condition; information = dia_pal_6083_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6083_ritter_exit_condition() { return TRUE; }; func void dia_pal_6083_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6083_RITTER_WARNING(C_Info) { npc = pal_6083_ritter; nr = 1; condition = dia_pal_6083_ritter_warning_condition; information = dia_pal_6083_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6083_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6083_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6084_RITTER_EXIT(C_Info) { npc = pal_6084_ritter; nr = 999; condition = dia_pal_6084_ritter_exit_condition; information = dia_pal_6084_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6084_ritter_exit_condition() { return TRUE; }; func void dia_pal_6084_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6084_RITTER_WARNING(C_Info) { npc = pal_6084_ritter; nr = 1; condition = dia_pal_6084_ritter_warning_condition; information = dia_pal_6084_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6084_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6084_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6085_RITTER_EXIT(C_Info) { npc = pal_6085_ritter; nr = 999; condition = dia_pal_6085_ritter_exit_condition; information = dia_pal_6085_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6085_ritter_exit_condition() { return TRUE; }; func void dia_pal_6085_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6085_RITTER_WARNING(C_Info) { npc = pal_6085_ritter; nr = 1; condition = dia_pal_6085_ritter_warning_condition; information = dia_pal_6085_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6085_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6085_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6086_RITTER_EXIT(C_Info) { npc = pal_6086_ritter; nr = 999; condition = dia_pal_6086_ritter_exit_condition; information = dia_pal_6086_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6086_ritter_exit_condition() { return TRUE; }; func void dia_pal_6086_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6086_RITTER_WARNING(C_Info) { npc = pal_6086_ritter; nr = 1; condition = dia_pal_6086_ritter_warning_condition; information = dia_pal_6086_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6086_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6086_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6087_RITTER_EXIT(C_Info) { npc = pal_6087_ritter; nr = 999; condition = dia_pal_6087_ritter_exit_condition; information = dia_pal_6087_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6087_ritter_exit_condition() { return TRUE; }; func void dia_pal_6087_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6087_RITTER_WARNING(C_Info) { npc = pal_6087_ritter; nr = 1; condition = dia_pal_6087_ritter_warning_condition; information = dia_pal_6087_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6087_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6087_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6088_RITTER_EXIT(C_Info) { npc = pal_6088_ritter; nr = 999; condition = dia_pal_6088_ritter_exit_condition; information = dia_pal_6088_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6088_ritter_exit_condition() { return TRUE; }; func void dia_pal_6088_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6088_RITTER_WARNING(C_Info) { npc = pal_6088_ritter; nr = 1; condition = dia_pal_6088_ritter_warning_condition; information = dia_pal_6088_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6088_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6088_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6089_RITTER_EXIT(C_Info) { npc = pal_6089_ritter; nr = 999; condition = dia_pal_6089_ritter_exit_condition; information = dia_pal_6089_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6089_ritter_exit_condition() { return TRUE; }; func void dia_pal_6089_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6089_RITTER_WARNING(C_Info) { npc = pal_6089_ritter; nr = 1; condition = dia_pal_6089_ritter_warning_condition; information = dia_pal_6089_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6089_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6089_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6090_RITTER_EXIT(C_Info) { npc = pal_6090_ritter; nr = 999; condition = dia_pal_6090_ritter_exit_condition; information = dia_pal_6090_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6090_ritter_exit_condition() { return TRUE; }; func void dia_pal_6090_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6090_RITTER_WARNING(C_Info) { npc = pal_6090_ritter; nr = 1; condition = dia_pal_6090_ritter_warning_condition; information = dia_pal_6090_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6090_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6090_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6091_RITTER_EXIT(C_Info) { npc = pal_6091_ritter; nr = 999; condition = dia_pal_6091_ritter_exit_condition; information = dia_pal_6091_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6091_ritter_exit_condition() { return TRUE; }; func void dia_pal_6091_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6091_RITTER_WARNING(C_Info) { npc = pal_6091_ritter; nr = 1; condition = dia_pal_6091_ritter_warning_condition; information = dia_pal_6091_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6091_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6091_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6092_RITTER_EXIT(C_Info) { npc = pal_6092_ritter; nr = 999; condition = dia_pal_6092_ritter_exit_condition; information = dia_pal_6092_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6092_ritter_exit_condition() { return TRUE; }; func void dia_pal_6092_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6092_RITTER_WARNING(C_Info) { npc = pal_6092_ritter; nr = 1; condition = dia_pal_6092_ritter_warning_condition; information = dia_pal_6092_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6092_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6092_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6093_RITTER_EXIT(C_Info) { npc = pal_6093_ritter; nr = 999; condition = dia_pal_6093_ritter_exit_condition; information = dia_pal_6093_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6093_ritter_exit_condition() { return TRUE; }; func void dia_pal_6093_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6093_RITTER_WARNING(C_Info) { npc = pal_6093_ritter; nr = 1; condition = dia_pal_6093_ritter_warning_condition; information = dia_pal_6093_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6093_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6093_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6094_RITTER_EXIT(C_Info) { npc = pal_6094_ritter; nr = 999; condition = dia_pal_6094_ritter_exit_condition; information = dia_pal_6094_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6094_ritter_exit_condition() { return TRUE; }; func void dia_pal_6094_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6094_RITTER_WARNING(C_Info) { npc = pal_6094_ritter; nr = 1; condition = dia_pal_6094_ritter_warning_condition; information = dia_pal_6094_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6094_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6094_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6095_RITTER_EXIT(C_Info) { npc = pal_6095_ritter; nr = 999; condition = dia_pal_6095_ritter_exit_condition; information = dia_pal_6095_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6095_ritter_exit_condition() { return TRUE; }; func void dia_pal_6095_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6095_RITTER_WARNING(C_Info) { npc = pal_6095_ritter; nr = 1; condition = dia_pal_6095_ritter_warning_condition; information = dia_pal_6095_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6095_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6095_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6096_RITTER_EXIT(C_Info) { npc = pal_6096_ritter; nr = 999; condition = dia_pal_6096_ritter_exit_condition; information = dia_pal_6096_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6096_ritter_exit_condition() { return TRUE; }; func void dia_pal_6096_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6096_RITTER_WARNING(C_Info) { npc = pal_6096_ritter; nr = 1; condition = dia_pal_6096_ritter_warning_condition; information = dia_pal_6096_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6096_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6096_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6097_RITTER_EXIT(C_Info) { npc = pal_6097_ritter; nr = 999; condition = dia_pal_6097_ritter_exit_condition; information = dia_pal_6097_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6097_ritter_exit_condition() { return TRUE; }; func void dia_pal_6097_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6097_RITTER_WARNING(C_Info) { npc = pal_6097_ritter; nr = 1; condition = dia_pal_6097_ritter_warning_condition; information = dia_pal_6097_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6097_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6097_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6098_RITTER_EXIT(C_Info) { npc = pal_6098_ritter; nr = 999; condition = dia_pal_6098_ritter_exit_condition; information = dia_pal_6098_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6098_ritter_exit_condition() { return TRUE; }; func void dia_pal_6098_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6098_RITTER_WARNING(C_Info) { npc = pal_6098_ritter; nr = 1; condition = dia_pal_6098_ritter_warning_condition; information = dia_pal_6098_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6098_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6098_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6099_RITTER_EXIT(C_Info) { npc = pal_6099_ritter; nr = 999; condition = dia_pal_6099_ritter_exit_condition; information = dia_pal_6099_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6099_ritter_exit_condition() { return TRUE; }; func void dia_pal_6099_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6099_RITTER_WARNING(C_Info) { npc = pal_6099_ritter; nr = 1; condition = dia_pal_6099_ritter_warning_condition; information = dia_pal_6099_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6099_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6099_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6100_RITTER_EXIT(C_Info) { npc = pal_6100_ritter; nr = 999; condition = dia_pal_6100_ritter_exit_condition; information = dia_pal_6100_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6100_ritter_exit_condition() { return TRUE; }; func void dia_pal_6100_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6100_RITTER_WARNING(C_Info) { npc = pal_6100_ritter; nr = 1; condition = dia_pal_6100_ritter_warning_condition; information = dia_pal_6100_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6100_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6100_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6101_RITTER_EXIT(C_Info) { npc = pal_6101_ritter; nr = 999; condition = dia_pal_6101_ritter_exit_condition; information = dia_pal_6101_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6101_ritter_exit_condition() { return TRUE; }; func void dia_pal_6101_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6101_RITTER_WARNING(C_Info) { npc = pal_6101_ritter; nr = 1; condition = dia_pal_6101_ritter_warning_condition; information = dia_pal_6101_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6101_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6101_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6102_RITTER_EXIT(C_Info) { npc = pal_6102_ritter; nr = 999; condition = dia_pal_6102_ritter_exit_condition; information = dia_pal_6102_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6102_ritter_exit_condition() { return TRUE; }; func void dia_pal_6102_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6102_RITTER_WARNING(C_Info) { npc = pal_6102_ritter; nr = 1; condition = dia_pal_6102_ritter_warning_condition; information = dia_pal_6102_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6102_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6102_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6103_RITTER_EXIT(C_Info) { npc = pal_6103_ritter; nr = 999; condition = dia_pal_6103_ritter_exit_condition; information = dia_pal_6103_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6103_ritter_exit_condition() { return TRUE; }; func void dia_pal_6103_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6103_RITTER_WARNING(C_Info) { npc = pal_6103_ritter; nr = 1; condition = dia_pal_6103_ritter_warning_condition; information = dia_pal_6103_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6103_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6103_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6104_RITTER_EXIT(C_Info) { npc = pal_6104_ritter; nr = 999; condition = dia_pal_6104_ritter_exit_condition; information = dia_pal_6104_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6104_ritter_exit_condition() { return TRUE; }; func void dia_pal_6104_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6104_RITTER_WARNING(C_Info) { npc = pal_6104_ritter; nr = 1; condition = dia_pal_6104_ritter_warning_condition; information = dia_pal_6104_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6104_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6104_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6105_RITTER_EXIT(C_Info) { npc = pal_6105_ritter; nr = 999; condition = dia_pal_6105_ritter_exit_condition; information = dia_pal_6105_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6105_ritter_exit_condition() { return TRUE; }; func void dia_pal_6105_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6105_RITTER_WARNING(C_Info) { npc = pal_6105_ritter; nr = 1; condition = dia_pal_6105_ritter_warning_condition; information = dia_pal_6105_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6105_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6105_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6106_RITTER_EXIT(C_Info) { npc = pal_6106_ritter; nr = 999; condition = dia_pal_6106_ritter_exit_condition; information = dia_pal_6106_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6106_ritter_exit_condition() { return TRUE; }; func void dia_pal_6106_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6106_RITTER_WARNING(C_Info) { npc = pal_6106_ritter; nr = 1; condition = dia_pal_6106_ritter_warning_condition; information = dia_pal_6106_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6106_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6106_ritter_warning_info() { b_assignetlutalk(self); }; instance DIA_PAL_6107_RITTER_EXIT(C_Info) { npc = pal_6107_ritter; nr = 999; condition = dia_pal_6107_ritter_exit_condition; information = dia_pal_6107_ritter_exit_info; permanent = TRUE; description = Dialog_Ende; }; func int dia_pal_6107_ritter_exit_condition() { return TRUE; }; func void dia_pal_6107_ritter_exit_info() { AI_StopProcessInfos(self); }; instance DIA_PAL_6107_RITTER_WARNING(C_Info) { npc = pal_6107_ritter; nr = 1; condition = dia_pal_6107_ritter_warning_condition; information = dia_pal_6107_ritter_warning_info; important = TRUE; permanent = TRUE; }; func int dia_pal_6107_ritter_warning_condition() { return b_assignetluconditions(self); }; func void dia_pal_6107_ritter_warning_info() { b_assignetlutalk(self); };
D
/* Converted to D from include/coreinit/coroutine.h by htod */ module coreinit.coroutine; //C #pragma once //C #include <wut.h> import std.c.wut; /** * \defgroup coreinit_coroutine Coroutines * \ingroup coreinit * @{ */ //C #ifdef __cplusplus //C extern "C" { //C #endif //C typedef struct OSCoroutine OSCoroutine; extern (C): //C struct OSCoroutine //C { //C uint32_t nia; //C uint32_t cr; //C uint32_t ugqr1; //C uint32_t stack; //C uint32_t sda2Base; //C uint32_t sdaBase; //C uint32_t gpr[18]; //C double fpr[18]; //C double psr[18]; //C }; struct OSCoroutine { uint32_t nia; uint32_t cr; uint32_t ugqr1; uint32_t stack; uint32_t sda2Base; uint32_t sdaBase; uint32_t [18]gpr; double [18]fpr; double [18]psr; } //C CHECK_OFFSET(OSCoroutine, 0x00, nia); //C CHECK_OFFSET(OSCoroutine, 0x04, cr); symbol static_assert //C CHECK_OFFSET(OSCoroutine, 0x08, ugqr1); symbol static_assert //C CHECK_OFFSET(OSCoroutine, 0x0C, stack); symbol static_assert //C CHECK_OFFSET(OSCoroutine, 0x10, sda2Base);
D
/// Credits https://bitbucket.org/dav1d/gl-utils/src/0b97f77c14d7/stb_image/ // stb_image d header file module stb_image; import core.stdc.stdio; enum STBI_VERSION = 1; enum { STBI_default = 0, STBI_grey = 1, STBI_grey_alpha = 2, STBI_rgb = 3, STBI_rgb_alpha = 4 } alias ubyte stbi_uc; /* NOTE: D expects `stbi_load` to be called `_stbi_load` during linking, but my GCC mangles them as `stbi_load`. The functions have been renamed accordingly in `stb_image.c` accordingly. */ // see stb_image.c for comments extern (C) { stbi_uc* stbi_load_from_memory(const stbi_uc* buffer, int len, int* x, int* y, int* comp, int req_comp); stbi_uc* stbi_load(const char* filename, int* x, int* y, int* comp, int req_comp); stbi_uc* stbi_load_from_file(FILE* f, int* x, int* y, int* comp, int req_comp); struct stbi_io_callbacks { int function(void*, char*, int) read; void function(void*, uint) skip; int function(void*) eof; } stbi_uc* stbi_load_from_callbacks(const stbi_io_callbacks* clbk, void* user, int* x, int* y, int* comp, int req_comp); float* stbi_loadf_from_memory(const stbi_uc* buffer, int len, int* x, int* y, int* comp, int req_comp); float* stbi_loadf(const char* filename, int* x, int* y, int* comp, int req_comp); float* stbi_loadf_from_file(FILE* f, int* x, int* y, int* comp, int req_comp); float* stbi_loadf_from_callbacks(const stbi_io_callbacks* clbk, void* user, int* x, int* y, int* comp, int req_comp); void stbi_hdr_to_ldr_gamma(float gamma); void stbi_hdr_to_ldr_scale(float scale); void stbi_ldr_to_hdr_gamma(float gamma); void stbi_ldr_to_hdr_scale(float scale); int stbi_is_hdr_from_callbacks(const stbi_io_callbacks* clbk, void* user); int stbi_is_hdr_from_memory(const stbi_uc* buffer, int len); int stbi_is_hdr(const char* filename); int stbi_is_hdr_from_file(FILE* f); const(char)* stbi_failure_reason(); void stbi_image_free (void* retval_from_stbi_load); int stbi_info_from_memory(const stbi_uc* buffer, int len, int* x, int* y, int* comp); int stbi_info_from_callbacks(const stbi_io_callbacks* clbk, void* user, int* x, int* y, int* comp); int stbi_info(const char* filename, int* x, int* y, int* comp); int stbi_info_from_file(FILE* f, int* x, int* y, int* comp); void stbi_set_unpremultiply_on_load(int flag_true_if_should_unpremultiply); void stbi_convert_iphone_png_to_rgb(int flag_true_if_should_convert); char* stbi_zlib_decode_malloc_guesssize(const char* buffer, int len, int initial_size, int* outlen); char* stbi_zlib_decode_malloc(const char* buffer, int len, int* outlen); int stbi_zlib_decode_buffer(char* obuffer, int olen, const char* ibuffer, int ilen); char* stbi_zlib_decode_noheader_malloc(const char* buffer, int len, int* outlen); int stbi_zlib_decode_noheader_buffer(char* obuffer, int olen, const char* ibuffer, int ilen); alias void function(stbi_uc*, int, short*, ushort*) stbi_idct_8x8; alias void function(stbi_uc*, const stbi_uc*, const stbi_uc*, const stbi_uc*, int, int) stbi_YCbCr_to_RGB_run; void stbi_install_idct(stbi_idct_8x8 func); void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func); }
D
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/***************************************************************************** * * Higgs JavaScript Virtual Machine * * This file is part of the Higgs project. The project is distributed at: * https://github.com/maximecb/Higgs * * Copyright (c) 2012-2014, Maxime Chevalier-Boisvert. All rights reserved. * * This software is licensed under the following license (Modified BSD * License): * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote * products derived from this software without specific prior written * permission. * * THIS SOFTWARE IS PROVIDED ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * *****************************************************************************/ module runtime.string; import std.c.string; import std.stdio; import std.stdint; import std.string; import std.conv; import runtime.vm; import runtime.layout; import runtime.gc; immutable uint32 STR_TBL_INIT_SIZE = 16384; immutable uint32 STR_TBL_MAX_LOAD_NUM = 3; immutable uint32 STR_TBL_MAX_LOAD_DEN = 5; /** Extract a D wchar string from a Higgs string object This copies the data into a newly allocated string. */ wstring extractWStr(refptr ptr) { assert ( obj_get_header(ptr) == LAYOUT_STR, "invalid string object in extractWStr, incorrect header" ); auto len = str_get_len(ptr); wchar[] wchars = new wchar[len]; for (uint32 i = 0; i < len; ++i) wchars[i] = str_get_data(ptr, i); return to!wstring(wchars); } /** Create a temporary D wchar string view of a Higgs string object The D string becomes invalid when the Higgs GC is triggered. This is less safe, but much faster than extractWStr */ wstring tempWStr(refptr ptr) { auto strData = ptr + str_ofs_data(ptr, 0); auto strLen = str_get_len(ptr); auto wcharPtr = cast(immutable wchar*)strData; auto dStr = wcharPtr[0..strLen]; return dStr; } /** Extract a D string from a string object */ string extractStr(refptr ptr) { return to!string(extractWStr(ptr)); } /** Assemble the string represented by a rope */ wstring ropeToWStr(refptr rope) { refptr rightStr = rope_get_right(rope); // If the string was already generated and cached if (rightStr is null) return extractWStr(rope_get_left(rope)); wstring output; refptr leftStr; // Until we are done traversing the ropes for (auto curRope = rope;;) { output = tempWStr(rightStr) ~ output; // Move to the next rope curRope = rope_get_left(curRope); // If this is the last string in the chain, stop if (refIsLayout(curRope, LAYOUT_STR)) { leftStr = curRope; break; } // Get the right-hand string for the current rope rightStr = rope_get_right(curRope); // If the rope was already converted to a string if (rightStr is null) { leftStr = rope_get_left(curRope); break; } } output = tempWStr(leftStr) ~ output; return output; } /** Extract a D string from a rope object */ string ropeToStr(refptr ptr) { return to!string(ropeToWStr(ptr)); } /** MurmurHash2, 64-bit version for 64-but platforms All hail Austin Appleby */ uint64_t murmurHash64A(const void* key, size_t len, uint64_t seed = 1337) { const uint64_t m = 0xc6a4a7935bd1e995; const int r = 47; uint64_t h = seed ^ (len * m); uint64_t* data = cast(uint64_t*)key; uint64_t* end = data + (len/8); while (data != end) { uint64_t k = *data++; k *= m; k ^= k >> r; k *= m; h ^= k; h *= m; } ubyte* tail = cast(ubyte*)data; switch (len & 7) { case 7: h ^= (cast(uint64_t)tail[6]) << 48; case 6: h ^= (cast(uint64_t)tail[5]) << 40; case 5: h ^= (cast(uint64_t)tail[4]) << 32; case 4: h ^= (cast(uint64_t)tail[3]) << 24; case 3: h ^= (cast(uint64_t)tail[2]) << 16; case 2: h ^= (cast(uint64_t)tail[1]) << 8; case 1: h ^= (cast(uint64_t)tail[0]); h *= m; default: }; h ^= h >> r; h *= m; h ^= h >> r; return h; } /** Compute the hash value for a given string object */ uint32 compStrHash(refptr str) { auto len = str_get_len(str); auto ptr = str + str_ofs_data(null, 0); uint32 hashCode = cast(uint32_t)murmurHash64A(ptr, len); // Store the hash code on the string object str_set_hash(str, hashCode); return hashCode; } /** Compare two string objects for equality by comparing their contents */ bool streq(refptr strA, refptr strB) { auto lenA = str_get_len(strA); auto lenB = str_get_len(strB); if (lenA != lenB) return false; auto ptrA = strA + str_ofs_data(strA, 0); auto ptrB = strB + str_ofs_data(strB, 0); return memcmp(ptrA, ptrB, uint16_t.sizeof * lenA) == 0; } /** Find a string in the string table if duplicate, or add it to the string table */ refptr getTableStr(VM vm, refptr str) { auto strTbl = vm.strTbl; // Get the size of the string table auto tblSize = strtbl_get_cap(strTbl); // Get the hash code from the string object auto hashCode = str_get_hash(str); // Get the hash table index for this hash value auto hashIndex = hashCode & (tblSize - 1); // Until the key is found, or a free slot is encountered while (true) { // Get the string value at this hash slot auto strVal = strtbl_get_str(strTbl, hashIndex); // If we have reached an empty slot if (strVal == null) { // Break out of the loop break; } // If this is the string we want if (streq(strVal, str) == true) { // Return a reference to the string we found in the table return strVal; } // Move to the next hash table slot hashIndex = (hashIndex + 1) & (tblSize - 1); } // // Hash table updating // // Set the corresponding key and value in the slot strtbl_set_str(strTbl, hashIndex, str); // Get the number of strings and increment it auto numStrings = strtbl_get_num_strs(strTbl); numStrings++; strtbl_set_num_strs(strTbl, numStrings); // Test if resizing of the string table is needed // numStrings > ratio * tblSize // numStrings > num/den * tblSize // numStrings * den > tblSize * num if (numStrings * STR_TBL_MAX_LOAD_DEN > tblSize * STR_TBL_MAX_LOAD_NUM) { // Store the string pointer in a GC root object auto strRoot = GCRoot(vm, str, Tag.STRING); // Extend the string table extStrTable(vm, strTbl, tblSize, numStrings); // Restore the string pointer str = strRoot.ptr; } // Return a reference to the string object passed as argument return str; } /** Extend the string table's capacity */ void extStrTable(VM vm, refptr curTbl, uint32 curSize, uint32 numStrings) { // Compute the new table size auto newSize = 2 * curSize; //writefln("extending string table, old size: %s, new size: %s", curSize, newSize); //printInt(curSize); //printInt(newSize); // Allocate a new, larger hash table auto newTbl = strtbl_alloc(vm, newSize); // Set the number of strings stored strtbl_set_num_strs(newTbl, numStrings); // Initialize the string array for (uint32 i = 0; i < newSize; ++i) strtbl_set_str(newTbl, i, null); // For each entry in the current table for (uint32 curIdx = 0; curIdx < curSize; curIdx++) { // Get the value at this hash slot auto slotVal = strtbl_get_str(curTbl, curIdx); // If this slot is empty, skip it if (slotVal == null) continue; // Get the hash code for the value auto valHash = str_get_hash(slotVal); // Get the hash table index for this hash value in the new table auto startHashIndex = valHash & (newSize - 1); auto hashIndex = startHashIndex; // Until a free slot is encountered while (true) { // Get the value at this hash slot auto slotVal2 = strtbl_get_str(newTbl, hashIndex); // If we have reached an empty slot if (slotVal2 == null) { // Set the corresponding key and value in the slot strtbl_set_str(newTbl, hashIndex, slotVal); // Break out of the loop break; } // Move to the next hash table slot hashIndex = (hashIndex + 1) & (newSize - 1); // Ensure that a free slot was found for this key assert ( hashIndex != startHashIndex, "no free slots found in extended hash table" ); } } // Update the string table reference vm.strTbl = newTbl; } /** Get the interned string object for a given character string */ refptr getString(VM vm, wstring str) { auto objPtr = str_alloc(vm, cast(uint32)str.length); for (uint32 i = 0; i < str.length; ++i) str_set_data(objPtr, i, str[i]); // Compute the hash code for the string compStrHash(objPtr); // Find/add the string in the string table objPtr = getTableStr(vm, objPtr); return objPtr; }
D
; Copyright (C) 2008 The Android Open Source Project ; ; Licensed under the Apache License, Version 2.0 (the "License"); ; you may not use this file except in compliance with the License. ; You may obtain a copy of the License at ; ; http://www.apache.org/licenses/LICENSE-2.0 ; ; Unless required by applicable law or agreed to in writing, software ; distributed under the License is distributed on an "AS IS" BASIS, ; WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ; See the License for the specific language governing permissions and ; limitations under the License. .source T_and_long_1.java .class public dot.junit.opcodes.and_long.d.T_and_long_1 .super java/lang/Object .method public <init>()V .limit regs 1 invoke-direct {v0}, java/lang/Object/<init>()V return-void .end method .method public run(JJ)J .limit regs 14 and-long v0, v10, v12 return-wide v0 .end method
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/******************************************************************************* DLS Node Connection Handler copyright: Copyright (c) 2014-2017 sociomantic labs GmbH. All rights reserved License: Boost Software License Version 1.0. See LICENSE.txt for details. *******************************************************************************/ module dlsnode.connection.DlsConnectionHandler; /******************************************************************************* Imports *******************************************************************************/ import swarm.node.connection.ConnectionHandler; import swarm.node.model.INodeInfo; import dlsproto.client.legacy.DlsConst; import dlsnode.node.IDlsNodeInfo; import dlsnode.connection.SharedResources; import dlsnode.request.model.RequestResources; import dlsnode.request.GetVersionRequest; import dlsnode.request.GetChannelsRequest; import dlsnode.request.GetSizeRequest; import dlsnode.request.GetChannelSizeRequest; import dlsnode.request.GetAllRequest; import dlsnode.request.GetAllFilterRequest; import dlsnode.request.RemoveChannelRequest; import dlsnode.request.GetNumConnectionsRequest; import dlsnode.request.PutRequest; import dlsnode.request.GetRangeRequest; import dlsnode.request.GetRangeFilterRequest; import dlsnode.request.GetRangeRegexRequest; import dlsnode.request.RedistributeRequest; import dlsnode.request.PutBatchRequest; import dlsproto.node.request.model.DlsCommand; import dlsnode.util.aio.AsyncIO; /******************************************************************************* DLS node connection handler setup class. TODO: enable HMAC authentication by deriving from HmacAuthConnectionSetupParams *******************************************************************************/ public class DlsConnectionSetupParams : ConnectionSetupParams { import dlsnode.storage.StorageChannels; import dlsnode.connection.SharedResources; import ocean.io.compress.lzo.LzoChunkCompressor; /*************************************************************************** Reference to the storage channels which the requests are operating on. ***************************************************************************/ public StorageChannels storage_channels; /*************************************************************************** Reference to the request resources pool shared between all connection handlers. ***************************************************************************/ public SharedResources shared_resources; /*************************************************************************** Lzo de/compressor. ***************************************************************************/ public LzoChunkCompressor lzo; /*************************************************************************** Reference to the PCRE object shared between all connection handlers. This is required by the GetRangeRegex request ***************************************************************************/ public PCRE pcre; /************************************************************************** AsyncIO instance **************************************************************************/ public AsyncIO async_io; } /******************************************************************************* DLS node connection handler class. An object pool of these connection handlers is contained in the SelectListener which is instantiated inside KVNode. TODO: enable HMAC authentication by deriving from HmacAuthConnectionHandler *******************************************************************************/ public class DlsConnectionHandler : ConnectionHandlerTemplate!(DlsConst.Command) { /*************************************************************************** Helper class to acquire and relinquish resources required by a request while it is handled. The resources are acquired from the shared resources instance which is passed to KVConnectionHandler's constructor (in the KVConnectionSetupParams instance). Acquired resources are automatically relinquished in the destructor. Note that it is assumed that each request will own at most one of each resource type (it is not possible, for example, to acquire two value buffers). ***************************************************************************/ private scope class DlsRequestResources : RequestResources, IDlsRequestResources { import ocean.io.compress.lzo.LzoChunkCompressor; import ocean.io.select.fiber.SelectFiber; /********************************************************************** Forward methods of DlsCommand.Resources to own implementations **********************************************************************/ override public mstring* getChannelBuffer ( ) { return this.channel_buffer(); } /// ditto override public mstring* getKeyBuffer ( ) { return this.key_buffer(); } /// ditto override public mstring* getKeyUpperBuffer ( ) { return this.key2_buffer(); } /// ditto override public mstring* getFilterBuffer ( ) { return this.filter_buffer(); } /// ditto override public mstring* getValueBuffer ( ) { return this.value_buffer(); } /// ditto override public ubyte[]* getCompressBuffer ( ) { return cast(ubyte[]*) this.batch_buffer(); } /// ditto override public ubyte[]* getPutBatchCompressBuffer ( ) { return this.putbatch_compress_buffer(); } /// ditto override public RecordBatcher getRecordBatcher ( ) { return this.batcher(); } /// ditto override public RecordBatch getDecompressRecordBatch ( ) { return this.decompress_record_batch; } /// ditto override public NodeItem[]* getRedistributeNodeBuffer ( ) { return this.redistribute_node_buffer(); } /*********************************************************************** Constructor. ***********************************************************************/ public this ( ) { super(this.setup.shared_resources); } /*********************************************************************** Storage channels getter. ***********************************************************************/ override public StorageChannels storage_channels ( ) { return this.setup.storage_channels; } /*********************************************************************** Node info getter. ***********************************************************************/ override public IDlsNodeInfo node_info ( ) { return cast(IDlsNodeInfo)this.setup.node_info; } /*********************************************************************** PCRE instance getter. ***********************************************************************/ public PCRE pcre ( ) { return this.setup.pcre; } /************************************************************************** AsyncIO instance getter. **************************************************************************/ AsyncIO async_io ( ) { return this.setup.async_io; } /*********************************************************************** Channel buffer newer. ***********************************************************************/ override protected mstring new_channel_buffer ( ) { return new char[32]; } /*********************************************************************** Key buffer newers. ***********************************************************************/ override protected mstring new_key_buffer ( ) { return new char[16]; // 16 hex digits in a 64-bit hash } override protected mstring new_key2_buffer ( ) { return new char[16]; // 16 hex digits in a 64-bit hash } /*********************************************************************** Value buffer newer. ***********************************************************************/ override protected mstring new_value_buffer ( ) { return new char[512]; } /*********************************************************************** Channel list buffer newer ***********************************************************************/ protected override cstring[] new_channel_list_buffer ( ) { return new cstring[this.storage_channels.length]; } /*********************************************************************** Filter buffer newer. ***********************************************************************/ override protected mstring new_filter_buffer ( ) { return new char[10]; } /*********************************************************************** Batch buffer newer. ***********************************************************************/ override protected mstring new_batch_buffer ( ) { return new char[RecordBatcher.DefaultMaxBatchSize]; } /*********************************************************************** Record buffer newer. ***********************************************************************/ override protected ubyte[] new_record_buffer ( ) { // size of value buffer + key buffer + checksum return new ubyte[512 + 16 + 1]; } /*********************************************************************** PutBatch compress buffer newer. ***********************************************************************/ override protected ubyte[] new_putbatch_compress_buffer ( ) { return new ubyte[DlsConst.PutBatchSize]; } /*********************************************************************** Hash buffer newer. ***********************************************************************/ override protected hash_t[] new_hash_buffer ( ) { return new hash_t[10]; } /*********************************************************************** Bucket path buffer newer. ***********************************************************************/ override protected mstring new_bucket_path_buffer ( ) { return new char[64]; } /*********************************************************************** Select event newer. ***********************************************************************/ override protected FiberSelectEvent new_event ( ) { return new FiberSelectEvent(this.outer.fiber); } /*********************************************************************** EventFDContextAwaitingJob newer. ***********************************************************************/ override protected EventFDContextAwaitingJob new_waiting_context ( ) { return new EventFDContextAwaitingJob( new FiberSelectEvent(this.outer.fiber)); } /*********************************************************************** Step iterator newer. ***********************************************************************/ override protected StorageEngineStepIterator new_iterator ( ) { return this.storage_channels.newIterator(); } /*********************************************************************** Bucket iterator newer. ***********************************************************************/ override protected StorageEngineFileIterator new_bucket_iterator ( ) { return this.storage_channels.newFileIterator(); } /*********************************************************************** Loop ceder newer. ***********************************************************************/ override protected LoopCeder new_loop_ceder ( ) { return new LoopCeder(this.event); } /*********************************************************************** Record batcher newer. ***********************************************************************/ override protected RecordBatcher new_batcher ( ) { return new RecordBatcher(this.setup.lzo.lzo); } /*********************************************************************** Record batch newer. ***********************************************************************/ override protected RecordBatch new_record_batch ( ) { return new RecordBatch(this.setup.lzo.lzo); } /*********************************************************************** Record PutBatch batch newer. ***********************************************************************/ override protected RecordBatch new_decompress_record_batch ( ) { return new RecordBatch(this.setup.lzo.lzo, DlsConst.PutBatchSize); } /*********************************************************************** PCRE regex newer. ***********************************************************************/ override protected CompiledRegex new_regex ( ) { return this.pcre().new CompiledRegex; } /*********************************************************************** Redistribute Node buffer newer. ***********************************************************************/ override protected NodeItem[] new_redistribute_node_buffer ( ) { return new NodeItem[6]; } /*********************************************************************** DlsClient newer. ***********************************************************************/ override protected DlsClient new_dls_client ( ) { return new DlsClient(this.outer.fiber.epoll); } /*********************************************************************** Select event initialiser. ***********************************************************************/ override protected void init_event ( FiberSelectEvent event ) { event.fiber = this.outer.fiber; } /*********************************************************************** EventFDContextAwaitingJob initialiser. ***********************************************************************/ override protected void init_waiting_context ( EventFDContextAwaitingJob req ) { req.setFiber(this.outer.fiber); } /*********************************************************************** Loop ceder initialiser. ***********************************************************************/ override protected void init_loop_ceder ( LoopCeder loop_ceder ) { loop_ceder.event = this.event; } /*********************************************************************** Internal connection setup params getter. ***********************************************************************/ private DlsConnectionSetupParams setup ( ) { return cast(DlsConnectionSetupParams)this.outer.setup; } } /*************************************************************************** Reuseable exception thrown when the command code read from the client is not supported (i.e. does not have a corresponding entry in this.requests). ***************************************************************************/ private Exception invalid_command_exception; /*************************************************************************** Constructor. Params: finalize_dg = user-specified finalizer, called when the connection is shut down setup = struct containing setup data for this connection ***************************************************************************/ public this ( FinalizeDg finalize_dg, ConnectionSetupParams setup ) { super(finalize_dg, setup); this.invalid_command_exception = new Exception("Invalid command", __FILE__, __LINE__); } /*************************************************************************** Command code 'None' handler. Treated the same as an invalid command code. ***************************************************************************/ override protected void handleNone ( ) { this.handleInvalidCommand(); } /*************************************************************************** Command code 'GetVersion' handler. ***************************************************************************/ override protected void handleGetVersion ( ) { this.handleCommand!(GetVersionRequest); } /*************************************************************************** Command code 'GetNumConnections' handler. ***************************************************************************/ override protected void handleGetNumConnections ( ) { this.handleCommand!(GetNumConnectionsRequest); } /*************************************************************************** Command code 'GetChannels' handler. ***************************************************************************/ override protected void handleGetChannels ( ) { this.handleCommand!(GetChannelsRequest); } /*************************************************************************** Command code 'GetSize' handler. ***************************************************************************/ override protected void handleGetSize ( ) { this.handleCommand!(GetSizeRequest); } /*************************************************************************** Command code 'GetChannelSize' handler. ***************************************************************************/ override protected void handleGetChannelSize ( ) { this.handleCommand!(GetChannelSizeRequest); } /*************************************************************************** Command code 'Put' handler. ***************************************************************************/ override protected void handlePut ( ) { this.handleCommand!(PutRequest, RequestStatsTracking.TimeAndCount); } /*************************************************************************** Command code 'GetAll' handler. ***************************************************************************/ override protected void handleGetAll ( ) { this.handleCommand!(GetAllRequest, RequestStatsTracking.Count); } /*************************************************************************** Command code 'GetAllFilter' handler. ***************************************************************************/ override protected void handleGetAllFilter ( ) { this.handleCommand!(GetAllFilterRequest, RequestStatsTracking.Count); } /*************************************************************************** Command code 'GetRange' handler. ***************************************************************************/ override protected void handleGetRange ( ) { this.handleCommand!(GetRangeRequest, RequestStatsTracking.Count); } /*************************************************************************** Command code 'GetRangeFilter' handler. ***************************************************************************/ override protected void handleGetRangeFilter ( ) { this.handleCommand!(GetRangeFilterRequest, RequestStatsTracking.Count); } /*************************************************************************** Command code 'GetRangeRegex' handler. ***************************************************************************/ override protected void handleGetRangeRegex ( ) { this.handleCommand!(GetRangeRegexRequest, RequestStatsTracking.Count); } /*************************************************************************** Command code 'RemoveChannel' handler. ***************************************************************************/ override protected void handleRemoveChannel ( ) { this.handleCommand!(RemoveChannelRequest); } /*************************************************************************** Command code 'Redistribute' handler ***************************************************************************/ override protected void handleRedistribute ( ) { this.handleCommand!(RedistributeRequest); } /*************************************************************************** Command code 'PutBatch' handler. ***************************************************************************/ override protected void handlePutBatch ( ) { this.handleCommand!(PutBatchRequest); } /*************************************************************************** Command handler method template. Template params: Handler = type of request handler stats_tracking = request stats tracking mode (see enum in swarm.node.connection.ConnectionHandler) ***************************************************************************/ private void handleCommand ( Handler : DlsCommand, RequestStatsTracking stats_tracking = RequestStatsTracking.None ) ( ) { scope resources = new DlsRequestResources; scope handler = new Handler(this.reader, this.writer, resources); this.handleRequest!(ConnectionResources, DlsRequestResources, stats_tracking)(handler, resources, handler.command_name); } }
D
// Written in the D programming language. /** * * Tom's Obvious, Minimal Language (v0.4.0). * * License: $(HTTP https://github.com/Kripth/toml/blob/master/LICENSE, MIT) * Authors: Kripth * References: $(LINK https://github.com/toml-lang/toml/blob/master/README.md) * Source: $(HTTP https://github.com/Kripth/toml/blob/master/src/toml/package.d, toml/_package.d) * */ module toml; public import std.datetime : SysTime, Date; public import toml.datetime : DateTime, TimeOfDay; public import toml.toml : TOML_TYPE, TOMLDocument, TOMLValue, parseTOML, TOMLException, TOMLParserException;
D
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D
/** * Modular Exponentiation * * Copyright: * (C) 1999-2007 Jack Lloyd * (C) 2014-2015 Etienne Cimon * * License: * Botan is released under the Simplified BSD License (see LICENSE.md) */ module botan.math.numbertheory.def_powm; import botan.constants; static if (BOTAN_HAS_PUBLIC_KEY_CRYPTO): import botan.math.mp.mp_core; import botan.math.numbertheory.pow_mod; import botan.math.numbertheory.reducer; import botan.math.numbertheory.numthry; import botan.math.bigint.bigint; import botan.utils.types; import botan.constants; /** * Fixed Window Exponentiator */ final class FixedWindowExponentiator : ModularExponentiator { public: /* * Set the exponent */ override void setExponent(const(BigInt)* e) { m_exp = e.clone; } /* * Set the base */ override void setBase(const(BigInt)* base) { m_window_bits = PowerMod.windowBits(m_exp.bits(), base.bits(), m_hints); m_g.resize(1 << m_window_bits); auto base_2 = base.clone; m_g[0] = RefCounted!BigInt(1); m_g[1] = RefCounted!BigInt(&base_2); for (size_t i = 2; i != m_g.length; ++i) { auto mg_0 = m_reducer.multiply(&*m_g[i-1], &*m_g[1]); m_g[i] = RefCounted!BigInt(&mg_0); } } /* * Compute the result */ override BigInt execute() const { const size_t exp_nibbles = (m_exp.bits() + m_window_bits - 1) / m_window_bits; BigInt x = BigInt(1); for (size_t i = exp_nibbles; i > 0; --i) { foreach (size_t j; 0 .. m_window_bits) x = m_reducer.square(&x); const uint nibble = m_exp.getSubstring(m_window_bits*(i-1), m_window_bits); x = m_reducer.multiply(&x, &* m_g[nibble]); } return x.move(); } override ModularExponentiator copy() const { FixedWindowExponentiator ret = new FixedWindowExponentiator; ret.m_reducer = m_reducer.clone; ret.m_exp = m_exp.clone; ret.m_window_bits = m_window_bits; ret.m_g = m_g.clone; ret.m_hints = m_hints; return ret; } this(const(BigInt)* n, PowerMod.UsageHints _hints) { m_reducer = ModularReducer(*n); m_hints = _hints; m_window_bits = 0; } private: this() { } ModularReducer m_reducer; BigInt m_exp; size_t m_window_bits; Vector!(RefCounted!BigInt) m_g; PowerMod.UsageHints m_hints; } /** * Montgomery Exponentiator */ class MontgomeryExponentiator : ModularExponentiator { public: /* * Set the exponent */ override void setExponent(const(BigInt)* exp) { m_exp = exp.clone; m_exp_bits = exp.bits(); } /* * Set the base */ override void setBase(const(BigInt)* base) { m_window_bits = PowerMod.windowBits(m_exp.bits(), base.bits(), m_hints); m_g.resize((1 << m_window_bits)); BigInt z = BigInt(BigInt.Positive, 2 * (m_mod_words + 1)); SecureVector!word workspace = SecureVector!word(z.length); m_g[0] = RefCounted!BigInt(1); bigint_monty_mul(z.mutablePtr(), z.length, m_g[0].ptr, m_g[0].length, m_g[0].sigWords(), m_R2_mod.ptr, m_R2_mod.length, m_R2_mod.sigWords(), m_modulus.ptr, m_mod_words, m_mod_prime, workspace.ptr); auto z_0 = z.clone; m_g[0] = RefCounted!BigInt(&z_0); auto base_0 = (*base).clone; if (base_0 >= &m_modulus) { auto base_modulo = base_0 % &m_modulus; m_g[1] = RefCounted!BigInt(&base_modulo); } else m_g[1] = RefCounted!BigInt(&base_0); bigint_monty_mul(z.mutablePtr(), z.length, m_g[1].ptr, m_g[1].length, m_g[1].sigWords(), m_R2_mod.ptr, m_R2_mod.length, m_R2_mod.sigWords(), m_modulus.ptr, m_mod_words, m_mod_prime, workspace.ptr); auto z_1 = z.clone; m_g[1] = RefCounted!BigInt(&z_1); const BigInt* x = &*(m_g[1]); const size_t x_sig = x.sigWords(); for (size_t i = 2; i != m_g.length; ++i) { const BigInt* y = &*(m_g[i-1]); const size_t y_sig = y.sigWords(); bigint_monty_mul(z.mutablePtr(), z.length, x.ptr, x.length, x_sig, y.ptr, y.length, y_sig, m_modulus.ptr, m_mod_words, m_mod_prime, workspace.ptr); auto z_dup = z.clone; m_g[i] = RefCounted!BigInt(&z_dup); } } /* * Compute the result */ override BigInt execute() const { const size_t exp_nibbles = (m_exp_bits + m_window_bits - 1) / m_window_bits; BigInt x = m_R_mod.clone; const size_t z_size = 2*(m_mod_words + 1); BigInt z = BigInt(BigInt.Positive, z_size); SecureVector!word workspace = SecureVector!word(z_size); for (size_t i = exp_nibbles; i > 0; --i) { for (size_t k = 0; k != m_window_bits; ++k) { bigint_monty_sqr(z.mutablePtr(), z_size, x.ptr, x.length, x.sigWords(), m_modulus.ptr, m_mod_words, m_mod_prime, workspace.ptr); x.growTo(z.length); x.mutablePtr[0..x.length] = z.mutablePtr[0..z.length]; } const uint nibble = m_exp.getSubstring(m_window_bits*(i-1), m_window_bits); const BigInt* y = &*m_g[nibble]; bigint_monty_mul(z.mutablePtr(), z_size, x.ptr, x.length, x.sigWords(), y.ptr, y.length, y.sigWords(), m_modulus.ptr, m_mod_words, m_mod_prime, workspace.ptr); x.growTo(z.length); x.mutablePtr[0..x.length] = z.mutablePtr[0..z.length]; } x.growTo(2*m_mod_words + 1); bigint_monty_redc(x.mutablePtr(), m_modulus.ptr, m_mod_words, m_mod_prime, workspace.ptr); return x.move(); } override ModularExponentiator copy() const { MontgomeryExponentiator ret = new MontgomeryExponentiator; ret.m_exp = m_exp.clone; ret.m_modulus = m_modulus.clone; ret.m_R_mod = m_R_mod.clone; ret.m_R2_mod = m_R2_mod.clone; ret.m_mod_prime = m_mod_prime; ret.m_mod_words = m_mod_words; ret.m_exp_bits = m_exp_bits; ret.m_window_bits = m_window_bits; ret.m_hints = m_hints; ret.m_g = m_g.clone; return ret; } /* * Montgomery_Exponentiator Constructor */ this(const(BigInt)* mod, PowerMod.UsageHints hints) { m_modulus = mod.clone; m_mod_words = m_modulus.sigWords(); m_window_bits = 1; m_hints = hints; // Montgomery reduction only works for positive odd moduli if (!m_modulus.isPositive() || m_modulus.isEven()) throw new InvalidArgument("Montgomery_Exponentiator: invalid modulus"); m_mod_prime = montyInverse(mod.wordAt(0)); BigInt r = BigInt.powerOf2(m_mod_words * BOTAN_MP_WORD_BITS); m_R_mod = r % m_modulus; auto r_mod_temp = (m_R_mod * m_R_mod); m_R2_mod = r_mod_temp % m_modulus; } private: this() { } BigInt m_exp, m_modulus, m_R_mod, m_R2_mod; word m_mod_prime; size_t m_mod_words, m_exp_bits, m_window_bits; PowerMod.UsageHints m_hints; Vector!(RefCounted!BigInt) m_g; }
D
