Files
nethack/dat/air.lua
Pasi Kallinen fd55d9118e 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.
2019-11-06 18:43:20 +02:00

109 lines
5.2 KiB
Lua

-- NetHack 3.6 endgame.des $NHDT-Date: 1546303680 2019/01/01 00:48:00 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.14 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1992,1993 by Izchak Miller, David Cohrs,
-- and Timo Hakulinen
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor", "shortsighted")
-- The following messages are somewhat obtuse, to make then
-- equally meaningful if the player can see or not.
des.message("What a strange feeling!")
des.message("You notice that there is no gravity here.")
-- The player lands, upon arrival, in the
-- lower-left area. The location of the
-- portal to the next level is randomly chosen.
-- This map has no visible outer boundary, and
-- is all "air".
des.map([[
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
]]);
-- Use up and down regions to partition the level into three parts;
-- teleportation can't cross from one part into another.
-- The up region is where you'll arrive after activating the portal from
-- the preceding level; the exit portal is placed inside the down region.
des.teleport_region({ region = {01,00,24,20}, region_islev = 1, exclude = {25,00,79,20}, exclude_islev=1, dir="up" })
des.teleport_region({ region = {56,00,79,20}, region_islev = 1, exclude = {01,00,55,20}, exclude_islev=1, dir="down" })
-- des.portal(levregion(57,01,78,19),(0,0,0,0),"fire")
des.levregion({ region = {57,01,78,19}, region_islev=1, type="portal", name="fire" });
des.region(selection.area(00,00,75,19),"lit")
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "air elemental", peaceful = 0 })
des.monster({ id = "floating eye", peaceful = 0 })
des.monster({ id = "floating eye", peaceful = 0 })
des.monster({ id = "floating eye", peaceful = 0 })
des.monster({ id = "yellow light", peaceful = 0 })
des.monster({ id = "yellow light", peaceful = 0 })
des.monster({ id = "yellow light", peaceful = 0 })
des.monster("couatl")
des.monster("D")
des.monster("D")
des.monster("D")
des.monster("D")
des.monster("D")
des.monster("E")
des.monster("E")
des.monster("E")
des.monster("J")
des.monster("J")
des.monster({ id = "djinni", peaceful = 0 })
des.monster({ id = "djinni", peaceful = 0 })
des.monster({ id = "djinni", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "fog cloud", peaceful = 0 })
des.monster({ id = "energy vortex", peaceful = 0 })
des.monster({ id = "energy vortex", peaceful = 0 })
des.monster({ id = "energy vortex", peaceful = 0 })
des.monster({ id = "energy vortex", peaceful = 0 })
des.monster({ id = "energy vortex", peaceful = 0 })
des.monster({ id = "steam vortex", peaceful = 0 })
des.monster({ id = "steam vortex", peaceful = 0 })
des.monster({ id = "steam vortex", peaceful = 0 })
des.monster({ id = "steam vortex", peaceful = 0 })
des.monster({ id = "steam vortex", peaceful = 0 })