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= NetHack lua
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:toc: right
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== Core functions
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Functions exposed from the NetHack core. They are all in the `nh` table.
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=== an
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Returns a string with "a " or "an " prepended to it.
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Example:
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local str = nh.an("unicorn");
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=== getlin
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Asks the player for a text to enter, and returns the entered string.
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Example:
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local str = nh.getlin("What do you want to call this?");
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=== getmap
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Get information about the map location.
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Returns a table with the following elements:
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|===
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| field name | type | description
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| glyph | integer |
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| typ | integer | terrain type
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| typ_name | text | name of terrain type
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| mapchr | text | map character
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| seenv | integer | seen vector
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| horizontal | boolean |
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| lit | boolean |
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| waslit | boolean |
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| roomno | integer | room number
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| edge | boolean |
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| candig | boolean |
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| has_trap | boolean |
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| flags | table | See below
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|===
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|===
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| field name | type | description
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| nodoor | boolean | door
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| broken | boolean | door
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| isopen | boolean | door
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| closed | boolean | door
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| locked | boolean | door
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| trapped | boolean | door
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| shrine | boolean | altar
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| looted | boolean | throne, tree, fountain
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| swarm | boolean | tree
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| warned | boolean | fountain
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| pudding | boolean | sink
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| dishwasher | boolean | sink
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| ring | boolean | sink
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|===
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Example:
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local x = 20;
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local y = 10;
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local loc = nh.getmap(x,y);
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nh.pline("Map location at (" .. x .. "," .. y .. ) is " .. (loc.lit ? "lit" : "unlit") );
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=== gettrap
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Get trap info at x,y
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Returns a table with the following elements:
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|===
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| field name | type | description
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| tx, ty | integer | trap coordinates
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| ttyp | integer | trap type
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| ttyp_name | text | name of trap type
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| tseen | boolean | trap seen by you?
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| madeby_u | boolean | trap made by you?
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| tnote | integer | note of a squeaky board trap
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| launchx, launchy, launch2x, launch2y | integer | coordinates of a boulder for a rolling boulder trap
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| conjoined | integer | encoded directions for a [spiked] pit.
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|===
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Example:
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local t = nh.gettrap(x, y);
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=== deltrap
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Delete a trap at x,y
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Example:
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nh.deltrap(x, y);
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=== ing_suffix
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Construct a gerund (a verb formed by appending "ing" to a noun).
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Example:
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local str = nh.ing_suffix("foo");
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=== makeplural
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Pluralize the given string.
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Example:
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local str = nh.makeplural("zorkmid");
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=== makesingular
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Make the given string singular.
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Example:
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local str = nh.makesingular("zorkmids");
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=== menu
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Show a menu to the player.
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Synopsis:
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s = nh.menu(prompt, default, pickx, { option1, option2, ... } );
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* prompt is a string.
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* default is the default returned value, if player cancelled the menu.
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* pickx is how many entries user is allowed to choose, one of "none", "one" or "any".
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Options is a table with either { "key" = "text" }, or { { key : "a", text: "text of option a"} }.
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Example:
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local selected = nh.menu("prompt", default, pickX, { "a" = "option a", "b" = "option b" });
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local selected = nh.menu("prompt", default, pickX, { {key:"a", text:"option a"}, {key:"b", text:"option b"} } );
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=== pline
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Show the text in the message area.
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Example:
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nh.pline("Message text to show.");
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=== s_suffix
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Return a string converted to possessive.
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Example:
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local str = nh.s_suffix("foo");
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=== verbalize
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Show the text in the message area as if someone said it, obeying eg. hero's deafness.
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Example:
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nh.verbalize("Message to say.");
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== Special level functions
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Functions for creating special levels. They are in the `des` table.
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=== altar
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Create an altar of certain type and alignment.
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* align is one of "noalign", "law", "neutral", "chaos", "coaligned", "noncoaligned", or "random",
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defaulting to "random".
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* type is one of "altar", "shrine", or "sanctum", defaulting to "altar".
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Example:
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des.altar({ x=6, y=12 });
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des.altar({ coord = {5, 10}, align = "noalign", type = "altar" });
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=== corridor
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Create a random corridor from one room to another.