module ddl.Memory; private { import tango.stdc.stdlib : cMalloc = malloc, cRealloc = realloc, cFree = free; } public { import tango.stdc.string : memset; } uint mallocdMemory; version (RecordMemoryAllocations) { uint[char[]] allocLengths; uint[char[]] allocCounts; } /** Allocate the array using malloc Params: array = the array which will be resized numItems = number of items to be allocated in the array init = whether to init the allocated items to their default values or not Examples: int[] foo; foo.alloc(20); Remarks: The array must be null and empty for this function to succeed. The rationale behind this is that the coder should state his decision clearly. This will help and has already helped to spot many intricate bugs. */ void alloc(T, intT)(inout T array, intT numItems, bool init = true) in { assert (array is null); assert (numItems >= 0); } out { assert (numItems == array.length); } body { alias typeof(T[0]) ItemT; array = (cast(ItemT*)cMalloc(ItemT.sizeof * numItems))[0 .. numItems]; mallocdMemory += ItemT.sizeof * numItems; version (RecordMemoryAllocations) { allocLengths[typeid(T).toString] += numItems; allocCounts[typeid(T).toString] += 1; } static if (is(typeof(ItemT.init))) { if (init) { array[] = ItemT.init; } } } /** Clone the given array. The result is allocated using alloc() and copied piecewise from the param. Then it's returned */ T clone(T)(T array) { T res; res.alloc(array.length, false); res[] = array[]; return res; } /** Realloc the contents of an array array = the array which will be resized numItems = the new size for the array init = whether to init the newly allocated items to their default values or not Examples: int[] foo; foo.alloc(20); foo.realloc(10); // <-- */ void realloc(T, intT)(inout T array, intT numItems, bool init = true) in { assert (numItems >= 0); } out { assert (numItems == array.length); } body { version (RecordMemoryAllocations) { if (array is null) { allocCounts[typeid(T).toString] += 1; } } alias typeof(T[0]) ItemT; intT oldLen = array.length; array = (cast(ItemT*)cRealloc(array.ptr, ItemT.sizeof * numItems))[0 .. numItems]; mallocdMemory += ItemT.sizeof * (numItems - oldLen); version (RecordMemoryAllocations) { allocLengths[typeid(T).toString] += (numItems - oldLen); } static if (is(typeof(ItemT.init))) { if (init && numItems > oldLen) { array[oldLen .. numItems] = ItemT.init; } } } /** Deallocate an array allocated with alloc() */ void free(T)(inout T array) out { assert (0 == array.length); } body { if (array !is null) { mallocdMemory -= T[0].sizeof * array.length; version (RecordMemoryAllocations) { allocLengths[typeid(T).toString] -= array.length; allocCounts[typeid(T).toString] -= 1; } } cFree(array.ptr); array = null; } /** Append an item to an array. Optionally keep track of an external 'real length', while doing squared reallocation of the array Params: array = the array to append the item to elem = the new item to be appended realLength = the optional external 'real length' Remarks: if realLength isn't null, the array is not resized by one, but allocated in a std::vector manner. The array's length becomes it's capacity, while 'realLength' is the number of items in the array. Examples: --- uint barLen = 0; int[] bar; append(bar, 10, &barLen); append(bar, 20, &barLen); append(bar, 30, &barLen); append(bar, 40, &barLen); assert (bar.length == 16); assert (barLen == 4); --- */ void append(T, I)(inout T array, I elem, uint* realLength = null) { uint len = realLength is null ? array.length : *realLength; uint capacity = array.length; alias typeof(T[0]) ItemT; if (len >= capacity) { if (realLength is null) { // just add one element to the array int numItems = len+1; array = (cast(ItemT*)cRealloc(array.ptr, ItemT.sizeof * numItems))[0 .. numItems]; } else { // be smarter and allocate in power-of-two increments const uint initialCapacity = 4; int numItems = capacity == 0 ? initialCapacity : capacity * 2; array = (cast(ItemT*)cRealloc(array.ptr, ItemT.sizeof * numItems))[0 .. numItems]; ++*realLength; } } else if (realLength !is null) ++*realLength; array[len] = elem; } unittest { int[] foo; foo.alloc(10); assert (foo.length == 10); foreach (i; foo) assert (i == int.init); foo.realloc(20); assert (foo.length == 20); foreach (i; foo) assert (i == int.init); foo.realloc(10); assert (foo.length == 10); foreach (i; foo) assert (i == int.init); foo.free(); uint barLen = 0; int[] bar; append(bar, 10, &barLen); append(bar, 20, &barLen); append(bar, 30, &barLen); append(bar, 40, &barLen); append(bar, 50, &barLen); assert (bar.length == 8); assert (barLen == 5); for (int i = 0; i < 20; ++i) { append(bar, i, &barLen); } assert (bar.length == 32); assert (barLen == 25); assert (bar[6 .. 10] == [1, 2, 3, 4]); }
D
module Check; import Float = tango.text.convert.Float, Integer = tango.text.convert.Integer, Util = tango.text.Util, Fields; struct Check { int number; char[] date; int checkNo; char[] descr; float debit; float credit; float balance; static Check parse(char[] str) { Check new_check; char cut[][]=Util.split(str, ","); if(cut.length!=7) throw new Exception("whoops, malformed CSV file!"); new_check.number=Integer.parse(cut[Fields.FIELDS.NUMBER]); new_check.date=cut[FIELDS.DATE]; new_check.checkNo=Integer.parse(cut[FIELDS.CHECKNO]); new_check.descr=cut[FIELDS.DESCR]; //new_check.code=cut[FIELDS.CODE]; new_check.debit=Float.parse(cut[FIELDS.DEBIT]); new_check.credit=Float.parse(cut[FIELDS.CREDIT]); new_check.balance=Float.parse(cut[FIELDS.BALANCE]); return new_check; } char[] toCsvString() { char[] str; str~=Integer.toString(number)~","~date~','~Integer.toString(checkNo) ~","~descr~","//~code~"," ~Float.toString(debit)~","~Float.toString(credit) ~","~Float.toString(balance); return str; } int opCmp(Check c) { return this.number-c.number; } }
D
/* ---------------------------------------------------------------------------- * This file was automatically generated by SWIG (http://www.swig.org). * Version 3.0.0 * * Do not make changes to this file unless you know what you are doing--modify * the SWIG interface file instead. * ----------------------------------------------------------------------------- */ module vtkUniformGridPartitioner; static import vtkd_im; static import core.stdc.config; static import std.conv; static import std.string; static import std.conv; static import std.string; static import vtkObjectBase; static import vtkMultiBlockDataSetAlgorithm; class vtkUniformGridPartitioner : vtkMultiBlockDataSetAlgorithm.vtkMultiBlockDataSetAlgorithm { private void* swigCPtr; public this(void* cObject, bool ownCObject) { super(vtkd_im.vtkUniformGridPartitioner_Upcast(cObject), ownCObject); swigCPtr = cObject; } public static void* swigGetCPtr(vtkUniformGridPartitioner obj) { return (obj is null) ? null : obj.swigCPtr; } mixin vtkd_im.SwigOperatorDefinitions; public override void dispose() { synchronized(this) { if (swigCPtr !is null) { if (swigCMemOwn) { swigCMemOwn = false; throw new object.Exception("C++ destructor does not have public access"); } swigCPtr = null; super.dispose(); } } } public static vtkUniformGridPartitioner New() { void* cPtr = vtkd_im.vtkUniformGridPartitioner_New(); vtkUniformGridPartitioner ret = (cPtr is null) ? null : new vtkUniformGridPartitioner(cPtr, false); return ret; } public static int IsTypeOf(string type) { auto ret = vtkd_im.vtkUniformGridPartitioner_IsTypeOf((type ? std.string.toStringz(type) : null)); return ret; } public static vtkUniformGridPartitioner SafeDownCast(vtkObjectBase.vtkObjectBase o) { void* cPtr = vtkd_im.vtkUniformGridPartitioner_SafeDownCast(vtkObjectBase.vtkObjectBase.swigGetCPtr(o)); vtkUniformGridPartitioner ret = (cPtr is null) ? null : new vtkUniformGridPartitioner(cPtr, false); return ret; } public vtkUniformGridPartitioner NewInstance() const { void* cPtr = vtkd_im.vtkUniformGridPartitioner_NewInstance(cast(void*)swigCPtr); vtkUniformGridPartitioner ret = (cPtr is null) ? null : new vtkUniformGridPartitioner(cPtr, false); return ret; } alias vtkMultiBlockDataSetAlgorithm.vtkMultiBlockDataSetAlgorithm.NewInstance NewInstance; public int GetNumberOfPartitions() { auto ret = vtkd_im.vtkUniformGridPartitioner_GetNumberOfPartitions(cast(void*)swigCPtr); return ret; } public void SetNumberOfPartitions(int _arg) { vtkd_im.vtkUniformGridPartitioner_SetNumberOfPartitions(cast(void*)swigCPtr, _arg); } public int GetNumberOfGhostLayers() { auto ret = vtkd_im.vtkUniformGridPartitioner_GetNumberOfGhostLayers(cast(void*)swigCPtr); return ret; } public void SetNumberOfGhostLayers(int _arg) { vtkd_im.vtkUniformGridPartitioner_SetNumberOfGhostLayers(cast(void*)swigCPtr, _arg); } }
D
module ttgl.graphics.base; interface Drawable { void draw(); int program(); } interface Renderer { void render(Drawable); }
D
instance VLK_420_Coragon (Npc_Default) { // ------ NSC ------ name = "Coragon"; guild = GIL_VLK; id = 420; voice = 9; flags = 0; npctype = NPCTYPE_MAIN; // ------ Kampf-Talente ------ B_SetFightSkills (self, 40); // ------ Kampf-Taktik ------ fight_tactic = FAI_HUMAN_STRONG; // ------ Equippte Waffen ------ EquipItem (self, ItMw_1h_Bau_Mace); // ------ Inventory ------ //Händler // ------ visuals ------ B_SetNpcVisual (self, MALE, "Hum_Head_FatBald.", Face_N_Normal_Blade, BodyTex_N, ITAR_SMITH); Mdl_SetModelFatness (self, 2); Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds"); // ------ Attribute ------ B_SetAttributesToChapter (self, 3); // ------ NSC-relevante Talente vergeben ------ B_GiveNpcTalents (self); // ------ TA anmelden ------ daily_routine = Rtn_Start_420; }; FUNC VOID Rtn_Start_420 () { TA_Stand_ArmsCrossed (08,00,22,00,"NW_CITY_TAVERN_IN_03"); TA_Stand_ArmsCrossed (22,00,08,00,"NW_CITY_TAVERN_IN_03"); };
D
module deconstructed_password; import std.stdio, std.algorithm, std.string, std.conv, std.array; void main(string[] args) { int n; readf("%d\n", &n); ubyte[] seq = readln.split.map!(to!ubyte).array; bool[] visited = new bool[n]; ubyte[size_t] graph; ubyte idx = 0; foreach (i, v; seq) { if (visited[i]) continue; if (idx >= 26) { writeln(-1); return; } auto pi = i, pv = v; while (true) { visited[pi] = true; if (pi < pv) { writeln(-1); return; } graph[pi] = idx; pi = pv; pv = seq[pi]; if (pv >= n + 1) { break; } } idx++; debug { writeln(graph); } } ubyte[] password = new ubyte[n]; ubyte ia = to!ubyte('a'); foreach (i; 0 .. n) { password[i] = cast(ubyte)(graph[i] + ia); } writeln(password.assumeUTF); debug { writeln(seq); } }
D
module android.java.android.telephony.mbms.MbmsStreamingSessionCallback; public import android.java.android.telephony.mbms.MbmsStreamingSessionCallback_d_interface; import arsd.jni : ImportExportImpl; mixin ImportExportImpl!MbmsStreamingSessionCallback; import import1 = android.java.java.lang.Class;
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INSTANCE Mod_7124_ASS_Anwaerter_NW (Npc_Default) { // ------ NSC ------ name = "Anwärter"; guild = GIL_OUT; id = 7124; voice = 13; flags = 2; npctype = NPCTYPE_MAIN; // ------ Attribute ------ B_SetAttributesToChapter (self, 4); // ------ Kampf-Taktik ------ fight_tactic = FAI_HUMAN_NORMAL; // ------ Equippte Waffen ------ EquipItem (self, ItMw_Assassinenkralle); EquipItem (self, ItRw_Todesbogen); // ------ Inventory ------ B_CreateAmbientInv (self); // ------ visuals ------ B_SetNpcVisual (self, MALE, "Hum_Head_Bald", Face_B_Normal_Sharky, BodyTex_B,ITAR_Assassine_01); Mdl_SetModelFatness (self,0); //Mdl_ApplyOverlayMds (self, "Humans_Relaxed.mds"); // ------ NSC-relevante Talente vergeben ------ B_GiveNpcTalents (self); // ------ Kampf-Talente ------ B_SetFightSkills (self, 50); // ------ TA anmelden ------ daily_routine = Rtn_Start_7124; }; FUNC VOID Rtn_Start_7124() { TA_Stand_Guarding (07,20,01,20,"WP_ASSASSINE_35"); TA_Stand_Guarding (01,20,07,20,"WP_ASSASSINE_35"); }; FUNC VOID Rtn_Schlacht_7124() { TA_Stand_Guarding (07,20,01,20,"WP_ASSASSINE_51"); TA_Stand_Guarding (01,20,07,20,"WP_ASSASSINE_51"); }; FUNC VOID Rtn_Training_7124() { TA_Practice_Sword (07,20,01,20,"WP_ASSASSINENTRAINING"); TA_Practice_Sword (01,20,07,20,"WP_ASSASSINENTRAINING"); }; FUNC VOID Rtn_Tot_7124() { TA_Stand_Guarding (07,20,01,20,"TOT"); TA_Stand_Guarding (01,20,07,20,"TOT"); };
D
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D
module requests.server.httpd; import std.algorithm; import std.array; import std.conv; import std.datetime; import std.exception; import std.experimental.logger; import std.format; import std.parallelism; import std.range; import std.regex; import std.socket; import std.stdio; import std.string; import std.traits; import std.typecons; import core.thread; import requests.utils; import requests.streams; import requests.uri; version(vibeD){ pragma(msg, "httpd will not compile with vibeD"); } else { /* ** This is small http server to run something like httpbin(http://httpbin.org) internally ** for Requests unittest's. */ enum DSBUFFSIZE = 16*1024; class HTTPD_RequestException: Exception { this(string message, string file =__FILE__, size_t line = __LINE__, Throwable next = null) @safe pure nothrow { super(message, file, line, next); } } struct HTTPD_Request { private { string _requestLine; string[string] _requestHeaders; Buffer!ubyte _requestBody; bool _keepAlive; URI _uri; string[string] _query; // query in url string _method; string _path; string _json; // json for application/json string[string] _form; // form values for application/x-www-form-urlencoded ubyte[][string] _files; ubyte[] _data; // raw data for unrecognized mime's _DataSource _dataSource; string[string] _cookies; } private mixin(Setter!(string[string])("requestHeaders")); auto inout ref requestHeaders() @property @safe @nogc nothrow { return _requestHeaders; } auto inout ref cookies() @property @safe @nogc nothrow { return _cookies; } private mixin(Setter!(string[string])("query")); inout auto ref query() @property @safe @nogc nothrow { return _query; } inout auto ref requestBody() @property @safe @nogc nothrow { return _requestBody; } private mixin(Setter!string("method")); mixin(Getter!string("method")); private mixin(Setter!string("requestLine")); mixin(Getter!string("requestLine")); private mixin(Setter!string("path")); mixin(Getter!string("path")); private mixin(Setter!bool("keepAlive")); mixin(Getter!bool("keepAlive")); private mixin(Setter!URI("uri")); mixin(Getter!URI("uri")); @property string json() { if ( _dataSource._readStarted ) { throw new HTTPD_RequestException("Request read() call already started."); } if ( _dataSource._requestHasBody && !_dataSource._requestBodyProcessed ) { debug(httpd) trace("receiving body on demand for json"); loadBodyOnDemand(_dataSource); } return _json; } @property ubyte[] data() { if ( _dataSource._readStarted ) { throw new HTTPD_RequestException("Request body read() already started."); } if ( _dataSource._requestHasBody && !_dataSource._requestBodyProcessed ) { debug(httpd) trace("receiving body on demand for data"); loadBodyOnDemand(_dataSource); } return _data; } @property string[string] form() { if ( _dataSource._readStarted ) { throw new HTTPD_RequestException("Request body read() already started."); } if ( _dataSource._requestHasBody && !_dataSource._requestBodyProcessed ) { debug(httpd) trace("receiving body on demand for form"); loadBodyOnDemand(_dataSource); } return _form; } @property auto files() { if ( _dataSource._readStarted ) { throw new HTTPD_RequestException("Request body read() already started."); } if ( _dataSource._requestHasBody && !_dataSource._requestBodyProcessed ) { debug(httpd) trace("receiving body on demand for form"); loadBodyOnDemand(_dataSource); } return _files; } @property bool requestHasBody() pure { if ( "content-length" in _requestHeaders ) { return true; } if ( auto contentTransferEncoding = "transfer-encoding" in _requestHeaders ) { if ( *contentTransferEncoding=="chunked" ) { return true; } } return false; } class _DataSource { private { NetworkStream _stream; DataPipe!ubyte _bodyDecoder; DecodeChunked _unChunker; long _contentLength = 0; long _receivedLength = 0; ubyte[] _content; bool _requestHasBody; // request has body bool _requestBodyRecvInProgr; // loading body currently active bool _requestBodyProcessed; // we processed body - this can happens only once bool _requestBodyReceived; // all body data were received from network (we have to close socket if request terminated before all data received) bool _readStarted; } bool empty() { debug(httpd) tracef("datasource empty: %s", _content.length==0); return _content.length==0; } ubyte[] front() { return _content; } void popFront() { debug(httpd) trace("datasource enters popFront"); _content.length = 0; if ( !_requestBodyRecvInProgr ) { debug(httpd) trace("popFront called when dataSource is not active anymore"); return; } while ( _bodyDecoder.empty && _stream && _stream.isOpen ) { auto b = new ubyte[DSBUFFSIZE]; auto read = _stream.receive(b); if ( read == 0 ) { debug(httpd) trace("stream closed when receiving in datasource"); _bodyDecoder.flush(); _requestBodyRecvInProgr = false; break; } debug(httpd) tracef("place %d bytes to datasource", read); _receivedLength += read; _bodyDecoder.putNoCopy(b[0..read]); if ( (_unChunker && _unChunker.done) || (_contentLength > 0 && _receivedLength >= _contentLength) ) { debug(httpd) trace("request body reading complete (due contentLength or due last chunk consumed)"); _bodyDecoder.flush(); _requestBodyRecvInProgr = false; _requestBodyReceived = true; break; } } _content = _bodyDecoder.getNoCopy().join(); debug(httpd) tracef("%d bytes in content after popFront", _content.length); } /// /// raplace current front with another value /// void unPop(ubyte[] data) { assert(data.length > 0); _content = data; } /// /// Scan over input stream, /// can return data from stream /// acc - accumulator for receiving needle /// return empty data if we receiving needle /// if needle found in stream, then acc == needle /// if end of stream happened, then eos = true /// ubyte[] scanUntilR(string needle, ref ubyte[] acc, out bool eos) { auto d = needle.representation; ubyte[] l; while (!this.empty) { auto c = this.front; debug(httpd) tracef("on scan: %s", cast(string)c); l = acc ~ c; auto s = l.findSplit(d); if ( s[1].length ) { if ( s[2].length ) { this.unPop(s[2]); } else { this.popFront; } acc = s[1]; return s[0]; } auto i = min(l.length, d.length); for(;i>0; i--) { if ( l.endsWith(d[0..i]) ) { acc = l[$-i..$]; this.popFront; return l[0..$-i]; } } if ( i == 0 ) { acc.length = 0; this.popFront; return l; } } eos = true; // end of stream acc.length = 0; return l; } void scanUntil(F)(string needle, F f) { auto d = needle.representation; ubyte[] acc; bool eos; // end of stream while( !eos ) { auto l = scanUntilR(needle, acc, eos); debug(httpd) tracef("scanr returned <%s> and <%s>", cast(string)l, cast(string)acc); f(l); if ( acc == needle) { return; } } } void skipUntil(string needle) { auto d = needle.representation; ubyte[] acc; bool eos; // end of stream while( !eos ) { auto l = scanUntilR(needle, acc, eos); debug(httpd) tracef("scanr returned <%s> and <%s>", cast(string)l, cast(string)acc); if ( acc == needle) { return; } } } } auto createDataSource(string partialBody, NetworkStream stream) { if ( !requestHasBody ) { return new _DataSource(); } auto ds = new _DataSource(); ds._requestHasBody = true; ds._requestBodyRecvInProgr = true; ds._bodyDecoder = new DataPipe!ubyte; ds._stream = stream; if ( auto contentLengthHeader = "content-length" in _requestHeaders ) { ds._contentLength = to!long(*contentLengthHeader); } else if ( auto contentTransferEncoding = "transfer-encoding" in _requestHeaders ) { if ( *contentTransferEncoding=="chunked" ) { ds._unChunker = new DecodeChunked(); ds._bodyDecoder.insert(ds._unChunker); } } if ( partialBody.length ) { ds._bodyDecoder.putNoCopy(cast(ubyte[])partialBody); ds._receivedLength = (cast(ubyte[])partialBody).length; } while ( ds._bodyDecoder.empty ) { auto b = new ubyte[DSBUFFSIZE]; auto read = stream.receive(b); if ( read == 0 ) { debug(httpd) trace("stream closed when receiving in datasource"); ds._requestBodyRecvInProgr = false; return ds; } debug(httpd) tracef("place %d bytes to datasource", read); ds._receivedLength += read; ds._bodyDecoder.putNoCopy(b[0..read]); } ds._content = ds._bodyDecoder.getNoCopy().join(); if ( ( ds._contentLength > 0 && ds._receivedLength >= ds._contentLength ) || ( ds._unChunker && ds._unChunker.done) ) { // all data received we need not wait any data from network debug(httpd) trace("looks like we received complete request body together with request headers"); ds._requestBodyRecvInProgr = false; ds._requestBodyReceived = true; } debug(httpd) tracef("initial content: %d bytes", ds._content.length); return ds; } @property auto contentType() { if ( auto ct = "content-type" in _requestHeaders ) { auto f = (*ct).split(";").map!strip; return f[0]; } return null; } struct PartData { // handler for each part data stream _DataSource _ds; string _boundary; ubyte[] _content; ubyte[] _acc; bool _done; bool _eos; this(_DataSource ds, string boundary) { _ds = ds; _boundary = "\r\n" ~ boundary; _content = _ds.scanUntilR(_boundary, _acc, _eos); } bool empty() { return _content.length == 0; } auto front() { return _content; } void popFront() { _content.length = 0; if ( _done ) { return; } while( _content.length == 0 ) { _content = _ds.scanUntilR(_boundary, _acc, _eos); if ( _eos ) { return; } if (_acc == _boundary) { debug(httpd) tracef("part data done"); _ds.skipUntil("\r\n"); return; } } } } struct Part { _DataSource _ds; string[string] _headers; string _boundary; this(_DataSource ds, string[string] h, string boundary) { _ds = ds; _headers = h; _boundary = boundary; } @property string[string] headers() { return _headers; } @property disposition() { string[string] res; auto d = "content-disposition" in _headers; if ( !d ) { return res; } (*d).split(";"). filter!"a.indexOf('=')>0". map! "a.strip.split('=')". each!(p => res[p[0]] = urlDecode(p[1]).strip('"')); return res; } @property data() { return PartData(_ds, _boundary); } } struct MultiPart { string _boundary; _DataSource _ds; Part _part; /* --8a60ded0-ee76-4b6a-a1a0-dccaf93b92e7 Content-Disposition: form-data; name=Field1; form field from memory --8a60ded0-ee76-4b6a-a1a0-dccaf93b92e7 Content-Disposition: form-data; name=Field2; filename=data2 file field from memory --8a60ded0-ee76-4b6a-a1a0-dccaf93b92e7 Content-Disposition: form-data; name=File1; filename=file1 Content-Type: application/octet-stream file1 content --8a60ded0-ee76-4b6a-a1a0-dccaf93b92e7 Content-Disposition: form-data; name=File2; filename=file2 Content-Type: application/octet-stream file2 content --8a60ded0-ee76-4b6a-a1a0-dccaf93b92e7-- */ int opApply(int delegate(Part p) dg) { int result = 0; while(!_ds.empty) { result = dg(_part); if ( result ) { break; } auto headers = skipHeaders(); _part = Part(_ds, headers, _boundary); } return result; } auto skipHeaders() { ubyte[] buf; string[string] headers; debug(httpd) tracef("Search for headers"); _ds.scanUntil("\r\n\r\n", delegate void (ubyte[] data) { buf ~= data; }); foreach(h; buf.split('\n').map!"cast(string)a".map!strip.filter!"a.length") { auto parsed = h.findSplit(":"); headers[parsed[0].toLower] = parsed[2].strip; } debug(httpd) tracef("Headers: %s ", headers); return headers; } /// /// Find boundary from request headers, /// skip to begin of the first part, /// create first part(read/parse headers, stop on the body begin) /// this(HTTPD_Request rq) { ubyte[] buf, rest; string separator; auto ct = "content-type" in rq._requestHeaders; auto b = (*ct).split(";").map!"a.strip.split(`=`)".filter!"a[0].toLower==`boundary`"; if ( b.empty ) { throw new HTTPD_RequestException("Can't find 'boundary' in Content-Type %s".format(*ct)); } _boundary = "--" ~ b.front[1]; _ds = rq._dataSource; _ds.skipUntil(_boundary~"\r\n"); auto headers = skipHeaders(); _part = Part(_ds, headers, _boundary); } } auto multiPartRead() { return MultiPart(this); } auto read() { if ( requestHasBody && _dataSource._requestBodyProcessed ) { throw new HTTPD_RequestException("Request body already consumed by call to data/form/json"); } if ( _dataSource._readStarted ) { throw new HTTPD_RequestException("Request body read() already started."); } _dataSource._readStarted = true; return _dataSource; } void loadBodyOnDemand(ref _DataSource ds) { ds._requestBodyProcessed = true; debug(httpd) tracef("Process %s onDemand", contentType); switch ( contentType ) { case "application/json": while(!ds.empty) { debug(httpd) tracef("add %d bytes to json from dataSource", ds.front.length); _json ~= cast(string)ds.front; ds.popFront; } break; case "application/x-www-form-urlencoded": string qBody; while(!ds.empty) { debug(httpd) tracef("add %d bytes to json from dataSource", ds.front.length); qBody ~= cast(string)ds.front; ds.popFront; } _form = parseQuery(qBody); break; case "multipart/form-data": debug(httpd) tracef("loading multiPart on demand"); auto parts = multiPartRead(); foreach(p; parts) { auto disposition = p.disposition; auto data = p.data.joiner.array; if ( !("name" in disposition) ) { continue; } if ( auto fn = "filename" in disposition ) { _files[disposition["name"]] = data; } else { _form[disposition["name"]] = cast(string)data; } } break; default: while(!ds.empty) { debug(httpd) tracef("add %d bytes to data from dataSource", ds.front.length); _data ~= ds.front; ds.popFront; } break; } } } string[int] codes; static this() { codes = [ 200: "OK", 302: "Found", 401: "Unauthorized", 404: "Not found", 405: "Method not allowed", 500: "Server error" ]; } enum Compression : int { no = 0, gzip = 1, deflate = 2, yes = gzip|deflate, }; auto response(C)(HTTPD_Request rq, C content, ushort code = 200) if ( isSomeString!C || (__traits(compiles, cast(ubyte[])content)) || (__traits(compiles, cast(ubyte[])content.front)) ) { return new HTTPD_Response!C(rq, content, code); } class _Response { abstract void send(NetworkStream); abstract ref string[string] headers(); } class HTTPD_Response(C) : _Response { ushort _status = 200; string _status_reason = "Unspecified"; string[string] _headers; C _content; Compression _compression = Compression.no; HTTPD_Request _request; Cookie[] _cookies; mixin(Getter_Setter!ushort("status")); mixin(Getter!Compression("compression")); @property void compress(Compression c = Compression.yes) { _compression = c; } this(ref HTTPD_Request request, C content, ushort status = 200) { _status = status; _request = request; _content = content; } override ref string[string] headers() @property { return _headers; } ref Cookie[] cookies() { return _cookies; } void content(C)(C c) @property { _content = makeContent(c); } auto selectCompression(in HTTPD_Request rq, in HTTPD_Response rs) { if ( auto acceptEncodings = "accept-encoding" in rq.requestHeaders) { auto heAccept = (*acceptEncodings).split(",").map!strip; if ( (rs.compression & Compression.gzip) && heAccept.canFind("gzip")) { return "gzip"; } if ( (compression & Compression.deflate) && heAccept.canFind("deflate")) { return "deflate"; } } return null; } void sendCookies(NetworkStream stream) { if ( _cookies.length ) { foreach(c; _cookies) { auto setCookie = "Set-Cookie: %s=%s; Path=%s\r\n".format(c.attr, c.value, c.path); stream.send(setCookie); } } } final override void send(NetworkStream stream) { import std.zlib; auto statusLine = "HTTP/1.1 " ~ to!string(_status) ~ " " ~ codes.get(_status, _status_reason) ~ " \r\n"; if ( !stream.isOpen || !stream.isConnected ) { debug(httpd) tracef("Will not send to closed connection"); return; } debug(httpd) tracef("sending statusLine: %s", statusLine.stripRight); stream.send(statusLine); auto comp = selectCompression(_request, this); static if ( isSomeString!C || __traits(compiles, cast(ubyte[])_content) ) { ubyte[] data; if ( comp ) { _headers["content-encoding"] = comp; Compress compressor; final switch (comp) { case "gzip": // gzip compressor = new Compress(6, HeaderFormat.gzip); break; case "deflate": // deflate compressor = new Compress(6, HeaderFormat.deflate); break; } data = cast(ubyte[])compressor.compress(_content); data ~= cast(ubyte[])compressor.flush(); } else { data = cast(ubyte[])_content; } _headers["content-length"] = to!string(data.length); foreach(p; _headers.byKeyValue) { stream.send(p.key ~ ": " ~ p.value ~ "\r\n"); } if ( _cookies.length ) { sendCookies(stream); } stream.send("\r\n"); if (_request.method == "HEAD") { return; } stream.send(data); } else { _headers["transfer-encoding"] = "chunked"; Compress compressor; if ( comp !is null ) { _headers["content-encoding"] = comp; final switch (comp) { case "gzip": // gzip compressor = new Compress(6, HeaderFormat.gzip); break; case "deflate": // deflate compressor = new Compress(6, HeaderFormat.deflate); break; } } foreach(p; _headers.byKeyValue) { stream.send(p.key ~ ": " ~ p.value ~ "\r\n"); } if ( _cookies.length ) { sendCookies(stream); } stream.send("\r\n"); if (_request.method == "HEAD") { return; } ubyte[] data; while(!_content.empty) { auto chunk = cast(ubyte[])_content.front; _content.popFront; if ( compressor ) { data ~= cast(ubyte[])compressor.compress(chunk); if ( data.length == 0 ) { continue; } } else { data = chunk; } stream.send("%x\r\n".format(data.length)); stream.send(data); stream.send("\r\n"); data.length = 0; } if ( compressor ) { data = cast(ubyte[])compressor.flush(); stream.send("%x\r\n".format(data.length)); stream.send(data); stream.send("\r\n"); } stream.send("0\r\n\r\n"); } } } alias Handler = _Response delegate(in App app, ref HTTPD_Request, RequestArgs); struct RequestArgs { private { Captures!string _captures = void; string _string; } this(Captures!string c) @nogc @safe nothrow { _captures = c; } this(string s) @nogc @safe pure nothrow { _string = s; } bool empty() @nogc @safe pure nothrow { return _captures.empty && _string is null; } string opIndex(string s) @safe pure { return _captures[s]; } string opIndex(size_t i) @safe pure { if ( _string && i==0 ) { return _string; } return _captures[i]; } } auto exactRoute(string s, Handler h) @safe pure nothrow { return new ExactRoute(s, h); } auto regexRoute(string s, Handler h) @safe { return new RegexRoute(s, h); } class Route { Handler _handler; string _origin; abstract RequestArgs match(string) { return RequestArgs(); }; final Handler handler() { return _handler; } final string origin() { return _origin; } } class ExactRoute: Route { this(string s, Handler h) @safe pure nothrow { _origin = s; _handler = h; } final override RequestArgs match(string input) { if ( input == _origin ) { debug(httpd) tracef("%s matches %s", input, _origin); return RequestArgs(input); } return RequestArgs(); } } class RegexRoute: Route { Regex!char _re; this(string r, Handler h) @safe { _origin = r; _handler = h; _re = regex(r); } final override RequestArgs match(string input) { auto m = matchFirst(input, _re); debug(httpd) if (!m.empty) {tracef("%s matches %s", input, _origin);} return RequestArgs(m); } } struct Router { alias RouteMatch = Tuple!(Handler, "handler", RequestArgs, "args"); private Route[] _routes; void addRoute(Route r) { _routes ~= r; } auto getRoute(string path) { RouteMatch match; foreach(r; _routes) { auto args = r.match(path); if (!args.empty) { match.handler = r.handler; match.args = args; break; } } return match; } } private auto parseQuery(string query) { /// TODO /// switch to return dict of /// struct QueryParam { /// private: /// string name; /// string[] value; /// public: /// uint length() {return value.length;} /// string toString() {return value[0];} /// string[] toArray() {return value;} /// } debug (httpd) tracef("query: %s", query); string[string] q; if ( !query ) { return q; } if ( query[0] == '?') { query = query[1..$]; } string[][] parsed = query.splitter("&"). map!(s => s.split("=")). filter!"a.length==2". map!(p => [urlDecode(p[0]), urlDecode(p[1])]). array; auto grouped = sort!"a[0]<b[0]"(parsed).assumeSorted!"a[0]<b[0]".groupBy(); foreach(g; grouped) { string key = g.front[0]; string val; auto vals = g.map!"a[1]".array; if (vals.length == 1) { val = vals[0]; } if (vals.length > 1) { val = to!string(vals); } q[key] = val; } return q; } private bool headersReceived(in ubyte[] data, ref Buffer!ubyte buffer, out string separator) @safe { foreach(s; ["\r\n\r\n", "\n\n"]) { if ( data.canFind(s) || buffer.canFind(s) ) { separator = s; return true; } } return false; } private void parseRequestHeaders(in App app, ref HTTPD_Request rq, string buffer) { string lastHeader; auto lines = buffer.splitLines.map!stripRight; rq.requestLine = lines[0]; if ( lines.count == 1) { return; } foreach(line; lines[1..$]) { if ( !line.length ) { continue; } if ( line[0] == ' ' || line[0] == '\t' ) { // unfolding https://tools.ietf.org/html/rfc822#section-3.1 if ( auto prevValue = lastHeader in rq.requestHeaders) { *prevValue ~= line; } continue; } auto parsed = line.findSplit(":"); auto header = parsed[0].toLower; auto value = parsed[2].strip; lastHeader = header; if ( auto h = header in rq.requestHeaders ) { *h ~= "; " ~ value; } else { rq.requestHeaders[header] = value; } debug(httpd) tracef("%s: %s", header, value); } auto rqlFields = rq.requestLine.split(" "); debug (httpd) tracef("rqLine %s", rq.requestLine); rq.method = rqlFields[0]; auto scheme = app.useSSL? "https://": "http://"; if ( "host" in rq.requestHeaders ) { rq.uri = URI(scheme ~ rq.requestHeaders["host"] ~ rqlFields[1]); } else { rq.uri = URI(scheme ~ app.host ~ rqlFields[1]); } rq.path = rq.uri.path; rq.query = parseQuery(rq.uri.query); debug (httpd) tracef("path: %s", rq.path); debug (httpd) tracef("query: %s", rq.query); // // now analyze what we have // auto header = "connection" in rq.requestHeaders; if ( header && toLower(*header) == "keep-alive") { rq.keepAlive = true; } auto cookies = "cookie" in rq.requestHeaders; if ( cookies ) { (*cookies).split(';'). map!"strip(a).split('=')". filter!(kv => kv.length==2). each!(kv => rq._cookies[kv[0]] = kv[1]); } } private auto read_request(in App app, NetworkStream stream) { HTTPD_Request rq; Buffer!ubyte input; string separator; while( true ) { ubyte[] b = new ubyte[app.bufferSize]; auto read = stream.receive(b); if ( read == 0 ) { return rq; } debug(httpd) tracef("received %d bytes", read); input.putNoCopy(b[0..read]); if ( headersReceived(b, input, separator) ) { break; } if ( input.length >= app.maxHeadersSize ) { throw new HTTPD_RequestException("Request headers length %d too large".format(input.length)); } } debug(httpd) trace("Headers received"); auto s = input.data!(string).findSplit(separator); auto requestHeaders = s[0]; debug(httpd) tracef("Headers: %s", cast(string)requestHeaders); parseRequestHeaders(app, rq, requestHeaders); debug(httpd) trace("Headers parsed"); rq._dataSource = rq.createDataSource(s[2], stream); return rq; } void processor(in App app, HTTPD httpd, NetworkStream stream) { stream.readTimeout = app.timeout; HTTPD_Request rq; _Response rs; scope (exit) { if ( stream.isOpen ) { stream.close(); } } uint rqLimit = max(app.rqLimit, 1); try { while ( rqLimit > 0 ) { rq = read_request(app, stream); if ( !httpd._running || !rq.requestLine.length ) { return; } auto match = httpd._router.getRoute(rq.path); if ( !match.handler ) { // return 404; debug (httpd) tracef("Route not found for %s", rq.path); rs = response(rq, "Requested path %s not found".format(rq.path), 404); break; } auto handler = match.handler; rs = handler(app, rq, match.args); if ( !stream.isOpen ) { debug(httpd) tracef("Request handler closed connection"); return; } if ( rq.keepAlive && rqLimit > 1 ) { rs.headers["Connection"] = "Keep-Alive"; } if ( rq._dataSource._requestHasBody && !rq._dataSource._requestBodyReceived ) { // for some reason some part of the request body still not received, and it will // stay on the way of next request if this is keep-Alive session, // so we must abort this connection anyway. debug(httpd) trace("Request handler did not consumed whole request body. We have to close connection after sending response."); rs.send(stream); return; } rs.send(stream); --rqLimit; if ( !rq.keepAlive || rqLimit==0 ) { debug(httpd) trace("Finished with that connection"); return; } debug(httpd) trace("Continue with keepalive request"); rq = rq.init; } } catch (HTTPD_RequestException e) { debug(httpd) error("Request exception: " ~ e.msg); rs = response(rq, "Request exception:\n" ~ e.msg, 500); } catch (TimeoutException e) { debug(httpd) { if ( rq.requestLine ) { error("Timeout reading/writing to client"); } } } catch (Exception e) { debug(httpd) error("Unexpected Exception " ~ e.msg); rs = response(rq, "Unexpected exception:\n" ~ e.msg, 500); } catch (Error e) { error(e.msg, e.info); rs = response(rq, "Unexpected error:\n" ~ e.msg, 500); } try { if ( stream.isOpen ) { rs.send(stream); } } catch (Exception e) { infof("Exception when send %s", e.msg); } catch (Error e) { error("Error sending response: " ~ e.msg); } } class HTTPD { private { TaskPool _server; __gshared bool _running; Router _router; App _app; } auto ref addRoute(Route r) { _router.addRoute(r); return this; } static NetworkStream openStream(in App app) { auto host = app.host; auto port = app.port; Address[] addresses; SSLOptions _sslOptions; try { addresses = getAddress(host, port); } catch (Exception e) { throw new ConnectError("Can't resolve name when connect to %s:%d: %s".format(host, port, e.msg)); } auto tcpStream = app.useSSL? new SSLStream(_sslOptions): new TCPStream(); tcpStream.open(addresses[0].addressFamily); return tcpStream; } static void run(in App app, HTTPD httpd) { Address[] addresses; try { addresses = getAddress(app.host, app.port); } catch (Exception e) { throw new ConnectError("Can't resolve name when connect to %s:%d: %s".format(app.host, app.port, e.msg)); } auto tcpStream = openStream(app); tcpStream.reuseAddr(true); tcpStream.bind(addresses[0]); tcpStream.listen(128); defaultPoolThreads(64); auto pool = taskPool(); _running = true; while ( _running ) { auto stream = tcpStream.accept(); if ( _running ) { auto connHandler = task!processor(app, httpd, stream); pool.put(connHandler); } else { tcpStream.close(); break; } } } void app(App a) { _app = a; } void start() { defaultPoolThreads(64); _server = taskPool(); auto t = task!run(_app, this); _server.put(t); Thread.sleep(500.msecs); } void start(App app) { defaultPoolThreads(64); _app = app; _server = taskPool(); auto t = task!run(_app, this); _server.put(t); Thread.sleep(500.msecs); } void stop() { if ( !_running ) { return; } _running = false; try { auto s = openStream(_app); s.connect(_app.host, _app.port); } catch (Exception e) { } // _server.stop(); } } struct App { private { string _name; string _host; ushort _port; Duration _timeout = 30.seconds; size_t _bufferSize = 16*1024; size_t _maxHeadersSize = 32*1024; bool _useSSL = false; uint _rqLimit = 10; // keepalive requestst per connection Router _router; } mixin(Getter_Setter!string("name")); mixin(Getter_Setter!string("host")); mixin(Getter_Setter!ushort("port")); mixin(Getter_Setter!size_t("bufferSize")); mixin(Getter_Setter!size_t("maxHeadersSize")); mixin(Getter_Setter!Duration("timeout")); mixin(Getter_Setter!bool("useSSL")); mixin(Getter_Setter!uint("rqLimit")); this(string name) { _name = name; } } version(none) private unittest { import std.json; import std.conv; import requests.http: HTTPRequest, TimeoutException, BasicAuthentication, queryParams, MultipartForm, formData; globalLogLevel(LogLevel.info); static auto buildReply(ref HTTPD_Request rq) { auto args = JSONValue(rq.query); auto headers = JSONValue(rq.requestHeaders); auto url = JSONValue(rq.uri.uri); auto json = JSONValue(rq.json); auto data = JSONValue(rq.data); auto form = JSONValue(rq.form); auto files = JSONValue(rq.files); auto reply = JSONValue(["args":args, "headers": headers, "json": json, "url": url, "data": data, "form": form, "files": files]); return reply.toString(); } Router router; router.addRoute(exactRoute(r"/get", null)); router.addRoute(regexRoute(r"/get/(?P<param>\d+)", null)); auto r = router.getRoute(r"/get"); assert(!r.args.empty); r = router.getRoute(r"/post"); assert(r.args.empty); r = router.getRoute(r"/get/333"); assert(!r.args.empty); assert(r.args["param"]=="333"); r = router.getRoute(r"/get/aaa"); assert(r.args.empty); HTTPD_Request rq; string headers = "GET /get?a=b&list[]=1&c=d&list[]=2 HTTP/1.1\n" ~ "Host: host\n" ~ "X-Test: test1\n" ~ " test2\n" ~ "Content-Length: 1\n"; parseRequestHeaders(App(), rq, headers); assert(rq.requestHeaders["x-test"] == "test1 test2"); assert(rq.requestHeaders["host"] == "host"); assert(rq.path == "/get"); assert(rq.query["a"] == "b"); assert(rq.query["c"] == "d"); assert(rq.query["list[]"] == `["1", "2"]`); auto root(in App app, ref HTTPD_Request rq, RequestArgs args) { debug (httpd) trace("handler / called"); auto rs = response(rq, buildReply(rq)); rs.headers["Content-Type"] = "application/json"; return rs; } auto get(in App app, ref HTTPD_Request rq, RequestArgs args) { debug (httpd) trace("handler /get called"); auto rs = response(rq, buildReply(rq)); rs.headers["Content-Type"] = "application/json"; return rs; } auto basicAuth(in App app, ref HTTPD_Request rq, RequestArgs args) { import std.base64; auto user = args["user"]; auto password= args["password"]; auto auth = cast(string)Base64.decode(rq.requestHeaders["authorization"].split()[1]); auto up = auth.split(":"); short status; if ( up[0]==user && up[1]==password) { status = 200; } else { status = 401; } auto rs = response(rq, buildReply(rq), status); rs.headers["Content-Type"] = "application/json"; return rs; } auto rredir(in App app, ref HTTPD_Request rq, RequestArgs args) { auto rs = response(rq, buildReply(rq)); auto redirects = to!long(args["redirects"]); if ( redirects > 1 ) { rs.headers["Location"] = "/relative-redirect/%d".format(redirects-1); } else { rs.headers["Location"] = "/get"; } rs.status = 302; return rs; } auto aredir(in App app, ref HTTPD_Request rq, RequestArgs args) { auto rs = response(rq, buildReply(rq)); auto redirects = to!long(args["redirects"]); if ( redirects > 1 ) { rs.headers["Location"] = "http://127.0.0.1:8081/absolute-redirect/%d".format(redirects-1); } else { rs.headers["Location"] = "http://127.0.0.1:8081/get"; } rs.status = 302; return rs; } auto delay(in App app, ref HTTPD_Request rq, RequestArgs args) { auto delay = dur!"seconds"(to!long(args["delay"])); Thread.sleep(delay); auto rs = response(rq, buildReply(rq)); rs.headers["Content-Type"] = "application/json"; return rs; } auto gzip(in App app, ref HTTPD_Request rq, RequestArgs args) { auto rs = response(rq, buildReply(rq)); rs.compress(Compression.gzip); rs.headers["Content-Type"] = "application/json"; return rs; } auto deflate(in App app, ref HTTPD_Request rq, RequestArgs args) { auto rs = response(rq, buildReply(rq)); rs.compress(Compression.deflate); return rs; } auto range(in App app, ref HTTPD_Request rq, RequestArgs args) { auto size = to!size_t(args["size"]); auto rs = response(rq, new ubyte[size].chunks(16)); rs.compress(Compression.yes); return rs; } auto head(in App app, ref HTTPD_Request rq, RequestArgs args) { if ( rq.method != "HEAD") { auto rs = response(rq, "Illegal method %s".format(rq.method), 405); return rs; } else { auto rs = response(rq, buildReply(rq)); rs.compress(Compression.yes); return rs; } } auto del(in App app, ref HTTPD_Request rq, RequestArgs args) { if ( rq.method != "DELETE") { auto rs = response(rq, "Illegal method %s".format(rq.method), 405); return rs; } else { auto rs = response(rq, buildReply(rq)); return rs; } } auto post(in App app, ref HTTPD_Request rq, RequestArgs args) { auto rs = response(rq, buildReply(rq)); return rs; } auto postIter(in App app, ref HTTPD_Request rq, RequestArgs args) { int c; if ( rq.contentType == "multipart/form-data" ) { auto parts = rq.multiPartRead(); foreach(p; parts) { auto disposition = p.disposition; c += p.data.joiner.count; } auto rs = response(rq, "%d".format(c)); return rs; } else { auto r = rq.read(); while ( !r.empty ) { c += r.front.length; r.popFront; } auto rs = response(rq, "%d".format(c)); return rs; } } auto read(in App app, ref HTTPD_Request rq, RequestArgs args) { auto r = rq.read(); int c; while ( !r.empty ) { c += r.front.length; r.popFront; } auto rs = response(rq, "%d".format(c)); return rs; } auto readf1(in App app, ref HTTPD_Request rq, RequestArgs args) { // now call to read must throw exception auto r = rq.read(); int c; while ( !r.empty ) { c += r.front.length; r.popFront; break; } auto rs = response(rq, "%d".format(c)); return rs; } auto cookiesSet(in App app, ref HTTPD_Request rq, RequestArgs args) { Cookie[] cookies; foreach(p; rq.query.byKeyValue) { cookies ~= Cookie("/cookies", rq.requestHeaders["host"], p.key, p.value); } auto rs = response(rq, buildReply(rq), 302); rs.headers["Location"] = "/cookies"; rs.cookies = cookies; return rs; } auto cookies(in App app, ref HTTPD_Request rq, RequestArgs args) { auto cookies = ["cookies": JSONValue(rq.cookies)]; auto rs = response(rq, JSONValue(cookies).toString); return rs; } auto httpbin = App("httpbin"); httpbin.port = 8081; httpbin.host = "127.0.0.1"; httpbin.timeout = 10.seconds; HTTPD server = new HTTPD(); server.addRoute(exactRoute(r"/", &root)). addRoute(exactRoute(r"/get", &get)). addRoute(regexRoute(r"/delay/(?P<delay>\d+)", &delay)). addRoute(regexRoute(r"/relative-redirect/(?P<redirects>\d+)", &rredir)). addRoute(regexRoute(r"/absolute-redirect/(?P<redirects>\d+)", &aredir)). addRoute(regexRoute(r"/basic-auth/(?P<user>[^/]+)/(?P<password>[^/]+)", &basicAuth)). addRoute(exactRoute(r"/gzip", &gzip)). addRoute(exactRoute(r"/deflate", &deflate)). addRoute(regexRoute(r"/range/(?P<size>\d+)", &range)). addRoute(exactRoute(r"/cookies/set", &cookiesSet)). addRoute(exactRoute(r"/cookies", &cookies)). addRoute(exactRoute(r"/head", &head)). addRoute(exactRoute(r"/delete", &del)). addRoute(exactRoute(r"/read", &read)). addRoute(exactRoute(r"/readf1", &readf1)). addRoute(exactRoute(r"/post", &post)). addRoute(exactRoute(r"/postIter", &postIter)); server.start(httpbin); scope(exit) { server.stop(); } auto request = HTTPRequest(); globalLogLevel(LogLevel.info); auto httpbin_url = "http://%s:%d/".format(httpbin.host, httpbin.port); request.timeout = 5.seconds; request.keepAlive = true; info("httpd Check GET"); auto rs = request.get(httpbin_url); assert(rs.code == 200); assert(rs.responseBody.length > 0); auto content = rs.responseBody.data!string; auto json = parseJSON(cast(string)content); assert(json.object["url"].str == httpbin_url); info("httpd Check GET with parameters"); rs = request.get(httpbin_url ~ "get", ["c":" d", "a":"b"]); assert(rs.code == 200); json = parseJSON(cast(string)rs.responseBody.data).object["args"].object; assert(json["a"].str == "b"); assert(json["c"].str == " d"); info("httpd Check relative redirect"); rs = request.get(httpbin_url ~ "relative-redirect/2"); assert(rs.history.length == 2); assert(rs.code==200); info("httpd Check absolute redirect"); rs = request.get(httpbin_url ~ "absolute-redirect/2"); assert(rs.history.length == 2); assert(rs.code==200); info("httpd Check basic auth"); request.authenticator = new BasicAuthentication("user", "password"); rs = request.get(httpbin_url ~ "basic-auth/user/password"); assert(rs.code==200); request.authenticator = null; info("httpd Check timeout"); request.timeout = 1.seconds; assertThrown!TimeoutException(request.get(httpbin_url ~ "delay/2")); Thread.sleep(1.seconds); request.timeout = 30.seconds; info("httpd Check gzip"); rs = request.get(httpbin_url ~ "gzip"); assert(rs.code==200); json = parseJSON(cast(string)rs.responseBody); assert(json.object["url"].str == httpbin_url ~ "gzip"); info("httpd Check deflate"); rs = request.get(httpbin_url ~ "deflate"); assert(rs.code==200); json = parseJSON(cast(string)rs.responseBody); assert(json.object["url"].str == httpbin_url ~ "deflate"); info("httpd Check range"); rs = request.get(httpbin_url ~ "range/1023"); assert(rs.code==200); assert(rs.responseBody.length == 1023); info("httpd Check HEAD"); rs = request.exec!"HEAD"(httpbin_url ~ "head"); assert(rs.code==200); assert(rs.responseBody.length == 0); info("httpd Check DELETE"); rs = request.exec!"DELETE"(httpbin_url ~ "delete"); assert(rs.code==200); info("httpd Check POST json"); rs = request.post(httpbin_url ~ "post?b=x", `{"a":"b", "c":[1,2,3]}`, "application/json"); json = parseJSON(cast(string)rs.responseBody); auto rqJson = parseJSON(json.object["json"].str); assert(rqJson.object["a"].str == "b"); assert(equal([1,2,3], rqJson.object["c"].array.map!"a.integer")); info("httpd Check POST json/chunked body"); rs = request.post(httpbin_url ~ "post?b=x", [`{"a":"b",`,` "c":[1,2,3]}`], "application/json"); json = parseJSON(cast(string)rs.responseBody); assert(json.object["args"].object["b"].str == "x"); rqJson = parseJSON(json.object["json"].str); assert(rqJson.object["a"].str == "b"); assert(equal([1,2,3], rqJson.object["c"].array.map!"a.integer")); rs = request.post(httpbin_url ~ "post", "0123456789".repeat(32)); json = parseJSON(cast(string)rs.responseBody); assert(equal(json.object["data"].array.map!"a.integer", "0123456789".repeat(32).join)); info("httpd Check POST with params"); rs = request.post(httpbin_url ~ "post", queryParams("b", 2, "a", "A")); assert(rs.code==200); auto data = parseJSON(cast(string)rs.responseBody).object["form"].object; assert((data["a"].str == "A")); assert((data["b"].str == "2")); // this is tests for httpd read() interface info("httpd Check POST/iterating over body"); rs = request.post(httpbin_url ~ "read", "0123456789".repeat(1500)); assert(equal(rs.responseBody, "15000")); { request.keepAlive = true; // this is test on how we can handle keepalive session when previous request leave unread data in socket try { rs = request.post(httpbin_url ~ "readf1", "0123456789".repeat(1500)); } catch (Exception e) { // this can fail as httpd will close connection prematurely } // but next idempotent request must succeed rs = request.get(httpbin_url ~ "get"); assert(rs.code == 200); } // { info("httpd Check POST/multipart form"); import std.file; import std.path; auto tmpd = tempDir(); auto tmpfname1 = tmpd ~ dirSeparator ~ "request_test1.txt"; auto f = File(tmpfname1, "wb"); f.rawWrite("file1 content\n"); f.close(); auto tmpfname2 = tmpd ~ dirSeparator ~ "request_test2.txt"; f = File(tmpfname2, "wb"); f.rawWrite("file2 content\n"); f.close(); /// /// Ok, files ready. /// Now we will prepare Form data /// File f1 = File(tmpfname1, "rb"); File f2 = File(tmpfname2, "rb"); scope(exit) { f1.close(); f2.close(); } /// /// for each part we have to set field name, source (ubyte array or opened file) and optional filename and content-type /// MultipartForm form = MultipartForm(). add(formData("Field1", cast(ubyte[])"form field from memory")). add(formData("Field2", cast(ubyte[])"file field from memory", ["filename":"data2"])). add(formData("Field3", cast(ubyte[])`{"a":"b"}`, ["Content-Type": "application/json"])). add(formData("File1", f1, ["filename":"file1", "Content-Type": "application/octet-stream"])). add(formData("File2", f2, ["filename":"file2", "Content-Type": "application/octet-stream"])); /// everything ready, send request rs = request.post(httpbin_url ~ "post?a=b", form); /* expected: { "args": { "a": "b" }, "data": "", "files": { "Field2": "file field from memory", "File1": "file1 content\n", "File2": "file2 content\n" }, "form": { "Field1": "form field from memory", "Field3": "{\"a\":\"b\"}" }, "headers": { "Accept-Encoding": "gzip, deflate", "Content-Length": "730", "Content-Type": "multipart/form-data; boundary=d79a383e-7912-4d36-a6db-a6774bf37133", "Host": "httpbin.org", "User-Agent": "dlang-requests" }, "json": null, "origin": "xxx.xxx.xxx.xxx", "url": "http://httpbin.org/post?a=b" } */ json = parseJSON(cast(string)rs.responseBody); assert("file field from memory" == cast(string)(json.object["files"].object["Field2"].array.map!(a => cast(ubyte)a.integer).array)); assert("file1 content\n" == cast(string)(json.object["files"].object["File1"].array.map!(a => cast(ubyte)a.integer).array)); info("httpd Check POST/iterate over multipart form"); form = MultipartForm(). add(formData("Field1", cast(ubyte[])"form field from memory")). add(formData("Field2", cast(ubyte[])"file field from memory", ["filename":"data2"])). add(formData("Field3", cast(ubyte[])`{"a":"b"}`, ["Content-Type": "application/json"])); /// everything ready, send request rs = request.post(httpbin_url ~ "postIter?a=b", form); assert(equal(rs.responseBody, "53")); rs = request.post(httpbin_url ~ "postIter", "0123456789".repeat(1500)); assert(equal(rs.responseBody, "15000")); } info("httpd Check cookies"); rs = request.get(httpbin_url ~ "cookies/set?A=abcd&b=cdef"); json = parseJSON(cast(string)rs.responseBody.data).object["cookies"].object; assert(json["A"].str == "abcd"); assert(json["b"].str == "cdef"); } }
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/home/akram/Source/rust/intel8080/target/debug/deps/intel8080-7e766c364b75c1b4: src/main.rs /home/akram/Source/rust/intel8080/target/debug/deps/intel8080-7e766c364b75c1b4.d: src/main.rs src/main.rs:
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/* * FTGL - OpenGL font library * * Copyright (c) 2001-2004 Henry Maddocks <ftgl@opengl.geek.nz> * Copyright (c) 2008 Sam Hocevar <sam@zoy.org> * Copyright (c) 2008 Sean Morrison <learner@brlcad.org> * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ module dftgl.FTGLOutlineFont; import dftgl.FTFont; extern(System): /** * Create a specialised FTGLfont object for handling vector outline fonts. * * @param file The font file name. * @return An FTGLfont* object. * * @see FTGLfont */ FTGLfont *ftglCreateOutlineFont(const char *file);
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/** * Implementation of exception handling support routines for Posix. * * Copyright: Copyright Digital Mars 2000 - 2010. * License: <a href="http://www.boost.org/LICENSE_1_0.txt">Boost License 1.0</a>. * Authors: Walter Bright */ /* Copyright Digital Mars 2000 - 2010. * Distributed under the Boost Software License, Version 1.0. * (See accompanying file LICENSE_1_0.txt or copy at * http://www.boost.org/LICENSE_1_0.txt) */ module rt.deh2; //debug=1; debug import core.stdc.stdio : printf; extern (C) { extern __gshared { void* _deh_beg; void* _deh_end; } Throwable.TraceInfo _d_traceContext(void* ptr = null); int _d_isbaseof(ClassInfo oc, ClassInfo c); void _d_createTrace(Object*); } alias int (*fp_t)(); // function pointer in ambient memory model // DHandlerInfo table is generated by except_gentables() in eh.c struct DHandlerInfo { uint offset; // offset from function address to start of guarded section uint endoffset; // offset of end of guarded section int prev_index; // previous table index uint cioffset; // offset to DCatchInfo data from start of table (!=0 if try-catch) void *finally_code; // pointer to finally code to execute // (!=0 if try-finally) } // Address of DHandlerTable, searched for by eh_finddata() struct DHandlerTable { void *fptr; // pointer to start of function uint espoffset; // offset of ESP from EBP uint retoffset; // offset from start of function to return code size_t nhandlers; // dimension of handler_info[] (use size_t to set alignment of handler_info[]) DHandlerInfo handler_info[1]; } struct DCatchBlock { ClassInfo type; // catch type size_t bpoffset; // EBP offset of catch var void *code; // catch handler code } // Create one of these for each try-catch struct DCatchInfo { size_t ncatches; // number of catch blocks DCatchBlock catch_block[1]; // data for each catch block } // One of these is generated for each function with try-catch or try-finally struct FuncTable { void *fptr; // pointer to start of function DHandlerTable *handlertable; // eh data for this function uint fsize; // size of function in bytes } private { struct InFlight { InFlight* next; void* addr; Throwable t; } InFlight* __inflight = null; } void terminate() { asm { hlt ; } } /******************************************* * Given address that is inside a function, * figure out which function it is in. * Return DHandlerTable if there is one, NULL if not. */ DHandlerTable *__eh_finddata(void *address) { debug printf("FuncTable.sizeof = %p\n", FuncTable.sizeof); debug printf("__eh_finddata(address = %p)\n", address); debug printf("_deh_beg = %p, _deh_end = %p\n", &_deh_beg, &_deh_end); for (auto ft = cast(FuncTable *)&_deh_beg; ft < cast(FuncTable *)&_deh_end; ft++) { debug printf("\tft = %p, fptr = %p, fsize = x%03x, handlertable = %p\n", ft, ft.fptr, ft.fsize, ft.handlertable); if (ft.fptr <= address && address < cast(void *)(cast(char *)ft.fptr + ft.fsize)) { debug printf("\tfound handler table\n"); return ft.handlertable; } } debug printf("\tnot found\n"); return null; } /****************************** * Given EBP, find return address to caller, and caller's EBP. * Input: * regbp Value of EBP for current function * *pretaddr Return address * Output: * *pretaddr return address to caller * Returns: * caller's EBP */ size_t __eh_find_caller(size_t regbp, size_t *pretaddr) { size_t bp = *cast(size_t *)regbp; if (bp) // if not end of call chain { // Perform sanity checks on new EBP. // If it is screwed up, terminate() hopefully before we do more damage. if (bp <= regbp) // stack should grow to smaller values terminate(); *pretaddr = *cast(size_t *)(regbp + size_t.sizeof); } return bp; } /*********************************** * Throw a D object. */ extern (C) void _d_throwc(Object *h) { size_t regebp; debug { printf("_d_throw(h = %p, &h = %p)\n", h, &h); printf("\tvptr = %p\n", *cast(void **)h); } version (D_InlineAsm_X86) asm { mov regebp,EBP ; } else version (D_InlineAsm_X86_64) asm { mov regebp,RBP ; } else static assert(0); _d_createTrace(h); //static uint abc; //if (++abc == 2) *(char *)0=0; //int count = 0; while (1) // for each function on the stack { size_t retaddr; regebp = __eh_find_caller(regebp,&retaddr); if (!regebp) { // if end of call chain debug printf("end of call chain\n"); break; } debug printf("found caller, EBP = %p, retaddr = %p\n", regebp, retaddr); //if (++count == 12) *(char*)0=0; auto handler_table = __eh_finddata(cast(void *)retaddr); // find static data associated with function if (!handler_table) // if no static data { debug printf("no handler table\n"); continue; } auto funcoffset = cast(size_t)handler_table.fptr; auto spoff = handler_table.espoffset; auto retoffset = handler_table.retoffset; debug { printf("retaddr = %p\n", retaddr); printf("regebp=%p, funcoffset=%p, spoff=x%x, retoffset=x%x\n", regebp,funcoffset,spoff,retoffset); } // Find start index for retaddr in static data auto dim = handler_table.nhandlers; debug { printf("handler_info[%d]:\n", dim); for (int i = 0; i < dim; i++) { auto phi = &handler_table.handler_info[i]; printf("\t[%d]: offset = x%04x, endoffset = x%04x, prev_index = %d, cioffset = x%04x, finally_code = %x\n", i, phi.offset, phi.endoffset, phi.prev_index, phi.cioffset, phi.finally_code); } } auto index = -1; for (int i = 0; i < dim; i++) { auto phi = &handler_table.handler_info[i]; debug printf("i = %d, phi.offset = %04x\n", i, funcoffset + phi.offset); if (retaddr > funcoffset + phi.offset && retaddr <= funcoffset + phi.endoffset) index = i; } debug printf("index = %d\n", index); if (dim) { auto phi = &handler_table.handler_info[index+1]; debug printf("next finally_code %p\n", phi.finally_code); auto prev = cast(InFlight*) &__inflight; auto curr = prev.next; if (curr !is null && curr.addr == phi.finally_code) { auto e = cast(Error)(cast(Throwable) h); if (e !is null && (cast(Error) curr.t) is null) { debug printf("new error %p bypassing inflight %p\n", h, curr.t); e.bypassedException = curr.t; prev.next = curr.next; //h = cast(Object*) t; } else { debug printf("replacing thrown %p with inflight %p\n", h, __inflight.t); auto t = curr.t; auto n = curr.t; while (n.next) n = n.next; n.next = cast(Throwable) h; prev.next = curr.next; h = cast(Object*) t; } } } // walk through handler table, checking each handler // with an index smaller than the current table_index int prev_ndx; for (auto ndx = index; ndx != -1; ndx = prev_ndx) { auto phi = &handler_table.handler_info[ndx]; prev_ndx = phi.prev_index; if (phi.cioffset) { // this is a catch handler (no finally) auto pci = cast(DCatchInfo *)(cast(char *)handler_table + phi.cioffset); auto ncatches = pci.ncatches; for (int i = 0; i < ncatches; i++) { auto ci = **cast(ClassInfo **)h; auto pcb = &pci.catch_block[i]; if (_d_isbaseof(ci, pcb.type)) { // Matched the catch type, so we've found the handler. // Initialize catch variable *cast(void **)(regebp + (pcb.bpoffset)) = h; // Jump to catch block. Does not return. { size_t catch_esp; fp_t catch_addr; catch_addr = cast(fp_t)(pcb.code); catch_esp = regebp - handler_table.espoffset - fp_t.sizeof; version (D_InlineAsm_X86) asm { mov EAX,catch_esp ; mov ECX,catch_addr ; mov [EAX],ECX ; mov EBP,regebp ; mov ESP,EAX ; // reset stack ret ; // jump to catch block } else version (D_InlineAsm_X86_64) asm { mov RAX,catch_esp ; mov RCX,catch_esp ; mov RCX,catch_addr ; mov [RAX],RCX ; mov RBP,regebp ; mov RSP,RAX ; // reset stack ret ; // jump to catch block } else static assert(0); } } } } else if (phi.finally_code) { // Call finally block // Note that it is unnecessary to adjust the ESP, as the finally block // accesses all items on the stack as relative to EBP. debug printf("calling finally_code %p\n", phi.finally_code); auto blockaddr = phi.finally_code; InFlight inflight; inflight.addr = blockaddr; inflight.next = __inflight; inflight.t = cast(Throwable) h; __inflight = &inflight; version (OSX) { version (D_InlineAsm_X86) asm { sub ESP,4 ; push EBX ; mov EBX,blockaddr ; push EBP ; mov EBP,regebp ; call EBX ; pop EBP ; pop EBX ; add ESP,4 ; } else version (D_InlineAsm_X86_64) asm { sub RSP,8 ; push RBX ; mov RBX,blockaddr ; push RBP ; mov RBP,regebp ; call RBX ; pop RBP ; pop RBX ; add RSP,8 ; } else static assert(0); } else { version (D_InlineAsm_X86) asm { push EBX ; mov EBX,blockaddr ; push EBP ; mov EBP,regebp ; call EBX ; pop EBP ; pop EBX ; } else version (D_InlineAsm_X86_64) asm { sub RSP,8 ; push RBX ; mov RBX,blockaddr ; push RBP ; mov RBP,regebp ; call RBX ; pop RBP ; pop RBX ; add RSP,8 ; } else static assert(0); } if (__inflight is &inflight) __inflight = __inflight.next; } } } }
