pull/3/head
luojunhui 1 year ago
parent 5cedf96342
commit 6e2b9747b9

@ -1,64 +0,0 @@
---
Language: Cpp
# BasedOnStyle: LLVM
AccessModifierOffset: -2
AlignAfterOpenBracket: true
AlignEscapedNewlinesLeft: true
AlignOperands: true
AlignTrailingComments: true
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: false
AllowShortIfStatementsOnASingleLine: false
AllowShortLoopsOnASingleLine: false
AllowShortFunctionsOnASingleLine: None
AlwaysBreakAfterDefinitionReturnType: true
AlwaysBreakTemplateDeclarations: false
AlwaysBreakBeforeMultilineStrings: false
BreakBeforeBinaryOperators: NonAssignment
BreakBeforeTernaryOperators: true
BreakConstructorInitializersBeforeComma: false
BinPackParameters: true
BinPackArguments: true
ColumnLimit: 78
ConstructorInitializerAllOnOneLineOrOnePerLine: false
ConstructorInitializerIndentWidth: 4
DerivePointerAlignment: false
ExperimentalAutoDetectBinPacking: false
IndentCaseLabels: false
IndentWrappedFunctionNames: false
IndentFunctionDeclarationAfterType: false
MaxEmptyLinesToKeep: 1
KeepEmptyLinesAtTheStartOfBlocks: false
NamespaceIndentation: None
ObjCBlockIndentWidth: 2
ObjCSpaceAfterProperty: false
ObjCSpaceBeforeProtocolList: true
PenaltyBreakBeforeFirstCallParameter: 19
PenaltyBreakComment: 300
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PenaltyBreakFirstLessLess: 120
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PointerAlignment: Right
SpacesBeforeTrailingComments: 1
Cpp11BracedListStyle: false
Standard: Cpp03
IndentWidth: 4
TabWidth: 8
UseTab: Never
BreakBeforeBraces: Linux
SpacesInParentheses: false
SpacesInSquareBrackets: false
SpacesInAngles: false
SpaceInEmptyParentheses: false
SpacesInCStyleCastParentheses: false
SpaceAfterCStyleCast: true
SpacesInContainerLiterals: true
SpaceBeforeAssignmentOperators: true
ContinuationIndentWidth: 4
CommentPragmas: '^ NetHack 3'
ForEachMacros: [ foreach, Q_FOREACH, BOOST_FOREACH ]
SpaceBeforeParens: ControlStatements
DisableFormat: false
...

@ -1,17 +0,0 @@
*.[ch] NHSUBST
*.cpp NHSUBST
*.sh NHSUBST
*.pl NHSUBST
Porting NHSUBST
README NHSUBST
* text=auto
*.hqx -text
*.sln -text
*.vcxproj -text
*.doc !diff
*.DOC !diff
*.uu NH_header=no
*.xpm NH_header=no
.git* NH_header=no
* NH_filestag=(file%s_in_top_directory)
NetHack.dsw NH_filestag=(file%s_for_win32_that_are_moved_into_._at_compile_time)

@ -1,93 +0,0 @@
# CVS default ignores begin
tags
TAGS
.make.state
.nse_depinfo
*~
\#*
.#*
,*
_$*
*$
*.old
*.bak
*.BAK
*.orig
*.rej
.del-*
*.a
*.olb
*.o
*.obj
*.so
*.exe
*.Z
*.elc
*.ln
core
# CVS default ignores end
.*.swp
# We generate makefiles by shell script
Makefile
# Win32-specific ignores
Debug/
Release/
binary/
build/
ipch/
lib/*
Nethack.sln
Nethack.sdf
Nethack.opensdf
Makefile.bcc
Makefile.gcc
Makefile-orig
Makefile.bcc-orig
Makefile.gcc-orig
*.suo
*.pdb
*.ilk
# VS2013 extension to auto-whine about questionable code generates these
*.lastcodeanalysissucceeded
# VS 2017 caches data into the hidden directory .vs
.vs
# Win32-specific ignores end
.DS_Store
# ms-dos
# resulting zip
NH*DOS.ZIP
# 8.3 versions
dat/data.bas
sys/share/posixreg.c
include/patchlev.h
doc/guidebk.txt
# folders compiler, target objs, binary results
djgpp/
src/msdos_o/
msdos-binary/
dat/NHTILES.BMP
dat/msdoshlp.txt
src/host_o/
util/djgpp-linux64-gcc550.tar.bz2
util/djgpp-osx-gcc550.tar.bz2
util/djgpp-mingw-gcc550-standalone.zip
util/dlb_main
util/thintile
util/til2bin2
util/tile2bin
win/share/monthin.txt
win/share/objthin.txt
win/share/oththin.txt
# end of ms-dos
#libnethack
targets/*
bundle/*
#test.js
#sys/lib/npm-package/build/nethack.js
#sys/lib/npm-package/build/nethack.wasm
*.user
util/*.lib
util/*.exp

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[submodule "submodules/lua"]
path = submodules/lua
url = https://github.com/lua/lua.git
[submodule "submodules/pdcurses"]
path = submodules/pdcurses
url = https://github.com/wmcbrine/PDCurses.git
[submodule "submodules/pdcursesmod"]
path = submodules/pdcursesmod
url = https://github.com/Bill-Gray/PDCursesMod.git

@ -1,696 +0,0 @@
Cross-compiling NetHack 3.7 Last edit: February 18, 2023
The NetHack 3.7 build process differs from the build process of previous
versions in some important ways. Those differences make it possible to use
a cross-compiler running on one platform (the "host" platform of the build)
to produce a binary NetHack package that can execute on an entirely different
platform.
Part A Contents:
A1. Why cross-compile?
A2. Building NetHack 3.6 (before)
A3. Building NetHack 3.7 (going forward)
A4. How was the build procedure reduced to 5 steps?
A5. How can I help with the cross-compiling initiative?
Part B Contents:
B1. Two sets of compiles and procedures
B2. What needs to be built and executed on the HOST?
B3. What needs to be built for the TARGET?
B4. Case sample: msdos
B5. Case sample: amiga (started but incomplete)
B6. Case sample: Web Assembly, libnh
--------------------------------------------------------------------------------
Part A - Cross-compiling NetHack
--------------------------------------------------------------------------------
+--------------------------+
| A1. Why cross-compile? |
+--------------------------+
By using cross-compilers on host platforms with fast processors, plenty of RAM
and storage resources, and an available cross-compiler, it may be possible to
keep or resurrect a working version of NetHack on platforms that are now too
constrained to carry out the build process natively on the platform anymore.
Some of the constraints in carrying out a native build on the desired target
may include, but not necessarily be limited to, any of the following:
o Access: Somebody with a working knowledge of the NetHack build process may
not have the desired target build platform available to them. Conversely,
somebody with a keen knowledge of the target platform, and access to it,
may not be all that familiar with the NetHack build process.
o Resources: Address space limitations, insufficient RAM, low amounts of disk
storage, slow processor performance, may impede the ability to execute the
compile process on the target platform.
o Compilers: Some of the native compilers on historical platforms may only
support the dialect of C that was popular when the platform and compiler
were in their prime.
Another useful potential result of cross-compiling, is that it paves the way
for carrying out test and production builds of NetHack for multiple target
platforms through automated steps carried out on the host platform(s).