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* srcwall and destwall are one of "all", "random", "north", "west", "east", or "south", defaulting to "all".
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Example:
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des.corridor({ srcroom=1, srcdoor=2, srcwall="north", destroom=2, destdoor=1, destwall="west" });
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=== door
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Create a door at a coordinate on the map, or in a room's wall.
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* state is one of "random", "open", "closed", "locked", "nodoor", "broken", or "secret", defaulting to "random".
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Example:
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des.door({ x = 1, y = 1, state = "nodoor" });
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des.door({ coord = {1, 1}, state = "nodoor" });
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des.door({ wall = "north", pos = 3, state = "secret" });
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des.door("nodoor", 1, 2);
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=== drawbridge
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Example:
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des.drawbridge({ dir="east", state="closed", x=05,y=08 });
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des.drawbridge({ dir="east", state="closed", coord={05,08} });
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=== engraving
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Example:
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des.engraving({ x = 1, y = 1, type = "burn", text = "Foo" });
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des.engraving({ coord = {1, 1}, type = "burn", text = "Foo" });
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des.engraving({x,y}, "engrave", "Foo");
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=== feature
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Create a fountain, a sink, or a pool.
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Example:
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des.feature("fountain", 2, 3);
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des.feature("fountain", {4, 5});
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des.feature({ type = "fountain", x = 12, y = 6 });
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des.feature({ type = "fountain", coord = {4, 6} });
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=== gold
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Create a pile of gold.
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Example:
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des.gold(500, 3,5);
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des.gold(500, {5, 6});
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des.gold({ amount = 500, x = 2, y = 5 });
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des.gold({ amount = 500, coord = {2, 5} });
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des.gold();
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=== grave
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Example:
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des.grave(40,11, "Text");
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des.grave({ x = 10, y = 20, text = "Epitaph text" });
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des.grave({ coord = {10, 20}, text = "Epitaph text" });
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des.grave({ text = "Epitaph text" });
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des.grave();
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=== ladder
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Example:
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des.ladder("down");
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des.ladder("up", 6,10);
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des.ladder({ x=11, y=05, dir="down" });
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des.ladder({ coord={11, 05}, dir="down" });
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=== level_flags
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Set flags for this level.
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|===
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| noteleport | Prevents teleporting
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| hardfloor | Prevents digging down
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| nommap | Prevents magic mapping
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| shortsighted | Prevents monsters from seeing the hero from far away
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| arboreal | Notionally an outdoor map; replaces solid stone with trees
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| mazelevel |
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| shroud | Unseen locations on the level will not be remembered by the hero, instead of rendering as out-of-sight map, trap, and object glyphs like they normally do.
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| graveyard | Treats the level as a graveyard level (causes graveyard sounds and undead have a reduced chance of leaving corpses).
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| icedpools | Ice generated with the level will be treated as frozen pools instead of frozen moats.
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| corrmaze |
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| premapped | Map, including traps and boulders, is revealed on entrance.
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| solidify | Areas outside the specified level map are made undiggable and unphaseable.
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| inaccessibles | If inaccessible areas are generated, generate ways for them to connect to the "accessible" area.
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| noflip | Prevent flipping the level.
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| noflipx | Prevent flipping the level horizontally.
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| noflipy | Prevent flipping the level vertically.
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|===
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Example:
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des.level_flags("noteleport", "mazelevel");
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=== level_init
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Initialize the map with a random generator of a certain type.
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Example:
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des.level_init({ style = "solidfill", fg = " " });
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des.level_init({ style = "mines", fg = ".", bg = "}", smoothed=1, joined=1, lit=0 })
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=== levregion
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Example:
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des.levregion({ region = { x1,y1, x2,y2 }, exclude = { x1,y1, x2,y2 }, type = "portal", name="air" });
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=== map
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Example:
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des.map({ x = 10, y = 10, map = [[...]] });
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des.map({ coord = {10, 10}, map = [[...]] });
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des.map({ halign = "center", valign = "center", map = [[...]] });
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des.map([[...]])