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module xlsxiod; import xlsxio; string[][string] readSheetAsTable(string path, string sheetName, int headerRow) { string[][string] ret; auto rows = readSheet(path,sheetName); auto keys = rows[headerRow]; foreach(i;0..keys.length) { foreach(j;headerRow+1 .. rows.length) { ret[keys[i]] ~= rows[j][i]; } } return ret; } string[][string] readSheetAsTable2(string path, string sheetName, int headerRow) { static import dlang_xml_xlsx_reader; import std.exception; import std.format: format; string[][string] ret; auto rows = dlang_xml_xlsx_reader.readSheetByName(path,sheetName); auto keys = rows[headerRow]; foreach(i; 0 .. keys.length) { foreach(j; headerRow + 1 .. rows.length) { ret[keys[i]] ~= rows[j][i]; } } return ret; } auto parseExcelLocation(string location) { import std.regex : regex, matchFirst; import std.conv : parse; auto pat = regex("([A-Z]+)([0-9]+)"); auto m = location.matchFirst(pat); string rrow = m[2]; return [parse!int(rrow) - 1, m[1].columnNameToNumber - 1]; } int columnNameToNumber(string col) { import std.range:retro,enumerate; int num; foreach(i, c; enumerate(col.retro)) { num += (c - 'A' + 1)*26^^i; } return num; } enum : int { XlsxioFreeNo = 0, XlsxioFreeYes = 1, } string[] sheetNames(string workbookFilename) { import xlsxio; import std.file : read; import std.array : array, Appender; import std.exception; import std.format : format; import core.stdc.stdlib:free; import std.conv : to; import std.string : fromStringz; import std.utf : toUTF8; Appender!(string[]) ret; XLSXIOCHAR* sheetname; auto buf = cast(ubyte[]) read(workbookFilename); xlsxioreader xlsxioread = xlsxioread_open_memory(buf.ptr,buf.length, XlsxioFreeNo ); enforce(xlsxioread !is null, "error opening " ~ workbookFilename); scope(exit) { xlsxioread_close(xlsxioread); } xlsxioreadersheetlist sheetList = xlsxioread_sheetlist_open(xlsxioread); scope(exit) { xlsxioread_sheetlist_close(sheetList); } enforce(sheetList !is null, "error opening sheets from " ~ workbookFilename ); while( (sheetname = cast(XLSXIOCHAR*)xlsxioread_sheetlist_next(sheetList)) !is null) { // required when building xlsxio in unicode version ret.put(sheetname.fromStringz.to!string); } return ret.data; } string[][] readSheet(string workbookFilename, string sheetName, uint flags = 0) { import xlsxio; import std.file:read; import std.array:array, Appender; import std.exception; import std.format: format; import core.stdc.stdlib:free; import std.conv:to; import std.utf: toUTF8; import std.string:fromStringz; Appender!(string[][]) ret; auto buf = cast(ubyte[]) read(workbookFilename); xlsxioreader xlsxioread = xlsxioread_open_memory(buf.ptr,buf.length,XlsxioFreeNo); enforce(xlsxioread !is null, "error opening " ~ workbookFilename); scope(exit) { xlsxioread_close(xlsxioread); } xlsxioreadersheet sheet = xlsxioread_sheet_open(xlsxioread, sheetName.toXlsxioString(), flags ); enforce(sheet !is null, format!"error opening sheet %s from %s"( sheetName, workbookFilename) ); scope(exit) { xlsxioread_sheet_close(sheet); } XLSXIOCHAR* value; Appender!(string[]) rowRet; while(xlsxioread_sheet_next_row(sheet)) { while( (value = xlsxioread_sheet_next_cell(sheet)) !is null) { rowRet.put(value.fromStringz.toUTF8); free(value); } ret.put(rowRet.data); } return ret.data; } private auto toXlsxioString(string s) { import std.utf:toUTF16z, toUTF8; import std.string:toStringz; version(XmlUnicode) { return s.toUTF16z; } else { return s.toStringz; } }
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module test_events_mouse; import std.algorithm; import std.range; import std.stdio; import std.traits; import std.typetuple; import dtk; unittest { auto app = new App; auto testWindow = new Window(app.mainWindow, 200, 200); // Tk double-click behavior workaround bool ignoreEvents; int wheel; MouseAction action; MouseButton button; KeyMod keyMod; // we only want to test this when we explicitly generate move events, // since the mouse can be at an arbitrary point when generating non-move events. bool motionTest; Point widgetMousePos; size_t callCount; size_t expectedCallCount; auto handler = (scope MouseEvent e) { if (ignoreEvents) return; assert(e.action == action, text(e.action, " != ", action)); assert(e.button == button, text(e.button, " != ", button)); assert(e.wheel == wheel, text(e.wheel, " != ", wheel)); assert(e.keyMod == keyMod, text(e.keyMod, " != ", keyMod)); if (motionTest) assert(e.widgetMousePos == widgetMousePos, text(e.widgetMousePos, " ", widgetMousePos)); ++callCount; }; testWindow.onMouseEvent ~= handler; static mouseButtons = [MouseButton.button1, MouseButton.button2, MouseButton.button3, MouseButton.button4, MouseButton.button5]; alias keyMods = NoDuplicates!(EnumMembers!KeyMod); enum buttonCount = 5; // Note: Two same-button press events will generate a double-click event, even if there was a // button release event in-between. To work around this, we can inject another button-press // after the release one, but with a different button. // When button 1 is tested, we generate a button 5 event (not a button 2 event), since generating a // button 2 event would link to the next loop when button 2 is tested. // Note that the release event has to be generated as well, otherwise the state flag will have the // key as a modifier. void genIgnoredEvent(size_t buttonIdx) { ignoreEvents = true; tclEvalFmt("event generate %s <ButtonPress> -button %s", testWindow.getTclName(), ((buttonIdx - 2) % mouseButtons.length)); tclEvalFmt("event generate %s <ButtonRelease> -button %s", testWindow.getTclName(), ((buttonIdx - 2) % mouseButtons.length)); ignoreEvents = false; } // test press and release foreach (idx, newButton; mouseButtons) { button = newButton; keyMod = KeyMod.none; /** test single click. */ action = MouseAction.press; tclEvalFmt("event generate %s <ButtonPress> -button %s", testWindow.getTclName(), idx + 1); ++expectedCallCount; action = MouseAction.release; tclEvalFmt("event generate %s <ButtonRelease> -button %s", testWindow.getTclName(), idx + 1); ++expectedCallCount; genIgnoredEvent(idx); // todo note: can't directly call double/triple-ButtonPress. // workaround follows after this section. /+ static immutable modifiers = ["", "Double-", "Triple-", "Quadruple-"]; static immutable mouseActions = [MouseAction.click, MouseAction.double_click, MouseAction.triple_click, MouseAction.quadruple_click]; // test single, double click, etc. foreach (modifier, mouseAction; zip(modifiers, mouseActions)) { action = mouseAction; tclEvalFmt("event generate %s <%sButtonPress> -button %s", testWindow.getTclName(), modifier, idx + 1); ++expectedCallCount; action = MouseAction.release; tclEvalFmt("event generate %s <ButtonRelease> -button %s", testWindow.getTclName(), idx + 1); ++expectedCallCount; genIgnoredEvent(idx); } +/ void testMultiClick(size_t count, MouseAction mouseAction) { ignoreEvents = true; foreach (i; 1 .. count) { tclEvalFmt("event generate %s <ButtonPress> -button %s", testWindow.getTclName(), idx + 1); tclEvalFmt("event generate %s <ButtonRelease> -button %s", testWindow.getTclName(), idx + 1); } ignoreEvents = false; action = mouseAction; tclEvalFmt("event generate %s <ButtonPress> -button %s", testWindow.getTclName(), idx + 1); ++expectedCallCount; action = MouseAction.release; tclEvalFmt("event generate %s <ButtonRelease> -button %s", testWindow.getTclName(), idx + 1); ++expectedCallCount; genIgnoredEvent(idx); } testMultiClick(2, MouseAction.double_click); testMultiClick(3, MouseAction.triple_click); testMultiClick(4, MouseAction.quadruple_click); // test with key modifiers foreach (newKeyMod; keyMods) { keyMod = newKeyMod; action = MouseAction.press; tclEvalFmt("event generate %s <ButtonPress> -button %s -state %s", testWindow.getTclName(), idx + 1, cast(int)newKeyMod); ++expectedCallCount; action = MouseAction.release; tclEvalFmt("event generate %s <ButtonRelease> -button %s -state %s", testWindow.getTclName(), idx + 1, cast(int)newKeyMod); ++expectedCallCount; genIgnoredEvent(idx); } } static mouseKeyMods = [KeyMod.mouse_button1, KeyMod.mouse_button2, KeyMod.mouse_button3, KeyMod.mouse_button4, KeyMod.mouse_button5]; assert(mouseKeyMods.length == mouseButtons.length); // test multiple mouse button presses foreach (idx, newButton; mouseButtons) { // modifier button: press and hold action = MouseAction.press; button = newButton; keyMod = KeyMod.none; tclEvalFmt("event generate %s <ButtonPress> -button %s", testWindow.getTclName(), idx + 1); ++expectedCallCount; // last key becomes the modifier action = MouseAction.press; button = mouseButtons[(idx + 1) % mouseButtons.length]; // new button keyMod = mouseKeyMods[idx]; tclEvalFmt("event generate %s <ButtonPress> -button %s", testWindow.getTclName(), ((idx + 1) % mouseButtons.length) + 1); ++expectedCallCount; action = MouseAction.release; tclEvalFmt("event generate %s <ButtonRelease> -button %s", testWindow.getTclName(), ((idx + 1) % mouseButtons.length) + 1); ++expectedCallCount; // modifier button: release action = MouseAction.release; button = newButton; keyMod = KeyMod.none; tclEvalFmt("event generate %s <ButtonRelease> -button %s", testWindow.getTclName(), idx + 1); ++expectedCallCount; genIgnoredEvent(idx); } // test mouse wheel foreach (sign; -1 .. 2) { // only MouseWheel supports delta, but doesn't support button option action = MouseAction.wheel; button = MouseButton.none; // test with key modifiers foreach (newKeyMod; keyMods) { keyMod = newKeyMod; wheel = sign * 120; tclEvalFmt("event generate %s <MouseWheel> -delta %s -state %s", testWindow.getTclName(), wheel, cast(int)newKeyMod); ++expectedCallCount; } } action = MouseAction.motion; button = MouseButton.none; keyMod = KeyMod.none; wheel = 0; // test mouse move foreach (x; 0 .. 5) foreach (y; 5 .. 10) { motionTest = true; widgetMousePos = Point(x, y); tclEvalFmt("event generate %s <Motion> -x %s -y %s", testWindow.getTclName(), widgetMousePos.x, widgetMousePos.y); ++expectedCallCount; } assert(callCount == expectedCallCount, text(callCount, " != ", expectedCallCount)); app.run(); } void main() { }
D
/** * A set of handy, ready-to-use updaters. * * These updaters are naïve in a certain sense. They simply do their job without * knowing anything about the rest of the world. If you add, say, two different * position updaters acting upon the same object, they will "fight" with each * other and the object will probably jump between unrelated positions. * * On the other hand, using them requires very little effort, and therefore they * are an excellent way to make your graphics and interfaces more "lively". * * License: $(LINK2 http://opensource.org/licenses/zlib-license, Zlib License). * * Authors: Leandro Motta Barros */ module fewdee.canned_updaters; import allegro5.allegro; import fewdee.interpolators; import fewdee.updater; import fewdee.internal.traits; /** * Adds to a given $(D Updater) an updater function that will change the * position of a given object. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose position will be updated. * destX = The x coordinate of the destination position. * destY = The y coordinate of the destination position. * duration = The time, in seconds, it will take to go from the current to * the target position. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addPositionUpdater(Positionable)(Updater updater, Positionable target, float destX, float destY, double duration, GenericInterpolatorMakerDelegate_t maker) if (isPositionable!Positionable) { auto t = 0.0; auto xInterpolator = maker(target.x, destX, duration); auto yInterpolator = maker(target.y, destY, duration); return updater.add( delegate(dt) { t += dt; target.x = xInterpolator(t); target.y = yInterpolator(t); return t < duration; }); } /** * Adds to a given $(D Updater) an updater function that will change the opacity * of a given object, without changing the "base color". * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of Updater. * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose opacity will be updated. * destOpacity = The desired target opacity. * duration = The time, in seconds, it will take to go from the current to * the target opacity. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * See_also: addBaseColorUpdater, addRGBAUpdater * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addOpacityUpdater(Colorable)(Updater updater, Colorable target, float destOpacity, double duration, GenericInterpolatorMakerDelegate_t maker) if (isColorable!Colorable) { auto t = 0.0; auto opacityInterpolator = maker(target.color.opacity, destOpacity, duration); return updater.add( delegate(dt) { t += dt; immutable newOpacity = opacityInterpolator(t); target.color.opacity = newOpacity; return t < duration; }); } /** * Adds to a given $(D Updater) an updater function that will change the "base * color" of a given object, without touching its opacity. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose color will be updated. * destBaseColor = The desired target base color (as its RGB components). * duration = The time, in seconds, it will take to go from the current to * the target base color. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. * * See_Also: addOpacityUpdater, addRGBAUpdater */ public UpdaterFuncID addBaseColorUpdater(Colorable)(Updater updater, Colorable target, in float[3] destBaseColor, double duration, GenericInterpolatorMakerDelegate_t maker) if (isColorable!Colorable) { auto t = 0.0; immutable float[3] rgb = target.color.baseColor; auto rInterpolator = maker(rgb[0], destBaseColor[0], duration); auto gInterpolator = maker(rgb[1], destBaseColor[1], duration); auto bInterpolator = maker(rgb[2], destBaseColor[2], duration); return updater.add( delegate(dt) { t += dt; immutable float[3] newBaseColor = [ rInterpolator(t), gInterpolator(t), bInterpolator(t) ]; target.color.baseColor = newBaseColor; return t < duration; }); } /** * Adds to a given $(D Updater) an updater function that will change the color * (the "real" RGBA, premultiplied alpha color) of a given object. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose color will be updated. * destRGBA = The desired target RGBA color. * duration = The time, in seconds, it will take to go from the current to * the target RGBA color. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addRGBAUpdater(Colorable)(Updater updater, Colorable target, in ALLEGRO_COLOR destRGBA, double duration, GenericInterpolatorMakerDelegate_t maker) if (isColorable!Colorable) { auto t = 0.0; float ir, ig, ib, ia; al_unmap_rgba_f(target.color.rgba, &ir, &ig, &ib, &ia); float fr, fg, fb, fa; al_unmap_rgba_f(destRGBA, &fr, &fg, &fb, &fa); auto rInterpolator = maker(ir, fr, duration); auto gInterpolator = maker(ig, fg, duration); auto bInterpolator = maker(ib, fb, duration); auto aInterpolator = maker(ia, fa, duration); return updater.add( delegate(dt) { t += dt; immutable newColor = al_map_rgba_f(rInterpolator(t), gInterpolator(t), bInterpolator(t), aInterpolator(t)); target.color.rgba = newColor; return t < duration; }); } /** * Adds to a given $(D Updater) an updater function that will change the scale * of a given object. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose scale will be updated. * destScaleX = The desired target scale along the x axis. * destScaleY = The desired target scale along the y axis. * duration = The time, in seconds, it will take to go from the current to * the target scale. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addScaleUpdater(Scalable)(Updater updater, Scalable target, float destScaleX, float destScaleY, double duration, GenericInterpolatorMakerDelegate_t maker) if (isScalable!Scalable) { auto t = 0.0; auto xScaleInterpolator = maker(target.scaleX, destScaleX, duration); auto yScaleInterpolator = maker(target.scaleY, destScaleY, duration); return updater.add( delegate(dt) { t += dt; target.scaleX = xScaleInterpolator(t); target.scaleY = yScaleInterpolator(t); return t < duration; }); } /** * Adds to a given $(D Updater), an updater function that will change the * rotation of a given object. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose rotation will be updated. * destRotation = The desired target rotation, in radians. * duration = The time, in seconds, it will take to go from the current to * the target rotation. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addRotationUpdater(Rotatable)(Updater updater, Rotatable target, float destRotation, double duration, GenericInterpolatorMakerDelegate_t maker) if (isRotatable!Rotatable) { auto t = 0.0; auto rotInterpolator = maker(target.rotation, destRotation, duration); return updater.add( delegate(dt) { t += dt; target.rotation = rotInterpolator(t); return t < duration; }); } /** * Adds to a given $(D Updater), an updater function that will change the * gain of a given object. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose gain will be updated. * destGain = The desired target gain. * duration = The time, in seconds, it will take to go from the current to * the target gain. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addGainUpdater(Gainable)(Updater updater, Gainable target, float destGain, double duration, GenericInterpolatorMakerDelegate_t maker) if (isGainable!Gainable) { auto t = 0.0; auto gainInterpolator = maker(target.gain, destGain, duration); return updater.add( delegate(dt) { t += dt; target.gain = gainInterpolator(t); return t < duration; }); } /** * Adds to a given $(D Updater), an updater function that will change the * speed of a given object. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose speed will be updated. * destSpeed = The desired target speed. * duration = The time, in seconds, it will take to go from the current to * the target speed. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addSpeedUpdater(Speedable)(Updater updater, Speedable target, float destSpeed, double duration, GenericInterpolatorMakerDelegate_t maker) if (isSpeedable!Speedable) { auto t = 0.0; auto speedInterpolator = maker(target.speed, destSpeed, duration); return updater.add( delegate(dt) { t += dt; target.speed = speedInterpolator(t); return t < duration; }); } /** * Adds to a given $(D Updater), an updater function that will change the * balance of a given object. * * D's uniform function call syntax (UFCS) allows to call this as if it was a * method of $(D Updater). * * Parameters: * updater = The $(D Updater) to which the updater function will be added. * target = The object whose balance will be updated. * destBalance = The desired target balance. * duration = The time, in seconds, it will take to go from the current to * the target balance. * maker = A function that will be used to create the necessary * interpolators. You'll typically call $(D * fewdee.interpolators.interpolatorMaker()) here. * * Returns: * An "updater function ID", that can be passed to the $(D Updater)'s $(D * remove()) method in order to stop the canned updater before it finishes. */ public UpdaterFuncID addBalanceUpdater(Balanceable)(Updater updater, Balanceable target, float destBalance, double duration, GenericInterpolatorMakerDelegate_t maker) if (isBalanceable!Balanceable) { auto t = 0.0; auto balanceInterpolator = maker(target.balance, destBalance, duration); return updater.add( delegate(dt) { t += dt; target.balance = balanceInterpolator(t); return t < duration; }); }
D
/* TEST_OUTPUT: --- fail_compilation/fail9891.d(13): Error: cast(int)i is not an lvalue fail_compilation/fail9891.d(18): Error: cast(int)i is not an lvalue fail_compilation/fail9891.d(23): Error: prop() is not an lvalue --- */ immutable int i; int prop() { return 0; } void f1(ref int n = i) { ++n; } void f2(out int n = i) { ++n; } void f3(ref int n = prop) { ++n; }
D
/Users/bobren/projects/rust/juniper-playground/target/debug/build/indexmap-cf613a7a2f1b384a/build_script_build-cf613a7a2f1b384a: /Users/bobren/.cargo/registry/src/github.com-1ecc6299db9ec823/indexmap-1.6.1/build.rs /Users/bobren/projects/rust/juniper-playground/target/debug/build/indexmap-cf613a7a2f1b384a/build_script_build-cf613a7a2f1b384a.d: /Users/bobren/.cargo/registry/src/github.com-1ecc6299db9ec823/indexmap-1.6.1/build.rs /Users/bobren/.cargo/registry/src/github.com-1ecc6299db9ec823/indexmap-1.6.1/build.rs:
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/// Generate by tools module com.sun.syndication.feed.modules.mediarss.types.Thumbnail; import java.lang.exceptions; public class Thumbnail { public this() { implMissing(); } }
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/** Authors: Lars Tandle Kyllingstad Copyright: Copyright (c) 2009, Lars T. Kyllingstad. All rights reserved. License: Boost License 1.0 */ module scid.ports.quadpack.qawce; import std.algorithm: min, max; import std.math: fabs; import scid.core.fortran; import scid.ports.quadpack.qc25c; import scid.ports.quadpack.qpsrt; /// void qawce(Real, Func)(Func f, Real a, Real b, Real c, Real epsabs, Real epsrel, int limit, out Real result,out Real abserr, out int neval, out int ier, Real* alist_, Real* blist_, Real* rlist_, Real* elist_, int* iord_, out int last) { //***begin prologue dqawce //***date written 800101 (yymmdd) //***revision date 830518 (yymmdd) //***category no. h2a2a1,j4 //***keywords automatic integrator, special-purpose, // cauchy principal value, clenshaw-curtis method //***author piessens,robert,appl. math. & progr. div. - k.u.leuven // de doncker,elise,appl. math. & progr. div. - k.u.leuven //*** purpose the routine calculates an approximation result to a // cauchy principal value i = integral of f*w over (a,b) // (w(x) = 1/(x-c), (c.ne.a, c.ne.b), hopefully satisfying // following claim for accuracy // abs(i-result).le.max(epsabs,epsrel*abs(i)) //***description // // computation of a cauchy principal value // standard fortran subroutine // double precision version // // parameters // on entry // f - double precision // function subprogram defining the integrand // function f(x). the actual name for f needs to be // declared e x t e r n a l in the driver program. // // a - double precision // lower limit of integration // // b - double precision // upper limit of integration // // c - double precision // parameter in the weight function, c.ne.a, c.ne.b // if c = a or c = b, the routine will end with // ier = 6. // // epsabs - double precision // absolute accuracy requested // epsrel - double precision // relative accuracy requested // if epsabs.le.0 // and epsrel.lt.max(50*rel.mach.acc.,0.5d-28), // the routine will end with ier = 6. // // limit - integer // gives an upper bound on the number of subintervals // in the partition of (a,b), limit.ge.1 // // on return // result - double precision // approximation to the integral // // abserr - double precision // estimate of the modulus of the absolute error, // which should equal or exceed abs(i-result) // // neval - integer // number of integrand evaluations // // ier - integer // ier = 0 normal and reliable termination of the // routine. it is assumed that the requested // accuracy has been achieved. // ier.gt.0 abnormal termination of the routine // the estimates for integral and error are // less reliable. it is assumed that the // requested accuracy has not been achieved. // error messages // ier = 1 maximum number of subdivisions allowed // has been achieved. one can allow more sub- // divisions by increasing the value of // limit. however, if this yields no // improvement it is advised to analyze the // the integrand, in order to determine the // the integration difficulties. if the // position of a local difficulty can be // determined (e.g. singularity, // discontinuity within the interval) one // will probably gain from splitting up the // interval at this point and calling // appropriate integrators on the subranges. // = 2 the occurrence of roundoff error is detec- // ted, which prevents the requested // tolerance from being achieved. // = 3 extremely bad integrand behaviour // occurs at some interior points of // the integration interval. // = 6 the input is invalid, because // c = a or c = b or // (epsabs.le.0 and // epsrel.lt.max(50*rel.mach.acc.,0.5d-28)) // or limit.lt.1. // result, abserr, neval, rlist(1), elist(1), // iord(1) and last are set to zero. alist(1) // and blist(1) are set to a and b // respectively. // // alist - double precision // vector of dimension at least limit, the first // last elements of which are the left // end points of the subintervals in the partition // of the given integration range (a,b) // // blist - double precision // vector of dimension at least limit, the first // last elements of which are the right // end points of the subintervals in the partition // of the given integration range (a,b) // // rlist - double precision // vector of dimension at least limit, the first // last elements of which are the integral // approximations on the subintervals // // elist - double precision // vector of dimension limit, the first last // elements of which are the moduli of the absolute // error estimates on the subintervals // // iord - integer // vector of dimension at least limit, the first k // elements of which are pointers to the error // estimates over the subintervals, so that // elist(iord(1)), ..., elist(iord(k)) with k = last // if last.le.(limit/2+2), and k = limit+1-last // otherwise, form a decreasing sequence // // last - integer // number of subintervals actually produced in // the subdivision process // //***references (none) //***routines called d1mach,dqc25c,dqpsrt //***end prologue dqawce // Real aa,area,area1,area12,area2,a1,a2, bb,b1,b2,epmach, errbnd,errmax,error1,erro12,error2,errsum,uflow; int iroff1,iroff2,k,krule,maxerr,nev, nrmax; // auto alist = dimension(alist_, limit); auto blist = dimension(blist_, limit); auto rlist = dimension(rlist_, limit); auto elist = dimension(elist_, limit); auto iord = dimension(iord_, limit); // // list of major variables // ----------------------- // // alist - list of left end points of all subintervals // considered up to now // blist - list of right end points of all subintervals // considered up to now // rlist(i) - approximation to the integral over // (alist(i),blist(i)) // elist(i) - error estimate applying to rlist(i) // maxerr - pointer to the interval with largest // error estimate // errmax - elist(maxerr) // area - sum of the integrals over the subintervals // errsum - sum of the errors over the subintervals // errbnd - requested accuracy max(epsabs,epsrel* // abs(result)) // *****1 - variable for the left subinterval // *****2 - variable for the right subinterval // last - index for subdivision // // // machine dependent constants // --------------------------- // // epmach is the largest relative spacing. // uflow is the smallest positive magnitude. // //***first executable statement dqawce epmach = Real.epsilon; uflow = Real.min_normal; // // // test on validity of parameters // ------------------------------ // ier = 6; neval = 0; last = 0; alist[1] = a; blist[1] = b; rlist[1] = 0.0; elist[1] = 0.0; iord[1] = 0; result = 0.0; abserr = 0.0; if(c == a || c == b || (epsabs <= 0.0 && epsrel < max(0.5e2*epmach,0.5e-28))) goto l999; // // first approximation to the integral // ----------------------------------- // aa=a; bb=b; if (a <= b) goto l10; aa=b; bb=a; l10: ier=0; krule = 1; qc25c!(Real,Func)(f,aa,bb,c,result,abserr,krule,neval); last = 1; rlist[1] = result; elist[1] = abserr; iord[1] = 1; alist[1] = a; blist[1] = b; // // test on accuracy // errbnd = max(epsabs,epsrel*fabs(result)); if(limit == 1) ier = 1; if(abserr < min(0.1e-1*fabs(result),errbnd) || ier == 1) goto l70; // // initialization // -------------- // alist[1] = aa; blist[1] = bb; rlist[1] = result; errmax = abserr; maxerr = 1; area = result; errsum = abserr; nrmax = 1; iroff1 = 0; iroff2 = 0; // // main do-loop // ------------ // for (last=2; last<=limit; last++) { //do 40 last = 2,limit // // bisect the subinterval with nrmax-th largest // error estimate. // a1 = alist[maxerr]; b1 = 0.5*(alist[maxerr]+blist[maxerr]); b2 = blist[maxerr]; if(c <= b1 && c > a1) b1 = 0.5*(c+b2); if(c > b1 && c < b2) b1 = 0.5*(a1+c); a2 = b1; krule = 2; qc25c!(Real, Func)(f,a1,b1,c,area1,error1,krule,nev); neval = neval+nev; qc25c!(Real, Func)(f,a2,b2,c,area2,error2,krule,nev); neval = neval+nev; // // improve previous approximations to integral // and error and test for accuracy. // area12 = area1+area2; erro12 = error1+error2; errsum = errsum+erro12-errmax; area = area+area12-rlist[maxerr]; if(fabs(rlist[maxerr]-area12) < 0.1e-4*fabs(area12) && erro12 >= 0.99*errmax && krule == 0) iroff1 = iroff1+1; if(last > 10 && erro12 > errmax && krule == 0) iroff2 = iroff2+1; rlist[maxerr] = area1; rlist[last] = area2; errbnd = max(epsabs,epsrel*fabs(area)); if(errsum <= errbnd) goto l15; // // test for roundoff error and eventually set error flag. // if(iroff1 >= 6 && iroff2 > 20) ier = 2; // // set error flag in the case that number of interval // bisections exceeds limit. // if(last == limit) ier = 1; // // set error flag in the case of bad integrand behaviour // at a point of the integration range. // if(max(fabs(a1),fabs(b2)) <= (0.1e1+0.1e3*epmach) *(fabs(a2)+0.1e4*uflow)) ier = 3; // // append the newly-created intervals to the list. // l15: if(error2 > error1) goto l20; alist[last] = a2; blist[maxerr] = b1; blist[last] = b2; elist[maxerr] = error1; elist[last] = error2; goto l30; l20: alist[maxerr] = a2; alist[last] = a1; blist[last] = b1; rlist[maxerr] = area2; rlist[last] = area1; elist[maxerr] = error2; elist[last] = error1; // // call subroutine dqpsrt to maintain the descending ordering // in the list of error estimates and select the subinterval // with nrmax-th largest error estimate (to be bisected next). // l30: qpsrt!Real(limit,last,maxerr,errmax,elist.ptr,iord.ptr,nrmax); // ***jump out of do-loop if(ier != 0 || errsum <= errbnd) goto l50; l40: ;} // // compute final result. // --------------------- // l50: result = 0.0; for (k=1; k<=last; k++) { //do 60 k=1,last result = result+rlist[k]; l60: ;} abserr = errsum; l70: if (aa == b) result=-result; l999: return; } unittest { alias qawce!(float, float delegate(float)) fqawce; alias qawce!(double, double delegate(double)) dqawce; alias qawce!(double, double function(double)) dfqawce; alias qawce!(real, real delegate(real)) rqawce; }
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.hd substr "take a substring of a string" 02/22/82 substr <start> <length> <string> .ds 'Substr' is similar in function to the PL/I substr function; it prints on standard output a specified substring of its third argument. The substring printed is taken from <string> starting at position <start> and continuing for <length> characters, or until the end of <string> is reached. If <start> is negative, the starting position is -<start> characters from the end of <string>. If <length> is negative, characters are extracted from right to left. .sp 'Substr' is perhaps excessively general; for common problems, the 'take' and 'drop' commands will usually suffice. .es substr 1 2 [date] substr [start] [len] [full_name] set last_five = [substr -5 5 [variable]] .sa take (1), drop (1), rot (1), substr (2), stake (2), sdrop (2)
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module first.task; import std.stdio; class Task { private double time; public double sigma; public uint startTime; private static int count = 0; public int i; this(double sigma, int startTime) { this.sigma = sigma; this.time = sigma; this.startTime = startTime; this.i = this.count++; } double tick() { return --this.time; } } unittest { Task t = new Task(3, 10); int startI = t.i; assert(t.tick == 2); assert(t.tick == 1); assert(t.tick <= 0); assert(t.sigma == 3); assert(t.startTime == 10); assert(t.i - startI == 0); assert(new Task(1, 1).i - startI == 1); t = new Task(8, 1); assert(t.i - startI == 2); Task t1 = new Task(10, 10); assert(t1.i - startI == 3); assert(t.sigma == 8); assert(t.tick == 7); assert(t1.sigma == 10); t = new Task(1.1, 5); t.tick; assert(t.tick < 0); t = new Task(1.0, 5); t.tick; assert(t.tick <= 0); }
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module hyd.geom; extern (C) { struct SDL_Point { int x; int y; } struct SDL_Rect { int x; int y; int w; int h; } struct SDL_Color { ubyte r; ubyte g; ubyte b; ubyte a; } void hyd_hex_color(uint hex, ubyte *r, ubyte *g, ubyte *b); void hyd_geom_draw_line(void *rend, SDL_Point p1, SDL_Point p2, uint hex, ubyte opacity); void hyd_geom_draw_rect(void *rend, SDL_Rect rect, uint hex, ubyte opacity, bool fill); }
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; Copyright (C) 2008 The Android Open Source Project ; ; Licensed under the Apache License, Version 2.0 (the "License"); ; you may not use this file except in compliance with the License. ; You may obtain a copy of the License at ; ; http://www.apache.org/licenses/LICENSE-2.0 ; ; Unless required by applicable law or agreed to in writing, software ; distributed under the License is distributed on an "AS IS" BASIS, ; WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. ; See the License for the specific language governing permissions and ; limitations under the License. .source T_return_object_8.java .class public dot.junit.opcodes.return_object.d.T_return_object_8 .super java/lang/Object .method public <init>()V .limit regs 1 invoke-direct {v0}, java/lang/Object/<init>()V return-void .end method .method private declared_synchronized test()Ljava/lang/String; .limit regs 4 new-instance v2, java/lang/Object invoke-direct {v2}, java/lang/Object/<init>()V monitor-enter v2 monitor-exit v3 const-string v0, "abc" return-object v0 .end method .method public run()Z .limit regs 3 invoke-direct {v2}, dot/junit/opcodes/return_object/d/T_return_object_8/test()Ljava/lang/String; const v0, 1 return v0 .end method
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/** * D header file for FreeBSD. * * Copyright: Copyright Martin Nowak 2012. * License: $(WEB www.boost.org/LICENSE_1_0.txt, Boost License 1.0). * Authors: Martin Nowak */ /* Copyright Martin Nowak 2012. * Distributed under the Boost Software License, Version 1.0. * (See accompanying file LICENSE or copy at * http://www.boost.org/LICENSE_1_0.txt) */ module core.sys.freebsd.sys.event; version (FreeBSD): extern (C): import core.stdc.stdint; // intptr_t, uintptr_t import core.sys.posix.time; // timespec enum { EVFILT_READ = -1, EVFILT_WRITE = -2, EVFILT_AIO = -3, /* attached to aio requests */ EVFILT_VNODE = -4, /* attached to vnodes */ EVFILT_PROC = -5, /* attached to struct proc */ EVFILT_SIGNAL = -6, /* attached to struct proc */ EVFILT_TIMER = -7, /* timers */ // EVFILT_NETDEV = -8, /* no longer supported */ EVFILT_FS = -9, /* filesystem events */ EVFILT_LIO = -10, /* attached to lio requests */ EVFILT_USER = -11, /* User events */ EVFILT_SYSCOUNT = 11, } extern(D) void EV_SET(kevent_t* kevp, typeof(kevent_t.tupleof) args) { *kevp = kevent_t(args); } struct kevent_t { uintptr_t ident; /* identifier for this event */ short filter; /* filter for event */ ushort flags; uint fflags; intptr_t data; void *udata; /* opaque user data identifier */ } enum { /* actions */ EV_ADD = 0x0001, /* add event to kq (implies enable) */ EV_DELETE = 0x0002, /* delete event from kq */ EV_ENABLE = 0x0004, /* enable event */ EV_DISABLE = 0x0008, /* disable event (not reported) */ /* flags */ EV_ONESHOT = 0x0010, /* only report one occurrence */ EV_CLEAR = 0x0020, /* clear event state after reporting */ EV_RECEIPT = 0x0040, /* force EV_ERROR on success, data=0 */ EV_DISPATCH = 0x0080, /* disable event after reporting */ EV_SYSFLAGS = 0xF000, /* reserved by system */ EV_FLAG1 = 0x2000, /* filter-specific flag */ /* returned values */ EV_EOF = 0x8000, /* EOF detected */ EV_ERROR = 0x4000, /* error, data contains errno */ } enum { /* * data/hint flags/masks for EVFILT_USER, shared with userspace * * On input, the top two bits of fflags specifies how the lower twenty four * bits should be applied to the stored value of fflags. * * On output, the top two bits will always be set to NOTE_FFNOP and the * remaining twenty four bits will contain the stored fflags value. */ NOTE_FFNOP = 0x00000000, /* ignore input fflags */ NOTE_FFAND = 0x40000000, /* AND fflags */ NOTE_FFOR = 0x80000000, /* OR fflags */ NOTE_FFCOPY = 0xc0000000, /* copy fflags */ NOTE_FFCTRLMASK = 0xc0000000, /* masks for operations */ NOTE_FFLAGSMASK = 0x00ffffff, NOTE_TRIGGER = 0x01000000, /* Cause the event to be triggered for output. */ /* * data/hint flags for EVFILT_{READ|WRITE}, shared with userspace */ NOTE_LOWAT = 0x0001, /* low water mark */ /* * data/hint flags for EVFILT_VNODE, shared with userspace */ NOTE_DELETE = 0x0001, /* vnode was removed */ NOTE_WRITE = 0x0002, /* data contents changed */ NOTE_EXTEND = 0x0004, /* size increased */ NOTE_ATTRIB = 0x0008, /* attributes changed */ NOTE_LINK = 0x0010, /* link count changed */ NOTE_RENAME = 0x0020, /* vnode was renamed */ NOTE_REVOKE = 0x0040, /* vnode access was revoked */ /* * data/hint flags for EVFILT_PROC, shared with userspace */ NOTE_EXIT = 0x80000000, /* process exited */ NOTE_FORK = 0x40000000, /* process forked */ NOTE_EXEC = 0x20000000, /* process exec'd */ NOTE_PCTRLMASK = 0xf0000000, /* mask for hint bits */ NOTE_PDATAMASK = 0x000fffff, /* mask for pid */ /* additional flags for EVFILT_PROC */ NOTE_TRACK = 0x00000001, /* follow across forks */ NOTE_TRACKERR = 0x00000002, /* could not track child */ NOTE_CHILD = 0x00000004, /* am a child process */ } int kqueue(); int kevent(int kq, const kevent_t *changelist, int nchanges, kevent_t *eventlist, int nevents, const timespec *timeout);
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func int Search_MobByMobname(var string mobname) //return mobPtr { // //Scan MEM_World.voblist // var zCListSort ListVob; //AllVob var zCVob anyVob; //Any Vob in VobList var int vob_vtbl; var oCMob mob; //if Vob is oCMobContainer /* const int oCMobFire_vtbl = 8638876; const int zCMover_vtbl = 8627324; const int oCMob_vtbl = 8639700; const int oCMobInter_vtbl = 8639884; const int oCMobLockable_vtbl = 8637628; const int oCMobContainer_vtbl = 8637284; const int oCMobDoor_vtbl = 8638548; */ ListVob = _^(MEM_World.voblist); while(ListVob); vob_vtbl = ListVob.data; if(Hlp_Is_oCMob(vob_vtbl)) { mob = _^(vob_vtbl); if( Hlp_StrCmp(mob._zCObject_objectName, mobname) ) { return vob_vtbl; //mobPtr }; }; ListVob = _^(ListVob.next); end; MEM_Warn("Search_MobByMobname: 'Not Found'"); RETURN 0; };
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hardened sugary exudation of various trees (Old Testament) food that God gave the Israelites during the Exodus
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instance STRF_1107_Straefling (Npc_Default) { // ------ NSC ------ name = "Kuchaâ"; guild = GIL_STRF; id = 1107; voice = 1; flags = 0; //NPC_FLAG_IMMORTAL oder 0 npctype = NPCTYPE_OCMAIN; // ------ Attribute ------ B_SetAttributesToChapter (self, 1); //setzt Attribute und LEVEL entsprechend dem angegebenen Kapitel (1-6) // ------ Kampf-Taktik ------ fight_tactic = FAI_HUMAN_COWARD; // MASTER / STRONG / COWARD // ------ Equippte Waffen ------ //Munition wird automatisch generiert, darf aber angegeben werden EquipItem (self, ItMw_2H_Axe_L_01 ); // ------ Inventory ------ B_CreateAmbientInv (self); // ------ visuals ------ //Muss NACH Attributen kommen, weil in B_SetNpcVisual die Breite abh. v. STR skaliert wird B_SetNpcVisual (self, MALE, "Hum_Head_Bald", Face_N_NormalBart04, BodyTex_N, ITAR_Prisoner); Mdl_SetModelFatness (self, 0); Mdl_ApplyOverlayMds (self, "Humans_Tired.mds"); // Tired / Militia / Mage / Arrogance / Relaxed // ------ NSC-relevante Talente vergeben ------ B_GiveNpcTalents (self); // ------ Kampf-Talente ------ //Der enthaltene B_AddFightSkill setzt Talent-Ani abhängig von TrefferChance% - alle Kampftalente werden gleichhoch gesetzt B_SetFightSkills (self, 15); //Grenzen für Talent-Level liegen bei 30 und 60 // ------ TA anmelden ------ daily_routine = Rtn_Start_1107; }; FUNC VOID Rtn_Start_1107 () { TA_Cook_Cauldron (08,00,23,00,"OC_EBR_KITCHEN_COOK"); TA_Cook_Cauldron (23,00,08,00,"OC_EBR_KITCHEN_COOK"); };
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D
/++ This module implements the compilation functionality. + Provides commands to compile and minify assets from their source with duod. +/ module duod.compilation; import duod.utilities; import std.exception : enforce; import std.string : format, chompPrefix, toLower; import std.file : readText, write, getSize, mkdirRecurse, dirName; import std.path : buildPath, extension; import std.stdio : writeln; /++ Build a css or js asset based on the given string. This exposes the core + functionality of the duo frontend package manager and as such, may pull in + additional assets such as fonts or images, which should be placed in a + directory for static file serving, the default, as with vibe.d is `public/`. + Params: + source = Source code to pass to duo. + js = If this is javascript or css. Default true for javascript. + staticdir = Your statically served asset directory. Default is `public/` + Returns: The duo outputed source file with all external assets built in. +/ string duo (string source, bool js=true, string staticdir="public") { enforce (hasDuo, "Duo command not available, please install"); string command = format ("duo -o %s -t %s -c -S -q", staticdir, js ? "js" : "css"); return getOutput (command, source); } /++ Compress assets via uglifying (aka minifying) them with yuglify. + This takes in javascript or css and can output code with the + same functionality at a fraction of the size. + Params: + source = Source code to pass to yuglify. + js = If this is javascript or css. Default true for javascript. + Returns: The inputted source code without formatting which results in a size decrease. +/ string uglify (string source, bool js=true) { enforce (hasYuglify, "Uglify command not available"); string command = format ("yuglify --terminal --type %s", js ? "js" : "css"); return getOutput (command, source); } /++ Compile the given asset source with duo and optionally minify/uglify the output. + Params: + source = Source code to pass to compile. + js = If this is javascript or css. Default true for javascript. + staticdir = Your statically served asset directory. Default is `public/` + min = If true the output will be minified/uglifies with yuglify. + Returns: The duo builtsource code without formatting which results in a size decrease. +/ string compile (string source, bool js=true, string staticdir="public", bool min=true) { string compiled = duo (source, js, staticdir); return min ? uglify (compiled, js) : compiled; } /++ Much the same as `compile` however `build` takes and outputs files. + Params: + sourcePath = Path to asset source to be built. + staticPath = Path to the compile assets output destination. + staticdir = Your statically served asset directory. Default is `public/` + min = If true the output will be minified/uglifies with yuglify. +/ void build (string sourcePath, string staticPath, string staticdir="public", bool min=true) { string source = compile( readText (sourcePath), extension(staticPath).toLower() == ".js", staticdir, hasYuglify && min); staticPath.dirName.mkdirRecurse; write (staticPath, source); writeln (format ("Compiled asset %s to %s which is %s bytes.", sourcePath, staticPath, getSize(staticPath))); }
D
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D
T[] a, b; for (size_t i = 0; i < a.length; i++) a[i] = b[i] + 4; T[] a, b; a[] = b[] + 4;
D
module UnrealScript.Engine.ParticleModuleLocationPrimitiveCylinder; import ScriptClasses; import UnrealScript.Helpers; import UnrealScript.Engine.ParticleModuleLocationPrimitiveBase; import UnrealScript.Core.DistributionFloat; extern(C++) interface ParticleModuleLocationPrimitiveCylinder : ParticleModuleLocationPrimitiveBase { public extern(D): private static __gshared ScriptClass mStaticClass; @property final static ScriptClass StaticClass() { mixin(MGSCC("Class Engine.ParticleModuleLocationPrimitiveCylinder")); } private static __gshared ParticleModuleLocationPrimitiveCylinder mDefaultProperties; @property final static ParticleModuleLocationPrimitiveCylinder DefaultProperties() { mixin(MGDPC("ParticleModuleLocationPrimitiveCylinder", "ParticleModuleLocationPrimitiveCylinder Engine.Default__ParticleModuleLocationPrimitiveCylinder")); } enum CylinderHeightAxis : ubyte { PMLPC_HEIGHTAXIS_X = 0, PMLPC_HEIGHTAXIS_Y = 1, PMLPC_HEIGHTAXIS_Z = 2, PMLPC_HEIGHTAXIS_MAX = 3, } @property final { auto ref { ParticleModuleLocationPrimitiveCylinder.CylinderHeightAxis HeightAxis() { mixin(MGPC("ParticleModuleLocationPrimitiveCylinder.CylinderHeightAxis", 192)); } DistributionFloat.RawDistributionFloat StartHeight() { mixin(MGPC("DistributionFloat.RawDistributionFloat", 164)); } DistributionFloat.RawDistributionFloat StartRadius() { mixin(MGPC("DistributionFloat.RawDistributionFloat", 136)); } } bool RadialVelocity() { mixin(MGBPC(132, 0x1)); } bool RadialVelocity(bool val) { mixin(MSBPC(132, 0x1)); } } }
D
module gsl.block_complex_double; /* block/gsl_block_complex_double.h * * Copyright (C) 1996, 1997, 1998, 1999, 2000, 2007 Gerard Jungman, Brian Gough * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /* * D interface file: * Author: Chibisi Chima-Okereke */ import core.stdc.stdio: FILE; import gsl.errno; extern (C){ struct gsl_block_complex_struct { size_t size; double* data; } alias gsl_block_complex = gsl_block_complex_struct; gsl_block_complex* gsl_block_complex_alloc (const(size_t) n); gsl_block_complex* gsl_block_complex_calloc (const(size_t) n); void gsl_block_complex_free (gsl_block_complex* b); int gsl_block_complex_fread (FILE* stream, gsl_block_complex* b); int gsl_block_complex_fwrite (FILE* stream, const(gsl_block_complex)* b); int gsl_block_complex_fscanf (FILE* stream, gsl_block_complex* b); int gsl_block_complex_fprintf (FILE* stream, const(gsl_block_complex)* b, const(char)* format); int gsl_block_complex_raw_fread (FILE* stream, double* b, const(size_t) n, const(size_t) stride); int gsl_block_complex_raw_fwrite (FILE* stream, const(double)* b, const(size_t) n, const(size_t) stride); int gsl_block_complex_raw_fscanf (FILE* stream, double* b, const(size_t) n, const(size_t) stride); int gsl_block_complex_raw_fprintf (FILE* stream, const(double)* b, const(size_t) n, const(size_t) stride, const(char)* format); size_t gsl_block_complex_size (const(gsl_block_complex)* b); double* gsl_block_complex_data (const(gsl_block_complex)* b); }
D
/** Parsing of command line arguments. Copyright: © 2012 RejectedSoftware e.K. License: Subject to the terms of the MIT license, as written in the included LICENSE.txt file. Authors: Sönke Ludwig */ module vibe.core.args; import vibe.core.log; import vibe.data.json; import vibe.http.server; import std.getopt; import std.exception; import std.file; version(Posix) { import core.sys.posix.unistd; private enum configPath = "/etc/vibe/vibe.conf"; private bool setUID(int uid, int gid) { if( geteuid() == 0 && (uid >= 0 || gid >= 0) ){ logInfo("Vibe was run as root, lowering priviledges to uid=%d, gid=%d...", uid, gid); if( gid >= 0 && setegid(gid) != 0 ) return false; //if( initgroups(const char *user, gid_t group); if( uid >= 0 && seteuid(uid) != 0 ) return false; } return true; } } else version(Windows){ private enum configPath = "vibe.conf"; private bool setUID(int uid, int gid) { assert(uid < 0 && gid < 0, "UID/GID not supported on Windows."); if( uid >= 0 || gid >= 0 ) return false; return true; } } /** Processes the command line arguments passed to the application. Any argument that matches a vibe supported command switch is removed from the 'args' array. */ void processCommandLineArgs(ref string[] args) { int uid = -1; int gid = -1; bool verbose = false; string disthost; ushort distport = 11000; if( exists(configPath) ){ try { auto config = readText(configPath); auto cnf = parseJson(config); if( auto pv = "uid" in cnf ) uid = cast(int)*pv; if( auto pv = "gid" in cnf ) gid = cast(int)*pv; } catch(Exception e){ logWarn("Failed to parse config file %s: %s", configPath, e.msg); } } else { logDebug("No config file found at %s", configPath); } getopt(args, "uid", &uid, "gid", &gid, "verbose|v", &verbose, "disthost|d", &disthost, "disport", &distport ); if( verbose ) setLogLevel(LogLevel.Trace); setVibeDistHost(disthost, distport); startListening(); enforce(setUID(uid, gid), "Error lowering privileges!"); }
D
