Cavemen don't have goal_alt message - before lua, that one
fell through into goal_next message, but now it tried to
load the "common" message. Add ability to define message fallbacks,
and make goal_next the fallback for goal_alt.
Also prevent issuing quest.lua errors twice.
Assume a degenerate RNG that always returns the same number.
With these fixes, the game starts and is almost playable.
There are still some places that will go into infinite loop, eg.
the mines level generation.
If the core frees the obj struct referred by lua, don't free it,
just mark it as OBJ_LUAFREE - lua will free it in gc once all
the references to it are gone.
Whenever a lua script references a core struct obj, increment a counter
in the obj struct. Core code will not free the obj, if there are any
lua references pointing to it, just makes it free-floating.
When lua script ends, the lua gc will free the free-floating objects.
Also exposes u.inventory to lua.
Breaks save and bones compat.
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.
In launch_obj, the code first got the trap, then called ohitmon
(which can delete the trap by doing mondied -> fill_pit ->
flooreffects -> deltrap), then after that used the trap variable.
Trigger a land mine while being polymorphed into a monster that
automatically hides (eg. scorpion). Have the statue on the land mine
shatter and all items on that square scatter away. Avoid falling
into the pit left by the land mine.
... when the guard is angry, and he's in the vault or in his corridor,
you're not in the vault nor in his corridor, and the level is full
so the guard cannot relocate.
Scatter did not consider the ball or chain, and moved them around, causing
ball and chain sanity error.
One way to trigger was being punished, with chain on a land mine and having
a monster trigger the mine. Now the chain will shatter, unpunishing the hero.
The first generated luckstone is marked as the prize in mines' end.
Make sure we generate the intended one first, before any other
(possibly randomly generated) luckstones.
When cloning a monster, clear the clone trapped and hiding states.
When splitting a monster (eg. a black pudding), the clone could
be placed on a trap, so do mintrap.
When removing a monster from the map, clear the trapped state.
When farlooking at a leash glyph on a map, the fake object should never
have leashmon set. This happened when a mimic was on the same spot
and was mimicing a corpse or statue, due to leashmon and corpsenm
using the same field.
If the message history contains a zero-length message line, skip it,
as trying to write a zero-length string will make bwrite panic.
Happened only on X11. This is post-3.6.1 bug.
melt_ice can delete the fire trap, in the case where the trap
is on ice, and a monster carrying a boulder triggers it, then drowns.
mintrap -> minliquid -> mondead -> ... -> mdrop_obj ->
flooreffects -> boulder_hits_pool -> delfloortrap
The inventory window used a line to say "Inventory:", which is pretty
useless, and that was the only window showing such a label.
Also don't duplicate the "Not carrying anything" text from core.
People have been wondering how to change the tiles on the X11
version, and the old default of NetHack-specific binary tile data
isn't directly editable with image editing tools.
Also show in the #version info if xpm and graphic rip are enabled.
When getting a cursor location, and there was no "valid" location
function defined, trying to go to the next or previous valid
location showed null.
Fix this by using the "interesting" locations if no valid ones.
The logic required both x and y coordinates of the guard location and
the new location the guard wanted to move to be different. This is
obviously wrong, as the guard may move horizontally or vertically.
Calling wormgone will also remove the long worm monster from
the map, not just the worm tail. Put the monster back on map
so relmon can actually remove it properly.
When a long worm was removed from the map, the segments for that worm
retained their map location info. This caused problems later on if
wormgone (or toss_wsegs) was called, because it would try to remove the
segments of that worm from the map.
If long worm attacks you, and you have a passive response that may
kill the worm (eg. blue jelly), the worm may die in the middle of
a loop checking for a worm segment that can attack. This'll cause
a segfault because the worm segments will get freed.
If the worm dies, just exit the loop.