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=== mazewalk
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Example:
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des.mazewalk({ x = NN, y = NN, typ = ".", dir = "north", stocked = 0 });
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des.mazewalk({ coord = {NN, NN}, typ = ".", dir = "north" });
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des.mazewalk(x,y,dir);
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=== message
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Example:
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des.message("Foo");
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=== mineralize
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Example:
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des.mineralize({ gem_prob = 10, gold_prob = 20, kelp_moat = 30, kelp_pool = 40 });
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=== monster
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Example:
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des.monster();
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des.monster("wood nymph");
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des.monster("D");
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des.monster("giant eel",11,06);
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des.monster("hill giant", {08,06});
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des.monster({ id = "giant mimic", appear_as = "obj:boulder" });
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des.monster({ class = "H", peaceful = 0 });
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=== non_diggable
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Example:
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des.non_diggable(selection);
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des.non_diggable();
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=== non_passwall
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Example:
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des.non_passwall(selection);
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des.non_passwall();
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=== random_corridors
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Create random corridors between rooms.
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Example:
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des.random_corridors();
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=== region
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Example:
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des.region(selection, lit);
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des.region({ x1=NN, y1=NN, x2=NN, y2=NN, lit=BOOL, type=ROOMTYPE, joined=BOOL, irregular=BOOL, prefilled=BOOL [ , contents = FUNCTION ] });
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des.region({ region={x1,y1, x2,y2}, type="ordinary" });
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=== replace_terrain
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Replaces matching terrain on the area, selection, or whole map.
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The mapfragment case is similar to the selection <<_match>>, but the replacement is done immediately when matched.
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Example:
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des.replace_terrain({ x1=NN,y1=NN, x2=NN,y2=NN, fromterrain=MAPCHAR, toterrain=MAPCHAR, lit=N, chance=NN });
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des.replace_terrain({ region={x1,y1, x2,y2}, fromterrain=MAPCHAR, toterrain=MAPCHAR, lit=N, chance=NN });
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des.replace_terrain({ selection=selection.area(2,5, 40,10), fromterrain=MAPCHAR, toterrain=MAPCHAR });
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des.replace_terrain({ selection=SEL, mapfragment=[[...]], toterrain=MAPCHAR });
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des.replace_terrain({ mapfragment=[[...]], toterrain=MAPCHAR });
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des.replace_terrain({ fromterrain=MAPCHAR, toterrain=MAPCHAR });
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||||
=== reset_level
|
||||
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Only used for testing purposes.
|
||||
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Example:
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des.reset_level();
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=== room
|
||||
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Example:
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||||
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des.room({ type="ordinary", lit=1, x=3,y=3, xalign="center",yalign="center", w=11,h=9 });
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des.room({ lit=1, coord={3,3}, xalign="center",yalign="center", w=11,h=9 });
|
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|
||||
=== stair
|
||||
|
||||
Example:
|
||||
|
||||
des.stair("up");
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||||
des.stair({ dir = "down" });
|
||||
des.stair({ dir = "down", x = 4, y = 7 });
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||||
des.stair({ dir = "down", coord = {5,12} });
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||||
des.stair("down", 4, 7);
|
||||
|
||||
=== teleport_region
|
||||
|
||||
Example:
|
||||
|
||||
des.teleport_region({ region = { x1,y1, x2,y2} });
|
||||
des.teleport_region({ region = { x1,y1, x2,y2}, region_islev = 1, exclude = { x1,y1, x2,y2}, exclude_islen = 1, dir = "up" });
|
||||
|
||||
=== terrain
|
||||
|
||||
Example:
|
||||
|
||||
des.terrain({ x=5, y=6, typ="L", lit=1 });
|
||||
des.terrain({ coord={10, 11}, typ="T", lit=0 });
|
||||
des.terrain({ selection=selection.rect(15,5, 20,7), typ="F", lit=0 });
|
||||
des.terrain(selection.area(25, 3, 30,6), "C");
|
||||
des.terrain({20,11}, ".");
|
||||
des.terrain(21,12, ".");
|
||||
|
||||
=== trap
|
||||
|
||||
Example:
|
||||
|
||||
des.trap({ type = "hole", x = 1, y = 1 });
|
||||
des.trap({ type = "hole", coord = {2, 2} });
|
||||
des.trap("hole", 3, 4);
|
||||
des.trap("level teleport", {5, 8});
|
||||
des.trap("rust")
|
||||
des.trap();
|
||||
|
||||
=== wall_property
|
||||
|
||||
Example:
|
||||
|
||||
des.wall_property({ x1=0, y1=0, x2=78, y2=20, property="nondiggable" });
|
||||
des.wall_property({ region = {1,0, 78,20}, property="nonpasswall" });
|
||||
|
||||
=== wallify
|
||||
|
||||
Example:
|
||||
|
||||
des.wallify({ x1=NN,y1=NN, x2=NN,y2=NN });
|
||||
des.wallify();
|
||||
|
||||
|
||||
== Selection
|
||||
|
||||
Selection object can be used to "select" areas of the map with graphic primitives.