/** $(STD_CRYPTO_HEAD) $(H2 Boxes) Most of the functionnality provided by std.experimental.crypto revolves around the concept of boxes: instead of separate signing/encrypting/etc. steps, this library tries to represent the simple human concepts of "I want to send this data. ENCRYPTED." or "Encrypt with a public key" usually means: $(UL $(LI derive a shared key from my secret key and the other partys public key) $(LI "Encrypt this data" using the derived key) ) "Encrypt this data" usually means: $(UL $(LI pad the data to suit the algorithm used) $(LI encrypt the data using the proper key and nonce/initialization vector) $(LI add an integrity checksum) $(LI add authenticity information) ) "Decrypt with a secret key" usually means: $(UL $(LI derive the same shared key from my secret key and the other partys public key) $(LI "Decrypt this data" using the derived key) ) "Decrypt this data" usually means: $(UL $(LI check the authenticity of the data) $(LI check the integrity of the data) $(LI decrypt the data using the proper key and nonce/initialization vector) $(LI remove any padding required by any of the previous algorithms) ) These layers of modifications are as: Both NaCl and std.experimental.crypto $(UL $(LI checksum + authenticity = authenticator (Poly1305)) $(LI padding + encryption + authenticator = secret box (XSalsa20Poly1305)) $(LI derive a shared secret + secret box = box (Curve25519XSalsa20Poly1305)) ) std.experimental.crypto adds the following abstractions: $(UL $(LI key storage / serializatin / conversion = Key) $(LI exchange public keys and/or nonces = handshake()) $(LI Handshake + public key authentication + replay & forgery protection = signedHandshake()) $(LI keeping nonces/initialization vectors in sync: nonce generators ) (DoubleStrided, SingleStrided, InMessage, NonceStream) $(LI Perfect Forward Secrecy using ephemeral keys = session()) ) <hr/> $(COMM_TABLE_CSS) $(H2 Signing messages / Public Key Authentication) $(COMM_TABLE $(COMM_ROW_AB $(COMM_LABEL Scenario) Bob wants to transfer Alice 1 Million dollars, and needs Alice to send her account number over the wire. Bob has to make sure that he is in fact transfering to Alices account. ) $(COMM_ROW_A $(COMM_LABEL Generate key) Alice generates a keypair for signing the data. --- auto aliceKeys = signKeypair(); // deliver the keys to Bob --- And signs some data with it. --- // send some important banking data auto msg = sign( aliceAccountNumber, aliceKeys.secretKey ); sendToBob(msg); --- ) $(COMM_ROW_B $(COMM_LABEL Verify the authenticity) Bob verifies the authenticity of the message: --- // If the message isnt authentic, openSigned throws a BadSignatureError // and the money isnt transferred. transferOneMillionDollars( openSigned( msg, alicePublicKey ) ); --- ) ) $(H2 Public-key Encrypted Communication) $(COMM_TABLE $(COMM_ROW_AB $(COMM_LABEL Scenario) Bob wants to transfer Alice 1 Million dollars, and needs Alice to send her account number over the wire. Bob has to make sure that he is in fact transfering to Alices account. ) $(COMM_ROW $(COMM_TD_A $(COMM_LABEL Generate key) Alice generates a keypair for signing the data. --- auto aliceKeys = boxKeypair(); // deliver the public key to Bob --- $(COMM_LABEL Create a boxer) --- // exchangedNonce is somehow agreed before starting the communication auto aliceBoxer = boxer( bobPublicKey, aliceKeys.secretKey, exchangedNonce); --- ) $(COMM_TD_B $(COMM_LABEL Generate key) Bob generates a keypair --- auto aliceKeys = boxKeypair(); // deliver the public key to Alice --- $(COMM_LABEL Create a boxer) --- // exchangedNonce is somehow agreed upon starting the communication auto bobBoxer = boxer( alicePublicKey, bobKeys.secretKey, exchangedNonce); --- ) ) $(COMM_ROW_A $(COMM_LABEL Encrypt the message) Alice uses --- auto msg1 = aliceBoxer.box( aliceBillingData ); // send msg1 to Bob --- ) $(COMM_ROW_B $(COMM_LABEL Decrypt the message and encrypt a reply) Bob verifies the authenticity of the message and decrypts it: --- // if the message isnt authentic or damaged, a BadSignatureError // is thrown and the subscription isnt billed. auto billingData = bobBoxer.open( msg1 ); --- Bob bills the subscription and creates the subscription, then replies to Alice with her subscription data. --- auto msg2 = bobBoxer.box( subscriptionData ); --- ) $(COMM_ROW_A $(COMM_LABEL Decrypt a message) Alice decrypts and verifies her subscription data --- auto subscriptionData = aliceBoxer.open( msg2 ); --- ) ) $(H2 Shared-key Encrypted Communication) $(COMM_TABLE $(COMM_ROW_AB $(COMM_LABEL Scenario) Bob wants to transfer Alice 1 Million dollars, and needs Alice to send her account number over the wire. Bob has to make sure that he is in fact transfering to Alices account. They both agree on a key. --- auto key = secretBoxKey(); --- ) $(COMM_ROW $(COMM_TD_A $(COMM_LABEL Create a boxer) --- // exchangedNonce is somehow agreed before starting the communication auto aliceBoxer = secretBoxer( key, exchangedNonce); --- ) $(COMM_TD_B $(COMM_LABEL Create a boxer) --- // exchangedNonce is somehow agreed upon starting the communication auto bobBoxer = secretBoxer( key, exchangedNonce); --- ) ) $(COMM_ROW_A $(COMM_LABEL Encrypt the message) Alice uses --- auto msg1 = aliceBoxer.box( aliceBillingData ); // send msg1 to Bob --- ) $(COMM_ROW_B $(COMM_LABEL Decrypt the message and encrypt a reply) Bob verifies the authenticity of the message and decrypts it: --- // if the message isnt authentic or damaged, a BadSignatureError // is thrown and the subscription isnt billed. auto billingData = bobBoxer.open( msg1 ); --- Bob bills the subscription and creates the subscription, then replies to Alice with her subscription data. --- auto msg2 = bobBoxer.box( subscriptionData ); --- ) $(COMM_ROW_A $(COMM_LABEL Decrypt a message) Alice decrypts and verifies her subscription data --- auto subscriptionData = aliceBoxer.open( msg2 ); --- ) ) License: TweetNaCl is public domain, TweeDNaCl and std.experimental.crypto is available under the Boost Public License. */ module std.experimental.crypto; import tweednacl; import tweednacl.basics; import std.experimental.crypto.nonce_generator; import std.experimental.crypto.keys; import std.experimental.crypto.handshake; alias boxPublicKey(Impl=Curve25519XSalsa20Poly1305) = publicKeyT!Impl; alias boxSecretKey(Impl=Curve25519XSalsa20Poly1305) = secretKeyT!Impl; alias signPublicKey(Impl=Ed25519) = publicKeyT!Impl; alias signSecretKey(Impl=Ed25519) = secretKeyT!Impl; /** Generates a keypair for the sign() and openSigned() functions. Examples: Generate a key: --- auto keyPair = generateSignKeypair(); import std.stdio; writefln("// public key (embed this in your application):"); writefln("ubyte[%s] publicKey = %s;", keyPair.publicKey.length, keyPair.publicKey ); writefln("secret key (use this to sign your data): \n %s", keyPair.secretKey ); --- */ alias generateSignKeypair(Impl=Ed25519, alias safeRnd=safeRandomBytes) = generateKeypair!(Impl, safeRnd); unittest { import std.stdio; assert(signPublicKey!Ed25519.fromKeyString("BwEAIMS6a3Cz9mqIn8zvSBwQxgAM+F5iJgIZBUn2SX5O83o9LqcUY9NM/R4=").data == [179, 246, 106, 136, 159, 204, 239, 72, 28, 16, 198, 0, 12, 248, 94, 98, 38, 2, 25, 5, 73, 246, 73, 126, 78, 243, 122, 61, 46, 167, 20, 99]); assert(signSecretKey!Ed25519.fromKeyString("BwIAQMS6a3BZyu+Cx9JKZ4LyhrCrYi3houVPhRsSR/nlS71R3P655bP2aoifzO9IHBDGAAz4XmImAhkFSfZJfk7zej0upxRjJyE3Rw==").data == [89, 202, 239, 130, 199, 210, 74, 103, 130, 242, 134, 176, 171, 98, 45, 225, 162, 229, 79, 133, 27, 18, 71, 249, 229, 75, 189, 81, 220, 254, 185, 229, 179, 246, 106, 136, 159, 204, 239, 72, 28, 16, 198, 0, 12, 248, 94, 98, 38, 2, 25, 5, 73, 246, 73, 126, 78, 243, 122, 61, 46, 167, 20, 99]); auto a = generateSignKeypair(); assert( signPublicKey!Ed25519.fromKeyString(a.pub.keyString).data == a.publicKey ); assert( signSecretKey!Ed25519.fromKeyString(a.sec.keyString).data == a.secretKey ); } /** Signs a message using the given secret key Params: Impl = The implementation to use. Defaults to Ed25519. message = the signed data with crypto_sign_BYTES of signature followed by the plaintext message sk = the secret key to sign the message with Returns: The signed data with crypto_sign_BYTES of signature followed by the plaintext message Throws: BadSignatureError if the signature does not match the message. Examples: --- { auto keyPair = generateSignKeypair(); // SIGNING A FILE // ----------------------- // An example function that signs a file with a secret key and writes the signed // data (the signature and the plaintext) to the output file void signFile(K)( string inputFileName, string signedFileName, ref const K secretKey ) { import std.file; std.file.write( signedFileName, sign( read( inputFileName ), secretKey ) ); } signFile("dub.json", "dub.json.signed", keyPair.secretKey ); // LOADING THE SIGNED FILE // ----------------------- // some function that operates on the trusted data void process( const ubyte[] data ) { /+ ... +/ } // An example function that verifies a file signed by signFile() void loadAndProcessSignedFile(K)( string signedFileName, ref const K publicKey ) { import std.file; // If the opening fails signature verification, BadSignatureError is thrown // and the process() isnt reached. try { process( openSigned( read(signedFileName), publicKey ) ); } catch (BadSignatureError) { // ... } } loadAndProcessSignedFile( "dub.json.signed", keyPair.publicKey ); } --- */ ubyte[] sign(Impl=Ed25519, E, Key)( const E[] message, ref const Key sk ) if ( is( Key == Impl.SecretKey ) ) { size_t smlen; const msg = toBytes( message ); auto o = zeroOut( Impl.Bytes, msg ); Impl.sign( o, smlen, msg, sk ); return o; } /** Opens a signed message Params: Impl = The implementation to use. Defaults to Ed25519. signedData = the signed data with crypto_sign_BYTES of signature followed by the plaintext message pk = the public key to check the signature with Returns: The plaintext message with the signature removed. Throws: BadSignatureError if the signature does not match the message. */ ubyte[] openSigned(Impl=Ed25519, E, Key)( const E[] signedData, ref const Key pk ) if ( is( Key == Impl.PublicKey ) ) in { assert(signedData.length >= Impl.Bytes); } body { const sm = toBytes( signedData ); auto output = zeroOut( sm ); size_t outputLen; if (!Impl.open( output, outputLen, sm, pk )) throw new BadSignatureError(); return output[0..outputLen]; } unittest { import std.random; import tweednacl.random : randomBuffer; auto o = generateSignKeypair(); foreach(mlenMagn;0..12) { const mlen = (2 << mlenMagn) - 1; ubyte[] msg; msg.length = mlen; randomBuffer( msg ); auto signedMsg = sign( msg, o.secretKey ); assert( openSigned(signedMsg, o.publicKey) == msg ); foreach(i;0..10) { signedMsg[ uniform(0, signedMsg.length)]++; try assert( openSigned(signedMsg, o.publicKey) == msg ); catch (BadSignatureError) { } } } } struct Authenticator(Impl) { Impl.PublicKey otherPartyPublicKey; Impl.SecretKey mySecretKey; ubyte[] box(E, Key)( const E[] message ) { size_t smlen; const msg = tweednacl.basics.toBytes( message ); auto o = zeroOut( Impl.Bytes, msg ); Impl.sign( o, smlen, msg, mySecretKey ); return o; } /** Opens a signed message Params: Impl = The implementation to use. Defaults to Ed25519. signedData = the signed data with crypto_sign_BYTES of signature followed by the plaintext message pk = the public key to check the signature with Returns: The plaintext message with the signature removed. Throws: BadSignatureError if the signature does not match the message. */ ubyte[] open(E)(const E[] signedData) in { assert(signedData.length >= Impl.Bytes); } body { const sm = tweednacl.basics.toBytes( signedData ); auto output = zeroOut( sm ); size_t outputLen; if (!Impl.open( output, outputLen, sm, otherPartyPublicKey )) throw new BadSignatureError(); return output[0..outputLen]; } } /** A communication helper that can box and unbox messages to and form another party. It is up to the user to provide some kind of a handshake to exchange a starting nonce. The suggested way is to use the generateNonce() function. Examples: --- // Alice and Bob both create a public-secret keypair. auto aliceK = generateBoxKeypair(); auto bobK = generateBoxKeypair(); // they exchange their public keys, but keep their secret keys private auto alicePublicKey = aliceK.publicKey; auto bobPublicKey = bobK.publicKey; // Alice and Bob agree in a nonce for the current session via some // kind of handshake. auto nonceFromHandshake = generateNonce!(aliceK.Primitive)(); auto aliceNonce = nonceFromHandshake; auto bobNonce = nonceFromHandshake; // Alice creates her boxer auto aliceBoxer = boxer(alicePublicKey, bobPublicKey, aliceK.secretKey, nonceFromHandshake ); // Bob creates his boxer auto bobBoxer = boxer(bobPublicKey, alicePublicKey, bobK.secretKey, nonceFromHandshake ); // Alice packages and signs her message and sends it to // Bob. auto aliceSends = aliceBoxer.box( "Hello!" ); // After Bob gets the message he opens it. // If the message fails to authenticate, Bob gets a BadSignatureError // signaling that the message has altered or isnt coming from Alice. try { auto bobReceives = bobBoxer.open( aliceSends ); // ... } catch( BadSignatureError ) { // If there has been an error authenticating the message. } --- Examples: If the channel transmitted on may be unreliable, the acknowledment that a message is received may be necessary. --- // Lets assume aliceBoxer from the previous example // As alice is sending her message, she signals that she will // know when Bob gets the message, and if one of her messages // gets lost she will be able to send Bob a message without // performing another handshake auto aliceSends = aliceBoxer.box( "Hello!", false ); // Alice calls $(D Boxer.ack()) when she knows her message // has been delivered (like a TCP ACK). void onMessageDelivered() { aliceBoxer.ack(); } --- */ struct Boxer( Impl, NonceGenerator ) { alias Primitive = Impl; enum ZeroBytes = Impl.ZeroBytes; enum BoxZeroBytes = Impl.BoxZeroBytes; private NonceGenerator nonceGenerator; private Impl.Beforenm beforenm; /** Packages a message from me to the other party. Packs the plainText into an encrypted and authenticated using my secret key, and the other partys public key. Note: Calling this function changes the nonce of my boxer so the other side must read this message then change his own nonce to match mine. This means that as soon as a message is skipped the following messages will be invalid, as there may be a replay attack. The open() function takes care of this incrementing. Params: plainText = the input plaintext to ecrypt and sign. autoAck = automatically increment my nonce after encoding this message. This means that I am sure, that the receiver will get this message or otherwise the nonces will be out of sync and the any messages coming from me will be considered invalid. If you dont want this behaviour, use the ack() function after confirmation from the other party that the message was received. Returns: the authenticated and ecrypted box as bytes. */ ubyte[] box(const ubyte[] plainText, bool autoAck=true) { auto msg = zeroPadded( ZeroBytes, plainText ); auto o = zeroOut( ZeroBytes, plainText ); Impl.afternm( o, msg, nonceGenerator.mine.front, beforenm ); if (autoAck) ack(); return o[BoxZeroBytes..$]; } /** Acknowkledges the reception of the last message sent by this boxer. This means incrementing the nonce, so any message sent to another boxer who hasnt received the last message will be invalid. */ void ack() { nonceGenerator.mine.popFront(); } /** Opens a box sent to me by the other party. Throws: BadSignatureError if the message doesnt authenticate. */ ubyte[] open(const ubyte[] cypherText) in { assert( cypherText.length >= (ZeroBytes - BoxZeroBytes) ); } body { auto ct = zeroPadded( BoxZeroBytes, cypherText ); auto o = zeroOut( BoxZeroBytes, cypherText ); if (!Impl.openAfternm( o, ct, nonceGenerator.other.front, beforenm )) throw new BadSignatureError; // increment the nonce only on successful decoding nonceGenerator.other.popFront(); return o[ZeroBytes..$]; } } version(unittest) { enum TryToForgeMessagesUpTo = 16; void testBoxers(size_t testCount=TryToForgeMessagesUpTo, A,B)(A aliceBoxer, B bobBoxer) { import tweednacl.random : randomBuffer, forgeBuffer; foreach(mlenMagn;0..testCount) { const mlen = mlenMagn == 0 ? 0 : (2 << mlenMagn - 1); const msg = randomBuffer(mlen); auto cypherText = aliceBoxer.box(msg); auto plainText = bobBoxer.open(cypherText); assert( plainText == msg ); //Try a replay attack auto cypherText2 = aliceBoxer.box(msg); auto plainText2 = bobBoxer.open(cypherText2); assert( cypherText2 != cypherText, "replayable message" ); assert( plainText2 == msg ); // Try forgery if (mlen == 0) continue; foreach(i;0..10) { // Re-send the message, but dont increment our nonce, since // this message may get lost so alice may need to resend it, and // if alice increments her nonce without bob receiving that message, // she will be unable to talk to bob. cypherText = aliceBoxer.box(msg, false); forgeBuffer( cypherText, i ); try { assert( bobBoxer.open(cypherText) == msg, "forgery" ); // at this point the cyphertext is the same as the original (so the // message is also the original), so alice must acknowledges it by // incrementing her nonce. aliceBoxer.ack(); } catch (BadSignatureError) { } } } } } /** Generates a keypair for the sign() and openSigned() functions. */ alias generateBoxKeypair( Impl=Curve25519XSalsa20Poly1305, alias safeRnd=safeRandomBytes) = generateKeypair!(Impl, safeRnd); /** Shortcut to generate a nonce for the default implementation of SecretBoxes. */ alias generateBoxNonce(Impl=Curve25519XSalsa20Poly1305) = generateNonce!(Impl); /** Creates a new Boxer for public-key authenticated encryption. Note: The keys are only used to derive a shared secret and the nonce-offsets, they are not stored in the Boxer. Params: myPublic = my public key mySecret = my secret key otherPublic = the other sides public key nonce = the starting nonce. Returns: a new Boxer */ auto boxer(Impl=Curve25519XSalsa20Poly1305, MP, MS, OP,Nonce)( ref const MP myPublic, ref const OP otherPublic, ref const MS mySecret, ref const Nonce nonce) if ( is(MP == Impl.PublicKey) && is( MS == Impl.SecretKey) && is( OP == Impl.PublicKey) && is(Nonce == Impl.Nonce)) { alias NonceGenerator=DoubleStriderNonce!(Impl.Nonce.length); Impl.Beforenm beforenm; Impl.beforenm( beforenm, otherPublic, mySecret ); return Boxer!(Impl, NonceGenerator)( NonceGenerator( myPublic, otherPublic, nonce, nonce ), beforenm, ); } unittest { auto aliceK = generateBoxKeypair(); auto bobK = generateBoxKeypair(); // This nonce should be exchanged via some kind of a handshake auto nonceFromHandshake = generateNonce!(aliceK.Primitive)(); auto aliceBoxer = boxer(aliceK.publicKey, bobK.publicKey, aliceK.secretKey, nonceFromHandshake ); auto bobBoxer = boxer(bobK.publicKey, aliceK.publicKey, bobK.secretKey, nonceFromHandshake ); testBoxers( aliceBoxer, bobBoxer); } /** Shortcut that generates a secret key for the default implementation of SecretBoxes. */ alias generateSecretBoxKey(Impl=XSalsa20Poly1305, alias safeRnd=safeRandomBytes) = generateSecretKey!(Impl, safeRnd); /** ditto */ alias secretBoxKey(Impl=XSalsa20Poly1305, alias safeRnd=safeRandomBytes) = generateSecretKey!(Impl, safeRnd); /** Shortcut to generate a nonce for the default implementation of SecretBoxes. */ alias generateSecretBoxNonce(Impl=XSalsa20Poly1305) = generateNonce!(Impl); /** Creates a new Boxer for a secret-key authenticated encryption. Params: k = the shared secret key n = the starting nonce. Returns: A new secret-key boxer. */ auto secretBoxer(Impl=XSalsa20Poly1305, Key, Nonce)( ref const Key k, ref const Nonce n) if (is(Key == Impl.Key) && is(Nonce == Impl.Nonce)) { alias NonceGenerator=SingleNonce!(Impl.Nonce.length); return Boxer!(Impl, NonceGenerator)( NonceGenerator(n), k); } unittest { alias Impl = XSalsa20Poly1305; auto k = generateSecretBoxKey!Impl(); auto n = generateSecretBoxNonce!Impl(); auto aliceBoxer = secretBoxer(k, n); auto bobBoxer = secretBoxer(k, n); testBoxers( aliceBoxer, bobBoxer ); } /** Shortcut that generates a secret key for the default implementation of Secret-Key Authentication. */ alias generateAuthKey(Impl=Poly1305, alias safeRnd=safeRandomBytes) = generateSecretKey!(Impl, safeRnd); /** Authenticates a message with a secret key. Users willing to compromise both provability and speed can replace auth with std.digest.* primitives. The sender must not use auth to authenticate more than one message under the same key. Authenticators for two messages under the same key should be expected to reveal enough information to allow forgeries of authenticators on other messages. */ auto auth(Impl=Poly1305, Key)( const ubyte[] plainText, ref const Key k ) if (is(Key == Impl.Key)) { Impl.Value o; Impl.onetimeauth( o, plainText, k ); return o; } /** Authenticates the message in constant-time. Returns: true if the message is authentic or false if not. */ bool verifyAuth(Impl=Poly1305, Value, Key)( ref const Value v, const ubyte[] plainText, ref const Key k ) if (is(Key == Impl.Key) && is(Value == Impl.Value)) { return Impl.onetimeauthVerify( v, plainText, k ); } /** Authenticates the message in constant-time and throws an exception if the message fails authentication. Throws: BadSignatureError if the signature is invalid */ void openAuth(Impl=Poly1305, Value, Key)( ref const Value v, const ubyte[] plainText, ref const Key k ) if (is(Key == Impl.Key) && is(Value == Impl.Value)) { if (!Impl.onetimeauthVerify( v, plainText, k )) throw new BadSignatureError(); } unittest { import tweednacl.random: randomBuffer, forgeBuffer; import std.random; import std.exception; import std.digest.digest; alias Impl = Poly1305; auto k = generateAuthKey(); foreach(mlen;0..1024) { const msg = randomBuffer(mlen); const authVal = auth(msg, k); assert( verifyAuth(authVal, msg, k) ); if (mlen < 1) continue; ubyte[] tmp; tmp.length = msg.length; // forgery foreach(i;1..10) { do { tmp[0..$] = msg; forgeBuffer( tmp, i ); } while (tmp == msg); assert( !verifyAuth(authVal, tmp, k), toHexString(tmp) ~ " == " ~ toHexString(msg) ); assertThrown!BadSignatureError( openAuth( authVal, tmp, k) ); } } } /** Implements a forward-secret session with an ephemeral key usin Impl. */ auto session(Impl=Curve25519XSalsa20Poly1305)() { return Session!(Impl)( generateKeypair!Impl() ); } unittest { import std.random; import tweednacl.random: randomBuffer; // Generates a new keypair. auto aliceSession = session(); auto bobSession = session(); auto nonceFromHandshake = generateBoxNonce(); // Alice and Bob exchange their session public keys, and now they have // a secure session that cannot be decoded. When bobSession goes out of scope // the public and private keys for this session are forgotten and the only // way to communicate in this session is via the boxers auto bobBoxer = bobSession.open( aliceSession.request[0..32], nonceFromHandshake ); auto aliceBoxer = aliceSession.open( bobSession.request[0..32], nonceFromHandshake ); auto rawMsg1 = randomBuffer( uniform(0,4096u) ); auto rawMsg2 = randomBuffer( uniform(0,4096u) ); auto msg1 = aliceBoxer.box( rawMsg1 ); auto msg2 = bobBoxer.box( rawMsg2 ); assert( bobBoxer.open( msg1 ) == rawMsg1 ); assert( aliceBoxer.open( msg2 ) == rawMsg2 ); } /** Establish a session without authenticating the parties. */ unittest { auto aliceSession = session(); auto bobSession = session(); auto aliceH = aliceSession.handshake(); auto bobH = bobSession.handshake(); // Alice and Bob exchange their session public keys. bobH.succeed( aliceH.sync( bobH.response( aliceH.challenge() ))); // Alice and Bob exchange their session public keys, and now they have // a secure session that cannot be decoded. When bobSession goes out of scope // the public and private keys for this session are forgotten and the only // way to communicate in this session is via the boxers auto bobBoxer = bobSession.open( bobH.open() ); auto aliceBoxer = aliceSession.open( aliceH.open() ); testBoxers!4(bobBoxer, aliceBoxer); } /** Establish a session with public-key singing used to authenticating the parties. */ unittest { auto aliceSignKeys = generateSignKeypair(); auto bobSignKeys = generateSignKeypair(); auto aliceSession = session(); auto bobSession = session(); auto aliceH = aliceSession.signedHandshake( bobSignKeys.publicKey, aliceSignKeys.secretKey ); auto bobH = bobSession.signedHandshake( aliceSignKeys.publicKey, bobSignKeys.secretKey ); // Alice and Bob exchange their session public keys. bobH.succeed( aliceH.sync( bobH.response( aliceH.challenge() ))); auto bobBoxer = bobSession.open( bobH.open() ); auto aliceBoxer = aliceSession.open( aliceH.open() ); testBoxers!4(bobBoxer, aliceBoxer); } /** Helper to set up a forward-secret session with an ephemeral key usin Impl. */ struct Session(Impl) { KeyPair!Impl sessionKeyPair; ~this() { sessionKeyPair.secretKey[] = 0; } /** Contains the public key for this session */ @property ubyte[] request() { return sessionKeyPair.publicKey; } /** Returns a new Boxer for the session keypair and the public key received from the other party. */ auto open( ref const Impl.PublicKey pk, ref const Impl.Nonce nonce ) { return boxer!Impl( sessionKeyPair.publicKey, pk, sessionKeyPair.secretKey, nonce ); } /** ditto */ auto open(HandshakeResult)( HandshakeResult fromHandshake ) if (__traits(compiles, open( fromHandshake.expand ))) { return open( fromHandshake[0], fromHandshake[1] ); } /** Create a new $(RED unsigned) handshake to agree on public keys for this session. */ auto handshake() { return boxHandshake!Impl(sessionKeyPair.publicKey); } /** Create a new $(RED unsigned) handshake to agree on public keys for this session. */ auto signedHandshake( SignPrimitive=Ed25519, PublicKey, SecretKey) ( PublicKey otherPartyPublicKey, SecretKey mySecretKey ) if (is(PublicKey == SignPrimitive.PublicKey ) && is(SecretKey == SignPrimitive.SecretKey)) { return signedBoxHandshake!Impl(sessionKeyPair.publicKey, otherPartyPublicKey, mySecretKey); } } /** Gets thrown when a signature mismatches during the opening a signed message or box. */ class BadSignatureError : Exception { this() { super("Bad signature!"); } }
D
// Written in the D programming language. /++ Encode and decode UTF-8, UTF-16 and UTF-32 strings. UTF character support is restricted to $(D '\u0000' &lt;= character &lt;= '\U0010FFFF'). See_Also: $(LINK2 http://en.wikipedia.org/wiki/Unicode, Wikipedia)<br> $(LINK http://www.cl.cam.ac.uk/~mgk25/unicode.html#utf-8)<br> $(LINK http://anubis.dkuug.dk/JTC1/SC2/WG2/docs/n1335) Macros: WIKI = Phobos/StdUtf Copyright: Copyright Digital Mars 2000 - 2012. License: $(WEB www.boost.org/LICENSE_1_0.txt, Boost License 1.0). Authors: $(WEB digitalmars.com, Walter Bright) and Jonathan M Davis Source: $(PHOBOSSRC std/_utf.d) +/ module std.utf; import std.conv; // to, assumeUnique import std.exception; // enforce, assumeUnique import std.range; // walkLength import std.traits; // isSomeChar, isSomeString import std.typetuple; // TypeTuple //debug=utf; // uncomment to turn on debugging printf's debug (utf) import core.stdc.stdio : printf; version(unittest) { import core.exception; import std.string; } /++ Exception thrown on errors in std.utf functions. +/ class UTFException : Exception { uint[4] sequence; size_t len; UTFException setSequence(uint[] data...) @safe pure nothrow { import std.algorithm; assert(data.length <= 4); len = min(data.length, 4); sequence[0 .. len] = data[0 .. len]; return this; } this(string msg, string file = __FILE__, size_t line = __LINE__, Throwable next = null) { super(msg, file, line, next); } this(string msg, size_t index, string file = __FILE__, size_t line = __LINE__, Throwable next = null) { import std.string; super(msg ~ format(" (at index %s)", index), file, line, next); } override string toString() { import std.string; if(len == 0) return super.toString(); string result = "Invalid UTF sequence:"; foreach(i; sequence[0 .. len]) result ~= format(" %02x", i); if(super.msg.length > 0) { result ~= " - "; result ~= super.msg; } return result; } } /++ $(RED Deprecated. It will be removed in January 2013. Please use $(LREF UTFException) instead.) +/ deprecated alias UTFException UtfException; /++ Returns whether $(D c) is a valid UTF-32 character. $(D '\uFFFE') and $(D '\uFFFF') are considered valid by $(D isValidDchar), as they are permitted for internal use by an application, but they are not allowed for interchange by the Unicode standard. +/ @safe pure nothrow bool isValidDchar(dchar c) { /* Note: FFFE and FFFF are specifically permitted by the * Unicode standard for application internal use, but are not * allowed for interchange. * (thanks to Arcane Jill) */ return c < 0xD800 || (c > 0xDFFF && c <= 0x10FFFF /*&& c != 0xFFFE && c != 0xFFFF*/); } unittest { debug(utf) printf("utf.isValidDchar.unittest\n"); assert(isValidDchar(cast(dchar)'a') == true); assert(isValidDchar(cast(dchar)0x1FFFFF) == false); assert(!isValidDchar(cast(dchar)0x00D800)); assert(!isValidDchar(cast(dchar)0x00DBFF)); assert(!isValidDchar(cast(dchar)0x00DC00)); assert(!isValidDchar(cast(dchar)0x00DFFF)); assert(isValidDchar(cast(dchar)0x00FFFE)); assert(isValidDchar(cast(dchar)0x00FFFF)); assert(isValidDchar(cast(dchar)0x01FFFF)); assert(isValidDchar(cast(dchar)0x10FFFF)); assert(!isValidDchar(cast(dchar)0x110000)); } /++ $(D stride) returns the length of the UTF-8 sequence starting at $(D index) in $(D str). $(D stride) works with both UTF-8 strings and ranges of $(D char). If no index is passed, then an input range will work, but if an index is passed, then a random-access range is required. $(D index) defaults to $(D 0) if none is passed. Returns: The number of bytes in the UTF-8 sequence. Throws: $(D UTFException) if $(D str[index]) is not the start of a valid UTF-8 sequence. +/ uint stride(S)(auto ref S str, size_t index) if (is(S : const char[]) || (isRandomAccessRange!S && is(Unqual!(ElementType!S) == char))) { immutable c = str[index]; if (c < 0x80) return 1; else return strideImpl(c, index); } /// Ditto uint stride(S)(auto ref S str) if (is(S : const char[]) || (isInputRange!S && is(Unqual!(ElementType!S) == char))) { static if (is(S : const char[])) immutable c = str[0]; else immutable c = str.front; if (c < 0x80) return 1; else return strideImpl(c, 0); } private uint strideImpl(char c, size_t index) @trusted pure in { assert(c & 0x80); } body { import core.bitop; immutable msbs = 7 - bsr(~c); if (msbs < 2 || msbs > 6) throw new UTFException("Invalid UTF-8 sequence", index); return msbs; } unittest { static void test(string s, dchar c, size_t i = 0, size_t line = __LINE__) { enforce(stride(s, i) == codeLength!char(c), new AssertError(format("Unit test failure string: %s", s), __FILE__, line)); enforce(stride(RandomCU!char(s), i) == codeLength!char(c), new AssertError(format("Unit test failure range: %s", s), __FILE__, line)); if (i == 0) { enforce(stride(s) == codeLength!char(c), new AssertError(format("Unit test failure string 0: %s", s), __FILE__, line)); enforce(stride(InputCU!char(s)) == codeLength!char(c), new AssertError(format("Unit test failure range 0: %s", s), __FILE__, line)); } } test("a", 'a'); test(" ", ' '); test("\u2029", '\u2029'); //paraSep test("\u0100", '\u0100'); test("\u0430", '\u0430'); test("\U00010143", '\U00010143'); test("abcdefcdef", 'a'); test("hello\U00010143\u0100\U00010143", 'h', 0); test("hello\U00010143\u0100\U00010143", 'e', 1); test("hello\U00010143\u0100\U00010143", 'l', 2); test("hello\U00010143\u0100\U00010143", 'l', 3); test("hello\U00010143\u0100\U00010143", 'o', 4); test("hello\U00010143\u0100\U00010143", '\U00010143', 5); test("hello\U00010143\u0100\U00010143", '\u0100', 9); test("hello\U00010143\u0100\U00010143", '\U00010143', 11); foreach(S; TypeTuple!(char[], const char[], string)) { enum str = to!S("hello world"); static assert(isSafe!((){stride(str, 0);})); static assert(isSafe!((){stride(str);})); static assert((functionAttributes!((){stride(str, 0);}) & FunctionAttribute.pure_) != 0); static assert((functionAttributes!((){stride(str);}) & FunctionAttribute.pure_) != 0); } } /++ $(D strideBack) returns the length of the UTF-8 sequence ending one code unit before $(D index) in $(D str). $(D strideBack) works with both UTF-8 strings and bidirectional ranges of $(D char). If no index is passed, then a bidirectional range will work, but if an index is passed, then a random-access range is required. $(D index) defaults to $(D str.length) if none is passed. Returns: The number of bytes in the UTF-8 sequence. Throws: $(D UTFException) if $(D str[index]) is not one past the end of a valid UTF-8 sequence. +/ uint strideBack(S)(auto ref S str, size_t index) if (is(S : const char[]) || (isRandomAccessRange!S && is(Unqual!(ElementType!S) == char))) { if (index >= 1 && (str[index-1] & 0b1100_0000) != 0b1000_0000) return 1; else if (index >= 2 && (str[index-2] & 0b1100_0000) != 0b1000_0000) return 2; else if (index >= 3 && (str[index-3] & 0b1100_0000) != 0b1000_0000) return 3; else if (index >= 4 && (str[index-4] & 0b1100_0000) != 0b1000_0000) return 4; else throw new UTFException("Not the end of the UTF sequence", index); } /// Ditto uint strideBack(S)(auto ref S str) if (is(S : const char[]) || (isRandomAccessRange!S && hasLength!S && is(Unqual!(ElementType!S) == char))) { return strideBack(str, str.length); } uint strideBack(S)(auto ref S str) if (isBidirectionalRange!S && is(Unqual!(ElementType!S) == char) && !isRandomAccessRange!S) { if (!str.empty && (str.back & 0b1100_0000) != 0b1000_0000) return 1; auto temp = str.save; temp.popBack(); if (!temp.empty && (temp.back & 0b1100_0000) != 0b1000_0000) return 2; temp.popBack(); if (!temp.empty && (temp.back & 0b1100_0000) != 0b1000_0000) return 3; temp.popBack(); if (!temp.empty && (temp.back & 0b1100_0000) != 0b1000_0000) return 4; throw new UTFException("The last code unit is not the end of the UTF-8 sequence"); } unittest { static void test(string s, dchar c, size_t i = size_t.max, size_t line = __LINE__) { enforce(strideBack(s, i == size_t.max ? s.length : i) == codeLength!char(c), new AssertError(format("Unit test failure string: %s", s), __FILE__, line)); enforce(strideBack(RandomCU!char(s), i == size_t.max ? s.length : i) == codeLength!char(c), new AssertError(format("Unit test failure range: %s", s), __FILE__, line)); if (i == size_t.max) { enforce(strideBack(s) == codeLength!char(c), new AssertError(format("Unit test failure string length: %s", s), __FILE__, line)); enforce(strideBack(BidirCU!char(s)) == codeLength!char(c), new AssertError(format("Unit test failure range length: %s", s), __FILE__, line)); } } test("a", 'a'); test(" ", ' '); test("\u2029", '\u2029'); //paraSep test("\u0100", '\u0100'); test("\u0430", '\u0430'); test("\U00010143", '\U00010143'); test("abcdefcdef", 'f'); test("\U00010143\u0100\U00010143hello", 'o', 15); test("\U00010143\u0100\U00010143hello", 'l', 14); test("\U00010143\u0100\U00010143hello", 'l', 13); test("\U00010143\u0100\U00010143hello", 'e', 12); test("\U00010143\u0100\U00010143hello", 'h', 11); test("\U00010143\u0100\U00010143hello", '\U00010143', 10); test("\U00010143\u0100\U00010143hello", '\u0100', 6); test("\U00010143\u0100\U00010143hello", '\U00010143', 4); foreach(S; TypeTuple!(char[], const char[], string)) { enum str = to!S("hello world"); static assert(isSafe!((){strideBack(str, 0);})); static assert(isSafe!((){strideBack(str);})); static assert((functionAttributes!((){strideBack(str, 0);}) & FunctionAttribute.pure_) != 0); static assert((functionAttributes!((){strideBack(str);}) & FunctionAttribute.pure_) != 0); } } /++ $(D stride) returns the length of the UTF-16 sequence starting at $(D index) in $(D str). $(D stride) works with both UTF-16 strings and ranges of $(D wchar). If no index is passed, then an input range will work, but if an index is passed, then a random-access range is required. $(D index) defaults to $(D 0) if none is passed. Returns: The number of bytes in the UTF-16 sequence. +/ uint stride(S)(auto ref S str, size_t index) if (is(S : const wchar[]) || (isRandomAccessRange!S && is(Unqual!(ElementType!S) == wchar))) { immutable uint u = str[index]; return 1 + (u >= 0xD800 && u <= 0xDBFF); } /// Ditto uint stride(S)(auto ref S str) @safe pure if (is(S : const wchar[])) { return stride(str, 0); } uint stride(S)(auto ref S str) if (isInputRange!S && is(Unqual!(ElementType!S) == wchar)) { immutable uint u = str.front; return 1 + (u >= 0xD800 && u <= 0xDBFF); } @trusted unittest { static void test(wstring s, dchar c, size_t i = 0, size_t line = __LINE__) { enforce(stride(s, i) == codeLength!wchar(c), new AssertError(format("Unit test failure string: %s", s), __FILE__, line)); enforce(stride(RandomCU!wchar(s), i) == codeLength!wchar(c), new AssertError(format("Unit test failure range: %s", s), __FILE__, line)); if (i == 0) { enforce(stride(s) == codeLength!wchar(c), new AssertError(format("Unit test failure string 0: %s", s), __FILE__, line)); enforce(stride(InputCU!wchar(s)) == codeLength!wchar(c), new AssertError(format("Unit test failure range 0: %s", s), __FILE__, line)); } } test("a", 'a'); test(" ", ' '); test("\u2029", '\u2029'); //paraSep test("\u0100", '\u0100'); test("\u0430", '\u0430'); test("\U00010143", '\U00010143'); test("abcdefcdef", 'a'); test("hello\U00010143\u0100\U00010143", 'h', 0); test("hello\U00010143\u0100\U00010143", 'e', 1); test("hello\U00010143\u0100\U00010143", 'l', 2); test("hello\U00010143\u0100\U00010143", 'l', 3); test("hello\U00010143\u0100\U00010143", 'o', 4); test("hello\U00010143\u0100\U00010143", '\U00010143', 5); test("hello\U00010143\u0100\U00010143", '\u0100', 7); test("hello\U00010143\u0100\U00010143", '\U00010143', 8); foreach(S; TypeTuple!(wchar[], const wchar[], wstring)) { enum str = to!S("hello world"); static assert(isSafe!((){stride(str, 0);})); static assert(isSafe!((){stride(str);})); static assert((functionAttributes!((){stride(str, 0);}) & FunctionAttribute.pure_) != 0); static assert((functionAttributes!((){stride(str);}) & FunctionAttribute.pure_) != 0); } } /++ $(D strideBack) returns the length of the UTF-16 sequence ending one code unit before $(D index) in $(D str). $(D strideBack) works with both UTF-16 strings and ranges of $(D wchar). If no index is passed, then a bidirectional range will work, but if an index is passed, then a random-access range is required. $(D index) defaults to $(D str.length) if none is passed. Returns: The number of bytes in the UTF-16 sequence. Throws: $(D UTFException) if $(D str[index]) is not one past the end of a valid UTF-16 sequence. +/ uint strideBack(S)(auto ref S str, size_t index) if (is(S : const wchar[]) || (isRandomAccessRange!S && is(Unqual!(ElementType!S) == wchar))) { if (index == 0 || !(str[index-1] < 0xD800 || str[index-1] > 0xDBFF)) throw new UTFException("Not the end of the UTF-16 sequence", index); if (index == 1) return 1; immutable c = str[index - 2]; return 1 + (c >= 0xD800 && c <= 0xDBFF); } /// Ditto uint strideBack(S)(auto ref S str) if (is(S : const wchar[]) || (isInputRange!S && is(Unqual!(ElementType!S) == wchar))) { static if (is(S : const(wchar)[])) immutable valid = !str.empty && str[$ - 1] < 0xD800 || str[$ - 1] > 0xDBFF; else immutable valid = !str.empty && str.back < 0xD800 || str.back > 0xDBFF; if (!valid) throw new UTFException("The last code unit is not the end of the UTF-16 sequence"); static if (is(S : const(wchar)[]) || hasLength!S) { if (str.length == 1) return 1; } static if (is(S : const(wchar)[]) || (isRandomAccessRange!S && hasLength!R)) immutable c = str[$ - 2]; else { auto temp = str.save; temp.popBack(); if (temp.empty) return 1; immutable c = temp.back; } return 1 + (c >= 0xD800 && c <= 0xDBFF); } unittest { static void test(wstring s, dchar c, size_t i = size_t.max, size_t line = __LINE__) { enforce(strideBack(s, i == size_t.max ? s.length : i) == codeLength!wchar(c), new AssertError(format("Unit test failure string: %s", s), __FILE__, line)); enforce(strideBack(RandomCU!wchar(s), i == size_t.max ? s.length : i) == codeLength!wchar(c), new AssertError(format("Unit test failure range: %s", s), __FILE__, line)); if (i == size_t.max) { enforce(strideBack(s) == codeLength!wchar(c), new AssertError(format("Unit test failure string length: %s", s), __FILE__, line)); enforce(strideBack(BidirCU!wchar(s)) == codeLength!wchar(c), new AssertError(format("Unit test failure range length: %s", s), __FILE__, line)); } } test("a", 'a'); test(" ", ' '); test("\u2029", '\u2029'); //paraSep test("\u0100", '\u0100'); test("\u0430", '\u0430'); test("\U00010143", '\U00010143'); test("abcdefcdef", 'f'); test("\U00010143\u0100\U00010143hello", 'o', 10); test("\U00010143\u0100\U00010143hello", 'l', 9); test("\U00010143\u0100\U00010143hello", 'l', 8); test("\U00010143\u0100\U00010143hello", 'e', 7); test("\U00010143\u0100\U00010143hello", 'h', 6); test("\U00010143\u0100\U00010143hello", '\U00010143', 5); test("\U00010143\u0100\U00010143hello", '\u0100', 3); test("\U00010143\u0100\U00010143hello", '\U00010143', 2); foreach(S; TypeTuple!(wchar[], const wchar[], wstring)) { enum str = to!S("hello world"); static assert(isSafe!((){strideBack(str, 0);})); static assert(isSafe!((){strideBack(str);})); static assert((functionAttributes!((){strideBack(str, 0);}) & FunctionAttribute.pure_) != 0); static assert((functionAttributes!((){strideBack(str);}) & FunctionAttribute.pure_) != 0); } } /++ $(D stride) returns the length of the UTF-32 sequence starting at $(D index) in $(D str). $(D stride) works with both UTF-32 strings and ranges of $(D dchar). Returns: The number of bytes in the UTF-32 sequence (always $(D 1)). +/ uint stride(S)(auto ref S str, size_t index = 0) if (is(S : const dchar[]) || (isInputRange!S && is(Unqual!(ElementEncodingType!S) == dchar))) { static if (hasLength!S) assert(index < str.length); return 1; } unittest { static void test(dstring s, dchar c, size_t i = 0, size_t line = __LINE__) { enforce(stride(s, i) == codeLength!dchar(c), new AssertError(format("Unit test failure string: %s", s), __FILE__, line)); enforce(stride(RandomCU!dchar(s), i) == codeLength!dchar(c), new AssertError(format("Unit test failure range: %s", s), __FILE__, line)); if (i == 0) { enforce(stride(s) == codeLength!dchar(c), new AssertError(format("Unit test failure string 0: %s", s), __FILE__, line)); enforce(stride(InputCU!dchar(s)) == codeLength!dchar(c), new AssertError(format("Unit test failure range 0: %s", s), __FILE__, line)); } } test("a", 'a'); test(" ", ' '); test("\u2029", '\u2029'); //paraSep test("\u0100", '\u0100'); test("\u0430", '\u0430'); test("\U00010143", '\U00010143'); test("abcdefcdef", 'a'); test("hello\U00010143\u0100\U00010143", 'h', 0); test("hello\U00010143\u0100\U00010143", 'e', 1); test("hello\U00010143\u0100\U00010143", 'l', 2); test("hello\U00010143\u0100\U00010143", 'l', 3); test("hello\U00010143\u0100\U00010143", 'o', 4); test("hello\U00010143\u0100\U00010143", '\U00010143', 5); test("hello\U00010143\u0100\U00010143", '\u0100', 6); test("hello\U00010143\u0100\U00010143", '\U00010143', 7); foreach(S; TypeTuple!(dchar[], const dchar[], dstring)) { enum str = to!S("hello world"); static assert(isSafe!((){stride(str, 0);})); static assert(isSafe!((){stride(str);})); static assert((functionAttributes!((){stride(str, 0);}) & FunctionAttribute.pure_) != 0); static assert((functionAttributes!((){stride(str);}) & FunctionAttribute.pure_) != 0); } } /++ $(D strideBack) returns the length of the UTF-32 sequence ending one code unit before $(D index) in $(D str). $(D strideBack) works with both UTF-32 strings and ranges of $(D dchar). If no index is passed, then a bidirectional range will work, but if an index is passed, then a random-access range is required. $(D index) defaults to $(D str.length) if none is passed. Returns: The number of bytes in the UTF-32 sequence (always $(D 1)). +/ uint strideBack(S)(auto ref S str, size_t index) if (isRandomAccessRange!S && is(Unqual!(ElementEncodingType!S) == dchar)) { static if (hasLength!S) assert(index <= str.length); return 1; } /// Ditto uint strideBack(S)(auto ref S str) if (isBidirectionalRange!S && is(Unqual!(ElementEncodingType!S) == dchar)) { assert(!str.empty); return 1; } unittest { static void test(dstring s, dchar c, size_t i = size_t.max, size_t line = __LINE__) { enforce(strideBack(s, i == size_t.max ? s.length : i) == codeLength!dchar(c), new AssertError(format("Unit test failure string: %s", s), __FILE__, line)); enforce(strideBack(RandomCU!dchar(s), i == size_t.max ? s.length : i) == codeLength!dchar(c), new AssertError(format("Unit test failure range: %s", s), __FILE__, line)); if (i == size_t.max) { enforce(strideBack(s) == codeLength!dchar(c), new AssertError(format("Unit test failure string length: %s", s), __FILE__, line)); enforce(strideBack(BidirCU!dchar(s)) == codeLength!dchar(c), new AssertError(format("Unit test failure range length: %s", s), __FILE__, line)); } } test("a", 'a'); test(" ", ' '); test("\u2029", '\u2029'); //paraSep test("\u0100", '\u0100'); test("\u0430", '\u0430'); test("\U00010143", '\U00010143'); test("abcdefcdef", 'f'); test("\U00010143\u0100\U00010143hello", 'o', 8); test("\U00010143\u0100\U00010143hello", 'l', 7); test("\U00010143\u0100\U00010143hello", 'l', 6); test("\U00010143\u0100\U00010143hello", 'e', 5); test("\U00010143\u0100\U00010143hello", 'h', 4); test("\U00010143\u0100\U00010143hello", '\U00010143', 3); test("\U00010143\u0100\U00010143hello", '\u0100', 2); test("\U00010143\u0100\U00010143hello", '\U00010143', 1); foreach(S; TypeTuple!(dchar[], const dchar[], dstring)) { enum str = to!S("hello world"); static assert(isSafe!((){strideBack(str, 0);})); static assert(isSafe!((){strideBack(str);})); static assert((functionAttributes!((){strideBack(str, 0);}) & FunctionAttribute.pure_) != 0); static assert((functionAttributes!((){strideBack(str);}) & FunctionAttribute.pure_) != 0); } } /++ Given $(D index) into $(D str) and assuming that $(D index) is at the start of a UTF sequence, $(D toUCSindex) determines the number of UCS characters up to $(D index). So, $(D index) is the index of a code unit at the beginning of a code point, and the return value is how many code points into the string that that code point is. Examples: -------------------- assert(toUCSindex(`hello world`, 7) == 7); assert(toUCSindex(`hello world`w, 7) == 7); assert(toUCSindex(`hello world`d, 7) == 7); assert(toUCSindex(`Ma Chérie`, 7) == 6); assert(toUCSindex(`Ma Chérie`w, 7) == 7); assert(toUCSindex(`Ma Chérie`d, 7) == 7); assert(toUCSindex(`さいごの果実 / ミツバチと科学者`, 9) == 3); assert(toUCSindex(`さいごの果実 / ミツバチと科学者`w, 9) == 9); assert(toUCSindex(`さいごの果実 / ミツバチと科学者`d, 9) == 9); -------------------- +/ size_t toUCSindex(C)(const(C)[] str, size_t index) @safe pure if(isSomeChar!C) { static if(is(Unqual!C == dchar)) return index; else { size_t n = 0; size_t j = 0; for(; j < index; ++n) j += stride(str, j); if(j > index) { static if(is(Unqual!C == char)) throw new UTFException("Invalid UTF-8 sequence", index); else throw new UTFException("Invalid UTF-16 sequence", index); } return n; } } unittest { assert(toUCSindex(`hello world`, 7) == 7); assert(toUCSindex(`hello world`w, 7) == 7); assert(toUCSindex(`hello world`d, 7) == 7); assert(toUCSindex(`Ma Chérie`, 7) == 6); assert(toUCSindex(`Ma Chérie`w, 7) == 7); assert(toUCSindex(`Ma Chérie`d, 7) == 7); assert(toUCSindex(`さいごの果実 / ミツバチと科学者`, 9) == 3); assert(toUCSindex(`さいごの果実 / ミツバチと科学者`w, 9) == 9); assert(toUCSindex(`さいごの果実 / ミツバチと科学者`d, 9) == 9); } /++ Given a UCS index $(D n) into $(D str), returns the UTF index. So, $(D n) is how many code points into the string the code point is, and the array index of the code unit is returned. Examples: -------------------- assert(toUTFindex(`hello world`, 7) == 7); assert(toUTFindex(`hello world`w, 7) == 7); assert(toUTFindex(`hello world`d, 7) == 7); assert(toUTFindex(`Ma Chérie`, 6) == 7); assert(toUTFindex(`Ma Chérie`w, 7) == 7); assert(toUTFindex(`Ma Chérie`d, 7) == 7); assert(toUTFindex(`さいごの果実 / ミツバチと科学者`, 3) == 9); assert(toUTFindex(`さいごの果実 / ミツバチと科学者`w, 9) == 9); assert(toUTFindex(`さいごの果実 / ミツバチと科学者`d, 9) == 9); -------------------- +/ size_t toUTFindex(in char[] str, size_t n) @safe pure { size_t i; while (n--) i += stride(str, i); return i; } /// ditto size_t toUTFindex(in wchar[] str, size_t n) @safe pure nothrow { size_t i; while (n--) { wchar u = str[i]; i += 1 + (u >= 0xD800 && u <= 0xDBFF); } return i; } /// ditto size_t toUTFindex(in dchar[] str, size_t n) @safe pure nothrow { return n; } /* =================== Decode ======================= */ /++ Decodes and returns the character starting at $(D str[index]). $(D index) is advanced to one past the decoded character. If the character is not well-formed, then a $(D UTFException) is thrown and $(D index) remains unchanged. $(D decodeFront) is a variant of $(D decode) which specifically decodes the first character. $(D decode) will only work with strings and random access ranges of code units with length and slicing, whereas $(D decodeFront) will also work with any input range of code units. Throws: $(D UTFException) if $(D str[index]) is not the start of a valid UTF sequence. +/ dchar decode(S)(auto ref S str, ref size_t index) @trusted pure if (isSomeString!S) in { assert(index < str.length, "Attempted to decode past the end of a string"); } out (result) { assert(isValidDchar(result)); } body { if (str[index] < codeUnitLimit!S) return str[index++]; return decodeImpl!true(str, index); } dchar decode(S)(auto ref S str, ref size_t index) if (!isSomeString!S && (isRandomAccessRange!S && hasSlicing!S && hasLength!S && isSomeChar!(ElementType!S))) in { assert(index < str.length, "Attempted to decode past the end of a string"); } out (result) { assert(isValidDchar(result)); } body { if (str[index] < codeUnitLimit!S) return str[index++]; return decodeImpl!true(str, index); } /// Ditto dchar decodeFront(S)(auto ref S str, out size_t index) @trusted pure if (isSomeString!S) in { assert(!str.empty); } out (result) { assert(isValidDchar(result)); } body { if (str[0] < codeUnitLimit!S) { index = 1; return str[0]; } return decodeImpl!true(str, index); } /// Ditto dchar decodeFront(S)(auto ref S str, out size_t index) if (!isSomeString!S) in { assert(!str.empty); } out (result) { assert(isValidDchar(result)); } body { //@@@BUG@@@ 8521 forces canIndex to be down outside of decodeImpl, which //is undesirable, since not all overloads of decodeImpl need it. So, it //should be moved back into decodeImpl once bug# 8521 has been fixed. enum canIndex = isRandomAccessRange!S && hasSlicing!S && hasLength!S && isSomeChar!(ElementType!S); //static if (isRandomAccessRange!S && hasSlicing!S && hasLength!S && isSomeChar!(ElementType!S)) static if (canIndex) immutable fst = str[0]; else immutable fst = str.front; if (fst < codeUnitLimit!S) { index = 1; return fst; } return decodeImpl!canIndex(str, index); } // Gives the maximum value that a code unit for the given range type can hold. private template codeUnitLimit(S) if (isSomeChar!(ElementEncodingType!S)) { static if (is(Unqual!(ElementEncodingType!S) == char)) enum char codeUnitLimit = 0x80; else static if (is(Unqual!(ElementEncodingType!S) == wchar)) enum wchar codeUnitLimit = 0xD800; else enum dchar codeUnitLimit = 0xD800; } /* * For strings, this function does its own bounds checking to give a * more useful error message when attempting to decode past the end of a string. * Subsequently it uses a pointer instead of an array to avoid * redundant bounds checking. */ private dchar decodeImpl(bool canIndex, S)(auto ref S str, ref size_t index) if (is(S : const char[]) || (isInputRange!S && is(Unqual!(ElementEncodingType!S) == char))) { /* The following encodings are valid, except for the 5 and 6 byte * combinations: * 0xxxxxxx * 110xxxxx 10xxxxxx * 1110xxxx 10xxxxxx 10xxxxxx * 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx * 111110xx 10xxxxxx 10xxxxxx 10xxxxxx 10xxxxxx * 1111110x 10xxxxxx 10xxxxxx 10xxxxxx 10xxxxxx 10xxxxxx */ /* Dchar bitmask for different numbers of UTF-8 code units. */ enum bitMask = [(1 << 7) - 1, (1 << 11) - 1, (1 << 16) - 1, (1 << 21) - 1]; static if (is(S : const char[])) auto pstr = str.ptr + index; else static if (isRandomAccessRange!S && hasSlicing!S && hasLength!S) auto pstr = str[index .. str.length]; else alias str pstr; //@@@BUG@@@ 8521 forces this to be down outside of decodeImpl //enum canIndex = is(S : const char[]) || (isRandomAccessRange!S && hasSlicing!S && hasLength!S); static if (canIndex) { immutable length = str.length - index; ubyte fst = pstr[0]; } else { ubyte fst = pstr.front; pstr.popFront(); } static if (canIndex) { static UTFException exception(S)(S str, string msg) { uint[4] sequence = void; size_t i; do { sequence[i] = str[i]; } while (++i < str.length && i < 4 && (str[i] & 0xC0) == 0x80); return (new UTFException(msg, i)).setSequence(sequence[0 .. i]); } } UTFException invalidUTF() { static if (canIndex) return exception(pstr[0 .. length], "Invalid UTF-8 sequence"); else { //We can't include the invalid sequence with input strings without //saving each of the code units along the way, and we can't do it with //forward ranges without saving the entire range. Both would incur a //cost for the decoding of every character just to provide a better //error message for the (hopefully) rare case when an invalid UTF-8 //sequence is encountered, so we don't bother trying to include the //invalid sequence here, unlike with strings and sliceable ranges. return new UTFException("Invalid UTF-8 sequence"); } } UTFException outOfBounds() { static if (canIndex) return exception(pstr[0 .. length], "Attempted to decode past the end of a string"); else return new UTFException("Attempted to decode past the end of a string"); } assert(fst & 0x80); ubyte tmp = void; dchar d = fst; // upper control bits are masked out later fst <<= 1; foreach(i; TypeTuple!(1, 2, 3)) { static if (canIndex) { if (i == length) throw outOfBounds(); } else { if (pstr.empty) throw outOfBounds(); } static if (canIndex) tmp = pstr[i]; else { tmp = pstr.front; pstr.popFront(); } if ((tmp & 0xC0) != 0x80) throw invalidUTF(); d = (d << 6) | (tmp & 0x3F); fst <<= 1; if (!(fst & 0x80)) // no more bytes { d &= bitMask[i]; // mask out control bits // overlong, could have been encoded with i bytes if ((d & ~bitMask[i - 1]) == 0) throw invalidUTF(); // check for surrogates only needed for 3 bytes static if (i == 2) { if (!isValidDchar(d)) throw invalidUTF(); } index += i + 1; return d; } } throw invalidUTF(); } private dchar decodeImpl(bool canIndex, S)(auto ref S str, ref size_t index) if (is(S : const wchar[]) || (isInputRange!S && is(Unqual!(ElementEncodingType!S) == wchar))) { static if (is(S : const wchar[])) auto pstr = str.ptr + index; else static if (isRandomAccessRange!S && hasSlicing!S && hasLength!S) auto pstr = str[index .. str.length]; else alias str pstr; //@@@BUG@@@ 8521 forces this to be down outside of decodeImpl //enum canIndex = is(S : const wchar[]) || (isRandomAccessRange!S && hasSlicing!S && hasLength!S); static if (canIndex) { immutable length = str.length - index; uint u = pstr[0]; } else { uint u = pstr.front; pstr.popFront(); } UTFException exception(string msg) { static if (canIndex) return (new UTFException(msg)).setSequence(pstr[0]); else return new UTFException(msg); } string msg; assert(u >= 0xD800); if (u >= 0xD800 && u <= 0xDBFF) { static if (canIndex) immutable onlyOneCodeUnit = length == 1; else immutable onlyOneCodeUnit = pstr.empty; if (onlyOneCodeUnit) throw exception("surrogate UTF-16 high value past end of string"); static if (canIndex) immutable uint u2 = pstr[1]; else { immutable uint u2 = pstr.front; pstr.popFront(); } if (u2 < 0xDC00 || u2 > 0xDFFF) throw exception("surrogate UTF-16 low value out of range"); u = ((u - 0xD7C0) << 10) + (u2 - 0xDC00); index += 2; } else if (u >= 0xDC00 && u <= 0xDFFF) throw exception("unpaired surrogate UTF-16 value"); else ++index; // Note: u+FFFE and u+FFFF are specifically permitted by the // Unicode standard for application internal use (see isValidDchar) return cast(dchar)u; } private dchar decodeImpl(bool canIndex, S)(auto ref S str, ref size_t index) if (is(S : const dchar[]) || (isInputRange!S && is(Unqual!(ElementEncodingType!S) == dchar))) { static if (is(S : const dchar[])) auto pstr = str.ptr; else alias str pstr; static if (is(S : const dchar[]) || (isRandomAccessRange!S && hasSlicing!S && hasLength!S)) { if (!isValidDchar(pstr[index])) throw (new UTFException("Invalid UTF-32 value")).setSequence(pstr[index]); return pstr[index++]; } else { if (!isValidDchar(pstr.front)) throw (new UTFException("Invalid UTF-32 value")).setSequence(pstr.front); ++index; return pstr.front; } } unittest { foreach(S; TypeTuple!(to!string, RandomCU!char)) { size_t i; dchar c; debug(utf) printf("utf.decode.unittest\n"); auto s1 = S("abcd"); i = 0; c = decode(s1, i); assert(c == cast(dchar)'a'); assert(i == 1); c = decode(s1, i); assert(c == cast(dchar)'b'); assert(i == 2); auto s2 = S("\xC2\xA9"); i = 0; c = decode(s2, i); assert(c == cast(dchar)'\u00A9'); assert(i == 2); auto s3 = S("\xE2\x89\xA0"); i = 0; c = decode(s3, i); assert(c == cast(dchar)'\u2260'); assert(i == 3); string[] s4 = [ "\xE2\x89", // too short "\xC0\x8A", "\xE0\x80\x8A", "\xF0\x80\x80\x8A", "\xF8\x80\x80\x80\x8A", "\xFC\x80\x80\x80\x80\x8A", ]; for (int j = 0; j < s4.length; j++) { i = 0; assertThrown!UTFException(decode(S(s4[j]), i)); } } foreach(S; TypeTuple!(to!string, RandomCU!char, InputCU!char)) { size_t i; dchar c; debug(utf) printf("utf.decode.unittest\n"); auto s1 = S("abcd"); i = 42; c = decodeFront(s1, i); assert(c == cast(dchar)'a'); assert(i == 1); auto s2 = S("\xC2\xA9"); i = 42; c = decodeFront(s2, i); assert(c == cast(dchar)'\u00A9'); assert(i == 2); auto s3 = S("\xE2\x89\xA0"); i = 42; c = decodeFront(s3, i); assert(c == cast(dchar)'\u2260'); assert(i == 3); string[] s4 = [ "\xE2\x89", // too short "\xC0\x8A", "\xE0\x80\x8A", "\xF0\x80\x80\x8A", "\xF8\x80\x80\x80\x8A", "\xFC\x80\x80\x80\x80\x8A", ]; for (int j = 0; j < s4.length; j++) { i = 0; assertThrown!UTFException(decodeFront(S(s4[j]), i)); } } } unittest { size_t i; foreach(S; TypeTuple!(to!string, RandomCU!char, InputCU!char)) { static if (is(S == InputCU!char)) alias TypeTuple!(decodeFront) funcs; else alias TypeTuple!(decode, decodeFront) funcs; foreach(func; funcs) { i = 0; assert(func(S("\xEF\xBF\xBE"c), i) == cast(dchar)0xFFFE); i = 0; assert(func(S("\xEF\xBF\xBF"c), i) == cast(dchar)0xFFFF); i = 0; assertThrown!UTFException(func(S("\xED\xA0\x80"c), i)); assertThrown!UTFException(func(S("\xED\xAD\xBF"c), i)); assertThrown!UTFException(func(S("\xED\xAE\x80"c), i)); assertThrown!UTFException(func(S("\xED\xAF\xBF"c), i)); assertThrown!UTFException(func(S("\xED\xB0\x80"c), i)); assertThrown!UTFException(func(S("\xED\xBE\x80"c), i)); assertThrown!UTFException(func(S("\xED\xBF\xBF"c), i)); } } } unittest { size_t i; foreach(S; TypeTuple!(to!wstring, RandomCU!wchar, InputCU!wchar)) { static if (is(S == InputCU!wchar)) alias TypeTuple!(decodeFront) funcs; else alias TypeTuple!(decode, decodeFront) funcs; foreach(func; funcs) { i = 0; assert(func(S([ cast(wchar)0x1111 ]), i) == cast(dchar)0x1111 && i == 1); i = 0; assert(func(S([ cast(wchar)0xD800, cast(wchar)0xDC00 ]), i) == cast(dchar)0x10000 && i == 2); i = 0; assert(func(S([ cast(wchar)0xDBFF, cast(wchar)0xDFFF ]), i) == cast(dchar)0x10FFFF && i == 2); i = 0; assert(func(S([ cast(wchar)0xFFFE ]), i) == cast(dchar)0xFFFE && i == 1); i = 0; assert(func(S([ cast(wchar)0xFFFF ]), i) == cast(dchar)0xFFFF && i == 1); i = 0; assertThrown!UTFException(func(S([ cast(wchar)0xD801 ]), i)); i = 0; assertThrown!UTFException(func(S([ cast(wchar)0xD800, cast(wchar)0x1200 ]), i)); } } foreach(S; TypeTuple!(to!wstring, RandomCU!wchar)) { auto str = S([ cast(wchar)0xD800, cast(wchar)0xDC00, cast(wchar)0x1400, cast(wchar)0xDAA7, cast(wchar)0xDDDE ]); i = 0; assert(decode(str, i) == 0x10000 && i == 2); assert(decode(str, i) == 0x1400 && i == 3); assert(decode(str, i) == 0xB9DDE && i == 5); } } unittest { size_t i; foreach(S; TypeTuple!(to!dstring, RandomCU!dchar, InputCU!dchar)) { static if (is(S == InputCU!dchar)) alias TypeTuple!(decodeFront) funcs; else alias TypeTuple!(decode, decodeFront) funcs; foreach(func; funcs) { i = 0; assert(func(S([ cast(dchar)0x1111 ]), i) == cast(dchar)0x1111 && i == 1); i = 0; assert(func(S([ cast(dchar)0x10000 ]), i) == cast(dchar)0x10000 && i == 1); i = 0; assert(func(S([ cast(dchar)0x10FFFF ]), i) == cast(dchar)0x10FFFF && i == 1); i = 0; assert(func(S([ cast(dchar)0xFFFE ]), i) == cast(dchar)0xFFFE && i == 1); i = 0; assert(func(S([ cast(dchar)0xFFFF ]), i) == cast(dchar)0xFFFF && i == 1); i = 0; assertThrown!UTFException(func(S([ cast(dchar)0xD800 ]), i)); i = 0; assertThrown!UTFException(func(S([ cast(dchar)0xDFFE ]), i)); i = 0; assertThrown!UTFException(func(S([ cast(dchar)0x110000 ]), i)); } } foreach(S; TypeTuple!(to!dstring, RandomCU!dchar)) { auto str = S([ cast(dchar)0x10000, cast(dchar)0x1400, cast(dchar)0xB9DDE ]); i = 0; assert(decode(str, i) == 0x10000 && i == 1); assert(decode(str, i) == 0x1400 && i == 2); assert(decode(str, i) == 0xB9DDE && i == 3); } } unittest { foreach(S; TypeTuple!(char[], const char[], string, wchar[], const wchar[], wstring, dchar[], const dchar[], dstring)) { enum str = to!S("hello world"); static assert(isSafe!((){size_t i = 0; decode(str, i);})); static assert(isSafe!((){size_t i = 0; decodeFront(str, i);})); static assert((functionAttributes!((){size_t i = 0; decode(str, i);}) & FunctionAttribute.pure_) != 0); static assert((functionAttributes!((){size_t i = 0; decodeFront(str, i);}) & FunctionAttribute.pure_) != 0); } } /* =================== Encode ======================= */ /++ Encodes $(D c) into the static array, $(D buf), and returns the actual length of the encoded character (a number between $(D 1) and $(D 4) for $(D char[4]) buffers and a number between $(D 1) and $(D 2) for $(D wchar[2]) buffers. Throws: $(D UTFException) if $(D c) is not a valid UTF code point. +/ size_t encode(ref char[4] buf, dchar c) @safe pure { if (c <= 0x7F) { assert(isValidDchar(c)); buf[0] = cast(char)c; return 1; } if (c <= 0x7FF) { assert(isValidDchar(c)); buf[0] = cast(char)(0xC0 | (c >> 6)); buf[1] = cast(char)(0x80 | (c & 0x3F)); return 2; } if (c <= 0xFFFF) { if (0xD800 <= c && c <= 0xDFFF) throw (new UTFException("Encoding a surrogate code point in UTF-8")).setSequence(c); assert(isValidDchar(c)); buf[0] = cast(char)(0xE0 | (c >> 12)); buf[1] = cast(char)(0x80 | ((c >> 6) & 0x3F)); buf[2] = cast(char)(0x80 | (c & 0x3F)); return 3; } if (c <= 0x10FFFF) { assert(isValidDchar(c)); buf[0] = cast(char)(0xF0 | (c >> 18)); buf[1] = cast(char)(0x80 | ((c >> 12) & 0x3F)); buf[2] = cast(char)(0x80 | ((c >> 6) & 0x3F)); buf[3] = cast(char)(0x80 | (c & 0x3F)); return 4; } assert(!isValidDchar(c)); throw (new UTFException("Encoding an invalid code point in UTF-8")).setSequence(c); } unittest { char[4] buf; assert(encode(buf, '\u0000') == 1 && buf[0 .. 