+-------------------------------------+
| A2. Building NetHack 3.6 (before) |
+-------------------------------------+
Very generally, the build of NetHack in past versions required the following
steps to be carried out:
1. Compile and link util/makedefs.
2. Run makedefs repeatedly with different command line options to produce
several output files that are required for:
(a) additional build steps to follow, including some header
files: pm.h, onames.h, date.h.
(b) creation of files, containing information required by,
or about the game during its execution, that are stored in a
portable, platform-independent way, that need to be inserted
into the game package.
(c) creation of files containing information required by, or about
the game during its execution, that are stored in an architecture
and/or platform and/or operating system dependent way, that need
to be inserted into the game package (the quest text format is
one example).
3. Compile and link the level compiler. This step needs to execute
work-alike tools to lex and yacc, or needs to build pre-built lex and
yacc output (.c, .h files) that are provided in the sys/share part of
the NetHack source code tree.
4. Execute the level compiler to read dat/*.des files and create
a set of binary output files that are architecture and/or operating
system dependent on the build platform, for use by the game during
its execution.
5. Compile and link the dungeon compiler. Like the level compiler, this
step needs to execute work-alike tools to lex and yacc, or needs to
build pre-built lex and yacc output (.c, .h files) that are provided
in the sys/share part of the NetHack source code tree.
6. Execute the dungeon compiler to read dat/dungeon.def and create
a set of binary output files that are architecture and/or operating
system dependent on the build platform, for use by the game during
its execution.
7. Compile and link several less critical utilities such as uudecode,
tile-generation utilities, and so forth, all of which need to execute
on the build platform during the build process to produce output files
for use during the game, that are reasonably portable (not architecture
and/or operating system dependent; only the output of the utilities
becomes part of the game package, not the executable utilities
themselves.
8. Compile and link the game itself.
9. Package the game and its required files including the output from
previous steps 2b, 2c, 4, 6, 7 and 8 above.
Steps 1, 2a, 2b, 7, and 9 above are not impediments to cross-compiling NetHack.
Steps 2c, 3, 4, 5, 6 and 8 above are impediments to cross-compiling NetHack.
That's because the files that those steps produce are very much tied to the
platform where the build of NetHack is being carried out. Variations between
platforms (such as 32-bit vs 64-bit, integer sizes, pointer sizes, processor
byte order, data alignment requirements, struct padding and the way bitfields
are stored) impact the portability of those data files between different
platforms and operating systems. If all those things happen to match, the files
might, just might, be usable across platforms, but the chances are against it,
and that certainly cannot be counted on.
+------------------------------------------+
| A3. Building NetHack 3.7 (going forward) |
+------------------------------------------+
Again, very generally, the build of NetHack in 3.7 requires the following
steps to be carried out:
1. Compile and link util/makedefs.
2. Run makedefs repeatedly with different command line options to produce
several required output files that contain information required by the
game, or contain information about the game during its execution, that
are stored in a portable, platform-independent way, that need to be
inserted into the game package (makedefs -d, -o, -r, -h, -s).
3. Compile and link several less critical utilities such as uudecode,
tile-generation utilities, and so forth, all of which need to execute
on the build platform during the build process to produce output files
for use during the game, that are reasonably portable (not architecture
and/or operating system dependent; only the output of the utilities
becomes part of the game package, not the executable utilities
themselves.
4. Compile and link the game components for the TARGET; that includes
NetHack itself, Lua, and any optional regular-expression or window port
libraries that you plan to link into the NetHack game executable.
5. Package the game and its required files including the output from
previous steps 2, 3 and 4 above.
Step 4 is now the only impediment to cross-compiling NetHack. That impediment
is resolved by executing step 4 using a cross-compiler that runs on the build (host)
platform to produce a resulting binary for the target platform, instead of
executing the native compiler.
+-----------------------------------------------------+
| A4. How was the build procedure reduced to 5 steps? |
+-----------------------------------------------------+
The following are among several design changes planned in NetHack 3.7,
and these specific changes are what altered the build process to make
cross-compiling possible:
o There is no creation of platform-dependent files, such as the quest
text files, by makedefs during the build process. Instead, the quest
text files have been converted to Lua and are inserted into the game
package for processing by the embedded Lua during execution of NetHack.
o There is no build-time level compiler involved. Instead, the level
descriptions have been converted to Lua and are inserted into the game
package for processing by the embedded Lua during execution of NetHack.
o There is no build-time dungeon compiler involved. Instead, the dungeon
description has been converted to Lua and is inserted into the game
package for processing by the embedded Lua during execution of NetHack.
o Some of the build and option information that was formerly produced
during build time by makedefs, and contained information about the
build-platform specifically, is now produced at runtime within the
game under a cross-compiled build. As such, it now produces information
applicable to the target NetHack environment, not the build environment.
+------------------------------------------------------------+
| A5. How can I help with the cross-compiling initiative? |
+------------------------------------------------------------+
o If you have a favourite target platform (let's call it XX-Platform for
example purposes) that you'd like to see NetHack be able to run on, do
some research to find out if a cross-compiler exists that:
- produces output for XX-Platform.
- executes on a platform that you use and love (Linux, Windows,
macOS are some examples of platforms that have cross-compilers
for other targets available)
o Then, make the community, devteam, and others aware that you're starting
a cross-compile of NetHack for XX-Platform. You might need to ask some
"starting out" questions initially, and as you get deeper into it, you
might need to ask some tougher questions.
o Perhaps consider forking from NetHack on GitHub, and do the
cross-compiler work there in your fork. Strive to get it to a point where
it's ready to play-test on XX-Platform, or perhaps even use an emulator
of XX-Platform if one is available. We live in a time where plenty do.
Doing your work on a GitHub fork has the following advantages:
- It will make it really simple to integrate your work back into
the NetHack source tree if that's one of your goals.
- It will make it possible and straightforward to merge upstream
NetHack changes into your work for the XX-Platform cross-compile
so that it stays current with the game as it evolves.
- You may get help from others in the form of suggestions, or
pull-requests, or offers to join the development. Chances are,
you aren't the only person out there that would like to
establish/resurrect/maintain NetHack on XX-Platform.
Have fun!
-----------------------------------------------------------------------------
Part B - Cross-compiling details
-----------------------------------------------------------------------------
Part B Contents:
B1. Two sets of compiles and procedures
B2. What needs to be built and executed on the HOST?
B3. What needs to be built for the TARGET?
B4. Case sample: msdos
+-----------------------------------------+
| B1. Two sets of compiles and procedures |
+-----------------------------------------+
The HOST is the platform/place that you're running the build procedures using
the native compiler/linker, and the cross-compiler/linker that runs on the HOST
to build the game for a TARGET platform.
You have to:
1. Build mandatory utilities on the HOST.
2. Execute the mandatory utilities to generate components that will be used
during step 4 to build the game itself, or that will generate components
that will become part of the TARGET game package.
3. Build optional or enhancing utilities on the HOST, execute those
optional or enhancing utilities on the HOST to generate components that
will become part of the TARGET game package.
4. Execute a supported cross-compiler to compile the rest of the game
components like NetHack, Lua, and any optional libraries (the word
"supported", in this sense, means a compiler that runs on your HOST
build platform, and generates output executable files for the TARGET
platform).
It should be mentioned that you can execute the cross-compile build approach
to generate binaries for the same platform as the host, where the HOST
compiler and the TARGET compiler are the same.
