Noticed when testing the recent bec de corbin change which makes ravens
generate as peaceful; if you happened to enter medusa-3 while wielding
one, all the ravens are peaceful. Even without one, if you entered the
level as a neutral character, some of them would randomly be peaceful
due to matching alignment. But in the medusa-3.lua file, the ravens are
all unconditionally flagged as hostile.
The reason for this behavior is that the lua loading code does not
recognize "hostile" (instead peaceful=0 needs to be set), so it does
nothing and leaves the ravens to generate as if it had been unspecified.
It appeared to affect only these ravens; no other des.monster() uses
hostile=1 instead of peaceful=0.
This bug has been around in the 3.7 development branch since the change
to Lua, but doesn't happen in 3.6 because the des parser does interpret
"hostile" as meaning never peaceful.
I considered augmenting lspo_monster so that it could handle "hostile"
and treat it like peaceful=0, but figure it's probably better not to
have two different booleans that control the same flag (what if someone
specified peaceful = 1 and hostile = 1?)
Coming up to medusa-3 from the level below revealed that Perseus's
statue was not there. It was placed randomly in one of the three
chambers where Medusa might be rather than in the one where she
actually was. Medusa-4 behaved similarly.
Initially I was forcing the statue to be adjacent to Medusa rather
than on her spot, but medusa-1 and medusa-2 don't do that so I've
gone with a simplified revision.
and actually do so in the lua files.
Before this, it was not possible to specify (for example) "scroll of
teleportation" in des.object() because there is actually no object
defined in objects.h named "scroll of teleportation", so
find_objtype() failed to find it. Instead, one had to request
"teleportation", but that is ambiguous, and find_objtype() would find
the first defined item with that name instead (ring of teleportation).
In cases of ambiguity, I referred to the des files from 3.6.6 (before
the lua conversion).
Make selection rndcoord return a table with x and y keys.
Allow (most) coordinate parameters accept such a table.
Fix selection and des lua tests broken by the above changes and
an earlier change, because selections tried to set terrain
at column 0, and it now causes a complaint.
There is code in fixup_special for stocking Medusa's lair with statues
of players from the leaderboard. It makes two assumptions: that there
will always be at least one room defined on Medusa's level, and that
the statues should be placed in the first room defined. In the process
of removing prefilled, some of these rooms suddenly became non-rooms,
and this caused problems. This commit ensures that the regions for
turning into rooms to hold the statues are present and come first.
In the process of writing this commit, I discovered a bug: the statue
stocking code for medusa in fixup_special naively chooses the spot at
which to place its final statue by selecting independent x and y
coordinates with somex and somey. This is responsible for a statue
occasionally being embedded in a wall or in iron bars on medusa-2 and
medusa-4: the rooms defined to receive statues are irregular, and some
of the possible coordinates happen to be walls, bars, and water.
The proper fix here is to add lua functionality so that the level
designer can specify that they want a leaderboard corpse or statue, and
remove the medusa special case from fixup_special, but that's rather
out of scope for what I'm doing here.
The existing system was a confusing mess of competing names (filled,
needfill, prefilled, etc) that had varying semantics, with prefilled
being the worst offender as it meant at least three different things in
various contexts. This commit unifies everything in the code under
"needfill", and everything in Lua under "filled", which defaults to 0
everywhere.
This also removes the second argument to fill_special_room; that
function now just checks the needfill of the room it's passed. As
before, a filled == 2 value is used for a special room to indicate that
the room should set the appropriate level flag, but shouldn't actually
be stocked with anything (for instance, King Arthur's throne room); the
difference is that this now comes directly from the lua script instead
of being manipulated within sp_lev.c.
The prefilled argument had one use case that is occasionally used in the
level files: if the level designer had specified an ordinary region with
prefilled = 1, it would become a room to control monster arrivals on a
level -- monsters that arrive within the bounds of a room are supposed
to stay there.
However, not all of the places where the comments indicated this was
being used were using it correctly; I tested this by letting a few
monsters fall through the knox portal (they're supposed to be
constrained to the entry room) and waiting a hundred turns, then going
through the portal; they were not constrained to the room and had
"wandered" through its walls.
Instead of trying to maintain this special case, I have added an
optional "arrival_room" boolean argument to des.region, which forces it
to create a room for the purposes of constraining monster arrival.
I have gone through and replaced occurrences of prefilled in lua files
with the appropriate filled option (or arrival, as needed). In some
cases, that resulted in questionable regions such as a filled ordinary
area in a non-themeroom (I just dropped the filled=1), or an area which
didn't do anything, not even lighting (which I deleted).
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.