1] == "\u0000"); assert(encode(buf, '\u007F') == 1 && buf[0 .. 1] == "\u007F"); assert(encode(buf, '\u0080') == 2 && buf[0 .. 2] == "\u0080"); assert(encode(buf, '\u07FF') == 2 && buf[0 .. 2] == "\u07FF"); assert(encode(buf, '\u0800') == 3 && buf[0 .. 3] == "\u0800"); assert(encode(buf, '\uD7FF') == 3 && buf[0 .. 3] == "\uD7FF"); assert(encode(buf, '\uE000') == 3 && buf[0 .. 3] == "\uE000"); assert(encode(buf, 0xFFFE) == 3 && buf[0 .. 3] == "\xEF\xBF\xBE"); assert(encode(buf, 0xFFFF) == 3 && buf[0 .. 3] == "\xEF\xBF\xBF"); assert(encode(buf, '\U00010000') == 4 && buf[0 .. 4] == "\U00010000"); assert(encode(buf, '\U0010FFFF') == 4 && buf[0 .. 4] == "\U0010FFFF"); assertThrown!UTFException(encode(buf, cast(dchar)0xD800)); assertThrown!UTFException(encode(buf, cast(dchar)0xDBFF)); assertThrown!UTFException(encode(buf, cast(dchar)0xDC00)); assertThrown!UTFException(encode(buf, cast(dchar)0xDFFF)); assertThrown!UTFException(encode(buf, cast(dchar)0x110000)); } /// Ditto size_t encode(ref wchar[2] buf, dchar c) @safe pure { if (c <= 0xFFFF) { if (0xD800 <= c && c <= 0xDFFF) throw (new UTFException("Encoding an isolated surrogate code point in UTF-16")).setSequence(c); assert(isValidDchar(c)); buf[0] = cast(wchar)c; return 1; } if (c <= 0x10FFFF) { assert(isValidDchar(c)); buf[0] = cast(wchar)((((c - 0x10000) >> 10) & 0x3FF) + 0xD800); buf[1] = cast(wchar)(((c - 0x10000) & 0x3FF) + 0xDC00); return 2; } assert(!isValidDchar(c)); throw (new UTFException("Encoding an invalid code point in UTF-16")).setSequence(c); } unittest { wchar[2] buf; assert(encode(buf, '\u0000') == 1 && buf[0 .. 1] == "\u0000"); assert(encode(buf, '\uD7FF') == 1 && buf[0 .. 1] == "\uD7FF"); assert(encode(buf, '\uE000') == 1 && buf[0 .. 1] == "\uE000"); assert(encode(buf, 0xFFFE) == 1 && buf[0] == 0xFFFE); assert(encode(buf, 0xFFFF) == 1 && buf[0] == 0xFFFF); assert(encode(buf, '\U00010000') == 2 && buf[0 .. 2] == "\U00010000"); assert(encode(buf, '\U0010FFFF') == 2 && buf[0 .. 2] == "\U0010FFFF"); assertThrown!UTFException(encode(buf, cast(dchar)0xD800)); assertThrown!UTFException(encode(buf, cast(dchar)0xDBFF)); assertThrown!UTFException(encode(buf, cast(dchar)0xDC00)); assertThrown!UTFException(encode(buf, cast(dchar)0xDFFF)); assertThrown!UTFException(encode(buf, cast(dchar)0x110000)); } /++ Encodes $(D c) in $(D str)'s encoding and appends it to $(D str). Throws: $(D UTFException) if $(D c) is not a valid UTF code point. +/ void encode(ref char[] str, dchar c) @safe pure { char[] r = str; if (c <= 0x7F) { assert(isValidDchar(c)); r ~= cast(char)c; } else { char[4] buf; uint L; if (c <= 0x7FF) { assert(isValidDchar(c)); buf[0] = cast(char)(0xC0 | (c >> 6)); buf[1] = cast(char)(0x80 | (c & 0x3F)); L = 2; } else if (c <= 0xFFFF) { if (0xD800 <= c && c <= 0xDFFF) throw (new UTFException("Encoding a surrogate code point in UTF-8")).setSequence(c); assert(isValidDchar(c)); buf[0] = cast(char)(0xE0 | (c >> 12)); buf[1] = cast(char)(0x80 | ((c >> 6) & 0x3F)); buf[2] = cast(char)(0x80 | (c & 0x3F)); L = 3; } else if (c <= 0x10FFFF) { assert(isValidDchar(c)); buf[0] = cast(char)(0xF0 | (c >> 18)); buf[1] = cast(char)(0x80 | ((c >> 12) & 0x3F)); buf[2] = cast(char)(0x80 | ((c >> 6) & 0x3F)); buf[3] = cast(char)(0x80 | (c & 0x3F)); L = 4; } else { assert(!isValidDchar(c)); throw (new UTFException("Encoding an invalid code point in UTF-8")).setSequence(c); } r ~= buf[0 .. L]; } str = r; } unittest { debug(utf) printf("utf.encode.unittest\n"); char[] s = "abcd".dup; encode(s, cast(dchar)'a'); assert(s.length == 5); assert(s == "abcda"); encode(s, cast(dchar)'\u00A9'); assert(s.length == 7); assert(s == "abcda\xC2\xA9"); //assert(s == "abcda\u00A9"); // BUG: fix compiler encode(s, cast(dchar)'\u2260'); assert(s.length == 10); assert(s == "abcda\xC2\xA9\xE2\x89\xA0"); } unittest { char[] buf; encode(buf, '\u0000'); assert(buf[0 .. $] == "\u0000"); encode(buf, '\u007F'); assert(buf[1 .. $] == "\u007F"); encode(buf, '\u0080'); assert(buf[2 .. $] == "\u0080"); encode(buf, '\u07FF'); assert(buf[4 .. $] == "\u07FF"); encode(buf, '\u0800'); assert(buf[6 .. $] == "\u0800"); encode(buf, '\uD7FF'); assert(buf[9 .. $] == "\uD7FF"); encode(buf, '\uE000'); assert(buf[12 .. $] == "\uE000"); encode(buf, 0xFFFE); assert(buf[15 .. $] == "\xEF\xBF\xBE"); encode(buf, 0xFFFF); assert(buf[18 .. $] == "\xEF\xBF\xBF"); encode(buf, '\U00010000'); assert(buf[21 .. $] == "\U00010000"); encode(buf, '\U0010FFFF'); assert(buf[25 .. $] == "\U0010FFFF"); assertThrown!UTFException(encode(buf, cast(dchar)0xD800)); assertThrown!UTFException(encode(buf, cast(dchar)0xDBFF)); assertThrown!UTFException(encode(buf, cast(dchar)0xDC00)); assertThrown!UTFException(encode(buf, cast(dchar)0xDFFF)); assertThrown!UTFException(encode(buf, cast(dchar)0x110000)); } /// ditto void encode(ref wchar[] str, dchar c) @safe pure { wchar[] r = str; if (c <= 0xFFFF) { if (0xD800 <= c && c <= 0xDFFF) throw (new UTFException("Encoding an isolated surrogate code point in UTF-16")).setSequence(c); assert(isValidDchar(c)); r ~= cast(wchar)c; } else if (c <= 0x10FFFF) { wchar[2] buf; assert(isValidDchar(c)); buf[0] = cast(wchar)((((c - 0x10000) >> 10) & 0x3FF) + 0xD800); buf[1] = cast(wchar)(((c - 0x10000) & 0x3FF) + 0xDC00); r ~= buf; } else { assert(!isValidDchar(c)); throw (new UTFException("Encoding an invalid code point in UTF-16")).setSequence(c); } str = r; } unittest { wchar[] buf; encode(buf, '\u0000'); assert(buf[0] == '\u0000'); encode(buf, '\uD7FF'); assert(buf[1] == '\uD7FF'); encode(buf, '\uE000'); assert(buf[2] == '\uE000'); encode(buf, 0xFFFE); assert(buf[3] == 0xFFFE); encode(buf, 0xFFFF); assert(buf[4] == 0xFFFF); encode(buf, '\U00010000'); assert(buf[5 .. $] == "\U00010000"); encode(buf, '\U0010FFFF'); assert(buf[7 .. $] == "\U0010FFFF"); assertThrown!UTFException(encode(buf, cast(dchar)0xD800)); assertThrown!UTFException(encode(buf, cast(dchar)0xDBFF)); assertThrown!UTFException(encode(buf, cast(dchar)0xDC00)); assertThrown!UTFException(encode(buf, cast(dchar)0xDFFF)); assertThrown!UTFException(encode(buf, cast(dchar)0x110000)); } /// ditto void encode(ref dchar[] str, dchar c) @safe pure { if ((0xD800 <= c && c <= 0xDFFF) || 0x10FFFF < c) throw (new UTFException("Encoding an invalid code point in UTF-32")).setSequence(c); assert(isValidDchar(c)); str ~= c; } unittest { dchar[] buf; encode(buf, '\u0000'); assert(buf[0] == '\u0000'); encode(buf, '\uD7FF'); assert(buf[1] == '\uD7FF'); encode(buf, '\uE000'); assert(buf[2] == '\uE000'); encode(buf, 0xFFFE ); assert(buf[3] == 0xFFFE); encode(buf, 0xFFFF ); assert(buf[4] == 0xFFFF); encode(buf, '\U0010FFFF'); assert(buf[5] == '\U0010FFFF'); assertThrown!UTFException(encode(buf, cast(dchar)0xD800)); assertThrown!UTFException(encode(buf, cast(dchar)0xDBFF)); assertThrown!UTFException(encode(buf, cast(dchar)0xDC00)); assertThrown!UTFException(encode(buf, cast(dchar)0xDFFF)); assertThrown!UTFException(encode(buf, cast(dchar)0x110000)); } /++ Returns the number of code units that are required to encode the code point $(D c) when $(D C) is the character type used to encode it. Examples: ------ assert(codeLength!char('a') == 1); assert(codeLength!wchar('a') == 1); assert(codeLength!dchar('a') == 1); assert(codeLength!char('\U0010FFFF') == 4); assert(codeLength!wchar('\U0010FFFF') == 2); assert(codeLength!dchar('\U0010FFFF') == 1); ------ +/ ubyte codeLength(C)(dchar c) @safe pure nothrow if(isSomeChar!C) { static if (C.sizeof == 1) { return c <= 0x7F ? 1 : c <= 0x7FF ? 2 : c <= 0xFFFF ? 3 : c <= 0x10FFFF ? 4 : (assert(false), 6); } else static if (C.sizeof == 2) { return c <= 0xFFFF ? 1 : 2; } else { static assert(C.sizeof == 4); return 1; } } //Verify Examples. unittest { assert(codeLength!char('a') == 1); assert(codeLength!wchar('a') == 1); assert(codeLength!dchar('a') == 1); assert(codeLength!char('\U0010FFFF') == 4); assert(codeLength!wchar('\U0010FFFF') == 2); assert(codeLength!dchar('\U0010FFFF') == 1); } /++ Returns the number of code units that are required to encode $(D str) in a string whose character type is $(D C). This is particularly useful when slicing one string with the length of another and the two string types use different character types. Examples: ------ assert(codeLength!char("hello world") == to!string("hello world").length); assert(codeLength!wchar("hello world") == to!wstring("hello world").length); assert(codeLength!dchar("hello world") == to!dstring("hello world").length); assert(codeLength!char(`プログラミング`) == to!string(`プログラミング`).length); assert(codeLength!wchar(`プログラミング`) == to!wstring(`プログラミング`).length); assert(codeLength!dchar(`プログラミング`) == to!dstring(`プログラミング`).length); string haystack = `Être sans la verité, ça, ce ne serait pas bien.`; wstring needle = `Être sans la verité`; assert(haystack[codeLength!char(needle) .. $] == `, ça, ce ne serait pas bien.`); ------ +/ size_t codeLength(C1, C2)(C2[] str) @safe pure if(isSomeChar!C1 && isSomeChar!C2) { static if(is(Unqual!C1 == Unqual!C2)) return str.length; else { size_t total = 0; foreach(dchar c; str) total += codeLength!C1(c); return total; } } //Verify Examples. unittest { assert(codeLength!char("hello world") == to!string("hello world").length); assert(codeLength!wchar("hello world") == to!wstring("hello world").length); assert(codeLength!dchar("hello world") == to!dstring("hello world").length); assert(codeLength!char(`プログラミング`) == to!string(`プログラミング`).length); assert(codeLength!wchar(`プログラミング`) == to!wstring(`プログラミング`).length); assert(codeLength!dchar(`プログラミング`) == to!dstring(`プログラミング`).length); string haystack = `Être sans la verité, ça, ce ne serait pas bien.`; wstring needle = `Être sans la verité`; assert(haystack[codeLength!char(needle) .. $] == `, ça, ce ne serait pas bien.`); } unittest { foreach(S; TypeTuple!(char[], const char[], string, wchar[], const wchar[], wstring, dchar[], const dchar[], dstring)) { foreach(C; TypeTuple!(char, wchar, dchar)) { assert(codeLength!C(to!S("Walter Bright")) == to!(C[])("Walter Bright").length); assert(codeLength!C(to!S(`言語`)) == to!(C[])(`言語`).length); assert(codeLength!C(to!S(`ウェブサイト@La_Verité.com`)) == to!(C[])(`ウェブサイト@La_Verité.com`).length); } } } /* =================== Validation ======================= */ /++ Checks to see if $(D str) is well-formed unicode or not. Throws: $(D UTFException) if $(D str) is not well-formed. +/ void validate(S)(in S str) @safe pure if(isSomeString!S) { immutable len = str.length; for (size_t i = 0; i < len; ) { decode(str, i); } } /* =================== Conversion to UTF8 ======================= */ pure { char[] toUTF8(out char[4] buf, dchar c) nothrow @safe in { assert(isValidDchar(c)); } body { if (c <= 0x7F) { buf[0] = cast(char)c; return buf[0 .. 1]; } else if (c <= 0x7FF) { buf[0] = cast(char)(0xC0 | (c >> 6)); buf[1] = cast(char)(0x80 | (c & 0x3F)); return buf[0 .. 2]; } else if (c <= 0xFFFF) { buf[0] = cast(char)(0xE0 | (c >> 12)); buf[1] = cast(char)(0x80 | ((c >> 6) & 0x3F)); buf[2] = cast(char)(0x80 | (c & 0x3F)); return buf[0 .. 3]; } else if (c <= 0x10FFFF) { buf[0] = cast(char)(0xF0 | (c >> 18)); buf[1] = cast(char)(0x80 | ((c >> 12) & 0x3F)); buf[2] = cast(char)(0x80 | ((c >> 6) & 0x3F)); buf[3] = cast(char)(0x80 | (c & 0x3F)); return buf[0 .. 4]; } assert(0); } /******************* * Encodes string $(D_PARAM s) into UTF-8 and returns the encoded string. */ string toUTF8(in char[] s) @safe { validate(s); return s.idup; } /// ditto string toUTF8(in wchar[] s) @trusted { char[] r; size_t i; size_t slen = s.length; r.length = slen; for (i = 0; i < slen; i++) { wchar c = s[i]; if (c <= 0x7F) r[i] = cast(char)c; // fast path for ascii else { r.length = i; while (i < slen) encode(r, decode(s, i)); break; } } return r.assumeUnique(); } /// ditto string toUTF8(in dchar[] s) @trusted { char[] r; size_t i; size_t slen = s.length; r.length = slen; for (i = 0; i < slen; i++) { dchar c = s[i]; if (c <= 0x7F) r[i] = cast(char)c; // fast path for ascii else { r.length = i; foreach (dchar d; s[i .. slen]) { encode(r, d); } break; } } return r.assumeUnique(); } /* =================== Conversion to UTF16 ======================= */ wchar[] toUTF16(ref wchar[2] buf, dchar c) nothrow @safe in { assert(isValidDchar(c)); } body { if (c <= 0xFFFF) { buf[0] = cast(wchar)c; return buf[0 .. 1]; } else { buf[0] = cast(wchar)((((c - 0x10000) >> 10) & 0x3FF) + 0xD800); buf[1] = cast(wchar)(((c - 0x10000) & 0x3FF) + 0xDC00); return buf[0 .. 2]; } } /**************** * Encodes string $(D s) into UTF-16 and returns the encoded string. */ wstring toUTF16(in char[] s) @trusted { wchar[] r; size_t slen = s.length; r.length = slen; r.length = 0; for (size_t i = 0; i < slen; ) { dchar c = s[i]; if (c <= 0x7F) { i++; r ~= cast(wchar)c; } else { c = decode(s, i); encode(r, c); } } return r.assumeUnique(); // ok because r is unique } /// ditto wstring toUTF16(in wchar[] s) @safe { validate(s); return s.idup; } /// ditto pure wstring toUTF16(in dchar[] s) @trusted { wchar[] r; size_t slen = s.length; r.length = slen; r.length = 0; for (size_t i = 0; i < slen; i++) { encode(r, s[i]); } return r.assumeUnique(); // ok because r is unique } /* =================== Conversion to UTF32 ======================= */ /***** * Encodes string $(D_PARAM s) into UTF-32 and returns the encoded string. */ dstring toUTF32(in char[] s) @trusted { dchar[] r; size_t slen = s.length; size_t j = 0; r.length = slen; // r[] will never be longer than s[] for (size_t i = 0; i < slen; ) { dchar c = s[i]; if (c >= 0x80) c = decode(s, i); else i++; // c is ascii, no need for decode r[j++] = c; } return r[0 .. j].assumeUnique(); // legit because it's unique } /// ditto dstring toUTF32(in wchar[] s) @trusted { dchar[] r; size_t slen = s.length; size_t j = 0; r.length = slen; // r[] will never be longer than s[] for (size_t i = 0; i < slen; ) { dchar c = s[i]; if (c >= 0x80) c = decode(s, i); else i++; // c is ascii, no need for decode r[j++] = c; } return r[0 .. j].assumeUnique(); // legit because it's unique } /// ditto dstring toUTF32(in dchar[] s) @safe { validate(s); return s.idup; } } // Convert functions are @safe /* =================== toUTFz ======================= */ /++ Returns a C-style zero-terminated string equivalent to $(D str). $(D str) must not contain embedded $(D '\0')'s as any C function will treat the first $(D '\0') that it sees as the end of the string. If $(D str.empty) is $(D true), then a string containing only $(D '\0') is returned. $(D toUTFz) accepts any type of string and is templated on the type of character pointer that you wish to convert to. It will avoid allocating a new string if it can, but there's a decent chance that it will end up having to allocate a new string - particularly when dealing with character types other than $(D char). $(RED Warning 1:) If the result of $(D toUTFz) equals $(D str.ptr), then if anything alters the character one past the end of $(D str) (which is the $(D '\0') character terminating the string), then the string won't be zero-terminated anymore. The most likely scenarios for that are if you append to $(D str) and no reallocation takes place or when $(D str) is a slice of a larger array, and you alter the character in the larger array which is one character past the end of $(D str). Another case where it could occur would be if you had a mutable character array immediately after $(D str) in memory (for example, if they're member variables in a user-defined type with one declared right after the other) and that character array happened to start with $(D '\0'). Such scenarios will never occur if you immediately use the zero-terminated string after calling $(D toUTFz) and the C function using it doesn't keep a reference to it. Also, they are unlikely to occur even if you save the zero-terminated string (the cases above would be among the few examples of where it could happen). However, if you save the zero-terminate string and want to be absolutely certain that the string stays zero-terminated, then simply append a $(D '\0') to the string and use its $(D ptr) property rather than calling $(D toUTFz). $(RED Warning 2:) When passing a character pointer to a C function, and the C function keeps it around for any reason, make sure that you keep a reference to it in your D code. Otherwise, it may go away during a garbage collection cycle and cause a nasty bug when the C code tries to use it. Examples: -------------------- auto p1 = toUTFz!(char*)("hello world"); auto p2 = toUTFz!(const(char)*)("hello world"); auto p3 = toUTFz!(immutable(char)*)("hello world"); auto p4 = toUTFz!(char*)("hello world"d); auto p5 = toUTFz!(const(wchar)*)("hello world"); auto p6 = toUTFz!(immutable(dchar)*)("hello world"w); -------------------- +/ template toUTFz(P) { P toUTFz(S)(S str) @system { return toUTFzImpl!(P, S)(str); } } /++ Ditto +/ template toUTFz(P, S) { P toUTFz(S str) @system { return toUTFzImpl!(P, S)(str); } } private P toUTFzImpl(P, S)(S str) @system if(isSomeString!S && isPointer!P && isSomeChar!(typeof(*P.init)) && is(Unqual!(typeof(*P.init)) == Unqual!(ElementEncodingType!S)) && is(immutable(Unqual!(ElementEncodingType!S)) == ElementEncodingType!S)) //immutable(C)[] -> C*, const(C)*, or immutable(C)* { if(str.empty) { typeof(*P.init)[] retval = ['\0']; return retval.ptr; } alias Unqual!(ElementEncodingType!S) C; //If the P is mutable, then we have to make a copy. static if(is(Unqual!(typeof(*P.init)) == typeof(*P.init))) return toUTFzImpl!(P, const(C)[])(cast(const(C)[])str); else { immutable p = str.ptr + str.length; // Peek past end of str, if it's 0, no conversion necessary. // Note that the compiler will put a 0 past the end of static // strings, and the storage allocator will put a 0 past the end // of newly allocated char[]'s. // Is p dereferenceable? A simple test: if the p points to an // address multiple of 4, then conservatively assume the pointer // might be pointing to a new block of memory, which might be // unreadable. Otherwise, it's definitely pointing to valid // memory. if((cast(size_t)p & 3) && *p == '\0') return str.ptr; return toUTFzImpl!(P, const(C)[])(cast(const(C)[])str); } } private P toUTFzImpl(P, S)(S str) @system if(isSomeString!S && isPointer!P && isSomeChar!(typeof(*P.init)) && is(Unqual!(typeof(*P.init)) == Unqual!(ElementEncodingType!S)) && !is(immutable(Unqual!(ElementEncodingType!S)) == ElementEncodingType!S)) //C[] or const(C)[] -> C*, const(C)*, or immutable(C)* { alias ElementEncodingType!S InChar; alias typeof(*P.init) OutChar; //const(C)[] -> const(C)* or //C[] -> C* or const(C)* static if((is(const(Unqual!InChar) == InChar) && is(const(Unqual!OutChar) == OutChar)) || (!is(const(Unqual!InChar) == InChar) && !is(immutable(Unqual!OutChar) == OutChar))) { auto p = str.ptr + str.length; if((cast(size_t)p & 3) && *p == '\0') return str.ptr; str ~= '\0'; return str.ptr; } //const(C)[] -> C* or immutable(C)* or //C[] -> immutable(C)* else { auto copy = uninitializedArray!(Unqual!OutChar[])(str.length + 1); copy[0 .. $ - 1] = str[]; copy[$ - 1] = '\0'; return cast(P)copy.ptr; } } private P toUTFzImpl(P, S)(S str) if(isSomeString!S && isPointer!P && isSomeChar!(typeof(*P.init)) && !is(Unqual!(typeof(*P.init)) == Unqual!(ElementEncodingType!S))) //C1[], const(C1)[], or immutable(C1)[] -> C2*, const(C2)*, or immutable(C2)* { auto retval = appender!(typeof(*P.init)[])(); foreach(dchar c; str) retval.put(c); retval.put('\0'); return cast(P)retval.data.ptr; } //Verify Examples. unittest { auto p1 = toUTFz!(char*)("hello world"); auto p2 = toUTFz!(const(char)*)("hello world"); auto p3 = toUTFz!(immutable(char)*)("hello world"); auto p4 = toUTFz!(char*)("hello world"d); auto p5 = toUTFz!(const(wchar)*)("hello world"); auto p6 = toUTFz!(immutable(dchar)*)("hello world"w); } unittest { import core.exception; import std.algorithm; import std.metastrings; import std.typetuple; size_t zeroLen(C)(const(C)* ptr) { size_t len = 0; while(*ptr != '\0') { ++ptr; ++len; } return len; } foreach(S; TypeTuple!(string, wstring, dstring)) { alias Unqual!(ElementEncodingType!S) C; auto s1 = to!S("hello\U00010143\u0100\U00010143"); auto temp = new C[](s1.length + 1); temp[0 .. $ - 1] = s1[0 .. $]; temp[$ - 1] = '\n'; --temp.length; auto s2 = assumeUnique(temp); assert(s1 == s2); foreach(P; TypeTuple!(C*, const(C)*, immutable(C)*)) { auto p1 = toUTFz!P(s1); assert(p1[0 .. s1.length] == s1); assert(p1[s1.length] == '\0'); auto p2 = toUTFz!P(s2); assert(p2[0 .. s2.length] == s2); assert(p2[s2.length] == '\0'); } } void test(P, S)(S s, size_t line = __LINE__) { auto p = toUTFz!P(s); immutable len = zeroLen(p); enforce(cmp(s, p[0 .. len]) == 0, new AssertError(Format!("Unit test failed: %s %s", P.stringof, S.stringof), __FILE__, line)); } foreach(P; TypeTuple!(wchar*, const(wchar)*, immutable(wchar)*, dchar*, const(dchar)*, immutable(dchar)*)) { test!P("hello\U00010143\u0100\U00010143"); } foreach(P; TypeTuple!(char*, const(char)*, immutable(char)*, dchar*, const(dchar)*, immutable(dchar)*)) { test!P("hello\U00010143\u0100\U00010143"w); } foreach(P; TypeTuple!(char*, const(char)*, immutable(char)*, wchar*, const(wchar)*, immutable(wchar)*)) { test!P("hello\U00010143\u0100\U00010143"d); } foreach(S; TypeTuple!(char[], wchar[], dchar[], const(char)[], const(wchar)[], const(dchar)[])) { auto s = to!S("hello\U00010143\u0100\U00010143"); foreach(P; TypeTuple!(char*, wchar*, dchar*, const(char)*, const(wchar)*, const(dchar)*, immutable(char)*, immutable(wchar)*, immutable(dchar)*)) { test!P(s); } } } /++ $(D toUTF16z) is a convenience function for $(D toUTFz!(const(wchar)*)). Encodes string $(D s) into UTF-16 and returns the encoded string. $(D toUTF16z) is suitable for calling the 'W' functions in the Win32 API that take an $(D LPWSTR) or $(D LPCWSTR) argument. +/ const(wchar)* toUTF16z(C)(const(C)[] str) if(isSomeChar!C) { return toUTFz!(const(wchar)*)(str); } unittest { import std.typetuple; //toUTFz is already thoroughly tested, so this will just verify that //toUTF16z compiles properly for the various string types. foreach(S; TypeTuple!(string, wstring, dstring)) static assert(__traits(compiles, toUTF16z(to!S("hello world")))); } /* ================================ tests ================================== */ unittest { debug(utf) printf("utf.toUTF.unittest\n"); string c; wstring w; dstring d; c = "hello"; w = toUTF16(c); assert(w == "hello"); d = toUTF32(c); assert(d == "hello"); c = toUTF8(w); assert(c == "hello"); d = toUTF32(w); assert(d == "hello"); c = toUTF8(d); assert(c == "hello"); w = toUTF16(d); assert(w == "hello"); c = "hel\u1234o"; w = toUTF16(c); assert(w == "hel\u1234o"); d = toUTF32(c); assert(d == "hel\u1234o"); c = toUTF8(w); assert(c == "hel\u1234o"); d = toUTF32(w); assert(d == "hel\u1234o"); c = toUTF8(d); assert(c == "hel\u1234o"); w = toUTF16(d); assert(w == "hel\u1234o"); c = "he\U0010AAAAllo"; w = toUTF16(c); //foreach (wchar c; w) printf("c = x%x\n", c); //foreach (wchar c; cast(wstring)"he\U0010AAAAllo") printf("c = x%x\n", c); assert(w == "he\U0010AAAAllo"); d = toUTF32(c); assert(d == "he\U0010AAAAllo"); c = toUTF8(w); assert(c == "he\U0010AAAAllo"); d = toUTF32(w); assert(d == "he\U0010AAAAllo"); c = toUTF8(d); assert(c == "he\U0010AAAAllo"); w = toUTF16(d); assert(w == "he\U0010AAAAllo"); } /++ Returns the total number of code points encoded in $(D str). Supercedes: This function supercedes $(LREF toUCSindex). Standards: Unicode 5.0, ASCII, ISO-8859-1, WINDOWS-1252 Throws: $(D UTFException) if $(D str) is not well-formed. +/ size_t count(C)(const(C)[] str) @trusted pure if(isSomeChar!C) { return walkLength(str); } unittest { assert(count("") == 0); assert(count("a") == 1); assert(count("abc") == 3); assert(count("\u20AC100") == 4); } // Ranges of code units for testing. version(unittest) { struct InputCU(C) { @property bool empty() { return _str.empty; } @property C front() { return _str[0]; } void popFront() { _str = _str[1 .. $]; } this(inout(C)[] str) { _str = to!(C[])(str); } C[] _str; } struct BidirCU(C) { @property bool empty() { return _str.empty; } @property C front() { return _str[0]; } void popFront() { _str = _str[1 .. $]; } @property C back() { return _str[$ - 1]; } void popBack() { _str = _str[0 .. $ - 1]; } @property auto save() { return BidirCU(_str); } this(inout(C)[] str) { _str = to!(C[])(str); } C[] _str; } struct RandomCU(C) { @property bool empty() { return _str.empty; } @property C front() { return _str[0]; } void popFront() { _str = _str[1 .. $]; } @property C back() { return _str[$ - 1]; } void popBack() { _str = _str[0 .. $ - 1]; } @property auto save() { return RandomCU(_str); } @property size_t length() { return _str.length; } C opIndex(size_t i) { return _str[i]; } auto opSlice(size_t i, size_t j) { return RandomCU(_str[i .. j]); } this(inout(C)[] str) { _str = to!(C[])(str); } C[] _str; } }
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/Users/heidsoft/Downloads/research/rust/heidsoft-rust/rocket_app/target/debug/build/multer-b959c4aec7a0818f/build_script_build-b959c4aec7a0818f: /Users/heidsoft/.cargo/registry/src/github.com-1ecc6299db9ec823/multer-2.0.4/build.rs /Users/heidsoft/Downloads/research/rust/heidsoft-rust/rocket_app/target/debug/build/multer-b959c4aec7a0818f/build_script_build-b959c4aec7a0818f.d: /Users/heidsoft/.cargo/registry/src/github.com-1ecc6299db9ec823/multer-2.0.4/build.rs /Users/heidsoft/.cargo/registry/src/github.com-1ecc6299db9ec823/multer-2.0.4/build.rs:
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// Written in the D programming language. /** Math utility code. For internal use only. Authors: Manu Evans Copyright: Copyright (c) 2019, Manu Evans. License: $(WEB boost.org/LICENSE_1_0.txt, Boost License 1.0) */ module wg.util.math; /// pragma(inline, true) F[3] multiply(F)(auto ref const F[3][3] m1, auto ref const F[3] v) @safe pure nothrow @nogc { return [ m1[0][0]*v[0] + m1[0][1]*v[1] + m1[0][2]*v[2], m1[1][0]*v[0] + m1[1][1]*v[1] + m1[1][2]*v[2], m1[2][0]*v[0] + m1[2][1]*v[1] + m1[2][2]*v[2] ]; } /// pragma(inline, true) F[3][3] multiply(F)(auto ref const F[3][3] m1, auto ref const F[3][3] m2) @safe pure nothrow @nogc { return [[ m1[0][0]*m2[0][0] + m1[0][1]*m2[1][0] + m1[0][2]*m2[2][0], m1[0][0]*m2[0][1] + m1[0][1]*m2[1][1] + m1[0][2]*m2[2][1], m1[0][0]*m2[0][2] + m1[0][1]*m2[1][2] + m1[0][2]*m2[2][2] ], [ m1[1][0]*m2[0][0] + m1[1][1]*m2[1][0] + m1[1][2]*m2[2][0], m1[1][0]*m2[0][1] + m1[1][1]*m2[1][1] + m1[1][2]*m2[2][1], m1[1][0]*m2[0][2] + m1[1][1]*m2[1][2] + m1[1][2]*m2[2][2] ], [ m1[2][0]*m2[0][0] + m1[2][1]*m2[1][0] + m1[2][2]*m2[2][0], m1[2][0]*m2[0][1] + m1[2][1]*m2[1][1] + m1[2][2]*m2[2][1], m1[2][0]*m2[0][2] + m1[2][1]*m2[1][2] + m1[2][2]*m2[2][2] ]]; } /// pragma(inline, true) F[3][3] transpose(F)(auto ref const F[3][3] m) @safe pure nothrow @nogc { return [[ m[0][0], m[1][0], m[2][0] ], [ m[0][1], m[1][1], m[2][1] ], [ m[0][2], m[1][2], m[2][2] ]]; } /// pragma(inline, true) F determinant(F)(auto ref const F[3][3] m) @safe pure nothrow @nogc { return m[0][0] * (m[1][1]*m[2][2] - m[2][1]*m[1][2]) - m[0][1] * (m[1][0]*m[2][2] - m[1][2]*m[2][0]) + m[0][2] * (m[1][0]*m[2][1] - m[1][1]*m[2][0]); } /// F[3][3] inverse(F)(auto ref const F[3][3] m) @safe pure nothrow @nogc { F det = determinant(m); assert(det != 0, "Matrix is not invertible!"); F invDet = F(1)/det; return [[ (m[1][1]*m[2][2] - m[2][1]*m[1][2]) * invDet, (m[0][2]*m[2][1] - m[0][1]*m[2][2]) * invDet, (m[0][1]*m[1][2] - m[0][2]*m[1][1]) * invDet ], [ (m[1][2]*m[2][0] - m[1][0]*m[2][2]) * invDet, (m[0][0]*m[2][2] - m[0][2]*m[2][0]) * invDet, (m[1][0]*m[0][2] - m[0][0]*m[1][2]) * invDet ], [ (m[1][0]*m[2][1] - m[2][0]*m[1][1]) * invDet, (m[2][0]*m[0][1] - m[0][0]*m[2][1]) * invDet, (m[0][0]*m[1][1] - m[1][0]*m[0][1]) * invDet ]]; }
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position 80 in a countable series of things the ordinal number of eighty in counting order
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/* TEST_OUTPUT: --- fail_compilation/diag3013.d(11): Error: cannot pass type string as a function argument --- */ int format(string, string, string); void main() { int s = string.format("abc", "def"); }
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/** GDC compiler support. Copyright: © 2013-2013 rejectedsoftware e.K. License: Subject to the terms of the MIT license, as written in the included LICENSE.txt file. Authors: Sönke Ludwig */ module dub.compilers.gdc; import dub.compilers.compiler; import dub.internal.utils; import dub.internal.vibecompat.core.log; import dub.internal.vibecompat.inet.path; import dub.platform; import std.algorithm; import std.array; import std.conv; import std.exception; import std.file; import std.process; import std.random; import std.typecons; class GdcCompiler : Compiler { private static immutable s_options = [ tuple(BuildOptions.debugMode, ["-fdebug"]), tuple(BuildOptions.releaseMode, ["-frelease"]), tuple(BuildOptions.coverage, ["-fprofile-arcs", "-ftest-coverage"]), tuple(BuildOptions.debugInfo, ["-g"]), tuple(BuildOptions.debugInfoC, ["-g", "-fdebug-c"]), //tuple(BuildOptions.alwaysStackFrame, ["-X"]), //tuple(BuildOptions.stackStomping, ["-X"]), tuple(BuildOptions.inline, ["-finline-functions"]), tuple(BuildOptions.noBoundsCheck, ["-fno-bounds-check"]), tuple(BuildOptions.optimize, ["-O3"]), //tuple(BuildOptions.profile, ["-X"]), tuple(BuildOptions.unittests, ["-funittest"]), tuple(BuildOptions.verbose, ["-fd-verbose"]), tuple(BuildOptions.ignoreUnknownPragmas, ["-fignore-unknown-pragmas"]), tuple(BuildOptions.syntaxOnly, ["-fsyntax-only"]), tuple(BuildOptions.warnings, ["-Wall"]), tuple(BuildOptions.warningsAsErrors, ["-Werror", "-Wall"]), //tuple(BuildOptions.ignoreDeprecations, ["-?"]), //tuple(BuildOptions.deprecationWarnings, ["-?"]), //tuple(BuildOptions.deprecationErrors, ["-?"]), tuple(BuildOptions.property, ["-fproperty"]), ]; @property string name() const { return "gdc"; } BuildPlatform determinePlatform(ref BuildSettings settings, string compiler_binary, string arch_override) { // TODO: determine platform by invoking the compiler instead BuildPlatform build_platform; build_platform.platform = .determinePlatform(); build_platform.architecture = .determineArchitecture(); build_platform.compiler = this.name; build_platform.compilerBinary = compiler_binary; enforce(arch_override.length == 0, "Architecture override not implemented for GDC."); return build_platform; } void prepareBuildSettings(ref BuildSettings settings, BuildSetting fields = BuildSetting.all) { enforceBuildRequirements(settings); if (!(fields & BuildSetting.options)) { foreach (t; s_options) if (settings.options & t[0]) settings.addDFlags(t[1]); } if (!(fields & BuildSetting.versions)) { settings.addDFlags(settings.versions.map!(s => "-fversion="~s)().array()); settings.versions = null; } if (!(fields & BuildSetting.debugVersions)) { settings.addDFlags(settings.debugVersions.map!(s => "-fdebug="~s)().array()); settings.debugVersions = null; } if (!(fields & BuildSetting.importPaths)) { settings.addDFlags(settings.importPaths.map!(s => "-I"~s)().array()); settings.importPaths = null; } if (!(fields & BuildSetting.stringImportPaths)) { settings.addDFlags(settings.stringImportPaths.map!(s => "-J"~s)().array()); settings.stringImportPaths = null; } if (!(fields & BuildSetting.sourceFiles)) { settings.addDFlags(settings.sourceFiles); settings.sourceFiles = null; } if (!(fields & BuildSetting.libs)) { resolveLibs(settings); settings.addDFlags(settings.libs.map!(l => "-l"~l)().array()); } if (!(fields & BuildSetting.lflags)) { foreach( f; settings.lflags ) settings.addDFlags(["-Xlinker", f]); settings.lflags = null; } assert(fields & BuildSetting.dflags); assert(fields & BuildSetting.copyFiles); } void extractBuildOptions(ref BuildSettings settings) { Appender!(string[]) newflags; next_flag: foreach (f; settings.dflags) { foreach (t; s_options) if (t[1].canFind(f)) { settings.options |= t[0]; continue next_flag; } if (f.startsWith("-fversion=")) settings.addVersions(f[10 .. $]); else if (f.startsWith("-fdebug=")) settings.addDebugVersions(f[8 .. $]); else newflags ~= f; } settings.dflags = newflags.data; } void setTarget(ref BuildSettings settings, in BuildPlatform platform) { final switch (settings.targetType) { case TargetType.autodetect: assert(false, "Invalid target type: autodetect"); case TargetType.none: assert(false, "Invalid target type: none"); case TargetType.sourceLibrary: assert(false, "Invalid target type: sourceLibrary"); case TargetType.executable: break; case TargetType.library: case TargetType.staticLibrary: settings.addDFlags("-c"); break; case TargetType.dynamicLibrary: settings.addDFlags("-shared", "-fPIC"); break; } auto tpath = Path(settings.targetPath) ~ getTargetFileName(settings, platform); settings.addDFlags("-o", tpath.toNativeString()); } void invoke(in BuildSettings settings, in BuildPlatform platform, void delegate(int, string) output_callback) { auto res_file = getTempDir() ~ ("dub-build-"~uniform(0, uint.max).to!string~"-.rsp"); std.file.write(res_file.toNativeString(), join(settings.dflags.map!(s => escape(s)), "\n")); scope (exit) remove(res_file.toNativeString()); logDiagnostic("%s %s", platform.compilerBinary, join(cast(string[])settings.dflags, " ")); invokeTool([platform.compilerBinary, "@"~res_file.toNativeString()], output_callback); } void invokeLinker(in BuildSettings settings, in BuildPlatform platform, string[] objects, void delegate(int, string) output_callback) { assert(false, "Separate linking not implemented for GDC"); } } private string escape(string str) { auto ret = appender!string(); foreach (char ch; str) { switch (ch) { default: ret.put(ch); break; case '\\': ret.put(`\\`); break; case ' ': ret.put(`\ `); break; } } return ret.data; }
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/** Core engine functionality, an entry point for client-applications that want to use the engine. Authors: Simon Peter Campbell, peter@spcampbell.co.uk Copyright: Copyright © 2017, Simon Peter Campbell License: MIT */ module denjin.engine; // Phobos. import core.memory : GC; import std.datetime : Clock, ClockType, SysTime; import std.typecons : Flag, No, Yes; // Engine. version (unittest) { import denjin; } else { import denjin.assets : Assets; import denjin.window : IWindow, WindowGLFW; import denjin.rendering : IRenderer; import denjin.scene : Scene; } /// An incredibly basic "Engine" structure, this holds the different game systems and manages initialisation/shutdown. struct Engine { alias Window = IWindow!(Assets, Scene); alias Renderer = Window.Renderer; Assets* assets; /// A pointer to Denjins asset management system. Window window; /// A reference to a window management system, hard coded to GLFW right now. Renderer renderer; /// A reference to a rendering system, this is created by the window system. Scene* scene; /// A pointer to Denjins scene management system. SysTime time; /// Helps keep track of the time between frames. /// Construct each required system and prepare for running. void initialise() { // Ensure we destroy resources straight away. scope (failure) clear; scope (success) GC.collect; // Create/retrieve the systems. assets = new Assets ("THIS PARAM DOES NOTHING"); window = new WindowGLFW!(Assets, Scene)(1280, 720, No.isFullscreen, "Denjin"); renderer = window.renderer; scene = new Scene ("THIS PARAM DOES NOTHING"); // Extra initialisationa as required. renderer.load (*assets, *scene); } /// Ensure we graciously shut down. void clear() nothrow { try { scope (exit) { assets = null; window = null; renderer = null; scene = null; } // Window system "own" rendering systems so we can ignore that. if (window) { window.clear; } if (assets) { assets.clear; } } catch (Throwable) { } } /// Starts the game loop. void run() in { assert (assets); assert (window); assert (renderer); assert (scene); } body { time = Clock.currTime!(ClockType.precise); while (!window.shouldClose()) { auto currentTime = Clock.currTime!(ClockType.precise); auto difference = currentTime - time; auto nanoSeconds = difference.total!"nsecs"; auto seconds = nanoSeconds / 1_000_000_000.0; auto delta = cast (float) seconds; window.update (delta); renderer.update (delta); scene.update (delta); if (window.isVisible) { renderer.render (*scene); } time = currentTime; } } }
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module UnrealScript.Engine.RB_RadialForceActor; import ScriptClasses; import UnrealScript.Helpers; import UnrealScript.Engine.SeqAct_Toggle; import UnrealScript.Engine.RigidBodyBase; import UnrealScript.Engine.PrimitiveComponent; extern(C++) interface RB_RadialForceActor : RigidBodyBase { public extern(D): private static __gshared ScriptClass mStaticClass; @property final static ScriptClass StaticClass() { mixin(MGSCC("Class Engine.RB_RadialForceActor")); } private static __gshared RB_RadialForceActor mDefaultProperties; @property final static RB_RadialForceActor DefaultProperties() { mixin(MGDPC("RB_RadialForceActor", "RB_RadialForceActor Engine.Default__RB_RadialForceActor")); } static struct Functions { private static __gshared ScriptFunction mOnToggle; public @property static final ScriptFunction OnToggle() { mixin(MGF("mOnToggle", "Function Engine.RB_RadialForceActor.OnToggle")); } } enum ERadialForceType : ubyte { RFT_Force = 0, RFT_Impulse = 1, RFT_MAX = 2, } @property final { auto ref { PrimitiveComponent.RBCollisionChannelContainer CollideWithChannels() { mixin(MGPC("PrimitiveComponent.RBCollisionChannelContainer", 504)); } RB_RadialForceActor.ERadialForceType RadialForceMode() { mixin(MGPC("RB_RadialForceActor.ERadialForceType", 497)); } PrimitiveComponent.ERadialImpulseFalloff ForceFalloff() { mixin(MGPC("PrimitiveComponent.ERadialImpulseFalloff", 496)); } float SpinTorque() { mixin(MGPC("float", 492)); } float SwirlStrength() { mixin(MGPC("float", 488)); } float ForceRadius() { mixin(MGPC("float", 484)); } float ForceStrength() { mixin(MGPC("float", 480)); } // ERROR: Unsupported object class 'ComponentProperty' for the property named 'RenderComponent'! } bool bForceActive() { mixin(MGBPC(500, 0x1)); } bool bForceActive(bool val) { mixin(MSBPC(500, 0x1)); } bool bForceApplyToProjectiles() { mixin(MGBPC(500, 0x10)); } bool bForceApplyToProjectiles(bool val) { mixin(MSBPC(500, 0x10)); } bool bForceApplyToRigidBodies() { mixin(MGBPC(500, 0x8)); } bool bForceApplyToRigidBodies(bool val) { mixin(MSBPC(500, 0x8)); } bool bForceApplyToFluid() { mixin(MGBPC(500, 0x4)); } bool bForceApplyToFluid(bool val) { mixin(MSBPC(500, 0x4)); } bool bForceApplyToCloth() { mixin(MGBPC(500, 0x2)); } bool bForceApplyToCloth(bool val) { mixin(MSBPC(500, 0x2)); } } final void OnToggle(SeqAct_Toggle inAction) { ubyte params[4]; params[] = 0; *cast(SeqAct_Toggle*)params.ptr = inAction; (cast(ScriptObject)this).ProcessEvent(Functions.OnToggle, params.ptr, cast(void*)0); } }
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D
a source of oil erect bushy hairy annual herb having trifoliate leaves and purple to pink flowers thin sauce made of fermented soy beans the most highly proteinaceous vegetable known
D
module test.codec.websocket; import hunt.http.codec.websocket.encode.Generator; import hunt.http.codec.websocket.frame.Frame; import hunt.http.codec.websocket.model.OutgoingFrames; import hunt.util.Common; import hunt.collection.BufferUtils; import hunt.util.TypeUtils; import hunt.Assert; import hunt.collection.ByteBuffer; import hunt.collection.ArrayList; import hunt.collection.List; import java.util.Locale; /** * Capture outgoing network bytes. */ public class OutgoingNetworkBytesCapture : OutgoingFrames { private final Generator generator; private List!(ByteBuffer) captured; public OutgoingNetworkBytesCapture(Generator generator) { this.generator = generator; this.captured = new ArrayList<>(); } public void assertBytes(int idx, string expectedHex) { Assert.assertThat("Capture index does not exist", idx, lessThan(captured.size())); ByteBuffer buf = captured.get(idx); string actualHex = TypeUtils.toHexString(BufferUtils.toArray(buf)).toUpper(); Assert.assertThat("captured[" ~ idx ~ "]", actualHex, is(expectedHex.toUpper())); } public List!(ByteBuffer) getCaptured() { return captured; } override public void outgoingFrame(Frame frame, Callback callback) { ByteBuffer buf = BufferUtils.allocate(Generator.MAX_HEADER_LENGTH + frame.getPayloadLength()); generator.generateWholeFrame(frame, buf); BufferUtils.flipToFlush(buf, 0); captured.add(buf); if (callback != null) { callback.succeeded(); } } }
D
class C_SVM { var string MILGreetings; var string PALGreetings; var string Weather; var string IGetYouStill; var string DieEnemy; var string DieMonster; var string Addon_DieMonster; var string Addon_DieMonster2; var string DirtyThief; var string HandsOff; var string SheepKiller; var string SheepKillerMonster; var string YouMurderer; var string DieStupidBeast; var string YouDareHitMe; var string YouAskedForIt; var string ThenIBeatYouOutOfHere; var string WhatDidYouDoInThere; var string WillYouStopFighting; var string KillEnemy; var string EnemyKilled; var string MonsterKilled; var string Addon_MonsterKilled; var string Addon_MonsterKilled2; var string ThiefDown; var string RumfummlerDown; var string SheepAttackerDown; var string KillMurderer; var string StupidBeastKilled; var string NeverHitMeAgain; var string YouBetterShouldHaveListened; var string GetUpAndBeGone; var string NeverEnterRoomAgain; var string ThereIsNoFightingHere; var string SpareMe; var string RunAway; var string Alarm; var string Guards; var string Help; var string GoodMonsterKill; var string GoodKill; var string notnow; var string RunCoward; var string GetOutOfHere; var string WhyAreYouInHere; var string YesGoOutOfHere; var string WhatsThisSupposedToBe; var string YouDisturbedMySlumber; var string ITookYourGold; var string ShitNoGold; var string ITakeYourWeapon; var string WhatAreYouDoing; var string LookingForTroubleAgain; var string StopMagic; var string ISaidStopMagic; var string WeaponDown; var string ISaidWeaponDown; var string WiseMove; var string NextTimeYoureInForIt; var string OhMyHead; var string TheresAFight; var string OhMyGodItsAFight; var string GoodVictory; var string NotBad; var string OhMyGodHesDown; var string CheerFriend01; var string CheerFriend02; var string CheerFriend03; var string Ooh01; var string Ooh02; var string Ooh03; var string WhatWasThat; var string GetOutOfMyBed; var string Awake; var string abs_commander; var string abs_monastery; var string abs_farm; var string abs_good; var string sheepkiller_crime; var string attack_crime; var string theft_crime; var string murder_crime; var string pal_city_crime; var string mil_city_crime; var string city_crime; var string mona_crime; var string farm_crime; var string oc_crime; var string toughguy_attacklost; var string toughguy_attackwon; var string toughguy_playerattack; var string gold_1000; var string gold_950; var string gold_900; var string gold_850; var string gold_800; var string gold_750; var string gold_700; var string gold_650; var string gold_600; var string gold_550; var string gold_500; var string gold_450; var string gold_400; var string gold_350; var string gold_300; var string gold_250; var string gold_200; var string gold_150; var string gold_100; var string gold_90; var string gold_80; var string gold_70; var string gold_60; var string gold_50; var string gold_40; var string gold_30; var string gold_20; var string gold_10; var string Smalltalk01; var string Smalltalk02; var string Smalltalk03; var string Smalltalk04; var string Smalltalk05; var string Smalltalk06; var string Smalltalk07; var string Smalltalk08; var string Smalltalk09; var string Smalltalk10; var string Smalltalk11; var string Smalltalk12; var string Smalltalk13; var string Smalltalk14; var string Smalltalk15; var string Smalltalk16; var string Smalltalk17; var string Smalltalk18; var string Smalltalk19; var string Smalltalk20; var string Smalltalk21; var string Smalltalk22; var string Smalltalk23; var string Smalltalk24; var string Smalltalk25; var string Smalltalk26; var string Smalltalk27; var string Smalltalk28; var string Smalltalk29; var string Smalltalk30; var string NoLearnNoPoints; var string NoLearnOverPersonalMAX; var string NoLearnYoureBetter; var string YouLearnedSomething; var string unterstadt; var string oberstadt; var string tempel; var string markt; var string galgen; var string kaserne; var string hafen; var string whereto; var string oberstadt_2_unterstadt; var string unterstadt_2_oberstadt; var string unterstadt_2_tempel; var string unterstadt_2_hafen; var string tempel_2_unterstadt; var string tempel_2_markt; var string tempel_2_galgen; var string markt_2_tempel; var string markt_2_kaserne; var string markt_2_galgen; var string galgen_2_tempel; var string galgen_2_markt; var string galgen_2_kaserne; var string kaserne_2_markt; var string kaserne_2_galgen; var string hafen_2_unterstadt; var string Dead; var string Aargh_1; var string Aargh_2; var string Aargh_3; var string addon_wrongarmor; var string addon_wrongarmor_sld; var string addon_wrongarmor_mil; var string addon_wrongarmor_kdf; var string addon_noarmor_bdt; var string addon_diebandit; var string addon_dirtypirate; var string SC_HeyTurnAround; var string SC_HeyTurnAround02; var string SC_HeyTurnAround03; var string SC_HeyTurnAround04; var string SC_HeyWaitASecond; var string DoesntWork; var string PickBroke; var string NeedKey; var string NoMorePicks; var string NoPickLockTalent; var string NoSweeping; var string picklockorkeymissing; var string keymissing; var string picklockmissing; var string neveropen; var string missingitem; var string dontknow; var string nothingtoget; var string nothingtoget02; var string nothingtoget03; var string healshrine; var string heallastshrine; var string irdoraththereyouare; var string scopensirdorathbook; var string scopenslastdoor; var string trade_1; var string trade_2; var string trade_3; var string verstehe; var string foundtreasure; var string cantunderstandthis; var string cantreadthis; var string stoneplate_1; var string stoneplate_2; var string stoneplate_3; var string cough; var string hui; var string Addon_ThisLittleBastard; var string addon_openadanostemple; var string attentat_addon_description; var string attentat_addon_description2; var string attentat_addon_pro; var string attentat_addon_contra; var string mine_addon_description; var string addon_summonancientghost; var string addon_ancientghost_notnear; var string addon_gold_description; }; instance SVM_0(C_SVM) { }; instance SVM_1(C_SVM) { MILGreetings = "SVM_1_MILGreetings"; //За короля! PALGreetings = "SVM_1_PALGreetings"; //За Инноса! Weather = "SVM_1_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_1_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_1_DieEnemy"; //Сейчас ты получишь! DieMonster = "SVM_1_DieMonster"; //Еще одна грязная тварь! DirtyThief = "SVM_1_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_1_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_1_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_1_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_1_YouMurderer"; //Убийца! DieStupidBeast = "SVM_1_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_1_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_1_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_1_ThenIBeatYouOutOfHere"; //Сейчас я вышвырну тебя отсюда! WhatDidYouDoInThere = "SVM_1_WhatDidYouDoInThere"; //Что тебе здесь надо, а?! WillYouStopFighting = "SVM_1_WillYouStopFighting"; //Прекрати немедленно! KillEnemy = "SVM_1_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_1_EnemyKilled"; //Получил, подонок?! MonsterKilled = "SVM_1_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_1_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_1_rumfummlerDown"; //Я думаю, это научит тебя держаться подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_1_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_1_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_1_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_1_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_1_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_1_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_1_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_1_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_1_SpareMe"; //Оставь меня в покое! RunAway = "SVM_1_RunAway"; //Черт, я ухожу отсюда! Alarm = "SVM_1_Alarm"; //ТРЕВОГА! Guards = "SVM_1_Guards"; //СТРАЖА! Help = "SVM_1_Help"; //Помогите! GoodMonsterKill = "SVM_1_GoodMonsterKill"; //Отлично - одной мерзкой тварью меньше! GoodKill = "SVM_1_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_1_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_1_RunCoward"; //Стой, трус! GetOutOfHere = "SVM_1_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_1_WhyAreYouInHere"; //Что тебе здесь нужно?! Уходи! YesGoOutOfHere = "SVM_1_YesGoOutOfHere"; //Да, убирайся отсюда! WhatsThisSupposedToBe = "SVM_1_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_1_YouDisturbedMySlumber"; //(просыпается) Черт, в чем дело? ITookYourGold = "SVM_1_ITookYourGold"; //Золото! Хм, золото никогда не помешает... ShitNoGold = "SVM_1_ShitNoGold"; //У этого ублюдка нет ни гроша в карманах. ITakeYourWeapon = "SVM_1_ITakeYourWeapon"; //Я, пожалуй, заберу твое оружие, так будет безопаснее для тебя же. WhatAreYouDoing = "SVM_1_WhatAreYouDoing"; //Эй! Осторожно! LookingForTroubleAgain = "SVM_1_LookingForTroubleAgain"; //(агрессивно) Ты мало получил? StopMagic = "SVM_1_StopMagic"; //Держись подальше от меня с этой магией! ISaidStopMagic = "SVM_1_ISaidStopMagic"; //Убери эту магию! Ты что, оглох?! WeaponDown = "SVM_1_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_1_ISaidWeaponDown"; //Ты что, оглох? Я сказал: Убери оружие! WiseMove = "SVM_1_WiseMove"; //Видишь, это было не так уж сложно. NextTimeYoureInForIt = "SVM_1_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_1_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_1_TheresAFight"; //(страстно) Сейчас повеселимся! OhMyGodItsAFight = "SVM_1_OhMyGodItsAFight"; //(потрясенно) Они лупят друг друга так, что даже страшно... GoodVictory = "SVM_1_GoodVictory"; //(дьявольский смех) Он заслужил это! NotBad = "SVM_1_NotBad"; //(одобрительно) Совсем неплохо... OhMyGodHesDown = "SVM_1_OhMyGodHesDown"; //(себе под нос) Какой он жестокий... CheerFriend01 = "SVM_1_CheerFriend01"; //Да, как раз то, что нужно! CheerFriend02 = "SVM_1_CheerFriend02"; //Чего ты ждешь? CheerFriend03 = "SVM_1_CheerFriend03"; //Вот так! Ooh01 = "SVM_1_Ooh01"; //Не позволяй ему этого делать! Ooh02 = "SVM_1_Ooh02"; //Покажи ему, кто тут главный! Ooh03 = "SVM_1_Ooh03"; //Черт побери! WhatWasThat = "SVM_1_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_1_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_1_Awake"; //(зевает) abs_commander = "SVM_1_ABS_COMMANDER"; //Я слышал, ты ходил к командующему и все уладил. abs_monastery = "SVM_1_ABS_MONASTERY"; //Я слышал, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_1_ABS_FARM"; //Говорят, ты обратился к Ли и все уладил. abs_good = "SVM_1_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_1_SHEEPKILLER_CRIME"; //Убийство овцы - это уже слишком! Проваливай! attack_crime = "SVM_1_ATTACK_CRIME"; //Я не разговариваю с бандитами! theft_crime = "SVM_1_THEFT_CRIME"; //Прочь с глаз моих, грязный вор! pal_city_crime = "SVM_1_PAL_CITY_CRIME"; //Ты позоришь наш орден! Лорд Хаген будет в ярости! mil_city_crime = "SVM_1_MIL_CITY_CRIME"; //Ты позоришь городскую стражу! Лорд Андрэ научит тебя хорошим манерам! city_crime = "SVM_1_CITY_CRIME"; //Лорд Андрэ узнает о том, что ты сделал! mona_crime = "SVM_1_MONA_CRIME"; //Отец Парлан не будет рад, когда узнает об этом кощунстве! farm_crime = "SVM_1_FARM_CRIME"; //Ли задаст тебе трепку! Ты плохо кончишь! oc_crime = "SVM_1_OC_CRIME"; //Командующий Гаронд потребует от тебя объяснений! toughguy_attacklost = "SVM_1_TOUGHGUY_ATTACKLOST"; //Хорошо, хорошо, ты победил. Чего ты хочешь? toughguy_attackwon = "SVM_1_TOUGHGUY_ATTACKWON"; //Тебе еще раз показать, кто тут главный? toughguy_playerattack = "SVM_1_TOUGHGUY_PLAYERATTACK"; //Хочешь еще раз сразиться со мной, да? gold_1000 = "SVM_1_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_1_GOLD_950"; //950 золотых монет. gold_900 = "SVM_1_GOLD_900"; //900 золотых монет. gold_850 = "SVM_1_GOLD_850"; //850 золотых монет. gold_800 = "SVM_1_GOLD_800"; //800 золотых монет. gold_750 = "SVM_1_GOLD_750"; //750 золотых монет. gold_700 = "SVM_1_GOLD_700"; //700 золотых монет. gold_650 = "SVM_1_GOLD_650"; //650 золотых монет. gold_600 = "SVM_1_GOLD_600"; //600 золотых монет. gold_550 = "SVM_1_GOLD_550"; //550 золотых монет. gold_500 = "SVM_1_GOLD_500"; //500 золотых монет. gold_450 = "SVM_1_GOLD_450"; //450 золотых монет. gold_400 = "SVM_1_GOLD_400"; //400 золотых монет. gold_350 = "SVM_1_GOLD_350"; //350 золотых монет. gold_300 = "SVM_1_GOLD_300"; //300 золотых монет. gold_250 = "SVM_1_GOLD_250"; //250 золотых монет. gold_200 = "SVM_1_GOLD_200"; //200 золотых монет. gold_150 = "SVM_1_GOLD_150"; //150 золотых монет. gold_100 = "SVM_1_GOLD_100"; //100 золотых монет. gold_90 = "SVM_1_GOLD_90"; //90 золотых монет. gold_80 = "SVM_1_GOLD_80"; //80 золотых монет. gold_70 = "SVM_1_GOLD_70"; //70 золотых монет. gold_60 = "SVM_1_GOLD_60"; //60 золотых монет. gold_50 = "SVM_1_GOLD_50"; //50 золотых монет. gold_40 = "SVM_1_GOLD_40"; //40 золотых монет. gold_30 = "SVM_1_GOLD_30"; //30 золотых монет. gold_20 = "SVM_1_GOLD_20"; //20 золотых монет. gold_10 = "SVM_1_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_1_Smalltalk01"; //...ты действительно думаешь... Smalltalk02 = "SVM_1_Smalltalk02"; //...все возможно... Smalltalk03 = "SVM_1_Smalltalk03"; //...ему стоило лучше подумать... Smalltalk04 = "SVM_1_Smalltalk04"; //...как будто у меня без того проблем не хватает... Smalltalk05 = "SVM_1_Smalltalk05"; //...кто сказал тебе это... Smalltalk06 = "SVM_1_Smalltalk06"; //...от этого будут одни проблемы... Smalltalk07 = "SVM_1_Smalltalk07"; //...ходят разные слухи... Smalltalk08 = "SVM_1_Smalltalk08"; //...на твоем месте я бы этого не делал... Smalltalk09 = "SVM_1_Smalltalk09"; //...это все слухи... Smalltalk10 = "SVM_1_Smalltalk10"; //...я бы не доверял тому, кто тебе это сказал... Smalltalk11 = "SVM_1_Smalltalk11"; //...возможно, я говорил тебе раньше... Smalltalk12 = "SVM_1_Smalltalk12"; //...никто никогда не спрашивает меня... Smalltalk13 = "SVM_1_Smalltalk13"; //...тебе должно быть жаль этого беднягу... Smalltalk14 = "SVM_1_Smalltalk14"; //...нет ничего нового... Smalltalk15 = "SVM_1_Smalltalk15"; //...это абсолютно очевидно... Smalltalk16 = "SVM_1_Smalltalk16"; //...тебе не стоит спрашивать меня об этом... Smalltalk17 = "SVM_1_Smalltalk17"; //...так может продолжаться вечность... Smalltalk18 = "SVM_1_Smalltalk18"; //...ты уже знаешь, что я думаю... Smalltalk19 = "SVM_1_Smalltalk19"; //...это именно так, как я сказал... Smalltalk20 = "SVM_1_Smalltalk20"; //...ничто не изменит это... Smalltalk21 = "SVM_1_Smalltalk21"; //...и почему я не слышал об этом раньше... Smalltalk22 = "SVM_1_Smalltalk22"; //...посмотрим, что будет дальше... Smalltalk23 = "SVM_1_Smalltalk23"; //...некоторые проблемы решаются сами собой... Smalltalk24 = "SVM_1_Smalltalk24"; //...я больше не хочу слышать об этом... Smalltalk25 = "SVM_1_Smalltalk25"; //...он напился в стельку... Smalltalk26 = "SVM_1_Smalltalk26"; //...я не позволю так обращаться с собой... Smalltalk27 = "SVM_1_Smalltalk27"; //...они все разбежались как крысы, и я остался совсем один... Smalltalk28 = "SVM_1_Smalltalk28"; //...так говорится в Писании... Smalltalk29 = "SVM_1_Smalltalk29"; //...я всегда поступаю так, как завещал Иннос... Smalltalk30 = "SVM_1_Smalltalk30"; //...