+------------------------------------------------------+
| B2. What needs to be built and executed on the HOST? |
+------------------------------------------------------+
On the HOST, here are the mandatory things that have to be built.
a) Using the HOST native compiler, build HOST native utility makedefs
Compile and link the following with these compiler switches:
-DCROSSCOMPILE
from sources: util/makedefs.c, src/mdlib.c, src/monst.c, src/objects.c
src/date.c, src/alloc.c
b) Execute HOST native makedefs utility, util/makedefs, as follows:
Required for complete packaging of the game, but not the C source
game compile:
util/makedefs -d
util/makedefs -r
util/makedefs -h
util/makedefs -s
c) Using the HOST native compiler, build these additional utilities if your
target platform requires components that they produce. It is important
to note that all of the required source files need to be compiled to
native obj files for linking into the HOST-side utility. Some of the
source files (src/monst.c, src/objects.c) were likely already compiled
as native HOST-side obj files in order to build the native HOST utility
'makedefs' HOST utility above, and you don't need to compile them again
for use in linking other HOST utilities if the HOST-native obj files
produced from them are still around.
NOTE: There are some source files that need to be compiled for linking
into utilities that are needed on the HOST side, but that are also
needed again later as TARGET obj files for linking into the TARGET
executable, and therefore must be compiled twice.
They include: src/drawing.c, src/objects.c, src/monst.c,
src/alloc.c, util/panic.c. It is important to keep the compiled
HOST-side obj files produced by the HOST native compiler distinct from
the TARGET-side obj files produced by the cross-compiler. That can be
accomplished either by naming the generated object files a little
differently (perhaps with a suffix) between the HOST-side and the
TARGET-side, or by placing the HOST-side obj files and the TARGET-side
obj files into distinct, different directories during the build process.
Use whatever method works best for your cross-compile effort and tools.
util/dlb
from sources: src/dlb.c, src/dlb_main.c, src/alloc.c,
util/panic.c
purpose: For packaging up many files that are
required components of the TARGET game
into a single nhdat or nhdat370 combined
file
util/uudecode
from sources: sys/share/uudecode.c
purpose: convert some binary files, that are
distributed in the NetHack sources in
uuencoded format, back into their
original binary state
util/tilemap
from sources: win/share/tilemap.c
purpose: produce output file src/tile.c that is
required for building TARGET packages with
tile support
util/tile2bmp
from sources: win/share/tile2bmp.c, win/share/tiletext.c,
win/share/tilemap.c, src/drawing.c,
src/monst.c, src/objects.c
purpose: Read win/share/monsters.txt,
win/share/objects.txt and win/share/other.txt
files and produce a .bmp file.
util/gif2txt
from sources: win/share/gifread.c, win/share/tiletext.c,
win/share/tilemap.c, src/drawing.c,
src/monst.c, src/objects.c,
src/alloc.c, util/panic.c
purpose: Read win/share/monsters.txt,
win/share/objects.txt and win/share/other.txt
files and produce a .gif file.
util/ppmwrite
from sources: win/share/ppmwrite.c, win/share/tiletext.c,
win/share/tilemap.c, src/drawing.c,
src/monst.c, src/objects.c,
src/alloc.c, util/panic.c
purpose: Read win/share/monsters.txt,
win/share/objects.txt and win/share/other.txt
files and produce a .ppm file.
+--------------------------------------------+
| B3. What needs to be built for the TARGET? |
+--------------------------------------------+
For the TARGET side, here are the mandatory things that have to be built via
the HOST-executed cross-compiler that generates code for the TARGET platform.
Using the cross-compiler, build the following targets:
a) NetHack sources (core is mandatory)
With the cross-compiler and linker for the TARGET platform,
cross-compile and link with these compiler switches:
-DCROSSCOMPILE and -DCROSSCOMPILE_TARGET
core sources (2019): src/allmain.c, src/alloc.c, src/apply.c,
src/artifact.c, src/attrib.c, src/ball.c,
src/bones.c, src/botl.c, src/cmd.c, src/dbridge.c,
src/decl.c, src/detect.c, src/dig.c, src/display.c,
src/dlb.c, src/do.c, src/do_name.c, src/do_wear.c,
src/dog.c, src/dogmove.c, src/dokick.c,
src/dothrow.c, src/drawing.c, src/dungeon.c,
src/eat.c, src/end.c, src/engrave.c, src/exper.c,
src/explode.c, src/extralev.c, src/files.c,
src/fountain.c, src/hack.c, src/hacklib.c,
src/insight.c, src/invent.c, src/isaac64.c,
src/light.c, src/lock.c, src/mail.c,
src/makemon.c, src/mcastu.c,
src/mdlib.c, src/mhitm.c, src/mhitu.c, src/minion.c,
src/mklev.c, src/mkmap.c, src/mkmaze.c, src/mkobj.c,
src/mkroom.c, src/mon.c, src/mondata.c,
src/monmove.c, src/monst.c, src/mplayer.c,
src/mthrowu.c, src/muse.c, src/music.c,
src/nhlsel.c, src/nhlua.c, src/nhlobj.c,
src/o_init.c, src/objects.c, src/objnam.c,
src/options.c, src/pager.c, src/pickup.c,
src/pline.c, src/polyself.c, src/potion.c,
src/pray.c, src/priest.c, src/quest.c,
src/questpgr.c, src/read.c, src/rect.c,
src/region.c, src/restore.c, src/rip.c, src/rnd.c,
src/role.c, src/rumors.c, src/save.c, src/sfstruct.c,
src/shk.c, src/shknam.c, src/sit.c, src/sounds.c,
src/sp_lev.c, src/spell.c, src/steal.c, src/steed.c,
src/symbols.c, src/sys.c, src/teleport.c,
src/timeout.c, src/topten.c, src/track.c,
src/trap.c, src/u_init.c, src/uhitm.c, src/vault.c,
src/version.c, src/vision.c,
src/weapon.c, src/were.c, src/wield.c, src/windows.c,
src/wizard.c, src/worm.c, src/worn.c, src/write.c,
src/zap.c, sys/share/cppregex.cpp
tty sources: win/tty/getline.c, win/tty/termcap.c,
win/tty/topl.c, win/tty/wintty.c
generated (if req'd):
src/tile.c
plus your platform-specific source files that contain main, typically
*main.c, and unix support in *unix.c, tty support in *tty.c, and other
system support in *sys.c as well as others sources pertaining to your
specific target platform(s).
b) Lua (mandatory in 3.7)
lib/lua-5.4.6/src
from sources: lua.c, lapi.c, lauxlib.c, lbaselib.c, lcode.c,
lcorolib.c, lctype.c, ldblib.c, ldebug.c,
ldo.c, ldump.c, lfunc.c, lgc.c, linit.c,
liolib.c, llex.c, lmathlib.c, lmem.c,
loadlib.c, lobject.c, lopcodes.c,
loslib.c, lparser.c, lstate.c, lstring.c,
lstrlib.c, ltable.c, ltablib.c, ltm.c,
lundump.c, lutf8lib.c, lvm.c, lzio.c,
lbitlib.c
purpose: links into the game executable to interpret
lua level description files, lua dungeon
description files, and a lua quest text file.
d) recover (optional if desired/required; some targets have recover
functionality built into NetHack itself)
c) Additional optional library packages/obj files as required
lib/pdcurses/...
or lib/pdcursesmod/...