|
||||
|
||||
=== new
|
||||
|
||||
Create a new selection.
|
||||
|
||||
Example:
|
||||
|
||||
local sel = selection.new();
|
||||
|
||||
|
||||
=== Logical and
|
||||
|
||||
Choose locations that are selected in both selections.
|
||||
|
||||
Example:
|
||||
|
||||
local sel = selection.area(4,5, 40,10) & selection.rect(7,8, 60,14);
|
||||
|
||||
|
||||
=== Logical or
|
||||
|
||||
Choose locations that are selected in either or both selections.
|
||||
|
||||
Example:
|
||||
|
||||
local sel = selection.area(4,5, 40,10) | selection.rect(7,8, 60,14);
|
||||
|
||||
|
||||
=== Logical xor
|
||||
|
||||
Choose locations in either selection, but not both.
|
||||
|
||||
Example:
|
||||
|
||||
local sel = selection.area(4,5, 40,10) ~ selection.rect(7,8, 60,14);
|
||||
|
||||
|
||||
=== area
|
||||
|
||||
Alias for <<_fillrect>>.
|
||||
|
||||
=== circle
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.circle(x,y, radius);
|
||||
local s = selection.circle(x, y, radius, filled);
|
||||
local s = selection.circle(sel, x, y, radius);
|
||||
local s = selection.circle(sel, x, y, radius, filled);
|
||||
|
||||
|
||||
=== clone
|
||||
|
||||
Clone a selection.
|
||||
|
||||
Example:
|
||||
|
||||
local sel2 = selection.clone(sel);
|
||||
|
||||
=== ellipse
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.ellipse(x, y, radius1, radius2);
|
||||
local s = selection.ellipse(x, y, radius1, radius2, filled);
|
||||
local s = selection.ellipse(sel, x, y, radius1, radius2);
|
||||
local s = selection.ellipse(sel, x, y, radius1, radius2, filled);
|
||||
|
||||
=== fillrect
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.fillrect(sel, x1,y1, x2,y2);
|
||||
local s = selection.fillrect(x1,y1, x2,y2);
|
||||
s:fillrect(x1,y1, x2,y2);
|
||||
selection.area(x1,y1, x2,y2);
|
||||
|
||||
=== filter_mapchar
|
||||
|
||||
Filter points in selection by choosing those that match the map character,
|
||||
and optionally the light state of the map location.
|
||||
|
||||
`lit` can be 1 or 0 (which matches the lit or unlit locations),
|
||||
or -1, in which case it will choose either all lit or all unlit map locations.
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.filter_mapchar(sel, mapchar);
|
||||
local s = selection.filter_mapchar(sel, mapchar, lit);
|
||||
|
||||
=== floodfill
|
||||
|
||||
Select locations by starting floodfill at (x,y),
|
||||
matching the same map terrain in cardinal directions.
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.floodfill(sel, x, y);
|
||||
local s = selection.floodfill(x,y);
|
||||
|
||||
=== get
|
||||
|
||||
Get the selection value at (x,y).
|
||||
|
||||
Example:
|
||||
|
||||
local value = selection.get(sel, x, y);
|
||||
|
||||
=== grow
|
||||
|
||||
Add locations to the selection by choosing unselected locations
|
||||
to the given direction from selected locations.
|
||||
If no direction is given, picks all directions.