никто не смеет нарушать божественный порядок... NoLearnNoPoints = "SVM_1_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_1_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_1_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_1_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_1_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_1_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_1_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_1_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_1_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_1_KASERNE"; //Это казармы. hafen = "SVM_1_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_1_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_1_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_1_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_1_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_1_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_1_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_1_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_1_TEMPEL_2_GALGEN"; //Выйдя из храма и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_1_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_1_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_1_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_1_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_1_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_1_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_1_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_1_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_1_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_1_Dead"; //Аааааа! Aargh_1 = "SVM_1_Aargh_1"; //Аааааа! Aargh_2 = "SVM_1_Aargh_2"; //Аааааа! Aargh_3 = "SVM_1_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_1_Addon_WrongArmor"; //Это не твоя одежда. Я не буду с тобой разговаривать. addon_wrongarmor_sld = "SVM_1_ADDON_WRONGARMOR_SLD"; //Что ты носишь? Надень что-нибудь приличное. addon_wrongarmor_mil = "SVM_1_ADDON_WRONGARMOR_MIL"; //Ты солдат! Ну так одевайся как солдат. addon_wrongarmor_kdf = "SVM_1_ADDON_WRONGARMOR_KDF"; //Твоя одежда не соответствует нашему ордену. Пойди и переоденься. addon_noarmor_bdt = "SVM_1_ADDON_ADDON_NOARMOR_BDT"; //У тебя нет никаких доспехов. Убирайся! addon_diebandit = "SVM_1_ADDON_DIEBANDIT"; //Умри, грязный разбойник! addon_dirtypirate = "SVM_1_ADDON_DIRTYPIRATE"; //Пиратская мразь! }; instance SVM_2(C_SVM) { }; instance SVM_3(C_SVM) { MILGreetings = "SVM_3_MILGreetings"; //За короля! PALGreetings = "SVM_3_PALGreetings"; //За Инноса! Weather = "SVM_3_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_3_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_3_DieEnemy"; //Я разорву тебя на куски! DieMonster = "SVM_3_DieMonster"; //Еще одна грязная тварь! DirtyThief = "SVM_3_DirtyThief"; //Грязный вор! Ну, подожди! HandsOff = "SVM_3_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_3_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_3_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_3_YouMurderer"; //Убийца! DieStupidBeast = "SVM_3_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_3_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_3_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_3_ThenIBeatYouOutOfHere"; //Ты не хочешь идти? Хорошо! WhatDidYouDoInThere = "SVM_3_WhatDidYouDoInThere"; //Что тебе было нужно там? WillYouStopFighting = "SVM_3_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_3_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_3_EnemyKilled"; //Ты заслужил это, подонок! MonsterKilled = "SVM_3_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_3_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_3_rumfummlerDown"; //Держись подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_3_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_3_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_3_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_3_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_3_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_3_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_3_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_3_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_3_SpareMe"; //Не трогай меня! RunAway = "SVM_3_RunAway"; //Ох, черт!!! Alarm = "SVM_3_Alarm"; //ТРЕВОГА! Guards = "SVM_3_Guards"; //СТРАЖА! Help = "SVM_3_Help"; //Помогите! GoodMonsterKill = "SVM_3_GoodMonsterKill"; //Отлично - одной мерзкой тварью меньше! GoodKill = "SVM_3_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_3_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_3_RunCoward"; //Да! Беги со всех ног! GetOutOfHere = "SVM_3_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_3_WhyAreYouInHere"; //Что тебе здесь нужно?! Уходи! YesGoOutOfHere = "SVM_3_YesGoOutOfHere"; //Да, убирайся отсюда! WhatsThisSupposedToBe = "SVM_3_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_3_YouDisturbedMySlumber"; //(просыпается) Черт, в чем дело? ITookYourGold = "SVM_3_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_3_ShitNoGold"; //Ах ты, сосунок, у тебя даже золота с собой нет! ITakeYourWeapon = "SVM_3_ITakeYourWeapon"; //Я думаю, лучше забрать твое оружие. WhatAreYouDoing = "SVM_3_WhatAreYouDoing"; //Смотри! Еще раз - и ты пожалеешь об этом. LookingForTroubleAgain = "SVM_3_LookingForTroubleAgain"; //Тебе все еще мало? StopMagic = "SVM_3_StopMagic"; //Прекрати это магическое дерьмо! ISaidStopMagic = "SVM_3_ISaidStopMagic"; //Хочешь получить? Прекрати немедленно!!! WeaponDown = "SVM_3_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_3_ISaidWeaponDown"; //Ты уберешь это чертово оружие?! WiseMove = "SVM_3_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_3_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_3_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_3_TheresAFight"; //(страстно) Аах, драка! OhMyGodItsAFight = "SVM_3_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_3_GoodVictory"; //(дьявольский смех) Ты показал ему, кто здесь главный! NotBad = "SVM_3_NotBad"; //(одобрительно) Неплохо... OhMyGodHesDown = "SVM_3_OhMyGodHesDown"; //(себе под нос) Бог мой! Какая жестокость... CheerFriend01 = "SVM_3_CheerFriend01"; //Задай ему! CheerFriend02 = "SVM_3_CheerFriend02"; //Прекратите, вы! CheerFriend03 = "SVM_3_CheerFriend03"; //Покажи ему! Ooh01 = "SVM_3_Ooh01"; //Держись! Ooh02 = "SVM_3_Ooh02"; //Осторожно! Ooh03 = "SVM_3_Ooh03"; //Ох! Какой удар! WhatWasThat = "SVM_3_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_3_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_3_Awake"; //(зевает) abs_commander = "SVM_3_ABS_COMMANDER"; //Говорят, ты ходил к командующему и все уладил. abs_monastery = "SVM_3_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_3_ABS_FARM"; //Говорят, ты ходил к Ли и все уладил. abs_good = "SVM_3_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_3_SHEEPKILLER_CRIME"; //Убийство овцы - это уж слишком! Проваливай! attack_crime = "SVM_3_ATTACK_CRIME"; //Оставь меня в покое, грязное животное! theft_crime = "SVM_3_THEFT_CRIME"; //Оставь меня в покое, презренный воришка! pal_city_crime = "SVM_3_PAL_CITY_CRIME"; //Ты позоришь наш орден! Подожди, лорд Хаген узнает об этом! mil_city_crime = "SVM_3_MIL_CITY_CRIME"; //Ты позоришь городскую стражу! Подожди, лорд Андрэ узнает об этом! city_crime = "SVM_3_CITY_CRIME"; //Подожди, лорд Андрэ узнает об этом. mona_crime = "SVM_3_MONA_CRIME"; //Подожди, отец Парлан узнает об этом! farm_crime = "SVM_3_FARM_CRIME"; //Подожди, Ли узнает об этом... oc_crime = "SVM_3_OC_CRIME"; //Подожди, командующий Гаронд узнает об этом! toughguy_attacklost = "SVM_3_TOUGHGUY_ATTACKLOST"; //Хорошо, хорошо, ты лучший боец. Чего ты хочешь? toughguy_attackwon = "SVM_3_TOUGHGUY_ATTACKWON"; //Я думаю, что теперь ты прекрасно знаешь, кто из нас сильнее... Чего ты хочешь? toughguy_playerattack = "SVM_3_TOUGHGUY_PLAYERATTACK"; //Я думал, ты хочешь сразиться со мной. Ты передумал? Ты предпочитаешь БОЛТАТЬ, да? (смеется) gold_1000 = "SVM_3_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_3_GOLD_950"; //950 золотых монет. gold_900 = "SVM_3_GOLD_900"; //900 золотых монет. gold_850 = "SVM_3_GOLD_850"; //850 золотых монет. gold_800 = "SVM_3_GOLD_800"; //800 золотых монет. gold_750 = "SVM_3_GOLD_750"; //750 золотых монет. gold_700 = "SVM_3_GOLD_700"; //700 золотых монет. gold_650 = "SVM_3_GOLD_650"; //650 золотых монет. gold_600 = "SVM_3_GOLD_600"; //600 золотых монет. gold_550 = "SVM_3_GOLD_550"; //550 золотых монет. gold_500 = "SVM_3_GOLD_500"; //500 золотых монет. gold_450 = "SVM_3_GOLD_450"; //450 золотых монет. gold_400 = "SVM_3_GOLD_400"; //400 золотых монет. gold_350 = "SVM_3_GOLD_350"; //350 золотых монет. gold_300 = "SVM_3_GOLD_300"; //300 золотых монет. gold_250 = "SVM_3_GOLD_250"; //250 золотых монет. gold_200 = "SVM_3_GOLD_200"; //200 золотых монет. gold_150 = "SVM_3_GOLD_150"; //150 золотых монет. gold_100 = "SVM_3_GOLD_100"; //100 золотых монет. gold_90 = "SVM_3_GOLD_90"; //90 золотых монет. gold_80 = "SVM_3_GOLD_80"; //80 золотых монет. gold_70 = "SVM_3_GOLD_70"; //70 золотых монет. gold_60 = "SVM_3_GOLD_60"; //60 золотых монет. gold_50 = "SVM_3_GOLD_50"; //50 золотых монет. gold_40 = "SVM_3_GOLD_40"; //40 золотых монет. gold_30 = "SVM_3_GOLD_30"; //30 золотых монет. gold_20 = "SVM_3_GOLD_20"; //20 золотых монет. gold_10 = "SVM_3_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_3_Smalltalk01"; //...ты действительно думаешь... Smalltalk02 = "SVM_3_Smalltalk02"; //...все возможно... Smalltalk03 = "SVM_3_Smalltalk03"; //...ему стоило лучше подумать... Smalltalk04 = "SVM_3_Smalltalk04"; //...как будто у меня без этого мало проблем... Smalltalk05 = "SVM_3_Smalltalk05"; //...кто сказал тебе это... Smalltalk06 = "SVM_3_Smalltalk06"; //...от этого будут одни проблемы... Smalltalk07 = "SVM_3_Smalltalk07"; //...ходят разные слухи... Smalltalk08 = "SVM_3_Smalltalk08"; //...никогда бы не подумал... Smalltalk09 = "SVM_3_Smalltalk09"; //...это все слухи... Smalltalk10 = "SVM_3_Smalltalk10"; //...я бы не доверял тому, кто сказал тебе это... Smalltalk11 = "SVM_3_Smalltalk11"; //...возможно, я говорил тебе раньше... Smalltalk12 = "SVM_3_Smalltalk12"; //...никто никогда не спрашивает меня... Smalltalk13 = "SVM_3_Smalltalk13"; //...тебе должно быть жаль этого беднягу... Smalltalk14 = "SVM_3_Smalltalk14"; //...нет ничего нового... Smalltalk15 = "SVM_3_Smalltalk15"; //...это абсолютно очевидно... Smalltalk16 = "SVM_3_Smalltalk16"; //...тебе не стоит спрашивать меня об этом... Smalltalk17 = "SVM_3_Smalltalk17"; //...так может продолжаться вечность... Smalltalk18 = "SVM_3_Smalltalk18"; //...ты уже знаешь, что я думаю... Smalltalk19 = "SVM_3_Smalltalk19"; //...я так и сказал... Smalltalk20 = "SVM_3_Smalltalk20"; //...ничто не изменит это... Smalltalk21 = "SVM_3_Smalltalk21"; //...и почему я не слышал об этом раньше... Smalltalk22 = "SVM_3_Smalltalk22"; //...посмотрим, что будет дальше... Smalltalk23 = "SVM_3_Smalltalk23"; //...некоторые проблемы решаются сами собой... Smalltalk24 = "SVM_3_Smalltalk24"; //...я больше не хочу слышать об этом... Smalltalk25 = "SVM_3_Smalltalk25"; //...он напился в стельку... Smalltalk26 = "SVM_3_Smalltalk26"; //...я не позволю так обращаться с собой... Smalltalk27 = "SVM_3_Smalltalk27"; //...они все разбежались как крысы, и я остался совсем один... Smalltalk28 = "SVM_3_Smalltalk28"; //...так говорится в Писании... Smalltalk29 = "SVM_3_Smalltalk29"; //...я всегда поступаю так, как завещал Иннос... Smalltalk30 = "SVM_3_Smalltalk30"; //...никто не смеет нарушать божественный порядок... NoLearnNoPoints = "SVM_3_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_3_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_3_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_3_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_3_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_3_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_3_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_3_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_3_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_3_KASERNE"; //Это казармы. hafen = "SVM_3_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_3_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_3_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_3_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_3_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_3_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_3_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_3_TEMPEL_2_MARKT"; //Встань лицом к храму, затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_3_TEMPEL_2_GALGEN"; //Выйдя из храма и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_3_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_3_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_3_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_3_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_3_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_3_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_3_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_3_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_3_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_3_Dead"; //Аааааа! Aargh_1 = "SVM_3_Aargh_1"; //Аааааа! Aargh_2 = "SVM_3_Aargh_2"; //Аааааа! Aargh_3 = "SVM_3_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_3_Addon_WrongArmor"; //Что это за одежда? Она совершенно тебе не подходит. Оставь меня в покое. addon_wrongarmor_sld = "SVM_3_ADDON_WRONGARMOR_SLD"; //Если ты хочешь, чтобы с тобой говорили, оденься прилично. addon_wrongarmor_mil = "SVM_3_ADDON_WRONGARMOR_MIL"; //Мы, солдаты, носим нашу форму с гордостью. Пойди, переоденься. addon_wrongarmor_kdf = "SVM_3_ADDON_WRONGARMOR_KDF"; //В нашем ордене все равны, поэтому мы носим одинаковую форму. Пойди и переоденься! addon_noarmor_bdt = "SVM_3_ADDON_ADDON_NOARMOR_BDT"; //Ты, похоже, пришел прямо из камеры. Для начала надень что-нибудь приличное. addon_diebandit = "SVM_3_ADDON_DIEBANDIT"; //ПОДОЙДИ СЮДА, РАЗБОЙНИК! addon_dirtypirate = "SVM_3_ADDON_DIRTYPIRATE"; //ПОДОЙДИ СЮДА, ПИРАТ! }; instance SVM_4(C_SVM) { MILGreetings = "SVM_4_MILGreetings"; //За короля! PALGreetings = "SVM_4_PALGreetings"; //За Инноса! Weather = "SVM_4_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_4_IGetYouStill"; //Опять ТЫ! DieEnemy = "SVM_4_DieEnemy"; //Я разорву тебя на куски! DieMonster = "SVM_4_DieMonster"; //Еще одна тварь! DirtyThief = "SVM_4_DirtyThief"; //Ах ты подлый вор! HandsOff = "SVM_4_HandsOff"; //Руки прочь! SheepKiller = "SVM_4_SheepKiller"; //Эй! Оставь наших овец в покое! SheepKillerMonster = "SVM_4_SheepKillerMonster"; //Этот монстр ворует наших овец! YouMurderer = "SVM_4_YouMurderer"; //Убийца! DieStupidBeast = "SVM_4_DieStupidBeast"; //Что ЭТА тварь делает здесь? YouDareHitMe = "SVM_4_YouDareHitMe"; //Сейчас ты получишь! YouAskedForIt = "SVM_4_YouAskedForIt"; //Ты сам напросился. ThenIBeatYouOutOfHere = "SVM_4_ThenIBeatYouOutOfHere"; //Иногда слова не доходят... WhatDidYouDoInThere = "SVM_4_WhatDidYouDoInThere"; //Что тебе там было нужно, а?! WillYouStopFighting = "SVM_4_WillYouStopFighting"; //Прекрати немедленно! KillEnemy = "SVM_4_KillEnemy"; //Умри! EnemyKilled = "SVM_4_EnemyKilled"; //Тупой ублюдок... MonsterKilled = "SVM_4_MonsterKilled"; //Получай, грязная тварь! ThiefDown = "SVM_4_ThiefDown"; //Держись подальше от моих вещей - понял? RumfummlerDown = "SVM_4_rumfummlerDown"; //Впредь не распускай руки! SheepAttackerDown = "SVM_4_SheepAttackerDown"; //Впредь держись подальше от наших овец! KillMurderer = "SVM_4_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_4_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_4_NeverHitMeAgain"; //Впредь не распускай руки! YouBetterShouldHaveListened = "SVM_4_YouBetterShouldHaveListened"; //Пусть это послужит тебе уроком. GetUpAndBeGone = "SVM_4_GetUpAndBeGone"; //Вставай и убирайся отсюда! NeverEnterRoomAgain = "SVM_4_NeverEnterRoomAgain"; //Чтобы больше я тебя не видел там - понятно? ThereIsNoFightingHere = "SVM_4_ThereIsNoFightingHere"; //Здесь я задаю трепку, понял? SpareMe = "SVM_4_SpareMe"; //Оставь меня в покое! RunAway = "SVM_4_RunAway"; //Черт, я ухожу отсюда! Alarm = "SVM_4_Alarm"; //ТРЕВОГА! Guards = "SVM_4_Guards"; //СТРАЖА! Help = "SVM_4_Help"; //Помогите! GoodMonsterKill = "SVM_4_GoodMonsterKill"; //Да! Вот как нужно разбираться с этими тварями! GoodKill = "SVM_4_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_4_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_4_RunCoward"; //Мы еще встретимся! GetOutOfHere = "SVM_4_GetOutOfHere"; //Прочь! WhyAreYouInHere = "SVM_4_WhyAreYouInHere"; //Что тебе нужно здесь?! YesGoOutOfHere = "SVM_4_YesGoOutOfHere"; //Прекрати! WhatsThisSupposedToBe = "SVM_4_WhatsThisSupposedToBe"; //Что ты там ищешь? YouDisturbedMySlumber = "SVM_4_YouDisturbedMySlumber"; //(просыпается) В чем дело? ITookYourGold = "SVM_4_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_4_ShitNoGold"; //Ах ты, сосунок, у тебя даже золота с собой нет! ITakeYourWeapon = "SVM_4_ITakeYourWeapon"; //Я думаю, лучше забрать твое оружие. WhatAreYouDoing = "SVM_4_WhatAreYouDoing"; //Смотри! Еще раз, и ты пожалеешь об этом. LookingForTroubleAgain = "SVM_4_LookingForTroubleAgain"; //(агрессивно) Хочешь еще получить по морде? StopMagic = "SVM_4_StopMagic"; //Прекрати это магическое дерьмо немедленно! ISaidStopMagic = "SVM_4_ISaidStopMagic"; //Хочешь получить? Прекрати немедленно!!! WeaponDown = "SVM_4_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_4_ISaidWeaponDown"; //Ты уберешь это чертово оружие?! WiseMove = "SVM_4_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_4_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_4_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_4_TheresAFight"; //(страстно) Ах, драка! OhMyGodItsAFight = "SVM_4_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_4_GoodVictory"; //(дьявольский смех) Ты показал ему, кто здесь главный! NotBad = "SVM_4_NotBad"; //(одобрительно) Неплохо... OhMyGodHesDown = "SVM_4_OhMyGodHesDown"; //(себе под нос) Бог мой! Какая жестокость... CheerFriend01 = "SVM_4_CheerFriend01"; //Да, задай ему! CheerFriend02 = "SVM_4_CheerFriend02"; //Покажи ему! CheerFriend03 = "SVM_4_CheerFriend03"; //Прикончи его! Ooh01 = "SVM_4_Ooh01"; //Защищайся! Ooh02 = "SVM_4_Ooh02"; //Вперед, ответь ему! Ooh03 = "SVM_4_Ooh03"; //Охх! Это больно! WhatWasThat = "SVM_4_WhatWasThat"; //(себе под нос, просыпаясь) Черт, что это было?! GetOutOfMyBed = "SVM_4_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_4_Awake"; //(зевает) abs_commander = "SVM_4_ABS_COMMANDER"; //Я слышал, ты ходил к командующему и все уладил. abs_monastery = "SVM_4_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_4_ABS_FARM"; //Я слышал, ты обратился к Ли и все уладил. abs_good = "SVM_4_ABS_GOOD"; //Хорошо. sheepkiller_crime = "SVM_4_SHEEPKILLER_CRIME"; //Убийство овцы - это уже слишком! Проваливай! attack_crime = "SVM_4_ATTACK_CRIME"; //Ты бандит - убирайся! theft_crime = "SVM_4_THEFT_CRIME"; //Проклятый вор! Я не хочу видеть тебя! pal_city_crime = "SVM_4_PAL_CITY_CRIME"; //Я не ожидал такого от паладина! Лорд Хаген будет недоволен. mil_city_crime = "SVM_4_MIL_CITY_CRIME"; //Как такой как ты вообще мог попасть в городскую стражу? Лорд Андрэ заставит тебя заплатить за это! city_crime = "SVM_4_CITY_CRIME"; //Лорд Андрэ узнает о твоем поведении! mona_crime = "SVM_4_MONA_CRIME"; //Отец Парлан будет в ярости, узнав о твоем кощунстве! farm_crime = "SVM_4_FARM_CRIME"; //Ли не простит тебе это! oc_crime = "SVM_4_OC_CRIME"; //Командующий Гаронд узнает про это - и ты ответишь за все! toughguy_attacklost = "SVM_4_TOUGHGUY_ATTACKLOST"; //Ну и удар у тебя... Чего ты хочешь? toughguy_attackwon = "SVM_4_TOUGHGUY_ATTACKWON"; //Есть еще вопросы? toughguy_playerattack = "SVM_4_TOUGHGUY_PLAYERATTACK"; //Ты опять! gold_1000 = "SVM_4_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_4_GOLD_950"; //950 золотых монет. gold_900 = "SVM_4_GOLD_900"; //900 золотых монет. gold_850 = "SVM_4_GOLD_850"; //850 золотых монет. gold_800 = "SVM_4_GOLD_800"; //800 золотых монет. gold_750 = "SVM_4_GOLD_750"; //750 золотых монет. gold_700 = "SVM_4_GOLD_700"; //700 золотых монет. gold_650 = "SVM_4_GOLD_650"; //650 золотых монет. gold_600 = "SVM_4_GOLD_600"; //600 золотых монет. gold_550 = "SVM_4_GOLD_550"; //550 золотых монет. gold_500 = "SVM_4_GOLD_500"; //500 золотых монет. gold_450 = "SVM_4_GOLD_450"; //450 золотых монет. gold_400 = "SVM_4_GOLD_400"; //400 золотых монет. gold_350 = "SVM_4_GOLD_350"; //350 золотых монет. gold_300 = "SVM_4_GOLD_300"; //300 золотых монет. gold_250 = "SVM_4_GOLD_250"; //250 золотых монет. gold_200 = "SVM_4_GOLD_200"; //200 золотых монет. gold_150 = "SVM_4_GOLD_150"; //150 золотых монет. gold_100 = "SVM_4_GOLD_100"; //100 золотых монет. gold_90 = "SVM_4_GOLD_90"; //90 золотых монет. gold_80 = "SVM_4_GOLD_80"; //80 золотых монет. gold_70 = "SVM_4_GOLD_70"; //70 золотых монет. gold_60 = "SVM_4_GOLD_60"; //60 золотых монет. gold_50 = "SVM_4_GOLD_50"; //50 золотых монет. gold_40 = "SVM_4_GOLD_40"; //40 золотых монет. gold_30 = "SVM_4_GOLD_30"; //30 золотых монет. gold_20 = "SVM_4_GOLD_20"; //20 золотых монет. gold_10 = "SVM_4_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_4_Smalltalk01"; //...это действительно правда... Smalltalk02 = "SVM_4_Smalltalk02"; //...я слышал другое... Smalltalk03 = "SVM_4_Smalltalk03"; //...не говори, что ты не знал этого... Smalltalk04 = "SVM_4_Smalltalk04"; //...в наши дни даже и не знаешь, кому верить... Smalltalk05 = "SVM_4_Smalltalk05"; //...это все сплетни... Smalltalk06 = "SVM_4_Smalltalk06"; //...я сам не лучше... Smalltalk07 = "SVM_4_Smalltalk07"; //...и почему это меня не удивляет... Smalltalk08 = "SVM_4_Smalltalk08"; //...это не мои проблемы... Smalltalk09 = "SVM_4_Smalltalk09"; //...ты действительно веришь в это?.. Smalltalk10 = "SVM_4_Smalltalk10"; //...никто ничему не учится у меня... Smalltalk11 = "SVM_4_Smalltalk11"; //...это было всегда очевидно... Smalltalk12 = "SVM_4_Smalltalk12"; //...он слушал не тех людей... Smalltalk13 = "SVM_4_Smalltalk13"; //...если он этого не видит, я ничем не могу помочь... Smalltalk14 = "SVM_4_Smalltalk14"; //...это не новость... Smalltalk15 = "SVM_4_Smalltalk15"; //...он сам бы никогда не додумался... Smalltalk16 = "SVM_4_Smalltalk16"; //...это давно известно... Smalltalk17 = "SVM_4_Smalltalk17"; //...это плохой бизнес... Smalltalk18 = "SVM_4_Smalltalk18"; //...я бы сделал по-другому... Smalltalk19 = "SVM_4_Smalltalk19"; //...я полностью с тобой согласен... Smalltalk20 = "SVM_4_Smalltalk20"; //...если все будет по другому... Smalltalk21 = "SVM_4_Smalltalk21"; //...я даже не знал об этом... Smalltalk22 = "SVM_4_Smalltalk22"; //...с этим ничего не поделать... Smalltalk23 = "SVM_4_Smalltalk23"; //...это не удивляет меня... Smalltalk24 = "SVM_4_Smalltalk24"; //...но он настаивал, что ему лучше знать... Smalltalk25 = "SVM_4_Smalltalk25"; //...важна только сила, так что не надо... Smalltalk26 = "SVM_4_Smalltalk26"; //...он даже меч толком держать не умел... Smalltalk27 = "SVM_4_Smalltalk27"; //...да, он действительно сказал это... Smalltalk28 = "SVM_4_Smalltalk28"; //...кто-то должен заплатить за это... Smalltalk29 = "SVM_4_Smalltalk29"; //...Иннос просвещает тех, кто признает его мудрость... Smalltalk30 = "SVM_4_Smalltalk30"; //...правосудие восторжествует... NoLearnNoPoints = "SVM_4_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_4_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_4_NoLearnYoureBetter"; //Мне больше нечему учить тебя. Ты слишком хорош. YouLearnedSomething = "SVM_4_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_4_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_4_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_4_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_4_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_4_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_4_KASERNE"; //Это казармы. hafen = "SVM_4_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_4_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_4_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_4_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_4_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_4_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_4_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_4_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_4_TEMPEL_2_GALGEN"; //Выйдя из храма и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_4_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_4_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_4_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_4_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_4_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_4_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_4_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_4_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_4_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_4_Dead"; //Аааааа! Aargh_1 = "SVM_4_Aargh_1"; //Аааааа! Aargh_2 = "SVM_4_Aargh_2"; //Аааааа! Aargh_3 = "SVM_4_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_4_Addon_WrongArmor"; //Сначала оденься нормально, тогда мы поговорим. addon_wrongarmor_sld = "SVM_4_ADDON_WRONGARMOR_SLD"; //Лучше надень доспехи, если хочешь поговорить со мной. addon_wrongarmor_mil = "SVM_4_ADDON_WRONGARMOR_MIL"; //Тебе что, не выдали доспехи? Тогда пойди и найди их. addon_wrongarmor_kdf = "SVM_4_ADDON_WRONGARMOR_KDF"; //Где твоя одежда? Пойди и переоденься. Только тогда я поговорю с тобой. addon_noarmor_bdt = "SVM_4_ADDON_ADDON_NOARMOR_BDT"; //Что ты, нищий бродяга, что ли? Возвращайся, когда купишь себе доспехи. addon_diebandit = "SVM_4_ADDON_DIEBANDIT"; //Еще один бандит! addon_dirtypirate = "SVM_4_ADDON_DIRTYPIRATE"; //Ах ты, грязный пират! }; instance SVM_5(C_SVM) { MILGreetings = "SVM_5_MILGreetings"; //За короля! PALGreetings = "SVM_5_PALGreetings"; //За Инноса! Weather = "SVM_5_Weather"; //Какая мерзкая погода! IGetYouStill = "SVM_5_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_5_DieEnemy"; //Сейчас ты получишь! DieMonster = "SVM_5_DieMonster"; //Еще одна грязная тварь! DirtyThief = "SVM_5_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_5_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_5_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_5_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_5_YouMurderer"; //Убийца! DieStupidBeast = "SVM_5_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_5_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_5_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_5_ThenIBeatYouOutOfHere"; //Сейчас я вышвырну тебя отсюда! WhatDidYouDoInThere = "SVM_5_WhatDidYouDoInThere"; //Что тебе здесь надо, а?! WillYouStopFighting = "SVM_5_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_5_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_5_EnemyKilled"; //Получил, подонок?! MonsterKilled = "SVM_5_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_5_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_5_rumfummlerDown"; //Я думаю, это научит тебя держаться подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_5_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_5_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_5_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_5_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_5_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_5_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_5_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_5_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_5_SpareMe"; //Оставь меня в покое! RunAway = "SVM_5_RunAway"; //Черт, я ухожу отсюда! Alarm = "SVM_5_Alarm"; //ТРЕВОГА! Guards = "SVM_5_Guards"; //СТРАЖА! Help = "SVM_5_Help"; //Помогите! GoodMonsterKill = "SVM_5_GoodMonsterKill"; //Отлично - одной мерзкой тварью меньше! GoodKill = "SVM_5_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_5_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_5_RunCoward"; //Стой, трус! GetOutOfHere = "SVM_5_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_5_WhyAreYouInHere"; //Что тебе здесь нужно?! Уходи! YesGoOutOfHere = "SVM_5_YesGoOutOfHere"; //Да, убирайся отсюда! WhatsThisSupposedToBe = "SVM_5_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_5_YouDisturbedMySlumber"; //(просыпается) Черт, в чем дело? ITookYourGold = "SVM_5_ITookYourGold"; //Золото! Хм, золото никогда не помешает... ShitNoGold = "SVM_5_ShitNoGold"; //Да у тебя даже нет золота с собой! ITakeYourWeapon = "SVM_5_ITakeYourWeapon"; //Я, пожалуй, заберу твое оружие, так будет безопаснее для тебя же. WhatAreYouDoing = "SVM_5_WhatAreYouDoing"; //Эй! Осторожно! LookingForTroubleAgain = "SVM_5_LookingForTroubleAgain"; //(агрессивно) Ты мало получил? StopMagic = "SVM_5_StopMagic"; //Держись подальше от меня с этой магией! ISaidStopMagic = "SVM_5_ISaidStopMagic"; //Убери эту магию! Ты что, оглох?! WeaponDown = "SVM_5_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_5_ISaidWeaponDown"; //Ты что, оглох? Я сказал: Убери оружие! WiseMove = "SVM_5_WiseMove"; //Видишь, это было не так уж сложно. NextTimeYoureInForIt = "SVM_5_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_5_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_5_TheresAFight"; //(страстно) Сейчас повеселимся! OhMyGodItsAFight = "SVM_5_OhMyGodItsAFight"; //(потрясенно) Они лупят друг друга так, что даже страшно... GoodVictory = "SVM_5_GoodVictory"; //(дьявольский смех) Он заслужил это! NotBad = "SVM_5_NotBad"; //(одобрительно) Совсем неплохо... OhMyGodHesDown = "SVM_5_OhMyGodHesDown"; //(себе под нос) Какой он жестокий... CheerFriend01 = "SVM_5_CheerFriend01"; //Да, как раз то, что нужно! CheerFriend02 = "SVM_5_CheerFriend02"; //Чего ты ждешь? CheerFriend03 = "SVM_5_CheerFriend03"; //Вот так! Ooh01 = "SVM_5_Ooh01"; //Не позволяй ему этого делать! Ooh02 = "SVM_5_Ooh02"; //Покажи ему, кто тут главный! Ooh03 = "SVM_5_Ooh03"; //Черт побери! WhatWasThat = "SVM_5_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_5_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_5_Awake"; //(зевает) abs_commander = "SVM_5_ABS_COMMANDER"; //Я слышал, ты ходил к командующему и все уладил. abs_monastery = "SVM_5_ABS_MONASTERY"; //Я слышал, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_5_ABS_FARM"; //Я слышал, ты ходил к Ли и все уладил. abs_good = "SVM_5_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_5_SHEEPKILLER_CRIME"; //Убийство овцы - это уж слишком! Проваливай! attack_crime = "SVM_5_ATTACK_CRIME"; //Оставь меня в покое, грязное животное! theft_crime = "SVM_5_THEFT_CRIME"; //Оставь меня в покое, презренный воришка! pal_city_crime = "SVM_5_PAL_CITY_CRIME"; //Ты позоришь наш орден! Подожди, лорд Хаген узнает об этом! mil_city_crime = "SVM_5_MIL_CITY_CRIME"; //Ты позоришь городскую стражу! Подожди, лорд Андрэ узнает об этом! city_crime = "SVM_5_CITY_CRIME"; //Подожди, лорд Андрэ узнает об этом! mona_crime = "SVM_5_MONA_CRIME"; //Подожди, отец Парлан узнает об этом! farm_crime = "SVM_5_FARM_CRIME"; //Подожди, Ли узнает об этом! oc_crime = "SVM_5_OC_CRIME"; //Подожди, командующий Гаронд узнает об этом! toughguy_attacklost = "SVM_5_TOUGHGUY_ATTACKLOST"; //Хорошо, хорошо, ты лучший боец. Чего ты хочешь? toughguy_attackwon = "SVM_5_TOUGHGUY_ATTACKWON"; //Я думаю, что теперь ты прекрасно знаешь, кто из нас сильнее... Чего ты хочешь? toughguy_playerattack = "SVM_5_TOUGHGUY_PLAYERATTACK"; //Я думал, ты хочешь сразиться со мной. Ты передумал? Ты предпочитаешь БОЛТАТЬ, да? (смеется) gold_1000 = "SVM_5_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_5_GOLD_950"; //950 золотых монет. gold_900 = "SVM_5_GOLD_900"; //900 золотых монет. gold_850 = "SVM_5_GOLD_850"; //850 золотых монет. gold_800 = "SVM_5_GOLD_800"; //800 золотых монет. gold_750 = "SVM_5_GOLD_750"; //750 золотых монет. gold_700 = "SVM_5_GOLD_700"; //700 золотых монет. gold_650 = "SVM_5_GOLD_650"; //650 золотых монет. gold_600 = "SVM_5_GOLD_600"; //600 золотых монет. gold_550 = "SVM_5_GOLD_550"; //550 золотых монет. gold_500 = "SVM_5_GOLD_500"; //500 золотых монет. gold_450 = "SVM_5_GOLD_450"; //450 золотых монет. gold_400 = "SVM_5_GOLD_400"; //400 золотых монет. gold_350 = "SVM_5_GOLD_350"; //350 золотых монет. gold_300 = "SVM_5_GOLD_300"; //300 золотых монет. gold_250 = "SVM_5_GOLD_250"; //250 золотых монет. gold_200 = "SVM_5_GOLD_200"; //200 золотых монет. gold_150 = "SVM_5_GOLD_150"; //150 золотых монет. gold_100 = "SVM_5_GOLD_100"; //100 золотых монет. gold_90 = "SVM_5_GOLD_90"; //90 золотых монет. gold_80 = "SVM_5_GOLD_80"; //80 золотых монет. gold_70 = "SVM_5_GOLD_70"; //70 золотых монет. gold_60 = "SVM_5_GOLD_60"; //60 золотых монет. gold_50 = "SVM_5_GOLD_50"; //50 золотых монет. gold_40 = "SVM_5_GOLD_40"; //40 золотых монет. gold_30 = "SVM_5_GOLD_30"; //30 золотых монет. gold_20 = "SVM_5_GOLD_20"; //20 золотых монет. gold_10 = "SVM_5_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_5_Smalltalk01"; //...это действительно правда... Smalltalk02 = "SVM_5_Smalltalk02"; //...я слышал другое... Smalltalk03 = "SVM_5_Smalltalk03"; //...не говори, что ты не знал этого... Smalltalk04 = "SVM_5_Smalltalk04"; //...в наши дни даже и не знаешь, кому верить... Smalltalk05 = "SVM_5_Smalltalk05"; //...это все сплетни... Smalltalk06 = "SVM_5_Smalltalk06"; //...я сам не лучше... Smalltalk07 = "SVM_5_Smalltalk07"; //...меня больше ничего не удивляет... Smalltalk08 = "SVM_5_Smalltalk08"; //...это не мои проблемы... Smalltalk09 = "SVM_5_Smalltalk09"; //...ты действительно веришь в это?.. Smalltalk10 = "SVM_5_Smalltalk10"; //...никто ничему не учится у меня... Smalltalk11 = "SVM_5_Smalltalk11"; //...это было всегда очевидно... Smalltalk12 = "SVM_5_Smalltalk12"; //...он слушал не тех людей... Smalltalk13 = "SVM_5_Smalltalk13"; //...если он этого не видит, я ничем не могу помочь... Smalltalk14 = "SVM_5_Smalltalk14"; //...это не новость... Smalltalk15 = "SVM_5_Smalltalk15"; //...он сам бы никогда не додумался... Smalltalk16 = "SVM_5_Smalltalk16"; //...это давно известно... Smalltalk17 = "SVM_5_Smalltalk17"; //...это плохой бизнес... Smalltalk18 = "SVM_5_Smalltalk18"; //...я бы сделал это по-другому... Smalltalk19 = "SVM_5_Smalltalk19"; //...я полностью с тобой согласен... Smalltalk20 = "SVM_5_Smalltalk20"; //...если все будет по-другому... Smalltalk21 = "SVM_5_Smalltalk21"; //...я даже не знал об этом... Smalltalk22 = "SVM_5_Smalltalk22"; //...с этим уже ничего не поделать... Smalltalk23 = "SVM_5_Smalltalk23"; //...это не удивляет меня... Smalltalk24 = "SVM_5_Smalltalk24"; //...но он настаивал, что ему лучше знать... Smalltalk25 = "SVM_5_Smalltalk25"; //...важна только сила, так что не надо... Smalltalk26 = "SVM_5_Smalltalk26"; //...он даже меч толком держать не умел... Smalltalk27 = "SVM_5_Smalltalk27"; //...да, он действительно сказал это... Smalltalk28 = "SVM_5_Smalltalk28"; //...кто-то должен заплатить за это... Smalltalk29 = "SVM_5_Smalltalk29"; //...Иннос просвещает тех, кто признает его мудрость... Smalltalk30 = "SVM_5_Smalltalk30"; //...правосудие восторжествует... NoLearnNoPoints = "SVM_5_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_5_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_5_NoLearnYoureBetter"; //Мне больше нечему учить тебя. Ты слишком хорош. YouLearnedSomething = "SVM_5_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_5_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_5_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_5_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_5_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_5_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_5_KASERNE"; //Это казармы. hafen = "SVM_5_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_5_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_5_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_5_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_5_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_5_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_5_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_5_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_5_TEMPEL_2_GALGEN"; //Выйдя из храма и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_5_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_5_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_5_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_5_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_5_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_5_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_5_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_5_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_5_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_5_Dead"; //Аааааа! Aargh_1 = "SVM_5_Aargh_1"; //Аааааа! Aargh_2 = "SVM_5_Aargh_2"; //Аааааа! Aargh_3 = "SVM_5_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_5_Addon_WrongArmor"; //Для начала надень что-нибудь соответствующее. addon_wrongarmor_sld = "SVM_5_ADDON_WRONGARMOR_SLD"; //Что на тебе надето? Ты что, больше не один из нас? Тогда я не буду иметь дело с тобой. addon_wrongarmor_mil = "SVM_5_ADDON_WRONGARMOR_MIL"; //Мы, солдаты, сражаемся за короля, так что лучше бы тебе надеть его доспехи. addon_wrongarmor_kdf = "SVM_5_ADDON_WRONGARMOR_KDF"; //Зачем тебе выдали доспехи, если ты их все равно не носишь? Подумай об этом. addon_noarmor_bdt = "SVM_5_ADDON_ADDON_NOARMOR_BDT"; //Что ты за простофиля? У тебя даже нет доспехов. Иди прочь. addon_diebandit = "SVM_5_ADDON_DIEBANDIT"; //Аах, бандит! addon_dirtypirate = "SVM_5_ADDON_DIRTYPIRATE"; //Я порву тебя на части, пират! }; instance SVM_6(C_SVM) { MILGreetings = "SVM_6_MILGreetings"; //За короля! PALGreetings = "SVM_6_PALGreetings"; //За Инноса! Weather = "SVM_6_Weather"; //Паршивая погода! IGetYouStill = "SVM_6_IGetYouStill"; //Сейчас ты у меня получишь! DieEnemy = "SVM_6_DieEnemy"; //Тебе не стоило появляться здесь! DieMonster = "SVM_6_DieMonster"; //Иди сюда, грязная тварь! DirtyThief = "SVM_6_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_6_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_6_SheepKiller"; //Оставь наших овец в покое! SheepKillerMonster = "SVM_6_SheepKillerMonster"; //Отойди от наших овец, тварь! YouMurderer = "SVM_6_YouMurderer"; //Убийца! DieStupidBeast = "SVM_6_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_6_YouDareHitMe"; //Ты пожалеешь об этом! YouAskedForIt = "SVM_6_YouAskedForIt"; //Я предупреждал тебя. ThenIBeatYouOutOfHere = "SVM_6_ThenIBeatYouOutOfHere"; //Эй, убирайся отсюда! WhatDidYouDoInThere = "SVM_6_WhatDidYouDoInThere"; //Эй! Что тебе было нужно там? WillYouStopFighting = "SVM_6_WillYouStopFighting"; //Прекрати! Немедленно! KillEnemy = "SVM_6_KillEnemy"; //Я выпущу тебе кишки, ублюдок! EnemyKilled = "SVM_6_EnemyKilled"; //Получай... MonsterKilled = "SVM_6_MonsterKilled"; //Эй, я его прикончу! ThiefDown = "SVM_6_ThiefDown"; //Я предупреждаю тебя! Не пытайся повторять это, грязный вор! RumfummlerDown = "SVM_6_rumfummlerDown"; //Я думаю, это научит тебя держаться подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_6_SheepAttackerDown"; //И держись подальше от наших овец! KillMurderer = "SVM_6_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_6_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_6_NeverHitMeAgain"; //Даже не пытайся нападать на меня! YouBetterShouldHaveListened = "SVM_6_YouBetterShouldHaveListened"; //Я предупреждал тебя. GetUpAndBeGone = "SVM_6_GetUpAndBeGone"; //А теперь убирайся! NeverEnterRoomAgain = "SVM_6_NeverEnterRoomAgain"; //Я больше не хочу видеть тебя здесь, понял?! ThereIsNoFightingHere = "SVM_6_ThereIsNoFightingHere"; //Никаких драк здесь. Пусть это послужит тебе уроком. SpareMe = "SVM_6_SpareMe"; //Не пытайся что-нибудь выкинуть! RunAway = "SVM_6_RunAway"; //Я ухожу отсюда! Alarm = "SVM_6_Alarm"; //ТРЕВОГА! Guards = "SVM_6_Guards"; //СТРАЖА! Help = "SVM_6_Help"; //Помогите! GoodMonsterKill = "SVM_6_GoodMonsterKill"; //Покажи этим тварям, где раки зимуют! GoodKill = "SVM_6_GoodKill"; //Да, покажи этому ублюдку, где раки зимуют! notnow = "SVM_6_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_6_RunCoward"; //Я тебя еще достану! GetOutOfHere = "SVM_6_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_6_WhyAreYouInHere"; //Тебе нечего здесь делать! YesGoOutOfHere = "SVM_6_YesGoOutOfHere"; //Да, убирайся! WhatsThisSupposedToBe = "SVM_6_WhatsThisSupposedToBe"; //Что ты задумал? Что ты тут ошиваешься? YouDisturbedMySlumber = "SVM_6_YouDisturbedMySlumber"; //(просыпается) Черт, что тебе нужно? ITookYourGold = "SVM_6_ITookYourGold"; //Ну, по крайней мере, у тебя есть золото с собой. ShitNoGold = "SVM_6_ShitNoGold"; //Даже золота нет - пффф... ITakeYourWeapon = "SVM_6_ITakeYourWeapon"; //Пожалуй, я заберу твое оружие. WhatAreYouDoing = "SVM_6_WhatAreYouDoing"; //(предупреждающе) Парень! Не делай этого больше! LookingForTroubleAgain = "SVM_6_LookingForTroubleAgain"; //(агрессивно) Хочешь еще получить? StopMagic = "SVM_6_StopMagic"; //Убери эту магию! ISaidStopMagic = "SVM_6_ISaidStopMagic"; //Последнее предупреждение! Убери эту магию! WeaponDown = "SVM_6_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_6_ISaidWeaponDown"; //Убери это, или я за себя не отвечаю! WiseMove = "SVM_6_WiseMove"; //Эй, ты не такой тупой, как кажешься! NextTimeYoureInForIt = "SVM_6_NextTimeYoureInForIt"; //(себе под нос) Только попробуй сделать это опять... OhMyHead = "SVM_6_OhMyHead"; //(себе под нос) Охх! Моя голова... TheresAFight = "SVM_6_TheresAFight"; //(жадно) А теперь пришло время позабавиться... OhMyGodItsAFight = "SVM_6_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой... GoodVictory = "SVM_6_GoodVictory"; //(дьявольский смех) Пусть это послужит уроком для него... NotBad = "SVM_6_NotBad"; //(одобрительно) Как он ему дал! OhMyGodHesDown = "SVM_6_OhMyGodHesDown"; //(себе под нос) Какой он жестокий! CheerFriend01 = "SVM_6_CheerFriend01"; //Прикончи его! CheerFriend02 = "SVM_6_CheerFriend02"; //Не останавливайся! CheerFriend03 = "SVM_6_CheerFriend03"; //Прикончи его! Ooh01 = "SVM_6_Ooh01"; //Осторожно! Ooh02 = "SVM_6_Ooh02"; //Защищайся же! Ooh03 = "SVM_6_Ooh03"; //Ох, как больно! WhatWasThat = "SVM_6_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_6_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_6_Awake"; //(зевает) abs_commander = "SVM_6_ABS_COMMANDER"; //Так значит, ты утряс все проблемы с командующим. abs_monastery = "SVM_6_ABS_MONASTERY"; //Отец Парлан отпустил тебе твои грехи. abs_farm = "SVM_6_ABS_FARM"; //Значит, ты ходил к Ли и утряс все проблемы. abs_good = "SVM_6_ABS_GOOD"; //Хорошо. sheepkiller_crime = "SVM_6_SHEEPKILLER_CRIME"; //Ты нападаешь на овцу? А ты не хочешь выбрать себе еще более беззащитную жертву? attack_crime = "SVM_6_ATTACK_CRIME"; //Я не общаюсь с бандитами! theft_crime = "SVM_6_THEFT_CRIME"; //Я не имею дел с ворами! pal_city_crime = "SVM_6_PAL_CITY_CRIME"; //И ты хочешь стать паладином? Подожди, вот лорд Хаген узнает об этом! mil_city_crime = "SVM_6_MIL_CITY_CRIME"; //Ты действительно состоишь в городской страже? Лорд Андрэ не потерпит такого! city_crime = "SVM_6_CITY_CRIME"; //Иди к лорду Андрэ, пока еще не поздно. mona_crime = "SVM_6_MONA_CRIME"; //Иди к отцу Парлану. Он отпустит тебе твои грехи! farm_crime = "SVM_6_FARM_CRIME"; //Ли узнает об этом, и тебе придется заплатить. oc_crime = "SVM_6_OC_CRIME"; //Командующему Гаронду это не понравится. Тебе лучше поговорить с ним, пока не поздно! toughguy_attacklost = "SVM_6_TOUGHGUY_ATTACKLOST"; //Хорошо, ты победил. Чего ты хочешь? toughguy_attackwon = "SVM_6_TOUGHGUY_ATTACKWON"; //Я думаю, теперь ты понимаешь, с кем ты имеешь дело. Чего ты хочешь? toughguy_playerattack = "SVM_6_TOUGHGUY_PLAYERATTACK"; //Опять ты? Хочешь еще раз сразиться со мной, да? gold_1000 = "SVM_6_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_6_GOLD_950"; //950 золотых монет. gold_900 = "SVM_6_GOLD_900"; //900 золотых монет. gold_850 = "SVM_6_GOLD_850"; //850 золотых монет. gold_800 = "SVM_6_GOLD_800"; //800 золотых монет. gold_750 = "SVM_6_GOLD_750"; //750 золотых монет. gold_700 = "SVM_6_GOLD_700"; //700 золотых монет. gold_650 = "SVM_6_GOLD_650"; //650 золотых монет. gold_600 = "SVM_6_GOLD_600"; //600 золотых монет. gold_550 = "SVM_6_GOLD_550"; //550 золотых монет. gold_500 = "SVM_6_GOLD_500"; //500 золотых монет. gold_450 = "SVM_6_GOLD_450"; //450 золотых монет. gold_400 = "SVM_6_GOLD_400"; //400 золотых монет. gold_350 = "SVM_6_GOLD_350"; //350 золотых монет. gold_300 = "SVM_6_GOLD_300"; //300 золотых монет. gold_250 = "SVM_6_GOLD_250"; //250 золотых монет. gold_200 = "SVM_6_GOLD_200"; //200 золотых монет. gold_150 = "SVM_6_GOLD_150"; //150 золотых монет. gold_100 = "SVM_6_GOLD_100"; //100 золотых монет. gold_90 = "SVM_6_GOLD_90"; //90 золотых монет. gold_80 = "SVM_6_GOLD_80"; //80 золотых монет. gold_70 = "SVM_6_GOLD_70"; //70 золотых монет. gold_60 = "SVM_6_GOLD_60"; //60 золотых монет. gold_50 = "SVM_6_GOLD_50"; //50 золотых монет. gold_40 = "SVM_6_GOLD_40"; //40 золотых монет. gold_30 = "SVM_6_GOLD_30"; //30 золотых монет. gold_20 = "SVM_6_GOLD_20"; //20 золотых монет. gold_10 = "SVM_6_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_6_Smalltalk01"; //...не могу поверить в это... Smalltalk02 = "SVM_6_Smalltalk02"; //...я не был бы так уверен... Smalltalk03 = "SVM_6_Smalltalk03"; //...но он все время знал об этом... Smalltalk04 = "SVM_6_Smalltalk04"; //...я теперь даже не знаю, кому верить... Smalltalk05 = "SVM_6_Smalltalk05"; //...я не знаю, где его так отделали... Smalltalk06 = "SVM_6_Smalltalk06"; //...у меня и так хватает проблем... Smalltalk07 = "SVM_6_Smalltalk07"; //...я что-то слышал об этом... Smalltalk08 = "SVM_6_Smalltalk08"; //...я не хочу иметь к этому никакого отношения... Smalltalk09 = "SVM_6_Smalltalk09"; //...не нужно верить всему, что говорят... Smalltalk10 = "SVM_6_Smalltalk10"; //...он узнал это не от меня... Smalltalk11 = "SVM_6_Smalltalk11"; //...я уже подумывал об этом... Smalltalk12 = "SVM_6_Smalltalk12"; //...никому не интересно мое мнение... Smalltalk13 = "SVM_6_Smalltalk13"; //...он не заслужил этого... Smalltalk14 = "SVM_6_Smalltalk14"; //...не говори, что ты не знал этого... Smalltalk15 = "SVM_6_Smalltalk15"; //...это было очевидно... Smalltalk16 = "SVM_6_Smalltalk16"; //...где ты это услышал?.. Smalltalk17 = "SVM_6_Smalltalk17"; //...так может продолжаться вечность... Smalltalk18 = "SVM_6_Smalltalk18"; //...у меня собственное мнение на этот счет... Smalltalk19 = "SVM_6_Smalltalk19"; //...это было так, как ты сказал... Smalltalk20 = "SVM_6_Smalltalk20"; //...я не верю, что это что-то изменит... Smalltalk21 = "SVM_6_Smalltalk21"; //...первый раз слышу об этом... Smalltalk22 = "SVM_6_Smalltalk22"; //...нам остается только ждать... Smalltalk23 = "SVM_6_Smalltalk23"; //...я знал, что это будет проблемой... Smalltalk24 = "SVM_6_Smalltalk24"; //...почему они не слушают меня... Smalltalk25 = "SVM_6_Smalltalk25"; //...он бежал так, как будто за ним гнался сам Белиар... Smalltalk26 = "SVM_6_Smalltalk26"; //...конечно, в конце концов, мы его поймали... Smalltalk27 = "SVM_6_Smalltalk27"; //...ты должен все хорошенько взвесить... Smalltalk28 = "SVM_6_Smalltalk28"; //...некоторые даже не знают, насколько они порочны... Smalltalk29 = "SVM_6_Smalltalk29"; //...такова воля Инноса... Smalltalk30 = "SVM_6_Smalltalk30"; //...его дела были праведными... NoLearnNoPoints = "SVM_6_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_6_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_6_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_6_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_6_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_6_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_6_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_6_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_6_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_6_KASERNE"; //Это казармы. hafen = "SVM_6_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_6_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_6_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_6_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_6_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_6_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_6_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_6_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_6_TEMPEL_2_GALGEN"; //Выйдя из храма и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_6_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_6_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_6_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_6_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_6_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_6_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_6_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_6_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_6_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_6_Dead"; //Аааааа! Aargh_1 = "SVM_6_Aargh_1"; //Аааааа! Aargh_2 = "SVM_6_Aargh_2"; //Аааааа! Aargh_3 = "SVM_6_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_6_Addon_WrongArmor"; //В этой штуке ты выглядишь смешно. Надень что-нибудь приличное. addon_wrongarmor_sld = "SVM_6_ADDON_WRONGARMOR_SLD"; //Не думаешь ли ты, что я тебя не узнал? Отвали и переоденься. addon_wrongarmor_mil = "SVM_6_ADDON_WRONGARMOR_MIL"; //Солдат! Что на тебе надето? Переоденься. И немедленно! addon_wrongarmor_kdf = "SVM_6_ADDON_WRONGARMOR_KDF"; //Слуга Инноса не должен скрываться. Пойди и надень свою робу. addon_noarmor_bdt = "SVM_6_ADDON_ADDON_NOARMOR_BDT"; //Ты гуляешь тут, как рудокоп. Тебе стоит надеть что-нибудь. addon_diebandit = "SVM_6_ADDON_DIEBANDIT"; //Ты не на того напал, БАНДЮГА! addon_dirtypirate = "SVM_6_ADDON_DIRTYPIRATE"; //Возвращайся в море, пират! }; instance SVM_7(C_SVM) { MILGreetings = "SVM_7_MILGreetings"; //За короля! PALGreetings = "SVM_7_PALGreetings"; //За Инноса! Weather = "SVM_7_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_7_IGetYouStill"; //Опять ТЫ! DieEnemy = "SVM_7_DieEnemy"; //Я разорву тебя на куски! DieMonster = "SVM_7_DieMonster"; //Еще одна тварь! DirtyThief = "SVM_7_DirtyThief"; //Ах ты, подлый вор! HandsOff = "SVM_7_HandsOff"; //Руки прочь! SheepKiller = "SVM_7_SheepKiller"; //Эй! оставь наших овец в покое! SheepKillerMonster = "SVM_7_SheepKillerMonster"; //Этот монстр ворует наших овец! YouMurderer = "SVM_7_YouMurderer"; //Убийца! DieStupidBeast = "SVM_7_DieStupidBeast"; //Что ЭТА тварь делает здесь? YouDareHitMe = "SVM_7_YouDareHitMe"; //Сейчас ты получишь! YouAskedForIt = "SVM_7_YouAskedForIt"; //Ты сам напросился. ThenIBeatYouOutOfHere = "SVM_7_ThenIBeatYouOutOfHere"; //Иногда слова не доходят... WhatDidYouDoInThere = "SVM_7_WhatDidYouDoInThere"; //Что тебе там было нужно, а?! WillYouStopFighting = "SVM_7_WillYouStopFighting"; //Прекрати немедленно! KillEnemy = "SVM_7_KillEnemy"; //Умри! EnemyKilled = "SVM_7_EnemyKilled"; //Тупой ублюдок... MonsterKilled = "SVM_7_MonsterKilled"; //Получай, грязная тварь! ThiefDown = "SVM_7_ThiefDown"; //Держись подальше от моих вещей - понял? RumfummlerDown = "SVM_7_rumfummlerDown"; //Впредь не распускай руки! SheepAttackerDown = "SVM_7_SheepAttackerDown"; //Впредь держись подальше от наших овец! KillMurderer = "SVM_7_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_7_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_7_NeverHitMeAgain"; //Не пытайся повторить это, мальчик! YouBetterShouldHaveListened = "SVM_7_YouBetterShouldHaveListened"; //Пусть это послужит тебе уроком. GetUpAndBeGone = "SVM_7_GetUpAndBeGone"; //Вставай и убирайся отсюда! NeverEnterRoomAgain = "SVM_7_NeverEnterRoomAgain"; //Чтобы больше я тебя не видел там! Понятно? ThereIsNoFightingHere = "SVM_7_ThereIsNoFightingHere"; //Здесь я задаю трепку, понял? SpareMe = "SVM_7_SpareMe"; //Оставь меня в покое! RunAway = "SVM_7_RunAway"; //Черт, я ухожу отсюда! Alarm = "SVM_7_Alarm"; //ТРЕВОГА! Guards = "SVM_7_Guards"; //СТРАЖА! Help = "SVM_7_Help"; //Помогите! GoodMonsterKill = "SVM_7_GoodMonsterKill"; //Да! Вот как нужно разбираться с этими тварями! GoodKill = "SVM_7_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_7_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_7_RunCoward"; //Мы еще встретимся! GetOutOfHere = "SVM_7_GetOutOfHere"; //Прочь! WhyAreYouInHere = "SVM_7_WhyAreYouInHere"; //Что тебе нужно здесь?! YesGoOutOfHere = "SVM_7_YesGoOutOfHere"; //Прекрати! WhatsThisSupposedToBe = "SVM_7_WhatsThisSupposedToBe"; //Что ты там ищешь? YouDisturbedMySlumber = "SVM_7_YouDisturbedMySlumber"; //(просыпается) В чем дело? ITookYourGold = "SVM_7_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_7_ShitNoGold"; //Ах ты, сосунок, у тебя даже золота с собой нет! ITakeYourWeapon = "SVM_7_ITakeYourWeapon"; //Я думаю, лучше забрать твое оружие. WhatAreYouDoing = "SVM_7_WhatAreYouDoing"; //Смотри! Еще раз, и ты пожалеешь об этом. LookingForTroubleAgain = "SVM_7_LookingForTroubleAgain"; //(агрессивно) Хочешь еще получить по морде? StopMagic = "SVM_7_StopMagic"; //Прекрати это магическое дерьмо немедленно! ISaidStopMagic = "SVM_7_ISaidStopMagic"; //Хочешь получить? Прекрати немедленно!!! WeaponDown = "SVM_7_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_7_ISaidWeaponDown"; //Ты уберешь это чертово оружие?! WiseMove = "SVM_7_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_7_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_7_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_7_TheresAFight"; //(страстно) Ах, драка! OhMyGodItsAFight = "SVM_7_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_7_GoodVictory"; //(дьявольский смех) Ты показал ему, кто здесь главный! NotBad = "SVM_7_NotBad"; //(одобрительно) Неплохо... OhMyGodHesDown = "SVM_7_OhMyGodHesDown"; //(себе под нос) Бог мой! Какая жестокость... CheerFriend01 = "SVM_7_CheerFriend01"; //Да, задай ему! CheerFriend02 = "SVM_7_CheerFriend02"; //Покажи ему! CheerFriend03 = "SVM_7_CheerFriend03"; //Прикончи его! Ooh01 = "SVM_7_Ooh01"; //Защищайся! Ooh02 = "SVM_7_Ooh02"; //Вперед, ответь ему! Ooh03 = "SVM_7_Ooh03"; //Охх! Это больно! WhatWasThat = "SVM_7_WhatWasThat"; //(себе под нос, просыпаясь) Черт, что это было?! GetOutOfMyBed = "SVM_7_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_7_Awake"; //(зевает) abs_commander = "SVM_7_ABS_COMMANDER"; //Я слышал, ты ходил к командующему и все уладил. abs_monastery = "SVM_7_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_7_ABS_FARM"; //Я слышал, ты обратился к Ли и все уладил. abs_good = "SVM_7_ABS_GOOD"; //Хорошо. sheepkiller_crime = "SVM_7_SHEEPKILLER_CRIME"; //Убийство овцы - это уже слишком! Проваливай! attack_crime = "SVM_7_ATTACK_CRIME"; //Ты бандит - убирайся! theft_crime = "SVM_7_THEFT_CRIME"; //Проклятый вор! Я не хочу видеть тебя! pal_city_crime = "SVM_7_PAL_CITY_CRIME"; //Я не ожидал такого от паладина! Лорд Хаген будет недоволен. mil_city_crime = "SVM_7_MIL_CITY_CRIME"; //Как такой, как ты, вообще мог попасть в городскую стражу? Лорд Андрэ заставит тебя заплатить за это! city_crime = "SVM_7_CITY_CRIME"; //Лорд Андрэ узнает о твоем поведении! mona_crime = "SVM_7_MONA_CRIME"; //Отец Парлан будет в ярости, узнав о твоем кощунстве! farm_crime = "SVM_7_FARM_CRIME"; //Ли не простит тебе это! oc_crime = "SVM_7_OC_CRIME"; //Командующий Гаронд узнает про это - и ты ответишь за все! toughguy_attacklost = "SVM_7_TOUGHGUY_ATTACKLOST"; //Ну и удар у тебя... Чего ты хочешь? toughguy_attackwon = "SVM_7_TOUGHGUY_ATTACKWON"; //Есть еще вопросы? toughguy_playerattack = "SVM_7_TOUGHGUY_PLAYERATTACK"; //Ты опять! gold_1000 = "SVM_7_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_7_GOLD_950"; //950 золотых монет. gold_900 = "SVM_7_GOLD_900"; //900 золотых монет. gold_850 = "SVM_7_GOLD_850"; //850 золотых монет. gold_800 = "SVM_7_GOLD_800"; //800 золотых монет. gold_750 = "SVM_7_GOLD_750"; //750 золотых монет. gold_700 = "SVM_7_GOLD_700"; //700 золотых монет. gold_650 = "SVM_7_GOLD_650"; //650 золотых монет. gold_600 = "SVM_7_GOLD_600"; //600 золотых монет. gold_550 = "SVM_7_GOLD_550"; //550 золотых монет. gold_500 = "SVM_7_GOLD_500"; //500 золотых монет. gold_450 = "SVM_7_GOLD_450"; //450 золотых монет. gold_400 = "SVM_7_GOLD_400"; //400 золотых монет. gold_350 = "SVM_7_GOLD_350"; //350 золотых монет. gold_300 = "SVM_7_GOLD_300"; //300 золотых монет. gold_250 = "SVM_7_GOLD_250"; //250 золотых монет. gold_200 = "SVM_7_GOLD_200"; //200 золотых монет. gold_150 = "SVM_7_GOLD_150"; //150 золотых монет. gold_100 = "SVM_7_GOLD_100"; //100 золотых монет. gold_90 = "SVM_7_GOLD_90"; //90 золотых монет. gold_80 = "SVM_7_GOLD_80"; //80 золотых монет. gold_70 = "SVM_7_GOLD_70"; //70 золотых монет. gold_60 = "SVM_7_GOLD_60"; //60 золотых монет. gold_50 = "SVM_7_GOLD_50"; //50 золотых монет. gold_40 = "SVM_7_GOLD_40"; //40 золотых монет. gold_30 = "SVM_7_GOLD_30"; //30 золотых монет. gold_20 = "SVM_7_GOLD_20"; //20 золотых монет. gold_10 = "SVM_7_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_7_Smalltalk01"; //...это действительно правда... Smalltalk02 = "SVM_7_Smalltalk02"; //...я слышал другое... Smalltalk03 = "SVM_7_Smalltalk03"; //...не говори, что ты не знал этого... Smalltalk04 = "SVM_7_Smalltalk04"; //...в наши дни даже и не знаешь, кому верить... Smalltalk05 = "SVM_7_Smalltalk05"; //...это все сплетни... Smalltalk06 = "SVM_7_Smalltalk06"; //...я сам не лучше... Smalltalk07 = "SVM_7_Smalltalk07"; //...и почему это меня не удивляет... Smalltalk08 = "SVM_7_Smalltalk08"; //...это не мои проблемы... Smalltalk09 = "SVM_7_Smalltalk09"; //...ты действительно веришь в это?.. Smalltalk10 = "SVM_7_Smalltalk10"; //...никто ничему не учится у меня... Smalltalk11 = "SVM_7_Smalltalk11"; //...это было всегда очевидно... Smalltalk12 = "SVM_7_Smalltalk12"; //...он слушал не тех людей... Smalltalk13 = "SVM_7_Smalltalk13"; //...если он этого не видит, я ничем не могу помочь... Smalltalk14 = "SVM_7_Smalltalk14"; //...это не новость... Smalltalk15 = "SVM_7_Smalltalk15"; //...он сам бы никогда не додумался... Smalltalk16 = "SVM_7_Smalltalk16"; //...это давно известно... Smalltalk17 = "SVM_7_Smalltalk17"; //...это плохой бизнес... Smalltalk18 = "SVM_7_Smalltalk18"; //...