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.
This commit is contained in:
48
dat/bigrm-7.lua
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48
dat/bigrm-7.lua
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@@ -0,0 +1,48 @@
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des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("mazelevel");
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des.map([[
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-----
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---------...---
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---------.........L...---
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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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|.L.....................................................................L.|
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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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---...L.........---------
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---...---------
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-----
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]]);
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local terrain = { "L", "T", "{", "." };
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local tidx = math.random(1, #terrain);
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des.replace_terrain({ region={00,00, 74,18}, fromterrain="L", toterrain=terrain[tidx] });
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des.region(selection.area(01,01,73,17), "lit");
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des.stair("up");
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des.stair("down");
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des.non_diggable();
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for i = 1,15 do
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des.object();
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end
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for i = 1,6 do
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des.trap();
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end
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for i = 1,28 do
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des.monster();
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end
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