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/Bar-strt.lua
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103
dat/Bar-strt.lua
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-- NetHack 3.6 Barb.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.9 $
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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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--
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-- The "start" level for the quest.
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--
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-- Here you meet your (besieged) class leader, Pelias,
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-- and receive your quest assignment.
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--
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des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("mazelevel", "noteleport", "hardfloor")
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des.map([[
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..................................PP........................................
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...................................PP.......................................
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...................................PP.......................................
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....................................PP......................................
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........--------------......-----....PPP....................................
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........|...S........|......+...|...PPP.....................................
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........|----........|......|...|....PP.....................................
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........|.\..........+......-----...........................................
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........|----........|...............PP.....................................
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........|...S........|...-----.......PPP....................................
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........--------------...+...|......PPPPP...................................
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.........................|...|.......PPP....................................
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...-----......-----......-----........PP....................................
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...|...+......|...+..--+--.............PP...................................
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...|...|......|...|..|...|..............PP..................................
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...-----......-----..|...|.............PPPP.................................
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.....................-----............PP..PP................................
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.....................................PP...PP................................
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....................................PP...PP.................................
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....................................PP....PP................................
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]]);
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-- the forest beyond the river
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des.replace_terrain({ region={37,00, 59,19}, fromterrain=".", toterrain="T", chance=5 })
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des.replace_terrain({ region={60,00, 64,19}, fromterrain=".", toterrain="T", chance=10 })
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des.replace_terrain({ region={65,00, 75,19}, fromterrain=".", toterrain="T", chance=20 })
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-- guarantee a path and free spot for the portal
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des.terrain(selection.randline(selection.new(), 37,7, 62,02, 7), ".")
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des.terrain({62,02}, ".")
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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(selection.area(09,05,11,05), "unlit")
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des.region(selection.area(09,07,11,07), "lit")
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des.region(selection.area(09,09,11,09), "unlit")
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des.region(selection.area(13,05,20,09), "lit")
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des.region(selection.area(29,05,31,06), "lit")
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des.region(selection.area(26,10,28,11), "lit")
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des.region(selection.area(04,13,06,14), "lit")
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des.region(selection.area(15,13,17,14), "lit")
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des.region(selection.area(22,14,24,15), "lit")
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-- Stairs
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des.stair("down", 09,09)
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-- Portal arrival point
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des.levregion({ region = {62,02,62,02}, type="branch" })
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-- Doors
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des.door("locked",12,05)
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des.door("locked",12,09)
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des.door("closed",21,07)
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des.door("open",07,13)
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des.door("open",18,13)
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des.door("open",23,13)
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des.door("open",25,10)
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des.door("open",28,05)
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-- Elder
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des.monster("Pelias", 10, 07)
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-- The treasure of Pelias
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des.object("chest", 09, 05)
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-- chieftain guards for the audience chamber
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des.monster("chieftain", 10, 05)
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des.monster("chieftain", 10, 09)
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des.monster("chieftain", 11, 05)
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des.monster("chieftain", 11, 09)
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des.monster("chieftain", 14, 05)
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des.monster("chieftain", 14, 09)
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des.monster("chieftain", 16, 05)
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des.monster("chieftain", 16, 09)
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-- Non diggable walls
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des.non_diggable(selection.area(00,00,75,19))
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-- One trap to keep the ogres at bay.
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des.trap("spiked pit",37,07)
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-- Eels in the river
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des.monster("giant eel", 36, 01)
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des.monster("giant eel", 37, 09)
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des.monster("giant eel", 39, 15)
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-- Monsters on siege duty.
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des.monster({ id = "ogre", x=40, y=08, peaceful=0 })
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des.monster({ id = "ogre", x=41, y=06, peaceful=0 })
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des.monster({ id = "ogre", x=41, y=07, peaceful=0 })
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des.monster({ id = "ogre", x=41, y=08, peaceful=0 })
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des.monster({ id = "ogre", x=41, y=09, peaceful=0 })
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des.monster({ id = "ogre", x=41, y=10, peaceful=0 })
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des.monster({ id = "ogre", x=42, y=06, peaceful=0 })
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des.monster({ id = "ogre", x=42, y=07, peaceful=0 })
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des.monster({ id = "ogre", x=42, y=08, peaceful=0 })
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des.monster({ id = "ogre", x=42, y=09, peaceful=0 })
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des.monster({ id = "ogre", x=42, y=10, peaceful=0 })
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