from sources: addch.c, addchstr.c, addstr.c, attr.c, beep.c,
bkgd.c, border.c, clear.c, color.c, delch.c,
deleteln.c, getch.c, getstr.c, getyx.c,
inch.c, inchstr.c, initscr.c, inopts.c,
insch.c, insstr.c, instr.c, kernel.c,
keyname.c, mouse.c, move.c, outopts.c,
overlay.c, pad.c, panel.c, printw.c,
refresh.c, scanw.c, scr_dump.c, scroll.c,
slk.c, termattr.c, touch.c, util.c, window.c,
debug.c, pdcclip.c, pdcdisp.c, pdcgetsc.c,
pdckbd.c, pdcutil.c
purpose: underlying curses platform support for some
target platforms where inclusion of the
NetHack curses window port in win/curses is
desired
+-------------------------+
| B4. Case sample: msdos |
+-------------------------+
Cross-compiler used: Andrew Wu's djgpp cross-compiler
Cross-compiler url: https://github.com/andrewwutw/build-djgpp
Cross-compiler pre-built binary downloads:
https://github.com/andrewwutw/build-djgpp/releases
Cross-compiler bits tested:
https://github.com/andrewwutw/build-djgpp
and the pre-built binary for your platform from:
https://github.com/andrewwutw/build-djgpp/releases
and a DOS-extender (for including in msdos packaging) from
http://sandmann.dotster.com/cwsdpmi/csdpmi7b.zip
and pdcurses from:
https://github.com/wmcbrine/PDCurses.git
or pdcursesmod from:
https://github.com/Bill-Gray/PDCursesMod.git
- A shell script to download that djgpp cross-compiler and associated
pieces for either linux or macOS is available:
sh sys/msdos/fetch-cross-compiler.sh
That script won't install anything, it just does file fetches and stores
them in subfolders of lib. The linux.370 and macOS.370 hints files are
configured to find the cross-compiler there if you add
CROSS_TO_MSDOS=1
on your make command line.
Note: Both the fetch-cross-compiler.sh script and and the msdos
cross-compile and package procedures require unzip and zip to be available
on your host build system.
On your linux host:
cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
make fetch-lua
On your macOS host:
cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
make fetch-lua
The MSDOS cross-compile can then be carried out by specifying
CROSS_TO_MSDOS=1 on the make command line:
make CROSS_TO_MSDOS=1 all
make CROSS_TO_MSDOS=1 package
You can explicitly include tty and curses support if desired. The default
you'll end up with is a tty-only cross-compile build:
make WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_MSDOS=1 package
Result: The "make package" target will bundle all of the necessary
components to run NetHack on msdos into a folder:
targets/msdos/pkg
and then it zips the contents of that folder into:
targets/msdos/nh370dos.zip
Also note that building the msdos targets using the make command
above, does not preclude you from building local linux or macOS
targets as well. Just drop the CROSS_TO_MSDOS=1 from the make
command line. That's because the cross-compiler hints additions are
enclosed inside ifdef sections and won't interfere with the
non-cross-compile build in that case.
+-------------------------+
| B5. Case sample: amiga |
+-------------------------+
Disclaimer: This is a minimal recipe, just to help someone else get
started if they have a desire to get a full cross-compile of
NetHack going for the Amiga.
See CAVEATS below.
Cross-compiler used: bebbo's amiga-gcc
Cross-compiler url: https://github.com/bebbo/amiga-gcc
To our knowledge, a pre-built copy of the cross-compiler isn't available,
so you will likely have to obtain the cross-compiler sources via git and
build it on your system.
The build prerequisite packages for building the compiler on Ubuntu can be
easily obtained:
sudo apt install make wget git gcc g++ lhasa libgmp-dev \
libmpfr-dev libmpc-dev flex bison gettext texinfo ncurses-dev \
autoconf rsync
The build prerequisite packages for macOS via homebrew are documented but
not tested by us any of us to date.
brew install bash wget make lhasa gmp mpfr libmpc flex gettext \
texinfo gcc make autoconf
After installing the prerequite packages and the cross-compiler
it was a straightforward build:
git clone https://github.com/bebbo/amiga-gcc.git
cd amiga-gcc
make update
[Note that you may have to take ownership of the files in the bebbo
repo via chown before succesfully carrying out the next steps]
make clean
make clean-prefix
date; make all -j3 >&b.log; date
The compiler pieces are installed in /opt/amiga by default. If you prefer,
you can alter the prefix before you build if you want. The instructions
for doing so were spelled out at the time of this writing at:
https://github.com/bebbo/amiga-gcc
On your linux host:
cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
make fetch-lua
On your macOS host:
cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
make fetch-lua
The Amiga cross-compile can then be carried out by specifying
CROSS_TO_AMIGA=1 on the make command line:
make CROSS_TO_AMIGA=1 all
make CROSS_TO_AMIGA=1 package
You can explicitly include tty and curses support if desired, otherwise
you'll end up with a tty-only cross-compile build. The SDL1 pdcurses
support has not been tested.
make WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_AMIGA=1 all
Result: The "make package" target will bundle the (hopefully) necessary
components to run NetHack on msdos into a folder:
targets/amiga/pkg
and then it zips the contents of that folder into:
targets/amiga/nh370ami.zip
Also note that building the amiga targets using the make command
above, does not preclude you from building local linux or macOS
targets as well. Just drop the CROSS_TO_AMIGA=1 from the make
command line.
The cross-compiler hints additions are enclosed inside ifdef sections
and won't interfere with the non-cross-compile build in that case.
CAVEATS: The original NetHack Amiga build steps included the source for
some utilities that were built and executed on the amiga:
txt2iff and xpm2iff
as part of the NetHack build procedure on amiga.
Those did not compile out-of-the-box on the linux host. They
will either have to be:
- ported to build and run on the linux or macOS cross-compile
host
or
- their functionality will have to be rolled into amiga NetHack
itself and executed on the target Amiga the first time the game
is run, perhaps.
If you make headway, or are successful getting a working copy of
NetHack going on the amiga, drop us a note at devteam@nethack.org.
+--------------------------------+
| B6. Case sample: Web Assembly |
+--------------------------------+
Credit: The initial Web Assembly cross compile was found in a pull request:
https://github.com/NetHack/NetHack/pull/385
by apowers313. The pull request was merged with some accompanying
NetHack source tree integration changes in early October 2020.
Cross-compiler used: emscripten
Cross-compiler url: https://emscripten.org/docs/getting_started/downloads.html
Here's a brief guide to obtaining the cross-compiler sources via git and
building it on your system.
For Ubuntu, the build prerequisite packages for building the compiler can
be easily obtained:
sudo apt-get install python3 cmake default-jre
For macOS, you will need to install Xcode, git, cmake, Python 3.5 or new
(at time of this writing).
After installing the prerequite packages above, obtain the cross-compiler
via git and build it from the directory of your choice using steps similar
to these:
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
git pull
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
The steps above reflect what was outlined at this url at the time
of writing:
https://emscripten.org/docs/getting_started/downloads.html
That is the definitive source and trumps anything documented here.
