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/Pri-strt.lua
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dat/Pri-strt.lua
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-- NetHack 3.6 Priest.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $
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-- Copyright (c) 1989 by Jean-Christophe Collet
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-- Copyright (c) 1991-2 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, High Priest
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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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............................................................................
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............................................................................
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............................................................................
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....................------------------------------------....................
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....................|................|.....|.....|.....|....................
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....................|..------------..|--+-----+-----+--|....................
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....................|..|..........|..|.................|....................
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....................|..|..........|..|+---+---+-----+--|....................
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..................---..|..........|......|...|...|.....|....................
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..................+....|..........+......|...|...|.....|....................
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..................+....|..........+......|...|...|.....|....................
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..................---..|..........|......|...|...|.....|....................
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....................|..|..........|..|+-----+---+---+--|....................
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....................|..|..........|..|.................|....................
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....................|..------------..|--+-----+-----+--|....................
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....................|................|.....|.....|.....|....................
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....................------------------------------------....................
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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={24,06, 33,13}, lit=1, type="temple" })
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des.replace_terrain({ region={00,00, 10,19}, fromterrain=".", toterrain="T", chance=10 })
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des.replace_terrain({ region={65,00, 75,19}, fromterrain=".", toterrain="T", chance=10 })
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des.terrain({05,04}, ".")
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-- Portal arrival point
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des.levregion({ region = {05,04,05,04}, type="branch" })
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-- Stairs
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des.stair("down", 52,09)
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-- Doors
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des.door("locked",18,09)
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des.door("locked",18,10)
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des.door("closed",34,09)
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des.door("closed",34,10)
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des.door("closed",40,05)
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des.door("closed",46,05)
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des.door("closed",52,05)
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des.door("locked",38,07)
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des.door("closed",42,07)
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des.door("closed",46,07)
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des.door("closed",52,07)
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des.door("locked",38,12)
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des.door("closed",44,12)
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des.door("closed",48,12)
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des.door("closed",52,12)
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des.door("closed",40,14)
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des.door("closed",46,14)
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des.door("closed",52,14)
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-- Unattended Altar - unaligned due to conflict - player must align it.
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des.altar({ x=28, y=09, align="noalign", type="altar" })
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-- High Priest
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des.monster("Arch Priest", 28, 10)
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-- The treasure of High Priest
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des.object("chest", 27, 10)
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-- knight guards for the audience chamber
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des.monster("acolyte", 32, 07)
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des.monster("acolyte", 32, 08)
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des.monster("acolyte", 32, 11)
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des.monster("acolyte", 32, 12)
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des.monster("acolyte", 33, 07)
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des.monster("acolyte", 33, 08)
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des.monster("acolyte", 33, 11)
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des.monster("acolyte", 33, 12)
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-- Non diggable walls
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des.non_diggable(selection.area(18,03,55,16))
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-- Random traps
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des.trap("dart",20,09)
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des.trap("dart",20,10)
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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-- Monsters on siege duty.
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des.monster("human zombie", 37, 01)
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des.monster("human zombie", 37, 18)
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des.monster("human zombie", 03, 03)
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des.monster("human zombie", 65, 04)
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des.monster("human zombie", 12, 11)
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des.monster("human zombie", 60, 12)
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des.monster("human zombie", 14, 08)
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des.monster("human zombie", 55, 00)
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des.monster("human zombie", 18, 18)
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des.monster("human zombie", 59, 10)
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des.monster("human zombie", 13, 09)
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des.monster("human zombie", 01, 17)
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