я бы сделал по-другому... Smalltalk19 = "SVM_7_Smalltalk19"; //...я полностью с тобой согласен... Smalltalk20 = "SVM_7_Smalltalk20"; //...если все будет по-другому... Smalltalk21 = "SVM_7_Smalltalk21"; //...я даже не знал об этом... Smalltalk22 = "SVM_7_Smalltalk22"; //...с этим ничего не поделать... Smalltalk23 = "SVM_7_Smalltalk23"; //...это не удивляет меня... Smalltalk24 = "SVM_7_Smalltalk24"; //...но он настаивал, что ему лучше знать... Smalltalk25 = "SVM_7_Smalltalk25"; //...важна только сила, так что не надо... Smalltalk26 = "SVM_7_Smalltalk26"; //...он даже меч толком держать не умел... Smalltalk27 = "SVM_7_Smalltalk27"; //...да, он действительно сказал это... Smalltalk28 = "SVM_7_Smalltalk28"; //...кто-то должен заплатить за это... Smalltalk29 = "SVM_7_Smalltalk29"; //...Иннос просвещает тех, кто признает его мудрость... Smalltalk30 = "SVM_7_Smalltalk30"; //...правосудие восторжествует... NoLearnNoPoints = "SVM_7_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_7_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_7_NoLearnYoureBetter"; //Мне больше нечему учить тебя. Ты слишком хорош. YouLearnedSomething = "SVM_7_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_7_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_7_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_7_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_7_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_7_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_7_KASERNE"; //Это казармы. hafen = "SVM_7_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_7_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_7_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_7_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_7_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_7_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_7_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_7_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_7_TEMPEL_2_GALGEN"; //Выйдя из храма и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_7_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_7_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_7_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_7_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_7_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_7_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_7_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_7_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_7_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_7_Dead"; //Аааааа! Aargh_1 = "SVM_7_Aargh_1"; //Аааааа! Aargh_2 = "SVM_7_Aargh_2"; //Аааааа! Aargh_3 = "SVM_7_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_7_Addon_WrongArmor"; //Зачем этот маскарад? Так я не буду с тобой разговаривать. addon_wrongarmor_sld = "SVM_7_ADDON_WRONGARMOR_SLD"; //Что ты надел? Где твои доспехи? Надень немедленно! addon_wrongarmor_mil = "SVM_7_ADDON_WRONGARMOR_MIL"; //Это нарушение армейской униформы. Переоденься! Сейчас же! addon_wrongarmor_kdf = "SVM_7_ADDON_WRONGARMOR_KDF"; //Советую тебе надеть робу. А пока я не могу разговаривать с тобой и буду лишь молиться за тебя. addon_noarmor_bdt = "SVM_7_ADDON_ADDON_NOARMOR_BDT"; //Что ты хочешь? Ты не из наших, ты даже не носишь наши доспехи. addon_diebandit = "SVM_7_ADDON_DIEBANDIT"; //Умри, жалкий разбойник! addon_dirtypirate = "SVM_7_ADDON_DIRTYPIRATE"; //Умри, презренный пират! }; instance SVM_8(C_SVM) { MILGreetings = "SVM_8_MILGreetings"; //За короля! PALGreetings = "SVM_8_PALGreetings"; //За Инноса! Weather = "SVM_8_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_8_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_8_DieEnemy"; //Я разорву тебя на куски! DieMonster = "SVM_8_DieMonster"; //Еще одна грязная тварь! DirtyThief = "SVM_8_DirtyThief"; //Грязный вор! Ну, подожди! HandsOff = "SVM_8_HandsOff"; //Убери свои грязные лапы! SheepKiller = "SVM_8_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_8_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_8_YouMurderer"; //Убийца! DieStupidBeast = "SVM_8_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_8_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_8_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_8_ThenIBeatYouOutOfHere"; //Ты не хочешь идти? Хорошо! WhatDidYouDoInThere = "SVM_8_WhatDidYouDoInThere"; //Что тебе было нужно там? WillYouStopFighting = "SVM_8_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_8_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_8_EnemyKilled"; //Ты заслужил это, подонок! MonsterKilled = "SVM_8_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_8_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_8_rumfummlerDown"; //Держись подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_8_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_8_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_8_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_8_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_8_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_8_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_8_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_8_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_8_SpareMe"; //Не трогай меня! RunAway = "SVM_8_RunAway"; //Ох, черт! Alarm = "SVM_8_Alarm"; //ТРЕВОГА! Guards = "SVM_8_Guards"; //СТРАЖА! Help = "SVM_8_Help"; //Помогите! GoodMonsterKill = "SVM_8_GoodMonsterKill"; //Отлично - одной мерзкой тварью меньше! GoodKill = "SVM_8_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_8_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_8_RunCoward"; //Да! Беги, пока можешь! GetOutOfHere = "SVM_8_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_8_WhyAreYouInHere"; //Что тебе здесь нужно?! Уходи! YesGoOutOfHere = "SVM_8_YesGoOutOfHere"; //Да, убирайся отсюда! WhatsThisSupposedToBe = "SVM_8_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_8_YouDisturbedMySlumber"; //(просыпается) Черт, в чем дело? ITookYourGold = "SVM_8_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_8_ShitNoGold"; //Ах ты, сосунок, у тебя даже золота с собой нет! ITakeYourWeapon = "SVM_8_ITakeYourWeapon"; //Я думаю, лучше забрать твое оружие. WhatAreYouDoing = "SVM_8_WhatAreYouDoing"; //Смотри! Еще раз, и ты пожалеешь об этом. LookingForTroubleAgain = "SVM_8_LookingForTroubleAgain"; //Тебе все еще мало? StopMagic = "SVM_8_StopMagic"; //Прекрати это магическое дерьмо! ISaidStopMagic = "SVM_8_ISaidStopMagic"; //Хочешь получить? Прекрати немедленно!!! WeaponDown = "SVM_8_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_8_ISaidWeaponDown"; //Ты уберешь это чертово оружие?! WiseMove = "SVM_8_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_8_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_8_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_8_TheresAFight"; //(страстно) А-ах, драка! OhMyGodItsAFight = "SVM_8_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_8_GoodVictory"; //(дьявольский смех) Ты показал ему! NotBad = "SVM_8_NotBad"; //(одобрительно) Неплохо... OhMyGodHesDown = "SVM_8_OhMyGodHesDown"; //(себе под нос) Бог мой! Какая жестокость... CheerFriend01 = "SVM_8_CheerFriend01"; //Задай ему! CheerFriend02 = "SVM_8_CheerFriend02"; //Прекратите, вы! CheerFriend03 = "SVM_8_CheerFriend03"; //Покажи ему! Ooh01 = "SVM_8_Ooh01"; //Держись! Ooh02 = "SVM_8_Ooh02"; //Осторожно! Ooh03 = "SVM_8_Ooh03"; //О! Как он ему дал! WhatWasThat = "SVM_8_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_8_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_8_Awake"; //(зевает) abs_commander = "SVM_8_ABS_COMMANDER"; //Говорят, ты ходил к командующему и все уладил. abs_monastery = "SVM_8_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_8_ABS_FARM"; //Говорят, ты обратился к Ли и все уладил. abs_good = "SVM_8_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_8_SHEEPKILLER_CRIME"; //Убийство овцы - это уже слишком! Проваливай! attack_crime = "SVM_8_ATTACK_CRIME"; //Оставь меня в покое, грязное животное! theft_crime = "SVM_8_THEFT_CRIME"; //Оставь меня в покое, презренный воришка! pal_city_crime = "SVM_8_PAL_CITY_CRIME"; //Ты позоришь наш орден! Подожди, лорд Хаген узнает об этом! mil_city_crime = "SVM_8_MIL_CITY_CRIME"; //Ты позоришь городскую стражу! Подожди, лорд Андрэ узнает об этом! city_crime = "SVM_8_CITY_CRIME"; //Подожди, лорд Андрэ узнает об этом. mona_crime = "SVM_8_MONA_CRIME"; //Подожди, отец Парлан узнает об этом! farm_crime = "SVM_8_FARM_CRIME"; //Подожди, Ли узнает об этом... oc_crime = "SVM_8_OC_CRIME"; //Подожди, командующий Гаронд узнает об этом! toughguy_attacklost = "SVM_8_TOUGHGUY_ATTACKLOST"; //Хорошо, хорошо, ты лучший боец. Чего ты хочешь? toughguy_attackwon = "SVM_8_TOUGHGUY_ATTACKWON"; //Я думаю, что теперь ты прекрасно знаешь, кто из нас сильнее... Чего ты хочешь? toughguy_playerattack = "SVM_8_TOUGHGUY_PLAYERATTACK"; //Я думал, ты хочешь сразиться со мной. Ты передумал? Ты предпочитаешь БОЛТАТЬ, да? (смеется) gold_1000 = "SVM_8_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_8_GOLD_950"; //950 золотых монет. gold_900 = "SVM_8_GOLD_900"; //900 золотых монет. gold_850 = "SVM_8_GOLD_850"; //850 золотых монет. gold_800 = "SVM_8_GOLD_800"; //800 золотых монет. gold_750 = "SVM_8_GOLD_750"; //750 золотых монет. gold_700 = "SVM_8_GOLD_700"; //700 золотых монет. gold_650 = "SVM_8_GOLD_650"; //650 золотых монет. gold_600 = "SVM_8_GOLD_600"; //600 золотых монет. gold_550 = "SVM_8_GOLD_550"; //550 золотых монет. gold_500 = "SVM_8_GOLD_500"; //500 золотых монет. gold_450 = "SVM_8_GOLD_450"; //450 золотых монет. gold_400 = "SVM_8_GOLD_400"; //400 золотых монет. gold_350 = "SVM_8_GOLD_350"; //350 золотых монет. gold_300 = "SVM_8_GOLD_300"; //300 золотых монет. gold_250 = "SVM_8_GOLD_250"; //250 золотых монет. gold_200 = "SVM_8_GOLD_200"; //200 золотых монет. gold_150 = "SVM_8_GOLD_150"; //150 золотых монет. gold_100 = "SVM_8_GOLD_100"; //100 золотых монет. gold_90 = "SVM_8_GOLD_90"; //90 золотых монет. gold_80 = "SVM_8_GOLD_80"; //80 золотых монет. gold_70 = "SVM_8_GOLD_70"; //70 золотых монет. gold_60 = "SVM_8_GOLD_60"; //60 золотых монет. gold_50 = "SVM_8_GOLD_50"; //50 золотых монет. gold_40 = "SVM_8_GOLD_40"; //40 золотых монет. gold_30 = "SVM_8_GOLD_30"; //30 золотых монет. gold_20 = "SVM_8_GOLD_20"; //20 золотых монет. gold_10 = "SVM_8_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_8_Smalltalk01"; //...это действительно правда... Smalltalk02 = "SVM_8_Smalltalk02"; //...я слышал другое... Smalltalk03 = "SVM_8_Smalltalk03"; //...не говори, что ты не знал этого... Smalltalk04 = "SVM_8_Smalltalk04"; //...в наши дни даже и не знаешь, кому верить... Smalltalk05 = "SVM_8_Smalltalk05"; //...это все сплетни... Smalltalk06 = "SVM_8_Smalltalk06"; //...я сам не лучше... Smalltalk07 = "SVM_8_Smalltalk07"; //...меня больше ничего не удивляет... Smalltalk08 = "SVM_8_Smalltalk08"; //...это не мои проблемы... Smalltalk09 = "SVM_8_Smalltalk09"; //...ты действительно веришь в это?.. Smalltalk10 = "SVM_8_Smalltalk10"; //...никто ничему не учится у меня... Smalltalk11 = "SVM_8_Smalltalk11"; //...это было всегда очевидно... Smalltalk12 = "SVM_8_Smalltalk12"; //...он слушал не тех людей... Smalltalk13 = "SVM_8_Smalltalk13"; //...если он этого не видит, я ничем не могу помочь... Smalltalk14 = "SVM_8_Smalltalk14"; //...это не новость... Smalltalk15 = "SVM_8_Smalltalk15"; //...он сам бы никогда не додумался... Smalltalk16 = "SVM_8_Smalltalk16"; //...это давно известно... Smalltalk17 = "SVM_8_Smalltalk17"; //...это плохой бизнес... Smalltalk18 = "SVM_8_Smalltalk18"; //...я бы сделал это по-другому... Smalltalk19 = "SVM_8_Smalltalk19"; //...я полностью с тобой согласен... Smalltalk20 = "SVM_8_Smalltalk20"; //...если все будет по-другому... Smalltalk21 = "SVM_8_Smalltalk21"; //...я даже не знал об этом... Smalltalk22 = "SVM_8_Smalltalk22"; //...с этим уже ничего не поделать... Smalltalk23 = "SVM_8_Smalltalk23"; //...это не удивляет меня... Smalltalk24 = "SVM_8_Smalltalk24"; //...но он настаивал, что ему лучше знать... Smalltalk25 = "SVM_8_Smalltalk25"; //...важна только сила, так что не надо... Smalltalk26 = "SVM_8_Smalltalk26"; //...он даже меч толком держать не умел... Smalltalk27 = "SVM_8_Smalltalk27"; //...да, он действительно сказал это... Smalltalk28 = "SVM_8_Smalltalk28"; //...кто-то должен заплатить за это... Smalltalk29 = "SVM_8_Smalltalk29"; //...Иннос просвещает тех, кто признает его мудрость... Smalltalk30 = "SVM_8_Smalltalk30"; //...правосудие восторжествует... NoLearnNoPoints = "SVM_8_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_8_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_8_NoLearnYoureBetter"; //Мне больше нечему учить тебя. Ты слишком хорош. YouLearnedSomething = "SVM_8_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_8_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_8_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_8_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_8_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_8_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_8_KASERNE"; //Это казармы. hafen = "SVM_8_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_8_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_8_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_8_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_8_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_8_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_8_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_8_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_8_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_8_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_8_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_8_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_8_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_8_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_8_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_8_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_8_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_8_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_8_Dead"; //Аааааа! Aargh_1 = "SVM_8_Aargh_1"; //Аааааа! Aargh_2 = "SVM_8_Aargh_2"; //Аааааа! Aargh_3 = "SVM_8_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_8_Addon_WrongArmor"; //Я тебе не верю. Ты как-то не так выглядишь, может быть, дело в одежде. addon_wrongarmor_sld = "SVM_8_ADDON_WRONGARMOR_SLD"; //Судя по тому, как ты выглядишь, ты не из наших. Не буду иметь с тобой дело. addon_wrongarmor_mil = "SVM_8_ADDON_WRONGARMOR_MIL"; //Нам нужно быть заметными. Так что пойди и надень доспехи. addon_wrongarmor_kdf = "SVM_8_ADDON_WRONGARMOR_KDF"; //Иннос велит носить его робы с гордостью. Пойди, переоденься. addon_noarmor_bdt = "SVM_8_ADDON_ADDON_NOARMOR_BDT"; //Я с рудокопами не разговариваю. У тебя даже доспехов нет. addon_diebandit = "SVM_8_ADDON_DIEBANDIT"; //Ты, грязный разбойник! addon_dirtypirate = "SVM_8_ADDON_DIRTYPIRATE"; //ПИРАТЫ! }; instance SVM_9(C_SVM) { MILGreetings = "SVM_9_MILGreetings"; //За короля! PALGreetings = "SVM_9_PALGreetings"; //За Инноса! Weather = "SVM_9_Weather"; //Паршивая погода! IGetYouStill = "SVM_9_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_9_DieEnemy"; //Тебе не стоило появляться здесь! DieMonster = "SVM_9_DieMonster"; //Иди сюда, подлая тварь! Addon_DieMonster = "SVM_9_Addon_DieMonster"; //Еще одна тварь! Addon_DieMonster2 = "SVM_9_Addon_DieMonster2"; //Там еще одна грязная скотина! DirtyThief = "SVM_9_DirtyThief"; //Грязный вор! Ну, подожди! HandsOff = "SVM_9_HandsOff"; //Убери свои лапы! SheepKiller = "SVM_9_SheepKiller"; //Оставь наших овец в покое! SheepKillerMonster = "SVM_9_SheepKillerMonster"; //Держись подальше от наших овец! YouMurderer = "SVM_9_YouMurderer"; //Убийца! DieStupidBeast = "SVM_9_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_9_YouDareHitMe"; //Ты пожалеешь об этом! YouAskedForIt = "SVM_9_YouAskedForIt"; //Я предупреждал тебя! ThenIBeatYouOutOfHere = "SVM_9_ThenIBeatYouOutOfHere"; //Я сказал, пошел прочь! WhatDidYouDoInThere = "SVM_9_WhatDidYouDoInThere"; //Эй, что ты там делаешь? WillYouStopFighting = "SVM_9_WillYouStopFighting"; //Прекрати немедленно! KillEnemy = "SVM_9_KillEnemy"; //Я проучу тебя, подонок! EnemyKilled = "SVM_9_EnemyKilled"; //Вот тебе... Addon_MonsterKilled = "SVM_9_Addon_MonsterKilled"; //С тобой покончено, мерзкая тварь! Addon_MonsterKilled2 = "SVM_9_Addon_MonsterKilled2"; //Еще одним монстром меньше! ThiefDown = "SVM_9_ThiefDown"; //Предупреждаю тебя! Держись отсюда подальше, грязный вор! RumfummlerDown = "SVM_9_rumfummlerDown"; //Я думаю, это научит тебя держаться подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_9_SheepAttackerDown"; //И держись подальше от наших овец! KillMurderer = "SVM_9_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_9_StupidBeastKilled"; //Что за тупая тварь! NeverHitMeAgain = "SVM_9_NeverHitMeAgain"; //Даже не пытайся нападать на меня! YouBetterShouldHaveListened = "SVM_9_YouBetterShouldHaveListened"; //Я предупреждал тебя! GetUpAndBeGone = "SVM_9_GetUpAndBeGone"; //А теперь убирайся! NeverEnterRoomAgain = "SVM_9_NeverEnterRoomAgain"; //Я не хочу видеть тебя здесь, понял? ThereIsNoFightingHere = "SVM_9_ThereIsNoFightingHere"; //Драки здесь запрещены. Не забывай об этом! SpareMe = "SVM_9_SpareMe"; //Не делай глупостей! RunAway = "SVM_9_RunAway"; //Я ухожу отсюда! Alarm = "SVM_9_Alarm"; //ТРЕВОГА! Guards = "SVM_9_Guards"; //СТРАЖА! Help = "SVM_9_Help"; //Помогите! GoodMonsterKill = "SVM_9_GoodMonsterKill"; //Покажи этим тварям, где раки зимуют! GoodKill = "SVM_9_GoodKill"; //Да, покажи этому ублюдку! notnow = "SVM_9_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_9_RunCoward"; //Мы еще встретимся! GetOutOfHere = "SVM_9_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_9_WhyAreYouInHere"; //Тебе нечего делать здесь! YesGoOutOfHere = "SVM_9_YesGoOutOfHere"; //Да, проваливай отсюда! WhatsThisSupposedToBe = "SVM_9_WhatsThisSupposedToBe"; //Что ты задумал? Что ты тут ошиваешься? YouDisturbedMySlumber = "SVM_9_YouDisturbedMySlumber"; //(просыпается) Черт, что тебе нужно? ITookYourGold = "SVM_9_ITookYourGold"; //Ну, по крайней мере, у тебя есть золото с собой. ShitNoGold = "SVM_9_ShitNoGold"; //Даже золота нет - пф-ф-ф... ITakeYourWeapon = "SVM_9_ITakeYourWeapon"; //Пожалуй, я заберу твое оружие. WhatAreYouDoing = "SVM_9_WhatAreYouDoing"; //(предупреждающе) Парень! Не делай этого больше! LookingForTroubleAgain = "SVM_9_LookingForTroubleAgain"; //(агрессивно) Хочешь получить еще? StopMagic = "SVM_9_StopMagic"; //Убери эту магию! ISaidStopMagic = "SVM_9_ISaidStopMagic"; //Последнее предупреждение! Убери эту магию! WeaponDown = "SVM_9_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_9_ISaidWeaponDown"; //Убери это, или я за себя не отвечаю! WiseMove = "SVM_9_WiseMove"; //Эй, ты не такой тупой, как кажешься! NextTimeYoureInForIt = "SVM_9_NextTimeYoureInForIt"; //(себе под нос) Только еще попробуй... OhMyHead = "SVM_9_OhMyHead"; //(себе под нос) Ох! Моя голова... TheresAFight = "SVM_9_TheresAFight"; //(жадно) А теперь пришло время позабавиться... OhMyGodItsAFight = "SVM_9_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой... GoodVictory = "SVM_9_GoodVictory"; //(дьявольский смех) Пусть это послужит уроком для него... NotBad = "SVM_9_NotBad"; //(одобрительно) Как он ему дал! OhMyGodHesDown = "SVM_9_OhMyGodHesDown"; //(себе под нос) Какой он жестокий! CheerFriend01 = "SVM_9_CheerFriend01"; //Прикончи его! CheerFriend02 = "SVM_9_CheerFriend02"; //Не останавливайся! CheerFriend03 = "SVM_9_CheerFriend03"; //Прикончи его! Ooh01 = "SVM_9_Ooh01"; //Осторожно! Ooh02 = "SVM_9_Ooh02"; //Защищайся же! Ooh03 = "SVM_9_Ooh03"; //Ох, как больно! WhatWasThat = "SVM_9_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_9_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_9_Awake"; //(зевает) abs_commander = "SVM_9_ABS_COMMANDER"; //Так значит, ты утряс все проблемы с командующим. abs_monastery = "SVM_9_ABS_MONASTERY"; //Отец Парлан отпустил тебе твои грехи. abs_farm = "SVM_9_ABS_FARM"; //Так ты ходил к Ли и все уладил. abs_good = "SVM_9_ABS_GOOD"; //Хорошо. sheepkiller_crime = "SVM_9_SHEEPKILLER_CRIME"; //Ты нападаешь на овцу? А ты не хочешь выбрать себе еще более беззащитную жертву? attack_crime = "SVM_9_ATTACK_CRIME"; //Я не общаюсь с бандитами! theft_crime = "SVM_9_THEFT_CRIME"; //Я не имею дел с ворами! pal_city_crime = "SVM_9_PAL_CITY_CRIME"; //Так ты хочешь стать паладином? Ну, подожди, вот лорд Хаген узнает о твоих делах! mil_city_crime = "SVM_9_MIL_CITY_CRIME"; //Ты действительно состоишь в городской страже? Лорд Андрэ не потерпит такого! city_crime = "SVM_9_CITY_CRIME"; //Иди к лорду Андрэ, пока еще не поздно. mona_crime = "SVM_9_MONA_CRIME"; //Иди к отцу Парлану. Он отпустит тебе твои грехи! farm_crime = "SVM_9_FARM_CRIME"; //Ли узнает об этом и тебе придется заплатить. oc_crime = "SVM_9_OC_CRIME"; //Командующему Гаронду это не понравится. Тебе лучше поговорить с ним, пока не поздно! toughguy_attacklost = "SVM_9_TOUGHGUY_ATTACKLOST"; //Хорошо, ты победил. Чего ты хочешь? toughguy_attackwon = "SVM_9_TOUGHGUY_ATTACKWON"; //Я думаю, теперь ты понимаешь, с кем имеешь дело. Чего ты хочешь? toughguy_playerattack = "SVM_9_TOUGHGUY_PLAYERATTACK"; //Опять ты? Хочешь еще раз сразиться со мной, да? gold_1000 = "SVM_9_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_9_GOLD_950"; //950 золотых монет. gold_900 = "SVM_9_GOLD_900"; //900 золотых монет. gold_850 = "SVM_9_GOLD_850"; //850 золотых монет. gold_800 = "SVM_9_GOLD_800"; //800 золотых монет. gold_750 = "SVM_9_GOLD_750"; //750 золотых монет. gold_700 = "SVM_9_GOLD_700"; //700 золотых монет. gold_650 = "SVM_9_GOLD_650"; //650 золотых монет. gold_600 = "SVM_9_GOLD_600"; //600 золотых монет. gold_550 = "SVM_9_GOLD_550"; //550 золотых монет. gold_500 = "SVM_9_GOLD_500"; //500 золотых монет. gold_450 = "SVM_9_GOLD_450"; //450 золотых монет. gold_400 = "SVM_9_GOLD_400"; //400 золотых монет. gold_350 = "SVM_9_GOLD_350"; //350 золотых монет. gold_300 = "SVM_9_GOLD_300"; //300 золотых монет. gold_250 = "SVM_9_GOLD_250"; //250 золотых монет. gold_200 = "SVM_9_GOLD_200"; //200 золотых монет. gold_150 = "SVM_9_GOLD_150"; //150 золотых монет. gold_100 = "SVM_9_GOLD_100"; //100 золотых монет. gold_90 = "SVM_9_GOLD_90"; //90 золотых монет. gold_80 = "SVM_9_GOLD_80"; //80 золотых монет. gold_70 = "SVM_9_GOLD_70"; //70 золотых монет. gold_60 = "SVM_9_GOLD_60"; //60 золотых монет. gold_50 = "SVM_9_GOLD_50"; //50 золотых монет. gold_40 = "SVM_9_GOLD_40"; //40 золотых монет. gold_30 = "SVM_9_GOLD_30"; //30 золотых монет. gold_20 = "SVM_9_GOLD_20"; //20 золотых монет. gold_10 = "SVM_9_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_9_Smalltalk01"; //...не могу поверить в это... Smalltalk02 = "SVM_9_Smalltalk02"; //...я не был бы так уверен... Smalltalk03 = "SVM_9_Smalltalk03"; //...но он все время знал об этом ... Smalltalk04 = "SVM_9_Smalltalk04"; //...я теперь даже не знаю, кому верить... Smalltalk05 = "SVM_9_Smalltalk05"; //...я не знаю, где его так отделали... Smalltalk06 = "SVM_9_Smalltalk06"; //...у меня и так хватает проблем... Smalltalk07 = "SVM_9_Smalltalk07"; //...я что-то слышал об этом... Smalltalk08 = "SVM_9_Smalltalk08"; //...я не хочу иметь к этому никакого отношения... Smalltalk09 = "SVM_9_Smalltalk09"; //...не нужно верить всему, что говорят... Smalltalk10 = "SVM_9_Smalltalk10"; //...он узнал это не от меня... Smalltalk11 = "SVM_9_Smalltalk11"; //...я уже подумывал об этом... Smalltalk12 = "SVM_9_Smalltalk12"; //...никому не интересно мое мнение... Smalltalk13 = "SVM_9_Smalltalk13"; //...он не заслужил этого... Smalltalk14 = "SVM_9_Smalltalk14"; //...не говори, что ты не знал этого... Smalltalk15 = "SVM_9_Smalltalk15"; //...это было очевидно... Smalltalk16 = "SVM_9_Smalltalk16"; //...где ты это услышал?.. Smalltalk17 = "SVM_9_Smalltalk17"; //...так может продолжаться вечность... Smalltalk18 = "SVM_9_Smalltalk18"; //...у меня собственное мнение на этот счет... Smalltalk19 = "SVM_9_Smalltalk19"; //...это было так, как ты сказал... Smalltalk20 = "SVM_9_Smalltalk20"; //...я не верю, что это что-то изменит... Smalltalk21 = "SVM_9_Smalltalk21"; //...первый раз слышу об этом... Smalltalk22 = "SVM_9_Smalltalk22"; //...нам остается только ждать... Smalltalk23 = "SVM_9_Smalltalk23"; //...я знал, что это будет проблемой... Smalltalk24 = "SVM_9_Smalltalk24"; //...почему они не слушают меня?.. Smalltalk25 = "SVM_9_Smalltalk25"; //...он бежал так, как будто за ним гнался сам Белиар... Smalltalk26 = "SVM_9_Smalltalk26"; //...конечно, в конце концов, мы его поймали... Smalltalk27 = "SVM_9_Smalltalk27"; //...ты должен все хорошенько взвесить... Smalltalk28 = "SVM_9_Smalltalk28"; //...некоторые даже не знают, насколько они порочны... Smalltalk29 = "SVM_9_Smalltalk29"; //...такова воля Инноса... Smalltalk30 = "SVM_9_Smalltalk30"; //...его дела были праведными... NoLearnNoPoints = "SVM_9_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_9_NoLearnOverPersonalMAX"; //Ты хочешь больше, чем я могу научить тебя. NoLearnYoureBetter = "SVM_9_NoLearnYoureBetter"; //Мне больше нечему учить тебя. Ты уже слишком хорош. YouLearnedSomething = "SVM_9_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_9_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_9_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_9_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_9_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_9_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_9_KASERNE"; //Это казармы. hafen = "SVM_9_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_9_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_9_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_9_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_9_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_9_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_9_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_9_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_9_TEMPEL_2_GALGEN"; //Выйдя из храма и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_9_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_9_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_9_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_9_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_9_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_9_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_9_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_9_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_9_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_9_Dead"; //Аааааа! Aargh_1 = "SVM_9_Aargh_1"; //Аааааа! Aargh_2 = "SVM_9_Aargh_2"; //Аааааа! Aargh_3 = "SVM_9_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_9_Addon_WrongArmor"; //Что это за одеяние? Надень что-нибудь, что тебе подходит. addon_wrongarmor_sld = "SVM_9_ADDON_WRONGARMOR_SLD"; //Что на тебе надето? Ты должен носить свои доспехи! addon_wrongarmor_mil = "SVM_9_ADDON_WRONGARMOR_MIL"; //Ты работаешь на короля, так что тебе следует носить доспехи королевской гвардии. Переоденься. addon_wrongarmor_kdf = "SVM_9_ADDON_WRONGARMOR_KDF"; //Твоя одежда не подходит члену нашего ордена. Пойди и переоденься. addon_noarmor_bdt = "SVM_9_ADDON_ADDON_NOARMOR_BDT"; //У тебя даже нет доспехов. Отвали! addon_diebandit = "SVM_9_ADDON_DIEBANDIT"; //Теперь твоя очередь, разбойник! addon_dirtypirate = "SVM_9_ADDON_DIRTYPIRATE"; //Тебе не следовало показываться здесь, пират! }; instance SVM_10(C_SVM) { MILGreetings = "SVM_10_MILGreetings"; //За короля! PALGreetings = "SVM_10_PALGreetings"; //За Инноса! Weather = "SVM_10_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_10_IGetYouStill"; //Опять ТЫ! DieEnemy = "SVM_10_DieEnemy"; //Я разорву тебя на куски! DieMonster = "SVM_10_DieMonster"; //Еще одна тварь! DirtyThief = "SVM_10_DirtyThief"; //Ах ты, подлый вор! HandsOff = "SVM_10_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_10_SheepKiller"; //Эй! оставь наших овец в покое! SheepKillerMonster = "SVM_10_SheepKillerMonster"; //Этот монстр ворует наших овец! YouMurderer = "SVM_10_YouMurderer"; //Убийца! DieStupidBeast = "SVM_10_DieStupidBeast"; //Что ЭТА тварь делает здесь? YouDareHitMe = "SVM_10_YouDareHitMe"; //Сейчас ты получишь! YouAskedForIt = "SVM_10_YouAskedForIt"; //Ты сам напросился. ThenIBeatYouOutOfHere = "SVM_10_ThenIBeatYouOutOfHere"; //Иногда слова не доходят... WhatDidYouDoInThere = "SVM_10_WhatDidYouDoInThere"; //Что тебе там было нужно, а?! WillYouStopFighting = "SVM_10_WillYouStopFighting"; //Прекрати немедленно! KillEnemy = "SVM_10_KillEnemy"; //Умри! EnemyKilled = "SVM_10_EnemyKilled"; //Тупой ублюдок... MonsterKilled = "SVM_10_MonsterKilled"; //Получай, грязная тварь! ThiefDown = "SVM_10_ThiefDown"; //В будущем держи свои руки подальше от моих вещей - понял? RumfummlerDown = "SVM_10_rumfummlerDown"; //Впредь не распускай руки! SheepAttackerDown = "SVM_10_SheepAttackerDown"; //Впредь держись подальше от наших овец! KillMurderer = "SVM_10_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_10_StupidBeastKilled"; //Что за тупая тварь! NeverHitMeAgain = "SVM_10_NeverHitMeAgain"; //Даже и не пытайся! YouBetterShouldHaveListened = "SVM_10_YouBetterShouldHaveListened"; //Пусть это послужит тебе уроком. GetUpAndBeGone = "SVM_10_GetUpAndBeGone"; //Вставай и убирайся отсюда! NeverEnterRoomAgain = "SVM_10_NeverEnterRoomAgain"; //Чтобы больше я тебя не видел там - понятно? ThereIsNoFightingHere = "SVM_10_ThereIsNoFightingHere"; //Здесь я задаю трепку, понял? SpareMe = "SVM_10_SpareMe"; //Оставь меня в покое! RunAway = "SVM_10_RunAway"; //Черт, я ухожу отсюда! Alarm = "SVM_10_Alarm"; //ТРЕВОГА! Guards = "SVM_10_Guards"; //СТРАЖА! Help = "SVM_10_Help"; //Помогите! GoodMonsterKill = "SVM_10_GoodMonsterKill"; //Да! Вот как нужно разбираться с этими тварями! GoodKill = "SVM_10_GoodKill"; //Эта свинья получила по заслугам! notnow = "SVM_10_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_10_RunCoward"; //Мы еще встретимся! GetOutOfHere = "SVM_10_GetOutOfHere"; //Прочь! WhyAreYouInHere = "SVM_10_WhyAreYouInHere"; //Что тебе нужно здесь?! YesGoOutOfHere = "SVM_10_YesGoOutOfHere"; //Да, проваливай! WhatsThisSupposedToBe = "SVM_10_WhatsThisSupposedToBe"; //Что ты там ищешь? YouDisturbedMySlumber = "SVM_10_YouDisturbedMySlumber"; //(просыпается) В чем дело? ITookYourGold = "SVM_10_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_10_ShitNoGold"; //Да у тебя даже нет золота с собой! ITakeYourWeapon = "SVM_10_ITakeYourWeapon"; //Я, пожалуй, заберу твое оружие. WhatAreYouDoing = "SVM_10_WhatAreYouDoing"; //(предупреждающе) Осторожно! Еще раз, и ты поплатишься за это. LookingForTroubleAgain = "SVM_10_LookingForTroubleAgain"; //(агрессивно) Хочешь еще раз получить по морде? StopMagic = "SVM_10_StopMagic"; //Прекрати это магическое дерьмо немедленно! ISaidStopMagic = "SVM_10_ISaidStopMagic"; //Ты напрашиваешься! Прекрати немедленно!!! WeaponDown = "SVM_10_WeaponDown"; //Убери это оружие! ISaidWeaponDown = "SVM_10_ISaidWeaponDown"; //Да убери же это! WiseMove = "SVM_10_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_10_NextTimeYoureInForIt"; //(себе под нос) Ну, мы еще посмотрим... OhMyHead = "SVM_10_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_10_TheresAFight"; //(страстно) А-ах, драка! OhMyGodItsAFight = "SVM_10_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_10_GoodVictory"; //(с дьявольским смехом) Ты показал ему! NotBad = "SVM_10_NotBad"; //Неплохо... OhMyGodHesDown = "SVM_10_OhMyGodHesDown"; //(себе под нос) Бог мой! Какая жестокость... CheerFriend01 = "SVM_10_CheerFriend01"; //Да, задай ему! CheerFriend02 = "SVM_10_CheerFriend02"; //Покажи ему! CheerFriend03 = "SVM_10_CheerFriend03"; //Прикончи его! Ooh01 = "SVM_10_Ooh01"; //Защищайся! Ooh02 = "SVM_10_Ooh02"; //Давай же, отвечай! Ooh03 = "SVM_10_Ooh03"; //Ох-х! Это больно! WhatWasThat = "SVM_10_WhatWasThat"; //(себе под нос, просыпаясь) Черт, что это было?! GetOutOfMyBed = "SVM_10_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_10_Awake"; //(зевает) abs_commander = "SVM_10_ABS_COMMANDER"; //Я слышал, ты ходил к командующему и все уладил. abs_monastery = "SVM_10_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_10_ABS_FARM"; //Я слышал, ты обратился к Ли и все уладил. abs_good = "SVM_10_ABS_GOOD"; //Это честно. sheepkiller_crime = "SVM_10_SHEEPKILLER_CRIME"; //Убийство овцы - это уже слишком! Проваливай! attack_crime = "SVM_10_ATTACK_CRIME"; //Ты бандит - убирайся! theft_crime = "SVM_10_THEFT_CRIME"; //Проклятый вор! я не хочу видеть тебя! pal_city_crime = "SVM_10_PAL_CITY_CRIME"; //Я не ожидал такого от паладина! Лорд Хаген будет недоволен. mil_city_crime = "SVM_10_MIL_CITY_CRIME"; //Как такой, как ты, вообще мог попасть в городскую стражу? Лорд Андрэ заставит тебя заплатить за это! city_crime = "SVM_10_CITY_CRIME"; //Лорд Андрэ узнает о твоем поведении! mona_crime = "SVM_10_MONA_CRIME"; //Отец Парлан будет в ярости, узнав о твоем кощунстве! farm_crime = "SVM_10_FARM_CRIME"; //Ли не простит тебе это! oc_crime = "SVM_10_OC_CRIME"; //Командующий Гаронд узнает про это - и ты ответишь за все! toughguy_attacklost = "SVM_10_TOUGHGUY_ATTACKLOST"; //Ну и удар у тебя... Чего ты хочешь? toughguy_attackwon = "SVM_10_TOUGHGUY_ATTACKWON"; //Есть еще вопросы? toughguy_playerattack = "SVM_10_TOUGHGUY_PLAYERATTACK"; //Ты опять! gold_1000 = "SVM_10_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_10_GOLD_950"; //950 золотых монет. gold_900 = "SVM_10_GOLD_900"; //900 золотых монет. gold_850 = "SVM_10_GOLD_850"; //850 золотых монет. gold_800 = "SVM_10_GOLD_800"; //800 золотых монет. gold_750 = "SVM_10_GOLD_750"; //750 золотых монет. gold_700 = "SVM_10_GOLD_700"; //700 золотых монет. gold_650 = "SVM_10_GOLD_650"; //650 золотых монет. gold_600 = "SVM_10_GOLD_600"; //600 золотых монет. gold_550 = "SVM_10_GOLD_550"; //550 золотых монет. gold_500 = "SVM_10_GOLD_500"; //500 золотых монет. gold_450 = "SVM_10_GOLD_450"; //450 золотых монет. gold_400 = "SVM_10_GOLD_400"; //400 золотых монет. gold_350 = "SVM_10_GOLD_350"; //350 золотых монет. gold_300 = "SVM_10_GOLD_300"; //300 золотых монет. gold_250 = "SVM_10_GOLD_250"; //250 золотых монет. gold_200 = "SVM_10_GOLD_200"; //200 золотых монет. gold_150 = "SVM_10_GOLD_150"; //150 золотых монет. gold_100 = "SVM_10_GOLD_100"; //100 золотых монет. gold_90 = "SVM_10_GOLD_90"; //90 золотых монет. gold_80 = "SVM_10_GOLD_80"; //80 золотых монет. gold_70 = "SVM_10_GOLD_70"; //70 золотых монет. gold_60 = "SVM_10_GOLD_60"; //60 золотых монет. gold_50 = "SVM_10_GOLD_50"; //50 золотых монет. gold_40 = "SVM_10_GOLD_40"; //40 золотых монет. gold_30 = "SVM_10_GOLD_30"; //30 золотых монет. gold_20 = "SVM_10_GOLD_20"; //20 золотых монет. gold_10 = "SVM_10_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_10_Smalltalk01"; //...какая беспечность... Smalltalk02 = "SVM_10_Smalltalk02"; //...никто ничего не хочет знать... Smalltalk03 = "SVM_10_Smalltalk03"; //...он сам так решил... Smalltalk04 = "SVM_10_Smalltalk04"; //...понятия не имею, скажи мне... Smalltalk05 = "SVM_10_Smalltalk05"; //...я лучше не буду вмешиваться... Smalltalk06 = "SVM_10_Smalltalk06"; //...у меня нет времени на это... Smalltalk07 = "SVM_10_Smalltalk07"; //...я бы так не смог... Smalltalk08 = "SVM_10_Smalltalk08"; //...лучше не говори, не надо... Smalltalk09 = "SVM_10_Smalltalk09"; //...пойди туда, сделай это... Smalltalk10 = "SVM_10_Smalltalk10"; //...этого я тебе сказать не могу... Smalltalk11 = "SVM_10_Smalltalk11"; //...на это не стоит надеяться... Smalltalk12 = "SVM_10_Smalltalk12"; //...я тоже так считаю... Smalltalk13 = "SVM_10_Smalltalk13"; //...и это еще не все, поверь мне... Smalltalk14 = "SVM_10_Smalltalk14"; //...опять то же самое... Smalltalk15 = "SVM_10_Smalltalk15"; //...скажи мне, что это не так... Smalltalk16 = "SVM_10_Smalltalk16"; //...рано или поздно это должно было случиться... Smalltalk17 = "SVM_10_Smalltalk17"; //...ему стоило сто раз подумать... Smalltalk18 = "SVM_10_Smalltalk18"; //...ничего не изменится... Smalltalk19 = "SVM_10_Smalltalk19"; //...это не секрет... Smalltalk20 = "SVM_10_Smalltalk20"; //...тоже мне, большое дело... Smalltalk21 = "SVM_10_Smalltalk21"; //...он думает, это так просто... Smalltalk22 = "SVM_10_Smalltalk22"; //...никому это не интересно... Smalltalk23 = "SVM_10_Smalltalk23"; //...и это правда... Smalltalk24 = "SVM_10_Smalltalk24"; //...просто послушай, что он говорит... Smalltalk25 = "SVM_10_Smalltalk25"; //...если бы он был с нами, все было бы по-другому... Smalltalk26 = "SVM_10_Smalltalk26"; //...ему нужно больше тренироваться... Smalltalk27 = "SVM_10_Smalltalk27"; //...да что он об этом знает... Smalltalk28 = "SVM_10_Smalltalk28"; //...Иннос все видит... Smalltalk29 = "SVM_10_Smalltalk29"; //...путь добродетели труден и тернист... Smalltalk30 = "SVM_10_Smalltalk30"; //...только Иннос знает, что правильно, а что нет... NoLearnNoPoints = "SVM_10_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_10_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_10_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_10_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_10_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_10_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_10_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_10_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_10_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_10_KASERNE"; //Это казармы. hafen = "SVM_10_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_10_WHERETO"; //Куда ты направляешься? oberstadt_2_unterstadt = "SVM_10_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_10_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_10_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_10_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_10_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_10_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_10_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_10_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_10_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_10_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_10_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_10_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_10_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_10_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_10_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_10_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_10_Dead"; //Аааааа! Aargh_1 = "SVM_10_Aargh_1"; //Аааааа! Aargh_2 = "SVM_10_Aargh_2"; //Аааааа! Aargh_3 = "SVM_10_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_10_Addon_WrongArmor"; //Что на тебе за хлам? Эта одежда тебе не подходит. Оставь меня в покое. addon_wrongarmor_sld = "SVM_10_ADDON_WRONGARMOR_SLD"; //Если ты один из нас, то должен носить нашу форму. Так что пойди и надень ее. addon_wrongarmor_mil = "SVM_10_ADDON_WRONGARMOR_MIL"; //Если уж тебе выданы доспехи королевской гвардии, тебе следует их носить. addon_wrongarmor_kdf = "SVM_10_ADDON_WRONGARMOR_KDF"; //Если ты отказываешься от робы, то отказываешься и от Инноса. Тебе следует задуматься об этом. addon_noarmor_bdt = "SVM_10_ADDON_ADDON_NOARMOR_BDT"; //Если ты даже не можешь позволить себе доспехи, зачем мне разговаривать с тобой? addon_diebandit = "SVM_10_ADDON_DIEBANDIT"; //Ты, грязный разбойник! addon_dirtypirate = "SVM_10_ADDON_DIRTYPIRATE"; //Ты, мерзкий пират! }; instance SVM_11(C_SVM) { SC_HeyWaitASecond = "SVM_11_Addon_HeyWaitASecond"; //(кричит) Подожди! MILGreetings = "SVM_11_MILGreetings"; //За короля! PALGreetings = "SVM_11_PALGreetings"; //За Инноса! Weather = "SVM_11_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_11_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_11_DieEnemy"; //Сейчас ты получишь! DieMonster = "SVM_11_DieMonster"; //Еще одна грязная тварь! DirtyThief = "SVM_11_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_11_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_11_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_11_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_11_YouMurderer"; //Убийца! DieStupidBeast = "SVM_11_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_11_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_11_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_11_ThenIBeatYouOutOfHere"; //Сейчас я вышвырну тебя отсюда! WhatDidYouDoInThere = "SVM_11_WhatDidYouDoInThere"; //Что тебе здесь надо, а?! WillYouStopFighting = "SVM_11_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_11_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_11_EnemyKilled"; //Получил, подонок?! MonsterKilled = "SVM_11_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_11_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_11_rumfummlerDown"; //В будущем, держи свои руки подальше от чужих вещей! SheepAttackerDown = "SVM_11_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_11_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_11_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_11_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_11_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_11_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_11_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_11_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_11_SpareMe"; //Уходи с миром! RunAway = "SVM_11_RunAway"; //Черт, я ухожу отсюда! Alarm = "SVM_11_Alarm"; //ТРЕВОГА! Guards = "SVM_11_Guards"; //СТРАЖА! Help = "SVM_11_Help"; //Помогите! GoodMonsterKill = "SVM_11_GoodMonsterKill"; //Отлично - одной грязной тварью меньше! GoodKill = "SVM_11_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_11_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_11_RunCoward"; //Стой, трус! GetOutOfHere = "SVM_11_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_11_WhyAreYouInHere"; //Что тебе здесь нужно!? Уходи! YesGoOutOfHere = "SVM_11_YesGoOutOfHere"; //Да, проваливай отсюда! WhatsThisSupposedToBe = "SVM_11_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_11_YouDisturbedMySlumber"; //(просыпается) Черт, в чем дело? ITookYourGold = "SVM_11_ITookYourGold"; //Золото! Хм, золото никогда не помешает... ShitNoGold = "SVM_11_ShitNoGold"; //Да у тебя даже нет золота с собой! ITakeYourWeapon = "SVM_11_ITakeYourWeapon"; //Я, пожалуй, заберу твое оружие, так будет безопаснее для тебя же. WhatAreYouDoing = "SVM_11_WhatAreYouDoing"; //Эй! Осторожно! LookingForTroubleAgain = "SVM_11_LookingForTroubleAgain"; //(агрессивно) Ты мало получил? StopMagic = "SVM_11_StopMagic"; //Держись подальше от меня с этой магией! ISaidStopMagic = "SVM_11_ISaidStopMagic"; //Убери эту магию! Ты что, оглох!? WeaponDown = "SVM_11_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_11_ISaidWeaponDown"; //Ты что, оглох? Я сказал: убери оружие! WiseMove = "SVM_11_WiseMove"; //Видишь, это было не так уж сложно. NextTimeYoureInForIt = "SVM_11_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_11_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_11_TheresAFight"; //(страстно) Сейчас повеселимся! OhMyGodItsAFight = "SVM_11_OhMyGodItsAFight"; //(потрясенно) Они лупят друг друга так, что даже страшно... GoodVictory = "SVM_11_GoodVictory"; //(дьявольский смех) Он заслужил это! NotBad = "SVM_11_NotBad"; //(одобрительно) Совсем неплохо... OhMyGodHesDown = "SVM_11_OhMyGodHesDown"; //(себе под нос) Какой он жестокий... CheerFriend01 = "SVM_11_CheerFriend01"; //Да, как раз то, что нужно! CheerFriend02 = "SVM_11_CheerFriend02"; //Чего ты ждешь? CheerFriend03 = "SVM_11_CheerFriend03"; //Вот так! Ooh01 = "SVM_11_Ooh01"; //Не нарушай закон! Ooh02 = "SVM_11_Ooh02"; //Покажи ему, кто тут главный! Ooh03 = "SVM_11_Ooh03"; //Черт побери! WhatWasThat = "SVM_11_WhatWasThat"; //(себе под нос, просыпаясь) Что это было!? GetOutOfMyBed = "SVM_11_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_11_Awake"; //(зевает) abs_commander = "SVM_11_ABS_COMMANDER"; //Я слышал, ты ходил к командующему и все уладил. abs_monastery = "SVM_11_ABS_MONASTERY"; //Я слышал, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_11_ABS_FARM"; //Говорят, ты обратился к Ли и все уладил. abs_good = "SVM_11_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_11_SHEEPKILLER_CRIME"; //Убийство овцы - это уж слишком! Проваливай! attack_crime = "SVM_11_ATTACK_CRIME"; //Я не разговариваю с бандитами! theft_crime = "SVM_11_THEFT_CRIME"; //Прочь с глаз моих, грязный вор! pal_city_crime = "SVM_11_PAL_CITY_CRIME"; //Ты позоришь наш орден! Лорд Хаген будет в ярости! mil_city_crime = "SVM_11_MIL_CITY_CRIME"; //Ты позоришь городскую стражу! Лорд Андрэ научит тебя хорошим манерам! city_crime = "SVM_11_CITY_CRIME"; //Лорд Андрэ узнает о том, что ты сделал! mona_crime = "SVM_11_MONA_CRIME"; //Отец Парлан будет недоволен, когда узнает об этом! farm_crime = "SVM_11_FARM_CRIME"; //Ли задаст тебе трепку! Ты плохо кончишь! oc_crime = "SVM_11_OC_CRIME"; //Командующий Гаронд потребует от тебя объяснений! toughguy_attacklost = "SVM_11_TOUGHGUY_ATTACKLOST"; //Хорошо, хорошо, ты победил. Чего ты хочешь? toughguy_attackwon = "SVM_11_TOUGHGUY_ATTACKWON"; //Тебе еще раз показать, кто тут главный? toughguy_playerattack = "SVM_11_TOUGHGUY_PLAYERATTACK"; //Хочешь еще раз сразиться со мной, да? gold_1000 = "SVM_11_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_11_GOLD_950"; //950 золотых монет. gold_900 = "SVM_11_GOLD_900"; //900 золотых монет. gold_850 = "SVM_11_GOLD_850"; //850 золотых монет. gold_800 = "SVM_11_GOLD_800"; //800 золотых монет. gold_750 = "SVM_11_GOLD_750"; //750 золотых монет. gold_700 = "SVM_11_GOLD_700"; //700 золотых монет. gold_650 = "SVM_11_GOLD_650"; //650 золотых монет. gold_600 = "SVM_11_GOLD_600"; //600 золотых монет. gold_550 = "SVM_11_GOLD_550"; //550 золотых монет. gold_500 = "SVM_11_GOLD_500"; //500 золотых монет. gold_450 = "SVM_11_GOLD_450"; //450 золотых монет. gold_400 = "SVM_11_GOLD_400"; //400 золотых монет. gold_350 = "SVM_11_GOLD_350"; //350 золотых монет. gold_300 = "SVM_11_GOLD_300"; //300 золотых монет. gold_250 = "SVM_11_GOLD_250"; //250 золотых монет. gold_200 = "SVM_11_GOLD_200"; //200 золотых монет. gold_150 = "SVM_11_GOLD_150"; //150 золотых монет. gold_100 = "SVM_11_GOLD_100"; //100 золотых монет. gold_90 = "SVM_11_GOLD_90"; //90 золотых монет. gold_80 = "SVM_11_GOLD_80"; //80 золотых монет. gold_70 = "SVM_11_GOLD_70"; //70 золотых монет. gold_60 = "SVM_11_GOLD_60"; //60 золотых монет. gold_50 = "SVM_11_GOLD_50"; //50 золотых монет. gold_40 = "SVM_11_GOLD_40"; //40 золотых монет. gold_30 = "SVM_11_GOLD_30"; //30 золотых монет. gold_20 = "SVM_11_GOLD_20"; //20 золотых монет. gold_10 = "SVM_11_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_11_Smalltalk01"; //...ты действительно думаешь... Smalltalk02 = "SVM_11_Smalltalk02"; //...все возможно... Smalltalk03 = "SVM_11_Smalltalk03"; //...ему стоило лучше подумать... Smalltalk04 = "SVM_11_Smalltalk04"; //...как будто у меня без того проблем не хватает... Smalltalk05 = "SVM_11_Smalltalk05"; //...кто сказал тебе это... Smalltalk06 = "SVM_11_Smalltalk06"; //...от этого будут одни проблемы... Smalltalk07 = "SVM_11_Smalltalk07"; //...ходят разные слухи... Smalltalk08 = "SVM_11_Smalltalk08"; //...на твоем месте я бы этого не делал... Smalltalk09 = "SVM_11_Smalltalk09"; //...это все слухи... Smalltalk10 = "SVM_11_Smalltalk10"; //...я бы не доверял тому, кто тебе это сказал... Smalltalk11 = "SVM_11_Smalltalk11"; //...возможно, я говорил тебе раньше... Smalltalk12 = "SVM_11_Smalltalk12"; //...никто никогда не спрашивает меня... Smalltalk13 = "SVM_11_Smalltalk13"; //...тебе должно быть жаль этого беднягу... Smalltalk14 = "SVM_11_Smalltalk14"; //...нет ничего нового... Smalltalk15 = "SVM_11_Smalltalk15"; //...это абсолютно очевидно... Smalltalk16 = "SVM_11_Smalltalk16"; //...тебе не стоит спрашивать меня об этом... Smalltalk17 = "SVM_11_Smalltalk17"; //...так может продолжаться вечность... Smalltalk18 = "SVM_11_Smalltalk18"; //...ты уже знаешь, что я думаю... Smalltalk19 = "SVM_11_Smalltalk19"; //...это именно так, как я сказал... Smalltalk20 = "SVM_11_Smalltalk20"; //...это ничего не изменит... Smalltalk21 = "SVM_11_Smalltalk21"; //...и почему я не слышал об этом раньше... Smalltalk22 = "SVM_11_Smalltalk22"; //...посмотрим, что будет дальше... Smalltalk23 = "SVM_11_Smalltalk23"; //...некоторые проблемы решаются сами собой... Smalltalk24 = "SVM_11_Smalltalk24"; //...я больше не хочу слышать об этом... Smalltalk25 = "SVM_11_Smalltalk25"; //...он напился в стельку... Smalltalk26 = "SVM_11_Smalltalk26"; //...я не позволю так обращаться с собой... Smalltalk27 = "SVM_11_Smalltalk27"; //...они все разбежались как крысы, и я остался совсем один... Smalltalk28 = "SVM_11_Smalltalk28"; //...так говорится в писании... Smalltalk29 = "SVM_11_Smalltalk29"; //...я всегда поступаю так, как завещал Иннос... Smalltalk30 = "SVM_11_Smalltalk30"; //...никто не смеет нарушать божественный порядок... NoLearnNoPoints = "SVM_11_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_11_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_11_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_11_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_11_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_11_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_11_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_11_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_11_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_11_KASERNE"; //Это казармы. hafen = "SVM_11_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_11_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_11_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_11_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_11_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_11_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_11_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_11_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_11_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_11_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_11_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_11_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_11_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_11_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_11_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_11_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_11_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_11_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_11_Dead"; //Аааааа! Aargh_1 = "SVM_11_Aargh_1"; //Аааааа! Aargh_2 = "SVM_11_Aargh_2"; //Аааааа! Aargh_3 = "SVM_11_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_11_Addon_WrongArmor"; //Что на тебе за одежда? Она тебе не подходит. Оставь меня в покое. addon_wrongarmor_sld = "SVM_11_ADDON_WRONGARMOR_SLD"; //Будь добр надевать свои доспехи, когда я говорю с тобой. Давай, бегом. addon_wrongarmor_mil = "SVM_11_ADDON_WRONGARMOR_MIL"; //Тебе следует надеть доспехи королевской гвардии. Иди же. addon_wrongarmor_kdf = "SVM_11_ADDON_WRONGARMOR_KDF"; //Твоя одежда не соответствует нашему ордену. Пойди и переоденься. addon_noarmor_bdt = "SVM_11_ADDON_ADDON_NOARMOR_BDT"; //У тебя даже нет доспехов. Отвали! addon_diebandit = "SVM_11_ADDON_DIEBANDIT"; //Еще один бандит. addon_dirtypirate = "SVM_11_ADDON_DIRTYPIRATE"; //ПИРАТЫ! }; instance SVM_12(C_SVM) { MILGreetings = "SVM_12_MILGreetings"; //За короля! PALGreetings = "SVM_12_PALGreetings"; //За Инноса! Weather = "SVM_12_Weather"; //Паршивая погода! IGetYouStill = "SVM_12_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_12_DieEnemy"; //Тебе не стоило появляться здесь! DieMonster = "SVM_12_DieMonster"; //Иди сюда, подлая тварь! DirtyThief = "SVM_12_DirtyThief"; //Грязный вор! Ну подожди! HandsOff = "SVM_12_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_12_SheepKiller"; //Оставь наших овец в покое! SheepKillerMonster = "SVM_12_SheepKillerMonster"; //Держись подальше от наших овец! YouMurderer = "SVM_12_YouMurderer"; //Убийца! DieStupidBeast = "SVM_12_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_12_YouDareHitMe"; //Ты пожалеешь об этом! YouAskedForIt = "SVM_12_YouAskedForIt"; //Я предупреждал тебя! ThenIBeatYouOutOfHere = "SVM_12_ThenIBeatYouOutOfHere"; //Я сказал, пошел прочь! WhatDidYouDoInThere = "SVM_12_WhatDidYouDoInThere"; //Эй, что ты там делаешь? WillYouStopFighting = "SVM_12_WillYouStopFighting"; //Прекрати немедленно! KillEnemy = "SVM_12_KillEnemy"; //Я проучу тебя, подонок! EnemyKilled = "SVM_12_EnemyKilled"; //Вот тебе... MonsterKilled = "SVM_12_MonsterKilled"; //Мне это даже нравится! Addon_MonsterKilled = "SVM_12_Addon_MonsterKilled"; //ЕЩЕ одним монстром меньше! ThiefDown = "SVM_12_ThiefDown"; //Предупреждаю тебя! Держись отсюда подальше, грязный вор! RumfummlerDown = "SVM_12_rumfummlerDown"; //Я думаю, это научит тебя держаться подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_12_SheepAttackerDown"; //И держись подальше от наших овец! KillMurderer = "SVM_12_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_12_StupidBeastKilled"; //Что за тупая тварь! NeverHitMeAgain = "SVM_12_NeverHitMeAgain"; //Даже не пытайся нападать на меня! YouBetterShouldHaveListened = "SVM_12_YouBetterShouldHaveListened"; //Я предупреждал тебя! GetUpAndBeGone = "SVM_12_GetUpAndBeGone"; //А теперь убирайся! NeverEnterRoomAgain = "SVM_12_NeverEnterRoomAgain"; //Я не хочу больше здесь тебя видеть, понял? ThereIsNoFightingHere = "SVM_12_ThereIsNoFightingHere"; //Драки здесь запрещены. Не забывай об этом! SpareMe = "SVM_12_SpareMe"; //Не делай глупостей! RunAway = "SVM_12_RunAway"; //Я ухожу отсюда! Alarm = "SVM_12_Alarm"; //ТРЕВОГА! Guards = "SVM_12_Guards"; //СТРАЖА! Help = "SVM_12_Help"; //Помогите! GoodMonsterKill = "SVM_12_GoodMonsterKill"; //Покажи этим тварям, где раки зимуют! GoodKill = "SVM_12_GoodKill"; //Да, покажи этому ублюдку! notnow = "SVM_12_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_12_RunCoward"; //Мы еще встретимся! GetOutOfHere = "SVM_12_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_12_WhyAreYouInHere"; //Тебе нечего делать здесь! YesGoOutOfHere = "SVM_12_YesGoOutOfHere"; //Да, проваливай отсюда! WhatsThisSupposedToBe = "SVM_12_WhatsThisSupposedToBe"; //Что ты задумал? Что ты тут ошиваешься? YouDisturbedMySlumber = "SVM_12_YouDisturbedMySlumber"; //(просыпается) Черт, что тебе нужно? ITookYourGold = "SVM_12_ITookYourGold"; //Ну, по крайней мере, у тебя есть золото с собой. ShitNoGold = "SVM_12_ShitNoGold"; //Даже золота нет - пффф... ITakeYourWeapon = "SVM_12_ITakeYourWeapon"; //Пожалуй, я заберу твое оружие. WhatAreYouDoing = "SVM_12_WhatAreYouDoing"; //(предупреждающе) Парень! Не делай этого больше! LookingForTroubleAgain = "SVM_12_LookingForTroubleAgain"; //(агрессивно) Хочешь получить еще? StopMagic = "SVM_12_StopMagic"; //Убери эту магию! ISaidStopMagic = "SVM_12_ISaidStopMagic"; //Последнее предупреждение! Убери эту магию! WeaponDown = "SVM_12_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_12_ISaidWeaponDown"; //Убери это, или я за себя не отвечаю! WiseMove = "SVM_12_WiseMove"; //Эй, ты не такой тупой, как кажешься! NextTimeYoureInForIt = "SVM_12_NextTimeYoureInForIt"; //(себе под нос) Только еще попробуй... OhMyHead = "SVM_12_OhMyHead"; //(себе под нос) Охх! Моя голова... TheresAFight = "SVM_12_TheresAFight"; //(жадно) А теперь, пришло время позабавиться... OhMyGodItsAFight = "SVM_12_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой... GoodVictory = "SVM_12_GoodVictory"; //(дьявольский смех) Пусть это послужит уроком для него... NotBad = "SVM_12_NotBad"; //(одобрительно) Как он ему дал! OhMyGodHesDown = "SVM_12_OhMyGodHesDown"; //(себе под нос) Какой он жестокий! CheerFriend01 = "SVM_12_CheerFriend01"; //Прикончи его! CheerFriend02 = "SVM_12_CheerFriend02"; //Не останавливайся! CheerFriend03 = "SVM_12_CheerFriend03"; //Прикончи его! Ooh01 = "SVM_12_Ooh01"; //Осторожно! Ooh02 = "SVM_12_Ooh02"; //Защищайся же! Ooh03 = "SVM_12_Ooh03"; //Ох, как больно! WhatWasThat = "SVM_12_WhatWasThat"; //(себе под нос, просыпаясь) Что это было!? GetOutOfMyBed = "SVM_12_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_12_Awake"; //(зевает) abs_commander = "SVM_12_ABS_COMMANDER"; //Так значит, ты утряс все проблемы с командующим. abs_monastery = "SVM_12_ABS_MONASTERY"; //Отец Парлан отпустил тебе твои грехи. abs_farm = "SVM_12_ABS_FARM"; //Так ты ходил к Ли и все уладил. abs_good = "SVM_12_ABS_GOOD"; //Хорошо. sheepkiller_crime = "SVM_12_SHEEPKILLER_CRIME"; //Ты нападаешь на овцу? А ты не хочешь выбрать себе еще более беззащитную жертву? attack_crime = "SVM_12_ATTACK_CRIME"; //Я не общаюсь с бандитами! theft_crime = "SVM_12_THEFT_CRIME"; //Я не имею дел с ворами! pal_city_crime = "SVM_12_PAL_CITY_CRIME"; //Ты так хочешь стать паладином? Ну подожди, вот лорд Хаген узнает о твоих делах! mil_city_crime = "SVM_12_MIL_CITY_CRIME"; //Ты действительно состоишь в городской страже? Лорд Андрэ не потерпит такого! city_crime = "SVM_12_CITY_CRIME"; //Иди к лорду Андрэ, пока еще не поздно. mona_crime = "SVM_12_MONA_CRIME"; //Иди к отцу Парлану. Он отпустит тебе твои грехи! farm_crime = "SVM_12_FARM_CRIME"; //Ли узнает об этом и тебе придется заплатить. oc_crime = "SVM_12_OC_CRIME"; //Командующему Гаронду это не понравится. Тебе лучше поговорить с ним, пока не поздно! toughguy_attacklost = "SVM_12_TOUGHGUY_ATTACKLOST"; //Хорошо - ты победил. Чего ты хочешь? toughguy_attackwon = "SVM_12_TOUGHGUY_ATTACKWON"; //Я думаю, теперь ты понимаешь, с кем ты имеешь дело. Чего ты хочешь? toughguy_playerattack = "SVM_12_TOUGHGUY_PLAYERATTACK"; //Опять ты? Хочешь еще раз сразиться со мной, да? gold_1000 = "SVM_12_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_12_GOLD_950"; //950 золотых монет. gold_900 = "SVM_12_GOLD_900"; //900 золотых монет. gold_850 = "SVM_12_GOLD_850"; //850 золотых монет. gold_800 = "SVM_12_GOLD_800"; //800 золотых монет. gold_750 = "SVM_12_GOLD_750"; //750 золотых монет. gold_700 = "SVM_12_GOLD_700"; //700 золотых монет. gold_650 = "SVM_12_GOLD_650"; //650 золотых монет. gold_600 = "SVM_12_GOLD_600"; //600 золотых монет. gold_550 = "SVM_12_GOLD_550"; //550 золотых монет. gold_500 = "SVM_12_GOLD_500"; //500 золотых монет. gold_450 = "SVM_12_GOLD_450"; //450 золотых монет. gold_400 = "SVM_12_GOLD_400"; //400 золотых монет. gold_350 = "SVM_12_GOLD_350"; //350 золотых монет. gold_300 = "SVM_12_GOLD_300"; //300 золотых монет. gold_250 = "SVM_12_GOLD_250"; //250 золотых монет. gold_200 = "SVM_12_GOLD_200"; //200 золотых монет. gold_150 = "SVM_12_GOLD_150"; //150 золотых монет. gold_100 = "SVM_12_GOLD_100"; //100 золотых монет. gold_90 = "SVM_12_GOLD_90"; //90 золотых монет. gold_80 = "SVM_12_GOLD_80"; //80 золотых монет. gold_70 = "SVM_12_GOLD_70"; //70 золотых монет. gold_60 = "SVM_12_GOLD_60"; //60 золотых монет. gold_50 = "SVM_12_GOLD_50"; //50 золотых монет. gold_40 = "SVM_12_GOLD_40"; //40 золотых монет. gold_30 = "SVM_12_GOLD_30"; //30 золотых монет. gold_20 = "SVM_12_GOLD_20"; //20 золотых монет. gold_10 = "SVM_12_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_12_Smalltalk01"; //...