On your linux host, prepare to cross-compile NetHack as follows:
cd sys/unix ; sh setup.sh hints/linux.370 ; cd ../..
make fetch-lua
On your macOS host, prepare to cross-compile NetHack as follows:
cd sys/unix ; sh setup.sh hints/macOS.370 ; cd ../..
make fetch-lua
Then, cross-compile to targets/wasm as follows:
make CROSS_TO_WASM=1
You can build src/libnh.a from pull request 385 as follows:
make WANT_LIBNH=1
Do not add any additional windowport interfaces to your build
(such as WANT_WIN_TTY=1 WANT_WIN_CURSES=1 WANT_WIN_X11=1 or
WANT_WIN_QT=1) as those aren't applicable to the Web Assembly
or nethacklib builds. A "shim" pseudo-windowport is included
from pull request 385.
Result: As mentioned, the wasm cross-compile will end up in
targets/wasm and the nethacklib.a will end up in
src.
The cross-compiler hints additions are enclosed inside ifdef sections
and shouldn't interfere with the non-cross-compile builds using
hints/linux.370 or hints/macOS.370.
---

@ -1,7 +0,0 @@
*.txt NHSUBST
nhgitset.pl NHSUBST
hooksdir/* NHSUBST
* text=auto
DOTGIT/TARGET NH_header=no
hooksdir/TARGET NH_header=no
* NH_filestag=(file%s_for_people_developing_changes_to_NetHack)

@ -1,234 +0,0 @@
___ _
| \ _____ _____| |___ _ __ ___ _ _
| |) / -_) V / -_) / _ \ '_ \/ -_) '_|
|___/\___|\_/\___|_\___/ .__/\___|_|
|_|
# NetHack 3.7 Developer.txt $NHDT-Date: 1596498265 2020/08/03 23:44:25 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.19 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
Welcome to the NetHack Infrastructure Developer's Guide.
This is the info you need if you are developing code for NetHack.
(This information is from DevTeam. If you are working with a variant please
check for additional documentation for that variant.)
For information on building NetHack, see README in the top level directory.
For information on playing NetHack, see the Guidebook in the doc directory.
DANGER! WORK IN PROGRESS! Known issues marked XXX.
CONTENTS
1. email
2. git repositories
3. bug reporting
4. git configuration
5. variable expansion
6. reserved names
7. nhadd/nhcommit
8. hooks
------------------------------------------------------------------------------
1. email
Email to devteam@nethack.org will usually get a response, but it may take a
while. Please do not send save files, binary screen grabs, or other large
things.
------------------------------------------------------------------------------
2. git repositories
The public NetHack git repository is available (read-only) at:
https://github.com/NetHack/NetHack
or
https://sourceforge.net/p/nethack/NetHack/
Branches:
NetHack-3.6.0 The 3.6.0 release code and subsequent fixes and additions.
------------------------------------------------------------------------------
3. bug reporting
Please use the form at http://www.nethack.org/common/contact.html (or send
us an email if that's more appropriate).
------------------------------------------------------------------------------
4. git configuration
NOTE: These instructions assume you are on the default branch; this _is_
where you want to be for setting things up. This may or may not be
the branch you want to use for your changes; see the appropriate
project private documentation for more information (if you are working
alone we suggest using branch names starting with "LOCAL-").
NOTE: The following instructions require perl. If you do not have perl on
your system, please install it before proceeding.
A. If you have never set up git on this machine before:
(This assumes you will only be using git for NetHack. If you are going to
use it for other projects as well, think before you type.)
Tell git what name (or nickname) and email address to use for you:
git config --global user.name "MY NAME"
git config --global user.email USER@EXAMPLE.COM
You probably want to set up a credential cache.
macOS (10 - 12):
git config --global credential.helper osxkeychain
Windows:
git config --global credential.helper store
XXX linux
B. Specify the prefix for variable substitution:
(This assumes you are not a member of DevTeam or any variant's development
team. If you are, this may be wrong. Look for more specific documentation.
For example, this file uses "MINE" for the substitution prefix - this will
almost always be wrong if you are working with someone else.)
Decide where you want to put this info; it should NOT be inside the
tree you cloned from git. I use ~/nethack/GITADDDIR; for that base,
create the needed directories and edit the file:
~/nethack/GITADDDIR/DOTGIT/PRE
Put this in it (if your OS is not Unix-like you may need to change
the first line):
#!/bin/sh
git config nethack.substprefix MINE
Now make it executable:
chmod +x ~/nethack/GITADDDIR/DOTGIT/PRE
C. Configure the repository:
- cd to the top level of the repository
- tell the repository about the directory you created above:
git config nethack.gitadddir FULL_PATH_TO_GITADDDIR
so for the example above:
git config nethack.gitadddir ~/nethack/GITADDDIR
- do the automated setup:
perl DEVEL/nhgitset.pl
If it complains, fix what it complains about. nhgitset.pl accepts
the following options:
-v verbose
-n dry run
You can re-run nhgitset.pl as often as needed; occasionally we will
update it (or something it installs) and you will need to run it again
so the changes take effect.
D. aliases
Two aliases are installed by nhgitset.pl:
nhadd
nhcommit
These two commands take the same options as the normal git add and commit
commands but perform RCS/CVS-style variable substitution.
Note that nothing terrible will happen if you do not use the nh* versions
of the commands.
Supported substitutions:
MINE-Date the commit time and date
Experimental substitutions:
MINE-Revision CVS style revision number
MINE-Branch the current git branch
For direct access to the substitution mechanism, use:
nhsub
See the section "nhadd/nhcommit" for details on those aliases.
Run "perldoc DEVEL/hooksdir/nhsub" for details on nhsub.
That's it. If you need to do something more when setting up your repository,
keep reading. Otherwise, you are done with this section.
1) to run your own hooks in addition to ours:
name your hook
WHEN-HOOKNAME
where WHEN is
PRE (run your code before the NetHack hook)
POST (run your code after the NetHack hook)
and HOOKNAME is the normal git name of the hook.
Make sure the hooks are executable (chmod +x ...).
Be sure to test carefully since the composition of two bits of code may or
may not do what you want.
2) to install other bits on setup:
Put additional files in the GITADDDIR tree. Use "DOTGIT" instead of
".git". If a file called PRE, POST, or INSTEAD exists in a
subdirectory of GITADDDIR, it is run before the copy, after the copy,
or instead of the copy. No copy operation is attempted in the DOTGIT
directory; use a script and standard git commands to change the
contents as needed.
3) NB: In all namespaces, anything that matches m/^nh/i or m/^nethack/i is
reserved.
------------------------------------------------------------------------------
5. variable expansion
A. Introduction
We have implemented an RCS/CVS/SVN style variable expansion mechanism.
References of either of the formats:
$PREFIX-VARNAME$
$PREFIX-VARNAME: VALUE $
will be handled (if enabled).
The PREFIX is the value in the git config variable nethack.substprefix.
VARNAME is one of:
Date
Branch (experimental)
Revision (experimental)
other names will give a warning.
B. Enabling variable expansion
Variable expansion is controlled by the .gitattributes file.
To enable variable expansion:
pattern NHSUBST
To disable variable expansion:
pattern -NHSUBST
More information: "git help gitattributes"
C. Oddities
To trigger variable expansion, you _must_ use "git nhadd" or "git nhcommit"
instead of "git add" or "git commit." Nothing terrible will happen if you
use the wrong one, but the values will not be updated.
Variable expansion modifies the files in the work tree - your editor or
IDE may or may not be happy with this.
D. Using your own hooks
You can use your own hooks - put them in .git/hooks as usual BUT name them
as follows:
WHEN-HOOKNAME
where WHEN is:
PRE (execute the code before the NetHack hook)
POST (execute the code after the NetHack hook)
and HOOKNAME is the normal git name for the hook.