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.grow(sel);
|
||||
local s = selection.grow(sel, "north");
|
||||
|
||||
=== iterate
|
||||
|
||||
Iterate through the selection, calling a function for each set point.
|
||||
|
||||
Example:
|
||||
|
||||
sel:iterate(function(x,y) ... end);
|
||||
|
||||
=== line
|
||||
|
||||
Draw a line from (x1,y1) to (x2,y2).
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.line(sel, x1,y1, x2,y2);
|
||||
local s = selection.line(x1,y1, x2,y2);
|
||||
s:line(x1,y1, x2,y2);
|
||||
|
||||
=== match
|
||||
|
||||
Every location on the map, centered on the map fragment and matching it,
|
||||
are added to the selection. The map fragment must have odd width and height,
|
||||
and the center must not be the "transparent" map character.
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.match([[
|
||||
...
|
||||
.L.
|
||||
...]]);
|
||||
|
||||
=== negate
|
||||
|
||||
Negate the selection. Alias for "unary minus" and "bitwise not".
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.negate(sel);
|
||||
local s = selection.negate();
|
||||
|
||||
=== percentage
|
||||
|
||||
Each selected location has a percentage chance of being selected in the new selection.
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.percentage(sel, 50);
|
||||
|
||||
=== randline
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.randline(sel, x1,y1, x2,y2, roughness);
|
||||
local s = selection.randline(x1,y1, x2,y2, roughness);
|
||||
|
||||
=== rect
|
||||
|
||||
Draw a rectangle.
|
||||
|
||||
Example:
|
||||
|
||||
local s = selection.rect(sel, x1,y1, x2,y2);
|
||||
|
||||
=== rndcoord
|
||||
|
||||
Choose one of the selected locations, and return the x,y coordinates.
|
||||
If the optional second argument is 1, removes the location from the selection.
|
||||
|
||||
Example:
|
||||
|
||||
local x,y = selection.rndcoord(sel);
|
||||
local x,y = selection.rndcoord(sel, 1);
|
||||
|
||||
=== set
|
||||
|
||||
Set the value for location (x,y) in the selection.
|
||||
|
||||
Example:
|
||||
|
||||
selection.set(sel, x, y);
|
||||
selection.set(sel, x, y, value);
|
||||
local sel = selection.set();
|
||||
local sel = sel:set();
|
||||
local sel = selection.set(sel);
|
||||
|
||||
@@ -256,8 +256,8 @@ lua_State *L;
|
||||
nhl_add_table_entry_int(L, "ttyp", ttmp->ttyp);
|
||||
nhl_add_table_entry_str(L, "ttyp_name",
|
||||
get_trapname_bytype(ttmp->ttyp));
|
||||
nhl_add_table_entry_int(L, "tseen", ttmp->tseen);
|
||||
nhl_add_table_entry_int(L, "madeby_u", ttmp->madeby_u);
|
||||
nhl_add_table_entry_bool(L, "tseen", ttmp->tseen);
|
||||
nhl_add_table_entry_bool(L, "madeby_u", ttmp->madeby_u);
|
||||
switch (ttmp->ttyp) {
|
||||
case SQKY_BOARD:
|
||||
nhl_add_table_entry_int(L, "tnote", ttmp->tnote);
|
||||
@@ -334,7 +334,7 @@ lua_State *L;
|
||||
nhl_add_table_entry_bool(L, "edge", levl[x][y].edge);
|
||||
nhl_add_table_entry_bool(L, "candig", levl[x][y].candig);
|
||||
|
||||
nhl_add_table_entry_int(L, "has_trap", t_at(x,y) ? 1 : 0);
|
||||
nhl_add_table_entry_bool(L, "has_trap", t_at(x,y) ? 1 : 0);
|
||||
|
||||
/* TODO: FIXME: levl[x][y].flags */
|
||||
|
||||
|
||||
Reference in New Issue
Block a user