Use lua for special level files
Game is playable, and should compile on linux and Windows. Assumes you have a lua 5.3 library available. Removes level compiler and associated files. Replaces special level des-files with lua scripts. Exposes some NetHack internals to lua: - des-table with commands to create special levels - nh-table with NetHack core commands - nhc-table with some constants - u-table with some player-specific data (u-struct) - selection userdata Adds some rudimentary tests. Adds new extended command #wizloadlua to run a specific script, and #wizloaddes to run a specific level-creation script. nhlib.lua is loaded for every lua script. Download and untar lua: mkdir lib cd lib curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz tar zxf lua-5.3.5.tar.gz Then make nethack normally.
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dat/Arc-loca.lua
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145
dat/Arc-loca.lua
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-- NetHack 3.6 Arch.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.10 $
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-- Copyright (c) 1989 by Jean-Christophe Collet
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-- Copyright (c) 1991 by M. Stephenson
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-- NetHack may be freely redistributed. See license for details.
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--
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des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("mazelevel", "hardfloor")
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des.map([[
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............................................................................
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............................................................................
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............................................................................
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........................-------------------------------.....................
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........................|....|.S......................|.....................
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........................|....|.|.|+------------------.|.....................
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........................|....|.|.|.|.........|......|.|.....................
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........................|....|.|.|.|.........|......|.|.....................
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........................|---+-.|.|.|..---....+......|.|.....................
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........................|....|.|.|.---|.|....|......|.|.....................
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........................|....S.|.|.+..S.|--S-----S--|.|.....................
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........................|....|.|.|.---|.|....|......+.|.....................
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........................|---+-.|.|.|..---....|.------.|.....................
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........................|....|.|.|.|.........|.|....+.|.....................
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........................|....|.|.|.|.........|+|....|-|.....................
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........................|....|.|.|------------+------.S.....................
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........................|....|.S......................|.....................
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........................-------------------------------.....................
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............................................................................
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............................................................................
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]]);
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-- Dungeon Description
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des.region(selection.area(00,00,75,19), "lit")
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des.region({ region={25,04, 28,07}, lit=1, type="temple", prefilled=0 })
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des.region({ region={25,09, 28,11}, lit=0, type="temple", prefilled=0 })
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des.region({ region={25,13, 28,16}, lit=1, type="temple", prefilled=0 })
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des.region(selection.area(30,04,30,16), "lit")
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des.region(selection.area(32,04,32,16), "unlit")
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des.region({ region={33,04, 53,04}, lit=0, type="ordinary", prefilled=0, irregular=1 })
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des.region(selection.area(36,10,37,10), "unlit")
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des.region(selection.area(39,09,39,11), "unlit")
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des.region({ region={36,06, 42,08}, lit=0, type="ordinary", prefilled=0, irregular=1 })
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des.region({ region={36,12, 42,14}, lit=0, type="ordinary", prefilled=0, irregular=1 })
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des.region(selection.area(46,06,51,09), "unlit")
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des.region({ region={46,11, 49,11}, lit=0, type="ordinary", prefilled=0, irregular=1 })
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des.region(selection.area(48,13,51,14), "unlit")
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-- Doors
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des.door("closed",31,04)
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des.door("closed",28,08)
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des.door("locked",29,10)
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des.door("closed",28,12)
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des.door("closed",31,16)
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des.door("locked",34,05)
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des.door("locked",35,10)
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des.door("locked",38,10)
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des.door("closed",43,10)
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des.door("closed",45,08)
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des.door("locked",46,14)
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des.door("locked",46,15)
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des.door("locked",49,10)
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des.door("locked",52,11)
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des.door("closed",52,13)
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des.door("closed",54,15)
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-- Stairs
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des.stair("up", 03,17)
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des.stair("down", 39,10)
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-- Altars - three types. All are unattended.
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des.altar({ x=26,y=05,align=align[1], type="altar" })
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des.altar({ x=26,y=10,align=align[2], type="altar" })
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des.altar({ x=26,y=15,align=align[3], type="altar" })
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-- Non diggable walls
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des.non_diggable(selection.area(00,00,75,19))
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-- Objects
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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-- Treasure?
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des.engraving({ type="engrave", text="X marks the spot." })
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des.engraving({ type="engrave", text="X marks the spot." })
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des.engraving({ type="engrave", text="X marks the spot." })
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des.engraving({ type="engrave", text="X marks the spot." })
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-- Random traps
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des.trap("spiked pit",24,02)
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des.trap("spiked pit",37,00)
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des.trap("spiked pit",23,05)
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des.trap("spiked pit",26,19)
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des.trap("spiked pit",55,10)
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des.trap("spiked pit",55,08)
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des.trap("pit",51,01)
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des.trap("pit",23,18)
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des.trap("pit",31,18)
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des.trap("pit",48,19)
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des.trap("pit",55,15)
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des.trap("magic",60,04)
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des.trap("statue",72,07)
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des.trap("statue")
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des.trap("statue")
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des.trap("anti magic",64,12)
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des.trap("sleep gas")
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des.trap("sleep gas")
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des.trap("dart")
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des.trap("dart")
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des.trap("dart")
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des.trap("rolling boulder",32,10)
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des.trap("rolling boulder",40,16)
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-- Random monsters.
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("S")
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des.monster("M")
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des.monster("human mummy")
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des.monster("human mummy")
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des.monster("human mummy")
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des.monster("human mummy")
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des.monster("human mummy")
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des.monster("human mummy")
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des.monster("human mummy")
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des.monster("M")
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