Test carefully - interactions between hooks can be nasty.
------------------------------------------------------------------------------
6. reserved names
Anything that matches m/^nh/i or m/^nethack/i is reserved in all
namespaces (environment, file names, git config, etc).
------------------------------------------------------------------------------
7. nhadd/nhcommit
nhadd is essentially "git nhsub $*; git add $*"
nhcommit is essentially "git nhsub $*; git commit $*"
As "git add" and "git commit" have complex arguments, nhsub attempts to
do the right thing - or at least something reasonable - for most arguments.
If nhadd/nhcommit don't do what you need, run "git nhsub" on its own then
add/commit.
So when do I need to use what?
The object is to get nhsub run right before git takes a snapshot of each
file. So for example:
- use "git nhcommit <filespec>" instead of "git commit <filespec>"
- use "git nhadd <filespec>" instead of "git add <filespec>"
- use either "git commit" or "git nhcommit" (because the snapshot was
already taken)
- if you use "git nhsub <filespec>" then you can "git add <filespec>" or
"git commit <filespec>"
For more complex situations, "git nhsub" takes -v and -n flags - see
"perldoc DEVEL/hooksdir/nhsub".
------------------------------------------------------------------------------
8. hooks
nhgitset.pl also installs hooks into .git/hooks. These hooks provide
a framework which allows local hook code to co-exist with hook code we
supply - see DEVEL/hooksdir/NHgithook.pm for details.
We currently use the following hooks:
post-checkout
post-commit
post-merge
These are used to generate dat/gitinfo.txt which provides the data that
ends up available through the game command #version and the command line
option --version.
------------------------------------------------------------------------------

@ -1,124 +0,0 @@
# NetHack 3.7 code_features.txt $NHDT-Date: 1596498264 2020/08/03 23:44:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.6 $
# Copyright (c) 2015 by Michael Allison
# NetHack may be freely redistributed. See license for details.
Developer-useful info about code features, assumptions, purpose,
rationale, etc.
==============================================
FEATURE_NOTICE Alerts for a Release
There is a code mechanism for alerting players to a change in behavior
over prior versions of the game.
Here's how to do it:
o Where the change in behavior needs to alert the player,
- Add an 'if statement' to invoke the alert behavior
if the condition is met, for example
if (flags.suppress_alert < FEATURE_NOTICE_VER(3.6.0))
pline("Note: and explain the change here.");
- The example above will alert the users for a new feature
added in 3.6.0 via a one-liner via pline(), but you
could get more elaborate (just make sure it is all done
in the 'if' code block.
Once the user finds the alert no longer useful, or becoming
annoying, they can set the "suppress_alert" option.
- The user can only set the suppress_alert to the current
version, not future versions. That restriction is done
so that the feature can be used for new things in new
releases.
- The suppression can be done interactively mid game with
the 'O' command, or via
OPTIONS=suppress_alert:3.6.0
in the user's config file.
==============================================
PREFIXES_IN_USE and NOCWD_ASSUMPTIONS
Those provide a storage mechanism for holding the paths to various different
types of files. Those paths are stored in the fqn_prefix[] array. They are a
mechanism for enabling separation of the different files that NetHack needs.
The prefixes are added to the beginning of file names by various routines in
files.c immediately prior to opening one of the types of files that the game
uses.
They aren't about config file options (although config file options would be
one way to set non-default values for some of the paths in the fqn_prefix[]
array). Obviously the very first path needed (now sysconfdir, previously
configdir) isn't viable for setting via config file options, but the game
still needs to hunt it down "someplace." When the "someplace" is figured
out, that place (path) would be stored in fqn_prefix[SYSCONPREFIX]. How it
gets stored in fqn_prefix[SYSCONPREFIX] is up to us as developers.
Any of the fqn_prefix[] entries can be set somehow. It could be done in port
startup code; in options processing; in config file processing; by
translating a system environment variable such as USERPROFILE; whatever
you/we want. The point is that NOCWD_ASSUMPTIONS and PREFIXES_IN_USE are
there to ensure that there is a place to store that path information. The
code to *utilize* the information is already in files.c (see fqname()).
There is a fqn_prefix[] entry for holding the path to each of the following:
PREFIX NAME
0 HACKPREFIX hackdir
1 LEVELPREFIX leveldir location to create level files
2 SAVEPREFIX savedir location to create/read saved games
3 BONESPREFIX bonesir location to create/read bones
4 DATAPREFIX datadir location to read data.base etc.
5 SCOREPREFIX scoredir location to read/write scorefile
6 LOCKPREFIX lockdir location to create/read lock files
7 SYSCONFPREFIX sysconfdir location to read SYSCF_FILE
8 CONFIGPREFIX configdir location to read user configuration file
9 TROUBLEPREFIX troubledir location to place panic files etc.
To recap, they are about enabling "different paths for different things", and
separation of:
- read-only stuff from read-write stuff.
- sysadmin stuff from user-writable stuff.
etc.
==============================================
REGULAR EXPRESSIONS
There are multiple regular expression libraries supported. Currently, one (and
only one) of the following files should be linked into a built:
sys/share/cppregex.cpp
sys/share/posixregex.c
sys/share/pmatchregex.c
This provides a way to access different system regular expression libraries,
or fall back onto pmatch() if none is available. cppregex.cpp uses the regular
expression library in the C++11 standard, and is the default on Windows.
posixregex.c uses the POSIX regular expression library, and is the default on
POSIX. pmatchregex.c is the fallback.
Configuration files written using either of the two true regex engines are
compatible with one another, as the regular expressions are both POSIX
extended regular expressions. Configuration files written using the fallback
engine are incompatible.
Additional regular expression implementations can be written. The full
interface documentation is in sys/share/posixregex.c
===========================================================
HEADER FILE NOTES
hack.h defines values that are available to all NetHack source files,
contains enums for use in all NetHack source files, and contains a
number of struct definitions for use in all NetHack source files.
hack.h does not contain variable declarations or variable definitions.
decl.h and decl.c are related: decl.h contains the extern declarations
for variables that are defined in decl.c. These variables are global
and available to all NetHack source files.
decl.c variable definitions are generally laid out in much the same
order as their corresponding declarations in decl.h.
A new header file cstd.h was added to coincide with 3.7's switch to
C99. It contains calls to some C99 standard header files.
=================== NEXT FEATURE ==========================

@ -1,289 +0,0 @@
# NetHack 3.7 code_style.txt $NHDT-Date: 1694890786 2023/09/16 18:59:46 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.8 $
# Copyright (c) 2015 by Derek S. Ray
# NetHack may be freely redistributed. See license for details.
NetHack DevTeam Coding Style
============================
NetHack is written in C, with a little bit of C++ to access platform
libraries. This coding style document is concerned primarily with the style
used for C source files. We do not have a defined style for C++ files, but C++
should be styled in keeping with C.
The code base in C files was, close to the 3.6 release, reformatted using a
version of the clang-format tool patched to support K&R-style argument
declarations. Due to some incompatibilities, the patch is not publicly
available and clang-format is not expected to be regularly used. Since then,
function declarations and definitions have been switched to ANSI.
Developers should do their best to adhere to the coding style to promote
legible, easy-to-edit code. Legibility is paramount, so in some cases, it may
be better not to fully adhere to the style guidelines.
Recipes for common text editors can be found at the end of this file.
