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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50
dat/bigrm-8.lua
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50
dat/bigrm-8.lua
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@@ -0,0 +1,50 @@
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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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--.............................................---
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---......................................FF.....---
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---...................................FF........---
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---................................FF...........---
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---.............................FF..............---
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---..........................FF.................---
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---.......................FF....................---
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---....................FF.......................---
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---.................FF..........................---
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---..............FF.............................---
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---...........FF................................----
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---........FF...................................---
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---.....FF......................................---
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---.............................................--
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---............................................|
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----------------------------------------------
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]]);
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if math.random(0,99) < 40 then
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local terrain = { "L", "}", "T", ".", "-", "C" };
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local tidx = math.random(1, #terrain);
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des.replace_terrain({ region={00,00, 74,17}, fromterrain="F", toterrain=terrain[tidx] });
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end;
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des.region(selection.area(01,01,73,16), "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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