какая беспечность... Smalltalk02 = "SVM_12_Smalltalk02"; //...никто ничего не хочет знать... Smalltalk03 = "SVM_12_Smalltalk03"; //...он сам так решил... Smalltalk04 = "SVM_12_Smalltalk04"; //...понятия не имею, скажи мне... Smalltalk05 = "SVM_12_Smalltalk05"; //...я лучше не буду вмешиваться... Smalltalk06 = "SVM_12_Smalltalk06"; //...у меня нет времени на это... Smalltalk07 = "SVM_12_Smalltalk07"; //...я бы так не смог... Smalltalk08 = "SVM_12_Smalltalk08"; //...лучше не говори, не надо... Smalltalk09 = "SVM_12_Smalltalk09"; //...пойди туда, сделай это... Smalltalk10 = "SVM_12_Smalltalk10"; //...этого я тебе сказать не могу... Smalltalk11 = "SVM_12_Smalltalk11"; //...на это не стоит надеяться... Smalltalk12 = "SVM_12_Smalltalk12"; //...я тоже так считаю... Smalltalk13 = "SVM_12_Smalltalk13"; //...и это еще не все, поверь мне... Smalltalk14 = "SVM_12_Smalltalk14"; //...опять то же самое... Smalltalk15 = "SVM_12_Smalltalk15"; //...скажи мне, что это не так... Smalltalk16 = "SVM_12_Smalltalk16"; //...рано или поздно это должно было случиться... Smalltalk17 = "SVM_12_Smalltalk17"; //...ему стоило подумать об этом заранее... Smalltalk18 = "SVM_12_Smalltalk18"; //...ничего не изменится... Smalltalk19 = "SVM_12_Smalltalk19"; //...это не секрет... Smalltalk20 = "SVM_12_Smalltalk20"; //...тоже мне большое дело... Smalltalk21 = "SVM_12_Smalltalk21"; //...он думает, это так просто... Smalltalk22 = "SVM_12_Smalltalk22"; //...никому это не интересно... Smalltalk23 = "SVM_12_Smalltalk23"; //...и это правда... Smalltalk24 = "SVM_12_Smalltalk24"; //...ты просто послушай... Smalltalk25 = "SVM_12_Smalltalk25"; //...если бы он был с нами, все было бы по-другому... Smalltalk26 = "SVM_12_Smalltalk26"; //...ему нужно больше тренироваться... Smalltalk27 = "SVM_12_Smalltalk27"; //...да что он об этом знает... Smalltalk28 = "SVM_12_Smalltalk28"; //...Иннос все видит... Smalltalk29 = "SVM_12_Smalltalk29"; //...путь добродетели труден и тернист... Smalltalk30 = "SVM_12_Smalltalk30"; //...только Иннос знает, что правильно, а что нет... NoLearnNoPoints = "SVM_12_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_12_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_12_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_12_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_12_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_12_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_12_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_12_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_12_GALGEN"; //Сейчас ты находишься на площади правосудия перед казармами. kaserne = "SVM_12_KASERNE"; //Это казармы. hafen = "SVM_12_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_12_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_12_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_12_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_12_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_12_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_12_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_12_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_12_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь правосудия. markt_2_tempel = "SVM_12_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_12_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_12_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь правосудия. galgen_2_tempel = "SVM_12_GALGEN_2_TEMPEL"; //Пройди по переулку от площади правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_12_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_12_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_12_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_12_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь правосудия. hafen_2_unterstadt = "SVM_12_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_12_Dead"; //Аааааа! Aargh_1 = "SVM_12_Aargh_1"; //Аааааа! Aargh_2 = "SVM_12_Aargh_2"; //Аааааа! Aargh_3 = "SVM_12_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_12_Addon_WrongArmor"; //Твоя одежда просто не подходит тебе. Для начала переоденься. addon_wrongarmor_sld = "SVM_12_ADDON_WRONGARMOR_SLD"; //Надень свои доспехи, если хочешь разговаривать со мной. addon_wrongarmor_mil = "SVM_12_ADDON_WRONGARMOR_MIL"; //Солдат должен носить доспехи королевской гвардии, а не что попало! Так что тебе следует переодеться. addon_wrongarmor_kdf = "SVM_12_ADDON_WRONGARMOR_KDF"; //Твоя одежда не соответствует нашему ордену. Пойди и переоденься. addon_noarmor_bdt = "SVM_12_ADDON_ADDON_NOARMOR_BDT"; //Ты даже не можешь купить себе доспехи. Я не разговариваю со слабаками. addon_diebandit = "SVM_12_ADDON_DIEBANDIT"; //Я порву тебя на части, бандюга! addon_dirtypirate = "SVM_12_ADDON_DIRTYPIRATE"; //Я порву тебя на части, пират! }; instance SVM_13(C_SVM) { MILGreetings = "SVM_13_MILGreetings"; //За короля! PALGreetings = "SVM_13_PALGreetings"; //За Инноса! Weather = "SVM_13_Weather"; //Какая паршивая погода! IGetYouStill = "SVM_13_IGetYouStill"; //Сейчас ты у меня получишь! DieEnemy = "SVM_13_DieEnemy"; //Я разорву тебя на куски! DieMonster = "SVM_13_DieMonster"; //Еще одна грязная тварь! DirtyThief = "SVM_13_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_13_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_13_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_13_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_13_YouMurderer"; //Убийца! DieStupidBeast = "SVM_13_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_13_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_13_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_13_ThenIBeatYouOutOfHere"; //Ты не хочешь уходить? Хорошо! WhatDidYouDoInThere = "SVM_13_WhatDidYouDoInThere"; //Что тебе было нужно там? WillYouStopFighting = "SVM_13_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_13_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_13_EnemyKilled"; //Ты заслужил это, подонок! MonsterKilled = "SVM_13_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_13_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_13_rumfummlerDown"; //Я думаю, это научит тебя держаться подальше от того, что тебе не принадлежит! SheepAttackerDown = "SVM_13_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_13_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_13_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_13_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_13_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_13_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_13_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_13_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_13_SpareMe"; //Не трогай меня! RunAway = "SVM_13_RunAway"; //Ох, черт! Alarm = "SVM_13_Alarm"; //ТРЕВОГА! Guards = "SVM_13_Guards"; //СТРАЖА! Help = "SVM_13_Help"; //Помогите! GoodMonsterKill = "SVM_13_GoodMonsterKill"; //Отлично - одной мерзкой тварью меньше! GoodKill = "SVM_13_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_13_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_13_RunCoward"; //Да! Беги со всех ног! GetOutOfHere = "SVM_13_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_13_WhyAreYouInHere"; //Что тебе здесь нужно?! Уходи! YesGoOutOfHere = "SVM_13_YesGoOutOfHere"; //Да, убирайся отсюда! WhatsThisSupposedToBe = "SVM_13_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_13_YouDisturbedMySlumber"; //(просыпается) Черт, в чем дело? ITookYourGold = "SVM_13_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_13_ShitNoGold"; //Ах ты, сосунок, у тебя даже золота с собой нет! ITakeYourWeapon = "SVM_13_ITakeYourWeapon"; //Я думаю, лучше забрать твое оружие. WhatAreYouDoing = "SVM_13_WhatAreYouDoing"; //Смотри! Еще раз, и ты пожалеешь об этом. LookingForTroubleAgain = "SVM_13_LookingForTroubleAgain"; //Тебе все еще мало? StopMagic = "SVM_13_StopMagic"; //Прекрати это магическое дерьмо! ISaidStopMagic = "SVM_13_ISaidStopMagic"; //Хочешь получить? Прекрати немедленно!!! WeaponDown = "SVM_13_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_13_ISaidWeaponDown"; //Ты уберешь это чертово оружие?! WiseMove = "SVM_13_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_13_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_13_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_13_TheresAFight"; //(страстно) Ах, драка! OhMyGodItsAFight = "SVM_13_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_13_GoodVictory"; //(дьявольский смех) Ты показал ему, кто здесь главный! NotBad = "SVM_13_NotBad"; //(одобрительно) Неплохо... OhMyGodHesDown = "SVM_13_OhMyGodHesDown"; //(себе под нос) Бог мой! Какая жестокость... CheerFriend01 = "SVM_13_CheerFriend01"; //Задай ему! CheerFriend02 = "SVM_13_CheerFriend02"; //Прекратите, вы! CheerFriend03 = "SVM_13_CheerFriend03"; //Покажи ему! Ooh01 = "SVM_13_Ooh01"; //Держись! Ooh02 = "SVM_13_Ooh02"; //Осторожно! Ooh03 = "SVM_13_Ooh03"; //Ох! Какой удар! WhatWasThat = "SVM_13_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_13_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_13_Awake"; //(зевает) abs_commander = "SVM_13_ABS_COMMANDER"; //Говорят, ты ходил к командующему и все уладил. abs_monastery = "SVM_13_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_13_ABS_FARM"; //Говорят, ты обратился к Ли и все уладил. abs_good = "SVM_13_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_13_SHEEPKILLER_CRIME"; //Убийство овцы - это уж слишком! Проваливай! attack_crime = "SVM_13_ATTACK_CRIME"; //Оставь меня в покое, грязное животное! theft_crime = "SVM_13_THEFT_CRIME"; //Оставь меня в покое, презренный воришка! pal_city_crime = "SVM_13_PAL_CITY_CRIME"; //Ты позоришь наш орден! Подожди, лорд Хаген узнает об этом! mil_city_crime = "SVM_13_MIL_CITY_CRIME"; //Ты позоришь городскую стражу! Подожди, лорд Андрэ узнает об этом! city_crime = "SVM_13_CITY_CRIME"; //Подожди, лорд Андрэ узнает об этом. mona_crime = "SVM_13_MONA_CRIME"; //Подожди, отец Парлан узнает об этом! farm_crime = "SVM_13_FARM_CRIME"; //Подожди, Ли узнает об этом... oc_crime = "SVM_13_OC_CRIME"; //Подожди, командующий Гаронд узнает об этом! toughguy_attacklost = "SVM_13_TOUGHGUY_ATTACKLOST"; //Хорошо, хорошо, ты лучший боец. Чего ты хочешь? toughguy_attackwon = "SVM_13_TOUGHGUY_ATTACKWON"; //Я думаю, что теперь ты прекрасно знаешь, кто из нас сильнее... Чего ты хочешь? toughguy_playerattack = "SVM_13_TOUGHGUY_PLAYERATTACK"; //Я думал, ты хочешь сразиться со мной. Ты передумал? Ты предпочитаешь БОЛТАТЬ, да? (смеется) gold_1000 = "SVM_13_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_13_GOLD_950"; //950 золотых монет. gold_900 = "SVM_13_GOLD_900"; //900 золотых монет. gold_850 = "SVM_13_GOLD_850"; //850 золотых монет. gold_800 = "SVM_13_GOLD_800"; //800 золотых монет. gold_750 = "SVM_13_GOLD_750"; //750 золотых монет. gold_700 = "SVM_13_GOLD_700"; //700 золотых монет. gold_650 = "SVM_13_GOLD_650"; //650 золотых монет. gold_600 = "SVM_13_GOLD_600"; //600 золотых монет. gold_550 = "SVM_13_GOLD_550"; //550 золотых монет. gold_500 = "SVM_13_GOLD_500"; //500 золотых монет. gold_450 = "SVM_13_GOLD_450"; //450 золотых монет. gold_400 = "SVM_13_GOLD_400"; //400 золотых монет. gold_350 = "SVM_13_GOLD_350"; //350 золотых монет. gold_300 = "SVM_13_GOLD_300"; //300 золотых монет. gold_250 = "SVM_13_GOLD_250"; //250 золотых монет. gold_200 = "SVM_13_GOLD_200"; //200 золотых монет. gold_150 = "SVM_13_GOLD_150"; //150 золотых монет. gold_100 = "SVM_13_GOLD_100"; //100 золотых монет. gold_90 = "SVM_13_GOLD_90"; //90 золотых монет. gold_80 = "SVM_13_GOLD_80"; //80 золотых монет. gold_70 = "SVM_13_GOLD_70"; //70 золотых монет. gold_60 = "SVM_13_GOLD_60"; //60 золотых монет. gold_50 = "SVM_13_GOLD_50"; //50 золотых монет. gold_40 = "SVM_13_GOLD_40"; //40 золотых монет. gold_30 = "SVM_13_GOLD_30"; //30 золотых монет. gold_20 = "SVM_13_GOLD_20"; //20 золотых монет. gold_10 = "SVM_13_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_13_Smalltalk01"; //...какая беспечность... Smalltalk02 = "SVM_13_Smalltalk02"; //...никто ничего не хочет знать... Smalltalk03 = "SVM_13_Smalltalk03"; //...он сам так решил... Smalltalk04 = "SVM_13_Smalltalk04"; //...понятия не имею, скажи мне... Smalltalk05 = "SVM_13_Smalltalk05"; //...я лучше не буду вмешиваться... Smalltalk06 = "SVM_13_Smalltalk06"; //...у меня нет времени на это... Smalltalk07 = "SVM_13_Smalltalk07"; //...я бы так не смог... Smalltalk08 = "SVM_13_Smalltalk08"; //...лучше не говори, не надо... Smalltalk09 = "SVM_13_Smalltalk09"; //...пойди туда, сделай это... Smalltalk10 = "SVM_13_Smalltalk10"; //...этого я тебе сказать не могу... Smalltalk11 = "SVM_13_Smalltalk11"; //...на это не стоит надеяться... Smalltalk12 = "SVM_13_Smalltalk12"; //...я тоже так считаю... Smalltalk13 = "SVM_13_Smalltalk13"; //...и это еще не все, поверь мне... Smalltalk14 = "SVM_13_Smalltalk14"; //...опять то же самое... Smalltalk15 = "SVM_13_Smalltalk15"; //...скажи мне, что это не так... Smalltalk16 = "SVM_13_Smalltalk16"; //...рано или поздно это должно было случиться... Smalltalk17 = "SVM_13_Smalltalk17"; //...ему стоило сто раз подумать... Smalltalk18 = "SVM_13_Smalltalk18"; //...ничего не изменится... Smalltalk19 = "SVM_13_Smalltalk19"; //...это не секрет... Smalltalk20 = "SVM_13_Smalltalk20"; //...тоже мне, большое дело... Smalltalk21 = "SVM_13_Smalltalk21"; //...он думает, это так просто... Smalltalk22 = "SVM_13_Smalltalk22"; //...никому это не интересно... Smalltalk23 = "SVM_13_Smalltalk23"; //...и это правда... Smalltalk24 = "SVM_13_Smalltalk24"; //...ты просто послушай... Smalltalk25 = "SVM_13_Smalltalk25"; //...если бы он был с нами, все было бы по-другому... Smalltalk26 = "SVM_13_Smalltalk26"; //...ему нужно больше тренироваться... Smalltalk27 = "SVM_13_Smalltalk27"; //...да что он об этом знает?.. Smalltalk28 = "SVM_13_Smalltalk28"; //...Иннос все видит... Smalltalk29 = "SVM_13_Smalltalk29"; //...путь добродетели труден и тернист... Smalltalk30 = "SVM_13_Smalltalk30"; //...только Иннос знает, что правильно, а что нет... NoLearnNoPoints = "SVM_13_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_13_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_13_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_13_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_13_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_13_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_13_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_13_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_13_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_13_KASERNE"; //Это казармы. hafen = "SVM_13_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_13_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_13_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_13_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_13_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_13_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_13_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_13_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_13_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_13_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_13_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_13_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_13_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_13_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_13_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_13_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_13_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_13_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_13_Dead"; //Аааааа! Aargh_1 = "SVM_13_Aargh_1"; //Аааааа! Aargh_2 = "SVM_13_Aargh_2"; //Аааааа! Aargh_3 = "SVM_13_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_13_Addon_WrongArmor"; //Что на тебе надето? Это тебе совсем не подходит. Оставь меня в покое. addon_wrongarmor_sld = "SVM_13_ADDON_WRONGARMOR_SLD"; //Ты не носишь свои доспехи... пойди и надень их. addon_wrongarmor_mil = "SVM_13_ADDON_WRONGARMOR_MIL"; //Ты должен гордиться, что можешь носить доспехи королевской гвардии, а ты бегаешь в этих лохмотьях. Иди же! addon_wrongarmor_kdf = "SVM_13_ADDON_WRONGARMOR_KDF"; //Почему ты не носишь одежду, соответствующую нашему ордену? Пойди и подумай об этом. addon_noarmor_bdt = "SVM_13_ADDON_ADDON_NOARMOR_BDT"; //Да у тебя даже нет доспехов! Вали отсюда! addon_diebandit = "SVM_13_ADDON_DIEBANDIT"; //Ты, мерзкий разбойник! addon_dirtypirate = "SVM_13_ADDON_DIRTYPIRATE"; //Ты, презренный пират! }; instance SVM_14(C_SVM) { MILGreetings = "SVM_14_MILGreetings"; //За короля! PALGreetings = "SVM_14_PALGreetings"; //За Инноса! Weather = "SVM_14_Weather"; //Какая мерзкая погода! IGetYouStill = "SVM_14_IGetYouStill"; //Я все-таки достал тебя! DieEnemy = "SVM_14_DieEnemy"; //Сейчас ты получишь! DieMonster = "SVM_14_DieMonster"; //Еще одна грязная тварь! DirtyThief = "SVM_14_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_14_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_14_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_14_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_14_YouMurderer"; //Убийца! DieStupidBeast = "SVM_14_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_14_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_14_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_14_ThenIBeatYouOutOfHere"; //Сейчас я вышвырну тебя отсюда! WhatDidYouDoInThere = "SVM_14_WhatDidYouDoInThere"; //Что тебе здесь надо, а?! WillYouStopFighting = "SVM_14_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_14_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_14_EnemyKilled"; //Получил, подонок?! MonsterKilled = "SVM_14_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_14_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_14_rumfummlerDown"; //В будущем, держи свои руки подальше от чужих вещей! SheepAttackerDown = "SVM_14_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_14_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_14_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_14_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_14_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_14_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_14_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_14_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это послужит тебе уроком! SpareMe = "SVM_14_SpareMe"; //Уходи с миром! RunAway = "SVM_14_RunAway"; //Черт, я ухожу отсюда! Alarm = "SVM_14_Alarm"; //ТРЕВОГА! Guards = "SVM_14_Guards"; //СТРАЖА! Help = "SVM_14_Help"; //Помогите! GoodMonsterKill = "SVM_14_GoodMonsterKill"; //Отлично - одной мерзкой тварью меньше! GoodKill = "SVM_14_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_14_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_14_RunCoward"; //Стой, трус! GetOutOfHere = "SVM_14_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_14_WhyAreYouInHere"; //Что тебе здесь нужно!? Уходи! YesGoOutOfHere = "SVM_14_YesGoOutOfHere"; //Да, проваливай отсюда! WhatsThisSupposedToBe = "SVM_14_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_14_YouDisturbedMySlumber"; //(просыпается) Черт, в чем дело? ITookYourGold = "SVM_14_ITookYourGold"; //Золото! Хм, золото никогда не помешает... ShitNoGold = "SVM_14_ShitNoGold"; //Да у тебя даже нет золота с собой! ITakeYourWeapon = "SVM_14_ITakeYourWeapon"; //Я, пожалуй, заберу твое оружие, так будет безопаснее для тебя же. WhatAreYouDoing = "SVM_14_WhatAreYouDoing"; //Эй! Осторожно! LookingForTroubleAgain = "SVM_14_LookingForTroubleAgain"; //(агрессивно) Ты мало получил? StopMagic = "SVM_14_StopMagic"; //Держись подальше от меня с этой магией! ISaidStopMagic = "SVM_14_ISaidStopMagic"; //Убери эту магию! Ты что, оглох?! WeaponDown = "SVM_14_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_14_ISaidWeaponDown"; //Ты слышал меня? Я сказал: 'Убери оружие!' WiseMove = "SVM_14_WiseMove"; //Видишь, это было не так уж сложно. NextTimeYoureInForIt = "SVM_14_NextTimeYoureInForIt"; //(себе под нос) Мы еще поговорим об этом... OhMyHead = "SVM_14_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_14_TheresAFight"; //(страстно) Сейчас повеселимся! OhMyGodItsAFight = "SVM_14_OhMyGodItsAFight"; //(потрясенно) Они лупят друг друга так, что даже страшно... GoodVictory = "SVM_14_GoodVictory"; //(дьявольский смех) Он заслужил это! NotBad = "SVM_14_NotBad"; //(одобрительно) Совсем неплохо... OhMyGodHesDown = "SVM_14_OhMyGodHesDown"; //(себе под нос) Какой он жестокий... CheerFriend01 = "SVM_14_CheerFriend01"; //Да, как раз то, что нужно! CheerFriend02 = "SVM_14_CheerFriend02"; //Чего ты ждешь? CheerFriend03 = "SVM_14_CheerFriend03"; //Вот так! Ooh01 = "SVM_14_Ooh01"; //Не нарушай закон! Ooh02 = "SVM_14_Ooh02"; //Покажи ему, кто тут главный! Ooh03 = "SVM_14_Ooh03"; //Черт побери! WhatWasThat = "SVM_14_WhatWasThat"; //(себе под нос, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_14_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_14_Awake"; //(зевает) abs_commander = "SVM_14_ABS_COMMANDER"; //Я слышал, ты ходил к командующему и все уладил. abs_monastery = "SVM_14_ABS_MONASTERY"; //Я слышал, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_14_ABS_FARM"; //Говорят, ты обратился к Ли и все уладил. abs_good = "SVM_14_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_14_SHEEPKILLER_CRIME"; //Убийство овцы - это уже слишком! Проваливай! attack_crime = "SVM_14_ATTACK_CRIME"; //Я не разговариваю с бандитами! theft_crime = "SVM_14_THEFT_CRIME"; //Прочь с глаз моих, грязный вор! pal_city_crime = "SVM_14_PAL_CITY_CRIME"; //Ты позоришь наш орден! Лорд Хаген будет в ярости! mil_city_crime = "SVM_14_MIL_CITY_CRIME"; //Ты позоришь городскую стражу! Лорд Андрэ научит тебя хорошим манерам! city_crime = "SVM_14_CITY_CRIME"; //Лорд Андрэ узнает о том, что ты сделал! mona_crime = "SVM_14_MONA_CRIME"; //Отец Парлан будет недоволен, когда узнает об этом! farm_crime = "SVM_14_FARM_CRIME"; //Ли задаст тебе трепку! Ты плохо кончишь! oc_crime = "SVM_14_OC_CRIME"; //Командующий Гаронд потребует от тебя объяснений! toughguy_attacklost = "SVM_14_TOUGHGUY_ATTACKLOST"; //Хорошо-хорошо, ты победил. Чего ты хочешь? toughguy_attackwon = "SVM_14_TOUGHGUY_ATTACKWON"; //Тебе еще раз показать, кто тут главный? toughguy_playerattack = "SVM_14_TOUGHGUY_PLAYERATTACK"; //Хочешь еще раз сразиться со мной, да? gold_1000 = "SVM_14_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_14_GOLD_950"; //950 золотых монет. gold_900 = "SVM_14_GOLD_900"; //900 золотых монет. gold_850 = "SVM_14_GOLD_850"; //850 золотых монет. gold_800 = "SVM_14_GOLD_800"; //800 золотых монет. gold_750 = "SVM_14_GOLD_750"; //750 золотых монет. gold_700 = "SVM_14_GOLD_700"; //700 золотых монет. gold_650 = "SVM_14_GOLD_650"; //650 золотых монет. gold_600 = "SVM_14_GOLD_600"; //600 золотых монет. gold_550 = "SVM_14_GOLD_550"; //550 золотых монет. gold_500 = "SVM_14_GOLD_500"; //500 золотых монет. gold_450 = "SVM_14_GOLD_450"; //450 золотых монет. gold_400 = "SVM_14_GOLD_400"; //400 золотых монет. gold_350 = "SVM_14_GOLD_350"; //350 золотых монет. gold_300 = "SVM_14_GOLD_300"; //300 золотых монет. gold_250 = "SVM_14_GOLD_250"; //250 золотых монет. gold_200 = "SVM_14_GOLD_200"; //200 золотых монет. gold_150 = "SVM_14_GOLD_150"; //150 золотых монет. gold_100 = "SVM_14_GOLD_100"; //100 золотых монет. gold_90 = "SVM_14_GOLD_90"; //90 золотых монет. gold_80 = "SVM_14_GOLD_80"; //80 золотых монет. gold_70 = "SVM_14_GOLD_70"; //70 золотых монет. gold_60 = "SVM_14_GOLD_60"; //60 золотых монет. gold_50 = "SVM_14_GOLD_50"; //50 золотых монет. gold_40 = "SVM_14_GOLD_40"; //40 золотых монет. gold_30 = "SVM_14_GOLD_30"; //30 золотых монет. gold_20 = "SVM_14_GOLD_20"; //20 золотых монет. gold_10 = "SVM_14_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_14_Smalltalk01"; //...я не верю в это... Smalltalk02 = "SVM_14_Smalltalk02"; //...я не был бы так уверен... Smalltalk03 = "SVM_14_Smalltalk03"; //...но он все время знал об этом... Smalltalk04 = "SVM_14_Smalltalk04"; //...я теперь даже не знаю, кому верить... Smalltalk05 = "SVM_14_Smalltalk05"; //...я не знаю, где его так отделали... Smalltalk06 = "SVM_14_Smalltalk06"; //...у меня и так хватает проблем... Smalltalk07 = "SVM_14_Smalltalk07"; //...я что-то слышал об этом... Smalltalk08 = "SVM_14_Smalltalk08"; //...я не хочу иметь к этому никакого отношения... Smalltalk09 = "SVM_14_Smalltalk09"; //...не нужно верить всему, что говорят... Smalltalk10 = "SVM_14_Smalltalk10"; //...он узнал это не от меня... Smalltalk11 = "SVM_14_Smalltalk11"; //...я уже подумывал об этом... Smalltalk12 = "SVM_14_Smalltalk12"; //...никому не интересно мое мнение... Smalltalk13 = "SVM_14_Smalltalk13"; //...он не заслужил этого... Smalltalk14 = "SVM_14_Smalltalk14"; //...не говори, что ты не знал этого... Smalltalk15 = "SVM_14_Smalltalk15"; //...это было очевидно... Smalltalk16 = "SVM_14_Smalltalk16"; //...где ты это услышал?.. Smalltalk17 = "SVM_14_Smalltalk17"; //...так может продолжаться вечность... Smalltalk18 = "SVM_14_Smalltalk18"; //...у меня собственное мнение на этот счет... Smalltalk19 = "SVM_14_Smalltalk19"; //...это было так, как ты сказал... Smalltalk20 = "SVM_14_Smalltalk20"; //...я не верю, что это что-то изменит... Smalltalk21 = "SVM_14_Smalltalk21"; //...я первый раз слышу об этом... Smalltalk22 = "SVM_14_Smalltalk22"; //...нам остается только ждать... Smalltalk23 = "SVM_14_Smalltalk23"; //...я знал, что это будет проблемой... Smalltalk24 = "SVM_14_Smalltalk24"; //...почему они не слушают меня?.. Smalltalk25 = "SVM_14_Smalltalk25"; //...он бежал так, как будто за ним гнался сам Белиар... Smalltalk26 = "SVM_14_Smalltalk26"; //...конечно, мы его потом поймали... Smalltalk27 = "SVM_14_Smalltalk27"; //...ты должен все хорошенько взвесить... Smalltalk28 = "SVM_14_Smalltalk28"; //...некоторые даже не знают, насколько они порочны... Smalltalk29 = "SVM_14_Smalltalk29"; //...такова воля Инноса... Smalltalk30 = "SVM_14_Smalltalk30"; //...его дела были праведными... NoLearnNoPoints = "SVM_14_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_14_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_14_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_14_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_14_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_14_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_14_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_14_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_14_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_14_KASERNE"; //Это казармы. hafen = "SVM_14_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_14_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_14_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_14_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_14_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_14_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_14_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_14_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены. Так ты попадешь на рынок. tempel_2_galgen = "SVM_14_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_14_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_14_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_14_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_14_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_14_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_14_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_14_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_14_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_14_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_14_Dead"; //Аааааа! Aargh_1 = "SVM_14_Aargh_1"; //Аааааа! Aargh_2 = "SVM_14_Aargh_2"; //Аааааа! Aargh_3 = "SVM_14_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_14_Addon_WrongArmor"; //Твоя одежда выглядит на тебе странно. Должно быть, ты что-то скрываешь. Оставь меня в покое. addon_wrongarmor_sld = "SVM_14_ADDON_WRONGARMOR_SLD"; //Если ты хочешь, чтобы я с тобой говорил, тебе следует надеть наши доспехи. addon_wrongarmor_mil = "SVM_14_ADDON_WRONGARMOR_MIL"; //Гордись тем, что ты в армии, и не бегай в этих лохмотьях. Пойди, переоденься. addon_wrongarmor_kdf = "SVM_14_ADDON_WRONGARMOR_KDF"; //Твоя одежда не соответствует нашему ордену. Пойди и переоденься. addon_noarmor_bdt = "SVM_14_ADDON_ADDON_NOARMOR_BDT"; //У тебя даже нет доспехов. Вали отсюда! addon_diebandit = "SVM_14_ADDON_DIEBANDIT"; //Умри, разбойник. addon_dirtypirate = "SVM_14_ADDON_DIRTYPIRATE"; //Умри, пират. }; instance SVM_15(C_SVM) { SC_HeyTurnAround = "SVM_15_SC_HeyTurnAround"; //Эй, ты! SC_HeyTurnAround02 = "SVM_15_SC_HeyTurnAround02"; //Эй, ты! SC_HeyTurnAround03 = "SVM_15_SC_HeyTurnAround03"; //Эй! SC_HeyTurnAround04 = "SVM_15_SC_HeyTurnAround04"; //Эй! SC_HeyWaitASecond = "SVM_15_SC_HeyWaitASecond"; //Подожди минутку! DoesntWork = "SVM_15_DoesntWork"; //Не получается. // PickBroke = "SVM_15_PickBroke"; //Хм, сломано. PickBroke = "SVM_15_PickBroke"; //Хм... Нет... NeedKey = "SVM_15_NeedKey"; //Здесь мне нужен ключ... NoMorePicks = "SVM_15_NoMorePicks"; //У меня больше нет отмычек... NoPickLockTalent = "SVM_15_NoPickLockTalent"; //Я не умею открывать замки отмычкой. NoSweeping = "SVM_15_NoSweeping"; //На подметание этих келий у меня уйдет целая вечность! picklockorkeymissing = "SVM_15_PICKLOCKORKEYMISSING"; //Хм... у меня нет отмычки или ключа. keymissing = "SVM_15_KEYMISSING"; //Мне никогда не открыть это без правильного ключа! picklockmissing = "SVM_15_PICKLOCKMISSING"; //Здесь бы пригодилась отмычка! neveropen = "SVM_15_NEVEROPEN"; //Я никогда не смогу открыть этот замок! missingitem = "SVM_15_MISSINGITEM"; //И как я это сделаю? dontknow = "SVM_15_DONTKNOW"; //Хм... Нет... nothingtoget = "SVM_15_NOTHINGTOGET"; //Из этого не выйдет ничего хорошего... nothingtoget02 = "SVM_15_NOTHINGTOGET02"; //Там ничего нет... nothingtoget03 = "SVM_15_NOTHINGTOGET03"; //Нечего взять... Aargh_1 = "SVM_15_Aargh_1"; //Аааааа! Aargh_2 = "SVM_15_Aargh_2"; //Аааааа! Aargh_3 = "SVM_15_Aargh_3"; //Аааааа! Dead = "SVM_15_Dead"; //Аааааа! Awake = "SVM_15_Awake"; //(просыпается) irdoraththereyouare = "SVM_15_IRDORATHTHEREYOUARE"; //Ммм. Так вот ты где скрываешься. Чертовски далеко. Ммм. Чтобы добраться туда, мне понадобится корабль. healshrine = "SVM_15_HEALSHRINE"; //Иннос, даруй мне свою помощь и очисти этот алтарь. // heallastshrine = "SVM_15_HEALLASTSHRINE"; //Иннос, даруй мне свою помощь и все такое... Вот так. Надеюсь, это было в последний раз. heallastshrine = "SVM_15_HEALLASTSHRINE"; //Иннос, даруй мне свою помощь и очисти этот алтарь. Вот так. Надеюсь, это был последний. scopensirdorathbook = "SVM_15_SCOPENSIRDORATHBOOK"; //ХАРАК БЕНДАРО! Ох. Книга открылась. Там внутри лежит письмо и ключ. scopenslastdoor = "SVM_15_SCOPENSLASTDOOR"; //КАДОШ ЭМЕМ КАДАР! Откройся! trade_1 = "SVM_15_Addon_TRADE_1"; //Давай займемся делом. trade_2 = "SVM_15_Addon_TRADE_2"; //Покажи мне товары. trade_3 = "SVM_15_Addon_TRADE_3"; //Покажи мне, что у тебя есть. verstehe = "SVM_15_Addon_VERSTEHE"; //Ага. foundtreasure = "SVM_15_Addon_FOUNDTREASURE"; //Ага. Кажется, я кое-что нашел. cantunderstandthis = "SVM_15_Addon_CANTUNDERSTANDTHIS"; //Я не понимаю... cantreadthis = "SVM_15_Addon_CANTREADTHIS"; //Я не могу этого прочесть! stoneplate_1 = "SVM_15_Addon_STONEPLATE_1"; //АХАНТАР! stoneplate_2 = "SVM_15_Addon_STONEPLATE_2"; //ДЖЕР-ЭДРА! stoneplate_3 = "SVM_15_Addon_STONEPLATE_3"; //УРИЗЕЛЬ РАТИС! cough = "SVM_15_Addon_COUGH"; //(кашляет) О, черт. Брр... hui = "SVM_15_Addon_HUI"; //Ой-ой-ой! attentat_addon_description = "SVM_15_ATTENTAT_ADDON_DESCRIPTION"; //Что ты знаешь о покушении на Эстебана? attentat_addon_description2 = "SVM_15_ATTENTAT_ADDON_DESCRIPTION2"; //По поводу нападения на Эстебана... attentat_addon_pro = "SVM_15_ATTENTAT_ADDON_PRO"; //Я убью этих предателей. attentat_addon_contra = "SVM_15_ATTENTAT_ADDON_CONTRA"; //Я ищу этих ребят, чтобы выступить против Эстебана. mine_addon_description = "SVM_15_MINE_ADDON_DESCRIPTION"; //Ты нужен в шахте. addon_summonancientghost = "SVM_15_ADDON_SUMMONANCIENTGHOST"; //Игориат Торул! Явись ко мне, Куарходрон, древний предводитель касты воинов! addon_ancientghost_notnear = "SVM_15_ADDON_ANCIENTGHOST_NOTNEAR"; //Хм-м... Кажется, здесь это не работает. addon_gold_description = "SVM_15_ADDON_GOLD_DESCRIPTION"; //Что мне следует знать о добыче золота? Addon_ThisLittleBastard = "SVM_15_Addon_ThisLittleBastard"; //Ага. Учетная книга Фрэнсиса. Похоже, этот парень прикарманил много золота. addon_openadanostemple = "SVM_15_Addon_OPENADANOSTEMPLE"; //ДЖЕР-ЭДРА АХАНТАР! }; instance SVM_16(C_SVM) { MILGreetings = "SVM_16_MILGreetings"; //За короля! PALGreetings = "SVM_16_PALGreetings"; //За Инноса! Weather = "SVM_16_Weather"; //Какая мерзкая погода! IGetYouStill = "SVM_16_IGetYouStill"; //Я все-таки достала тебя! DieEnemy = "SVM_16_DieEnemy"; //Сейчас ты получишь! DieMonster = "SVM_16_DieMonster"; //Еще одна тварь! DirtyThief = "SVM_16_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_16_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_16_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_16_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_16_YouMurderer"; //Убийца! DieStupidBeast = "SVM_16_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_16_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_16_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_16_ThenIBeatYouOutOfHere"; //Сейчас я вышвырну тебя отсюда! WhatDidYouDoInThere = "SVM_16_WhatDidYouDoInThere"; //Что тебе здесь надо, а?! WillYouStopFighting = "SVM_16_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_16_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_16_EnemyKilled"; //Получил, подонок?! MonsterKilled = "SVM_16_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_16_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_16_rumfummlerDown"; //В будущем, держи свои руки подальше от чужих вещей! SheepAttackerDown = "SVM_16_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_16_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_16_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_16_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_16_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_16_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_16_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_16_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_16_SpareMe"; //Не трогай меня! RunAway = "SVM_16_RunAway"; //Я ухожу отсюда! Alarm = "SVM_16_Alarm"; //ТРЕВОГА! Guards = "SVM_16_Guards"; //СТРАЖА! Help = "SVM_16_Help"; //Помогите! GoodMonsterKill = "SVM_16_GoodMonsterKill"; //Отлично! GoodKill = "SVM_16_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_16_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_16_RunCoward"; //Прекрати! Трус! GetOutOfHere = "SVM_16_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_16_WhyAreYouInHere"; //Что тебе здесь нужно!? Уходи! YesGoOutOfHere = "SVM_16_YesGoOutOfHere"; //Да, проваливай отсюда! WhatsThisSupposedToBe = "SVM_16_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_16_YouDisturbedMySlumber"; //(просыпается) В чем дело? ITookYourGold = "SVM_16_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_16_ShitNoGold"; //Ах ты, сосунок, у тебя даже золота с собой нет! ITakeYourWeapon = "SVM_16_ITakeYourWeapon"; //Я думаю, лучше забрать твое оружие. WhatAreYouDoing = "SVM_16_WhatAreYouDoing"; //Смотри! Еще раз, и ты пожалеешь об этом. LookingForTroubleAgain = "SVM_16_LookingForTroubleAgain"; //Тебе все еще мало? StopMagic = "SVM_16_StopMagic"; //Прекрати это магическое дерьмо! ISaidStopMagic = "SVM_16_ISaidStopMagic"; //Прекрати немедленно!!! WeaponDown = "SVM_16_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_16_ISaidWeaponDown"; //Ты уберешь это чертово оружие?! WiseMove = "SVM_16_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_16_NextTimeYoureInForIt"; //(про себя) Мы еще посмотрим... OhMyHead = "SVM_16_OhMyHead"; //(про себя) Ох, моя голова... TheresAFight = "SVM_16_TheresAFight"; //(страстно) А-ах, драка! OhMyGodItsAFight = "SVM_16_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_16_GoodVictory"; //(дьявольский смех) Ты показал ему, кто здесь главный! NotBad = "SVM_16_NotBad"; //(одобрительно) Неплохо... OhMyGodHesDown = "SVM_16_OhMyGodHesDown"; //(по себя) Бог мой! Какая жестокость... CheerFriend01 = "SVM_16_CheerFriend01"; //Задай ему! CheerFriend02 = "SVM_16_CheerFriend02"; //Покажи ему, где раки зимуют! CheerFriend03 = "SVM_16_CheerFriend03"; //Да, задай ему! Ooh01 = "SVM_16_Ooh01"; //Обороняйся! Ooh02 = "SVM_16_Ooh02"; //Осторожно! Ooh03 = "SVM_16_Ooh03"; //Ох! Это, наверное, больно! WhatWasThat = "SVM_16_WhatWasThat"; //(про себя, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_16_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_16_Awake"; //(зевает) abs_commander = "SVM_16_ABS_COMMANDER"; //Говорят, ты ходил к командующему и все уладил. abs_monastery = "SVM_16_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_16_ABS_FARM"; //Говорят, ты ходил к Ли и все уладил. abs_good = "SVM_16_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_16_SHEEPKILLER_CRIME"; //Ты убивал наших овец! Убирайся! attack_crime = "SVM_16_ATTACK_CRIME"; //Ты грубое животное, я не хочу иметь с тобой никаких дел! theft_crime = "SVM_16_THEFT_CRIME"; //Я не разговариваю с ворами - уходи! pal_city_crime = "SVM_16_PAL_CITY_CRIME"; //Ты опозорил себя своим поведением. Лорду Хагену это не понравится! mil_city_crime = "SVM_16_MIL_CITY_CRIME"; //Ты позоришь своим поведением городскую стражу! Лорд Андрэ потребует от тебя объяснений! city_crime = "SVM_16_CITY_CRIME"; //Лорд Андрэ узнает о том, что ты сделал! mona_crime = "SVM_16_MONA_CRIME"; //Ты неправильно вел себя. Иди к отцу Парлану и покайся. farm_crime = "SVM_16_FARM_CRIME"; //Ли узнает о том, что ты сделал и накажет тебя! oc_crime = "SVM_16_OC_CRIME"; //Командующий Гаронд потребует от тебя объяснений! gold_1000 = "SVM_16_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_16_GOLD_950"; //950 золотых монет. gold_900 = "SVM_16_GOLD_900"; //900 золотых монет. gold_850 = "SVM_16_GOLD_850"; //850 золотых монет. gold_800 = "SVM_16_GOLD_800"; //800 золотых монет. gold_750 = "SVM_16_GOLD_750"; //750 золотых монет. gold_700 = "SVM_16_GOLD_700"; //700 золотых монет. gold_650 = "SVM_16_GOLD_650"; //650 золотых монет. gold_600 = "SVM_16_GOLD_600"; //600 золотых монет. gold_550 = "SVM_16_GOLD_550"; //550 золотых монет. gold_500 = "SVM_16_GOLD_500"; //500 золотых монет. gold_450 = "SVM_16_GOLD_450"; //450 золотых монет. gold_400 = "SVM_16_GOLD_400"; //400 золотых монет. gold_350 = "SVM_16_GOLD_350"; //350 золотых монет. gold_300 = "SVM_16_GOLD_300"; //300 золотых монет. gold_250 = "SVM_16_GOLD_250"; //250 золотых монет. gold_200 = "SVM_16_GOLD_200"; //200 золотых монет. gold_150 = "SVM_16_GOLD_150"; //150 золотых монет. gold_100 = "SVM_16_GOLD_100"; //100 золотых монет. gold_90 = "SVM_16_GOLD_90"; //90 золотых монет. gold_80 = "SVM_16_GOLD_80"; //80 золотых монет. gold_70 = "SVM_16_GOLD_70"; //70 золотых монет. gold_60 = "SVM_16_GOLD_60"; //60 золотых монет. gold_50 = "SVM_16_GOLD_50"; //50 золотых монет. gold_40 = "SVM_16_GOLD_40"; //40 золотых монет. gold_30 = "SVM_16_GOLD_30"; //30 золотых монет. gold_20 = "SVM_16_GOLD_20"; //20 золотых монет. gold_10 = "SVM_16_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_16_Smalltalk01"; //...правда? Как интересно... Smalltalk02 = "SVM_16_Smalltalk02"; //...я не верю в это... Smalltalk03 = "SVM_16_Smalltalk03"; //...мой муж думает по-другому... Smalltalk04 = "SVM_16_Smalltalk04"; //...ладно, не говори мне об этом... Smalltalk05 = "SVM_16_Smalltalk05"; //...я видела это сама... Smalltalk06 = "SVM_16_Smalltalk06"; //...ты хочешь сказать... Smalltalk07 = "SVM_16_Smalltalk07"; //...не говори об этом никому... Smalltalk08 = "SVM_16_Smalltalk08"; //...совсем жизни не стало... Smalltalk09 = "SVM_16_Smalltalk09"; //...кто это сказал?.. Smalltalk10 = "SVM_16_Smalltalk10"; //...если бы я не видела это собственными глазами... Smalltalk11 = "SVM_16_Smalltalk11"; //...кто-то должен делать это... Smalltalk12 = "SVM_16_Smalltalk12"; //...я слышала другое... Smalltalk13 = "SVM_16_Smalltalk13"; //...как это типично для него, правда?.. Smalltalk14 = "SVM_16_Smalltalk14"; //...ему нельзя доверять... Smalltalk15 = "SVM_16_Smalltalk15"; //...ему лучше заткнуться... Smalltalk16 = "SVM_16_Smalltalk16"; //...он почти не отдыхает... Smalltalk17 = "SVM_16_Smalltalk17"; //...он не может угодить всем... Smalltalk18 = "SVM_16_Smalltalk18"; //...он слишком много болтает... Smalltalk19 = "SVM_16_Smalltalk19"; //...это секрет... Smalltalk20 = "SVM_16_Smalltalk20"; //...все об этом знают... Smalltalk21 = "SVM_16_Smalltalk21"; //...я ей больше ничего не скажу... Smalltalk22 = "SVM_16_Smalltalk22"; //...все будет только хуже... Smalltalk23 = "SVM_16_Smalltalk23"; //...но это ужасно... Smalltalk24 = "SVM_16_Smalltalk24"; //...я всегда это говорила... NoLearnNoPoints = "SVM_16_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_16_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_16_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_16_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_16_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_16_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_16_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_16_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_16_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_16_KASERNE"; //Это казармы. hafen = "SVM_16_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_16_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_16_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_16_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_16_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_16_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_16_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_16_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены, и ты попадешь на рынок. tempel_2_galgen = "SVM_16_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_16_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_16_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_16_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_16_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_16_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_16_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_16_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_16_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_16_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_16_Dead"; //Аааааа! Aargh_1 = "SVM_16_Aargh_1"; //Аааааа! Aargh_2 = "SVM_16_Aargh_2"; //Аааааа! Aargh_3 = "SVM_16_Aargh_3"; //Аааааа! addon_wrongarmor = "SVM_16_Addon_WrongArmor"; //Надень что-нибудь приличное. Мне просто неприятно видеть тебя в таком хламе. addon_diebandit = "SVM_16_ADDON_DIEBANDIT"; //БАНДИТ! addon_dirtypirate = "SVM_16_ADDON_DIRTYPIRATE"; //ПИРАТ! }; instance SVM_17(C_SVM) { MILGreetings = "SVM_17_MILGreetings"; //За короля! PALGreetings = "SVM_17_PALGreetings"; //За Инноса! Weather = "SVM_17_Weather"; //Какая мерзкая погода! IGetYouStill = "SVM_17_IGetYouStill"; //Я все-таки достала тебя! DieEnemy = "SVM_17_DieEnemy"; //Сейчас ты получишь! DieMonster = "SVM_17_DieMonster"; //Еще одна тварь! DirtyThief = "SVM_17_DirtyThief"; //Грязный воришка! Ну, подожди! HandsOff = "SVM_17_HandsOff"; //Убери свои грязные руки! SheepKiller = "SVM_17_SheepKiller"; //Этот кусок дерьма убивает наших овец! SheepKillerMonster = "SVM_17_SheepKillerMonster"; //Этот мерзкий монстр убивает наших овец! YouMurderer = "SVM_17_YouMurderer"; //Убийца! DieStupidBeast = "SVM_17_DieStupidBeast"; //Зверям здесь не место! YouDareHitMe = "SVM_17_YouDareHitMe"; //Ну, подожди, сукин сын! YouAskedForIt = "SVM_17_YouAskedForIt"; //Ты сам напросился! ThenIBeatYouOutOfHere = "SVM_17_ThenIBeatYouOutOfHere"; //Сейчас я вышвырну тебя отсюда! WhatDidYouDoInThere = "SVM_17_WhatDidYouDoInThere"; //Что тебе здесь надо, а?! WillYouStopFighting = "SVM_17_WillYouStopFighting"; //Ты прекратишь?! KillEnemy = "SVM_17_KillEnemy"; //Умри, подонок! EnemyKilled = "SVM_17_EnemyKilled"; //Получил, подонок?! MonsterKilled = "SVM_17_MonsterKilled"; //Еще одним монстром стало меньше! ThiefDown = "SVM_17_ThiefDown"; //Даже не пытайся воровать у меня! RumfummlerDown = "SVM_17_rumfummlerDown"; //В будущем, держи свои руки подальше от чужих вещей! SheepAttackerDown = "SVM_17_SheepAttackerDown"; //Никогда больше так не делай! Это наши овцы! KillMurderer = "SVM_17_KillMurderer"; //Умри, убийца! StupidBeastKilled = "SVM_17_StupidBeastKilled"; //Тупая тварь! NeverHitMeAgain = "SVM_17_NeverHitMeAgain"; //Даже не пытайся поднимать оружие против меня! YouBetterShouldHaveListened = "SVM_17_YouBetterShouldHaveListened"; //Тебе стоило послушать меня! GetUpAndBeGone = "SVM_17_GetUpAndBeGone"; //А теперь убирайся отсюда! NeverEnterRoomAgain = "SVM_17_NeverEnterRoomAgain"; //И больше не попадайся мне на глаза! ThereIsNoFightingHere = "SVM_17_ThereIsNoFightingHere"; //Драки здесь запрещены, понятно? Пусть это будет тебе уроком! SpareMe = "SVM_17_SpareMe"; //Не трогай меня! RunAway = "SVM_17_RunAway"; //Я ухожу отсюда! Alarm = "SVM_17_Alarm"; //ТРЕВОГА! Guards = "SVM_17_Guards"; //СТРАЖА! Help = "SVM_17_Help"; //Помогите! GoodMonsterKill = "SVM_17_GoodMonsterKill"; //Отлично! GoodKill = "SVM_17_GoodKill"; //Да, покажи этой свинье, где раки зимуют! notnow = "SVM_17_NOTNOW"; //Оставь меня в покое! RunCoward = "SVM_17_RunCoward"; //Прекрати! Трус! GetOutOfHere = "SVM_17_GetOutOfHere"; //Убирайся отсюда! WhyAreYouInHere = "SVM_17_WhyAreYouInHere"; //Что тебе здесь нужно!? Уходи! YesGoOutOfHere = "SVM_17_YesGoOutOfHere"; //Да, проваливай отсюда! WhatsThisSupposedToBe = "SVM_17_WhatsThisSupposedToBe"; //Эй ты, что тебе здесь нужно? YouDisturbedMySlumber = "SVM_17_YouDisturbedMySlumber"; //(просыпается) В чем дело? ITookYourGold = "SVM_17_ITookYourGold"; //Спасибо за золото, герой! ShitNoGold = "SVM_17_ShitNoGold"; //Ах ты, сосунок, у тебя даже золота с собой нет! ITakeYourWeapon = "SVM_17_ITakeYourWeapon"; //Я думаю, лучше забрать твое оружие. WhatAreYouDoing = "SVM_17_WhatAreYouDoing"; //Смотри! Еще раз, и ты пожалеешь об этом. LookingForTroubleAgain = "SVM_17_LookingForTroubleAgain"; //Тебе все еще мало? StopMagic = "SVM_17_StopMagic"; //Прекрати это магическое дерьмо! ISaidStopMagic = "SVM_17_ISaidStopMagic"; //Прекрати немедленно!!! WeaponDown = "SVM_17_WeaponDown"; //Убери оружие! ISaidWeaponDown = "SVM_17_ISaidWeaponDown"; //Ты уберешь это чертово оружие?! WiseMove = "SVM_17_WiseMove"; //Умный мальчик! NextTimeYoureInForIt = "SVM_17_NextTimeYoureInForIt"; //(себе под нос) Мы еще посмотрим... OhMyHead = "SVM_17_OhMyHead"; //(себе под нос) Ох, моя голова... TheresAFight = "SVM_17_TheresAFight"; //(страстно) А-ах, драка! OhMyGodItsAFight = "SVM_17_OhMyGodItsAFight"; //(потрясенно) Ох, бог мой, драка! GoodVictory = "SVM_17_GoodVictory"; //(дьявольский смех) Ты показал ему, кто здесь главный! NotBad = "SVM_17_NotBad"; //(одобрительно) Неплохо... OhMyGodHesDown = "SVM_17_OhMyGodHesDown"; //(себе под нос) Бог мой! Какая жестокость... CheerFriend01 = "SVM_17_CheerFriend01"; //Задай ему! CheerFriend02 = "SVM_17_CheerFriend02"; //Покажи ему, где раки зимуют! CheerFriend03 = "SVM_17_CheerFriend03"; //Да, задай ему! Ooh01 = "SVM_17_Ooh01"; //Обороняйся! Ooh02 = "SVM_17_Ooh02"; //Осторожно! Ooh03 = "SVM_17_Ooh03"; //Ох! Это, наверное, больно! WhatWasThat = "SVM_17_WhatWasThat"; //(про себя, просыпаясь) Что это было?! GetOutOfMyBed = "SVM_17_GetOutOfMyBed"; //Убирайся с моей кровати! Awake = "SVM_17_Awake"; //(зевает) abs_commander = "SVM_17_ABS_COMMANDER"; //Говорят, ты ходил к командующему и все уладил. abs_monastery = "SVM_17_ABS_MONASTERY"; //Говорят, ты ходил к отцу Парлану и искупил свои грехи. abs_farm = "SVM_17_ABS_FARM"; //Говорят, ты ходил к Ли и все уладил. abs_good = "SVM_17_ABS_GOOD"; //Это хорошо. sheepkiller_crime = "SVM_17_SHEEPKILLER_CRIME"; //Ты убивал наших овец! Убирайся! attack_crime = "SVM_17_ATTACK_CRIME"; //Ты грубое животное, я не хочу иметь с тобой никаких дел. theft_crime = "SVM_17_THEFT_CRIME"; //Я не разговариваю с ворами - уходи! pal_city_crime = "SVM_17_PAL_CITY_CRIME"; //Ты опозорил себя своим поведением. Лорду Хагену это не понравится! mil_city_crime = "SVM_17_MIL_CITY_CRIME"; //Ты позоришь своим поведением городскую стражу! Лорд Андрэ потребует от тебя объяснений! city_crime = "SVM_17_CITY_CRIME"; //Лорд Андрэ узнает о том, что ты сделал! mona_crime = "SVM_17_MONA_CRIME"; //Ты неправильно вел себя. Иди к отцу Парлану и покайся. farm_crime = "SVM_17_FARM_CRIME"; //Ли узнает о том, что ты сделал и накажет тебя! oc_crime = "SVM_17_OC_CRIME"; //Командующий Гаронд потребует от тебя объяснений! gold_1000 = "SVM_17_GOLD_1000"; //1000 золотых монет. gold_950 = "SVM_17_GOLD_950"; //950 золотых монет. gold_900 = "SVM_17_GOLD_900"; //900 золотых монет. gold_850 = "SVM_17_GOLD_850"; //850 золотых монет. gold_800 = "SVM_17_GOLD_800"; //800 золотых монет. gold_750 = "SVM_17_GOLD_750"; //750 золотых монет. gold_700 = "SVM_17_GOLD_700"; //700 золотых монет. gold_650 = "SVM_17_GOLD_650"; //650 золотых монет. gold_600 = "SVM_17_GOLD_600"; //600 золотых монет. gold_550 = "SVM_17_GOLD_550"; //550 золотых монет. gold_500 = "SVM_17_GOLD_500"; //500 золотых монет. gold_450 = "SVM_17_GOLD_450"; //450 золотых монет. gold_400 = "SVM_17_GOLD_400"; //400 золотых монет. gold_350 = "SVM_17_GOLD_350"; //350 золотых монет. gold_300 = "SVM_17_GOLD_300"; //300 золотых монет. gold_250 = "SVM_17_GOLD_250"; //250 золотых монет. gold_200 = "SVM_17_GOLD_200"; //200 золотых монет. gold_150 = "SVM_17_GOLD_150"; //150 золотых монет. gold_100 = "SVM_17_GOLD_100"; //100 золотых монет. gold_90 = "SVM_17_GOLD_90"; //90 золотых монет. gold_80 = "SVM_17_GOLD_80"; //80 золотых монет. gold_70 = "SVM_17_GOLD_70"; //70 золотых монет. gold_60 = "SVM_17_GOLD_60"; //60 золотых монет. gold_50 = "SVM_17_GOLD_50"; //50 золотых монет. gold_40 = "SVM_17_GOLD_40"; //40 золотых монет. gold_30 = "SVM_17_GOLD_30"; //30 золотых монет. gold_20 = "SVM_17_GOLD_20"; //20 золотых монет. gold_10 = "SVM_17_GOLD_10"; //10 золотых монет. Smalltalk01 = "SVM_17_Smalltalk01"; //...правда? Как интересно... Smalltalk02 = "SVM_17_Smalltalk02"; //...я не верю в это... Smalltalk03 = "SVM_17_Smalltalk03"; //...мой муж думает по-другому... Smalltalk04 = "SVM_17_Smalltalk04"; //...ладно, не говори мне об этом... Smalltalk05 = "SVM_17_Smalltalk05"; //...я видела это сама... Smalltalk06 = "SVM_17_Smalltalk06"; //...ты хочешь сказать... Smalltalk07 = "SVM_17_Smalltalk07"; //...не говори об этом никому... Smalltalk08 = "SVM_17_Smalltalk08"; //...совсем жизни не стало... Smalltalk09 = "SVM_17_Smalltalk09"; //...кто это сказал?.. Smalltalk10 = "SVM_17_Smalltalk10"; //...если бы я не видела это собственными глазами... Smalltalk11 = "SVM_17_Smalltalk11"; //...кто-то должен делать это... Smalltalk12 = "SVM_17_Smalltalk12"; //...я слышала другое... Smalltalk13 = "SVM_17_Smalltalk13"; //...как это типично для него, правда?.. Smalltalk14 = "SVM_17_Smalltalk14"; //...ему нельзя доверять... Smalltalk15 = "SVM_17_Smalltalk15"; //...ему лучше заткнуться... Smalltalk16 = "SVM_17_Smalltalk16"; //...он почти не отдыхает... Smalltalk17 = "SVM_17_Smalltalk17"; //...он не может угодить всем... Smalltalk18 = "SVM_17_Smalltalk18"; //...он слишком много болтает... Smalltalk19 = "SVM_17_Smalltalk19"; //...это секрет... Smalltalk20 = "SVM_17_Smalltalk20"; //...все об этом знают... Smalltalk21 = "SVM_17_Smalltalk21"; //...я ей больше ничего не скажу... Smalltalk22 = "SVM_17_Smalltalk22"; //...все будет только хуже... Smalltalk23 = "SVM_17_Smalltalk23"; //...но это ужасно... Smalltalk24 = "SVM_17_Smalltalk24"; //...я всегда это говорила... NoLearnNoPoints = "SVM_17_NoLearnNoPoints"; //Возвращайся, когда у тебя будет больше опыта. NoLearnOverPersonalMAX = "SVM_17_NoLearnOverPersonalMAX"; //Тебе нужно больше, чем я в состоянии научить тебя. NoLearnYoureBetter = "SVM_17_NoLearnYoureBetter"; //Я больше ничему не могу научить тебя. Ты стал слишком хорош. YouLearnedSomething = "SVM_17_YouLearnedSomething"; //Понимаешь, ты уже лучше меня... unterstadt = "SVM_17_UNTERSTADT"; //Сейчас ты находишься в нижней части города. oberstadt = "SVM_17_OBERSTADT"; //Сейчас ты находишься в верхней части города. tempel = "SVM_17_TEMPEL"; //Сейчас ты находишься в храме. markt = "SVM_17_MARKT"; //Сейчас ты находишься на рыночной площади. galgen = "SVM_17_GALGEN"; //Сейчас ты находишься на площади Правосудия перед казармами. kaserne = "SVM_17_KASERNE"; //Это казармы. hafen = "SVM_17_HAFEN"; //Сейчас ты находишься в портовом квартале. whereto = "SVM_17_WHERETO"; //Куда ты хочешь попасть? oberstadt_2_unterstadt = "SVM_17_OBERSTADT_2_UNTERSTADT"; //Пройди через внутренние ворота, и ты окажешься в нижней части города. unterstadt_2_oberstadt = "SVM_17_UNTERSTADT_2_OBERSTADT"; //От южных ворот города начинается лестница, ведущая к внутренним городским воротам. Там и начинается верхний квартал. unterstadt_2_tempel = "SVM_17_UNTERSTADT_2_TEMPEL"; //Пройди через проход у кузницы, и ты попадешь на храмовую площадь. unterstadt_2_hafen = "SVM_17_UNTERSTADT_2_HAFEN"; //Иди по дороге от кузницы вниз, и ты попадешь в порт. tempel_2_unterstadt = "SVM_17_TEMPEL_2_UNTERSTADT"; //От храмовой площади в нижнюю часть города ведет проход. tempel_2_markt = "SVM_17_TEMPEL_2_MARKT"; //Встань лицом к храму, а затем иди влево, вдоль городской стены, и ты попадешь на рынок. tempel_2_galgen = "SVM_17_TEMPEL_2_GALGEN"; //Выйдя из храма, и пройдя мимо таверны слева, ты попадешь на площадь Правосудия. markt_2_tempel = "SVM_17_MARKT_2_TEMPEL"; //Пройдя вдоль высокой городской стены от рынка, ты попадешь в храм. markt_2_kaserne = "SVM_17_MARKT_2_KASERNE"; //Это огромное здание - казармы. Чтобы попасть в них, просто поднимись по лестнице от отеля. markt_2_galgen = "SVM_17_MARKT_2_GALGEN"; //Просто пройди мимо казарм, и ты попадешь на площадь Правосудия. galgen_2_tempel = "SVM_17_GALGEN_2_TEMPEL"; //Пройди по переулку от площади Правосудия, и ты попадешь на храмовую площадь. galgen_2_markt = "SVM_17_GALGEN_2_MARKT"; //Просто пройди мимо казарм, и ты попадешь на рыночную площадь. galgen_2_kaserne = "SVM_17_GALGEN_2_KASERNE"; //Это огромное здание - казармы. Просто поднимись по лестнице. kaserne_2_markt = "SVM_17_KASERNE_2_MARKT"; //Просто спустись по лестнице слева от главного входа, и ты попадешь на рыночную площадь. kaserne_2_galgen = "SVM_17_KASERNE_2_GALGEN"; //Просто спустись по лестнице справа от главного входа, и ты попадешь на площадь Правосудия. hafen_2_unterstadt = "SVM_17_HAFEN_2_UNTERSTADT"; //Иди вверх по дороге от гавани, и ты попадешь в нижнюю часть города. Dead = "SVM_17_Dead"; //Аааааа! Aargh_1 = "SVM_17_Aargh_1"; //Аааааа! Aargh_2 = "SVM_17_Aargh_2"; //Аааааа! Aargh_3 = "SVM_17_Aargh_3"; //Аааааа! }; instance SVM_18(C_SVM) { }; instance SVM_19(C_SVM) { DieEnemy = "SVM_19_DieEnemy"; //(шипит) Вот он! RunCoward = "SVM_19_RunCoward"; //(шипит) Мы до тебя доберемся! Dead = "SVM_19_Dead"; //Аааааа! Aargh_1 = "SVM_19_Aargh_1"; //Аааааа! Aargh_2 = "SVM_19_Aargh_2"; //Аааааа! Aargh_3 = "SVM_19_Aargh_3"; //Аааааа! }; const int SVM_MODULES = 20;
D
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