Indentation and Spacing
-----------------------
The basic indentation is 4 spaces wide. All indentation is done using space
characters, not tabs.
Lines should be at most 78 characters wide. If a line would be longer than the
limit, the line should be wrapped and the wrapped portion should be aligned
with the parentheses or brackets containing the wrap. If there is no set of
parentheses or brackets, the line should be indented four spaces. Wrapping
should normally occur after a comma or before a binary operator, when
possible:
int index
= SomeExcessivelyLongExpression;
fcall(arg1,
arg2, (cond13
&& cond2));
Single blank lines should be used wherever convenient to improve readability.
Functions and Control Statements
--------------------------------
For a function definition, the return type, declarator, and opening brace
should each appear on a line of their own. Arguments are defined in the following
parenthesis, per ANSI. There are two general styles. One with no comments, where
arguments are added one after another, with a wrap aligning to the first argument
if there is an overflow.
void
foo(int i, char c)
{
/* function body */
}
void
long_function_name(int first_arg, struct long_name *second_arg,
int third_arg, int forth_arg)
{
/* function body */
}
Alternatively, arguments can be one per line if they are commented:
void
long_function_name(int first_arg, /* main operation */
struct long_name *second_arg, /* control details */
int third_arg, /* local conditions - if
they apply */
int forth_arg) /* remote conditions */
{
/* function body */
}
If the function takes no parameters:
int
long_function_name(void)
{
/* function body */
}
Opening braces of control statements appear on the same line as the control
statement:
if (condition) {
/* body */
}
Else statements and the while statements of do-while blocks appear on the same
line as the closing brace of the if or do statement. Otherwise, closing braces
always get a line of their own.
if (condition) {
/* body */
} else if (condition) {
do {
/* body */
} while (condition);
} else {
/* body */
}
If a control block has only a single statement, it can appear on a line of its
own, with an indent. If the statement is a null statement, then it should be
expressed as an empty set block, not with a semicolon, because many compilers
will warn if a null statement is used:
if (condition)
fcall();
if (condition) {
} else
fcall();
If multiple control blocks are being used in a row, it may be more readable to
use braces even for single statements, and they should be used if they improve
readability. The following is an example of poor usage:
if (condition) {
/* long body */
} else if (condition)
statement;
else {
/* very long body */
}
Switch statements should have the case labels unindented, and the statements
should be indented normally. The default case should occur last unless there's
a compelling reason not to, and fallthroughs should be explicitly marked as
such with a comment, to avoid Yeenoghu getting the touch of death again:
switch (condition) {
case FOO:
case BAR:
fcall();
/* fall-through */
case BAZ:
fcall();
break;
default:
statement;
}
Variables should never be declared in a condition or a for loop
initialization, and if an assignment is used as a condition, it should be
wrapped in an additional set of parentheses for clarity:
int *p;
if ((p = fcall())) {
/* body */
}
int i;
for (i = 1; i < 10; ++i) {
/* body */
}
Variable names to avoid
-----------------------
near, far Some compilers and cross-compilers that target old
processors with segmented architectures may treat
those as keywords. It is safest to just avoid them.
Spaces in Expressions
---------------------
Spaces should appear around binary operators, after commas, after a C-style
cast, and after the keyword in a control statement. They should not appear
between a function name and the opening parenthesis of a function call, nor
immediately inside a pair of parentheses:
foo(i, j, l);
if ((boolean) condition) {
/* body */
}
Casts and sizeof
----------------
Casts should separate the cast operator and its expression with a space:
'(char *) str'
'sizeof (type)' requires the parentheses. 'sizeof expression' does not;
using them is not wrong but omitting them avoids some visual clutter.
Using them without the separating space gives the false impression of a
function call or macro-with-argument(s) expansion; 'sizeof' is an operator
and the parentheses required for '(type)' are to treat it like a cast.
Comments
--------
Some block comments are undecorated, just split into reasonable width lines:
/* this is
a comment */
They usually don't include sentence punctuation.
Others are more elaborate:
/*
* This is
* another comment.
*/
This style is usually used with sentence punctation, particularly if they
contain more than one sentence.
End-of-line comments which need to span lines
somecode(); /* this comment
* is ok */
should start every continuation line with an asterisk, otherwise clang-format
would convert them into a block comment
othercode(); /* this comment
should be avoided */
because it would be converted into
othercode();
/* this comment
should be avoided */
if another bulk reformatting ever gets performed. Similarly, multiple
comments intended to read as one
morecode(); /* start of comment */
/* more of comment */
/* end of comment */
are deprecated because they will end up losing the indentation of the
followup lines if reformatted.
Many files end with
/*filename*/
usually preceded by a blank line. This was intended as a workaround for a
comment--somewhere, possibly in Amiga or Atari code--that stated that some
compiler or other didn't always process the last line of the file. If that
last line is a comment, nothing is lost. The real issue almost certainly
was source file(s) that didn't end in newline. These days we try to force
the final newline for every file, prior to release if not always maintained
day-to-day. The name at the end can still be worthwhile when editing or
browsing multiple files.
Vim Configuration
=================
For vim, the following settings are encouraged when editing NetHack code, to
ensure that indentation is done correctly:
set shiftwidth=4
set softtabstop=4
set expandtab
set tabstop=4
set shiftround
set textwidth=78
set cindent
set filetype=c
Visual Studio Configuration
===========================
In Visual Studio under Tools->Options->Text Editor->C/C++, you can set the
following options to obtain desired behavior:
[Tabs]
Indenting: Smart
Tab size: 4
Indent size: 4
Insert Spaces
There are a number of other options under [Formatting] that should be
checked (Indentation, New Lines, Spacing, and Wrapping), but there are so
many entries that reproducing them here is impractical. Fortunately, the
options are in plain English, so walking through them with a copy of
this Guide handy and making changes as required will suffice.
Emacs Configuration
===================
There are no doubt umpteen different ways to handle this in Emacs.
Putting the following in ~/.emacs.el is one
(defun hook-c ()
(setq c-set-style "k&r")
(setq c-basic-offset 4)
(setq indent-tabs-mode nil))
(add-hook 'c-mode-common-hook 'hook-c)

@ -1,206 +0,0 @@
# NetHack 3.7 git_recipes.txt $NHDT-Date: 1596498266 2020/08/03 23:44:26 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.11 $
# Copyright (c) 2015 by Derek S. Ray
# NetHack may be freely redistributed. See license for details.
Git has a messy learning curve. This file is an attempt to serve as a quick
reference for basic tasks while you get up to speed.
------------------------
[*] git checkout [-f] (branch)
Switch your local repository to be at the most recent commit of (branch).
Including -f will discard changes made in the working directory.
[*] git status [-uall | -uno]
Shows all changed files in your local repository and also a list of the ones
you have staged for commit.
Including -uall will also show you all untracked files in all subdirectories.
Including -uno will show you _no_ untracked files.
[*] git log [-NUM]
[*] git log <commit1> <commit2>
[*] git log [--pretty=one]
[*] git log (branch)
For a full explanation of all the arguments you can pass to 'log', please see
the manual; there are a lot and these are just a few of the common ones. For
our purposes, git log will show you all the commits according to criteria
you specify:
-NUM: The last NUM commits in this branch
<commit1> <commit2>: all commits between commit1 and commit2
-pretty=one: format output as a single line for each entry
(branch): show the commits from (branch) instead of the current one
[*] git log --pretty=one --decorate --graph --all
(This is best explained by executing and looking at the output.)
[*] git add (filename)
[*] git nhadd (filename)
Adds the changes you've made in (filename) to the pre-commit staging area.
(also referred to as the 'index')
OR
Make a new file be tracked by git.
"nhadd" is the preferred syntax and will automatically update the source file
headers with the latest date, branch, and version. See Developer.txt for
details.
[*] git commit [-a] [-m "text"]
[*] git nhcommit [-a] [-m "text"]
Commits all staged changes (in the index) to this branch in your local repo
from your current position.
Including -a will 'git add' all eligible files before doing so.
Including -m will use "text" as the commit message instead of opening an
editor window for you to create one.
"nhcommit" is the preferred syntax and will automatically update the source file
headers with the latest date, branch, and version. See Developer.txt for
details.
[*] git push [--all] [-u origin (branch)]
Sends all your commits for the current branch to the centralized repo.
Including --all will send the commits for _all_ branches.
Specifying -u is only needed the first time you push (branch) that you
created; it establishes the connection between local and remote for that
branch.
[*] git reset [--hard] (filename)
Without any parameters, unstages the changes for (filename) from the index;
does not change the working tree. This is the equivalent of the command
git reset --mixed (filename); git reset --soft (filename) has no effect.
With --hard, unstages (filename) from the index and reverts (filename) in
the working tree to the most recent commit.
*** WARNING *** --hard _will_ throw away your changes.
[DSR: I'm hesitant about including this command because you can trash stuff
with it. But at the same time, for people who are adapting to a commit not
also automatically being a send, it's nice for them to know how to undo one in
case they do something wrong. thoughts?]
[*] git reset [--soft | --mixed | --hard] HEAD~1
*** WARNING *** Never, EVER do this to a commit that you have already pushed;
you will be rewriting history on other people's machines and this will
generally turn out very poorly.
With --soft, undoes the most recent 'git commit' action, but leaves the
changes in the index and in the working directory.
With --mixed, does everything --soft does but also unstages the changes from
the index. If you don't specify one of the three, reset will assume this.
With --hard, does everything --mixed does but also reverts the working tree to
the prior commit.
*** WARNING *** --hard will effectively delete a commit and "lose" the changes.
[/end area-of-concern]
[*] git fetch [--all]
Retrieve commits from the remote repository to your machine.
Including --all will get commits for all branches.
Does NOT merge them into your local repository.
[*] git pull
Incorporate any fetched commits for the current branch into your repository
and update your position accordingly. This will create a merge commit (noting
that you merged a branch into itself).
[*] git rebase [no-arguments version ONLY]
Incorporate fetched commits for the current branch into your repository, and
replay any local commits and changes afterwards on top.
Quality picture-pages ASCII art:
E---F---G---H (remote changes)
/
/
(branch 'frog') A---B---C---D---E'---F' (your local changes)
After 'git fetch' and 'git rebase', it will look like this:
--- (remote HEAD)
|
V
(branch 'frog') A---B---C---D---E---F---G---H---E'---F'
^ ^
| |
-------- (to be pushed)
[*] git branch (branch)
Creates a new branch from the current commit you're pointed to.
Does not automatically checkout (switch to) the branch.
[*] git checkout -b (branch)
Creates a new branch from the current commit you're pointed to, and
automatically checks out that branch.
[*] git branch <pattern> --list | [--all | -a] | [--remotes | -r]
Lists all branches matching <pattern>.
With --all instead, lists all branches (including remotely tracked ones).
With --remotes instead, lists only remote branches.
[*] git merge (branch) [--no-commit]
Merges all the changes from (branch) since it last diverged from a common
ancestor into your current branch.
With --no-commit, does not automatically create a merge entry in the log but
leaves all the merged files in your working directory; to complete the merge
you must commit them manually later (likely after you have edited them). This
more accurately mimics the merge behavior of svn [and cvs?]
[*] git stash [save | apply | list] <stashname>
save: Takes all changes in your working directory and 'stashes' them in a temporary
holding area. Convenient if the command you're trying to run won't go unless
you have a clean working dir; also convenient to move experimental changes
between branches without needing to commit them.
apply: Replays the named stash onto your current working directory as though
it were a patch. Does not delete the stash from the list.
list: Lists all of your stashed code blobs.
=======================================
External Links
=======================================
http://pcottle.github.io/learnGitBranching
=======================================
Typical workflows for common activities
=======================================
{To be added in near future: DSR 3/15}

@ -1,36 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 getinfo.pl $NHDT-Date: 1596498266 2020/08/03 23:44:26 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
# Copyright (c) 2018 by Michael Allison
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
# special case for this script only: allow
# it to run from DEVEL or $TOP
if (-f "hooksdir/NHgithook.pm" || -f "DEVEL/hooksdir/NHgithook.pm"){
push(@INC, "DEVEL/hooksdir");
}
chdir("..") if (-f "hooksdir/NHgithook.pm");
}
use NHgithook;
&NHgithook::nhversioning;

@ -1,22 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 NHadd $NHDT-Date: 1596498406 2020/08/03 23:46:46 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
# wrapper for nhadd and nhcommit aliases
%ok = map { $_ => 1 } ('add', 'commit');
die "Bad subcommand '$ARGV[0]'" unless $ok{$ARGV[0]};
# we won't fail on a failure, so just system()
$rv = system('.git/hooks/nhsub',"--$ARGV[0]",@ARGV[1..$#ARGV]);
if($rv){
print "warning: nhsub failed: $rv $!\n";
}
if(length $ENV{GIT_PREFIX}){
chdir($ENV{GIT_PREFIX}) or die "Can't chdir $ENV{GIT_PREFIX}: $!";
}
exec "git", @ARGV or die "Can't exec git: $!";

@ -1,252 +0,0 @@
#
# NetHack 3.7 NHgithook.pm $NHDT-Date: 1596498406 2020/08/03 23:46:46 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.7 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
# NetHack Git Hook Module
package NHgithook;
use Cwd;
###
### CONFIG
###
my $trace = 0;
my $tracefile = "/tmp/nhgitt.$$";
# OS hackery
my $DS = quotemeta('/');
if ($^O eq "MSWin32")
{
$DS = quotemeta('\\');
}
our %saved_env;
our @saved_argv;
our $saved_input;
sub saveSTDIN {
@saved_input = <STDIN>;
if($trace){
print TRACE "STDIN:\n";
print TRACE $saved_input;
print TRACE "ENDSTDIN\n";
}
tie *STDIN, 'NHIO::STDIN', @saved_input;
}
# XXX this needs a re-write (don't tie and untie, just set NEXT=0)
# (the sensitive thing is @foo = <STDIN> )
sub resetSTDIN{
my $x = tied(*STDIN);
my %x = %$x;
my $data = @$x{DATA};
untie *STDIN;
tie *STDIN, 'NHIO::STDIN', $data;
}
# don't need this now
#sub restore {
# open STDIN, "<", \$saved_input or die "reopen STDIN: $!";
# @ARGV = @saved_argv;
# %ENV = %saved_env;
#}
sub PRE {
&do_hook("PRE");
}
sub POST {
&do_hook("POST");
}
###
### store githash and gitbranch in dat/gitinfo.txt
###
sub nhversioning {
use strict;
use warnings;
my $git_sha = `git rev-parse HEAD`;
$git_sha =~ s/\s+//g;
my $git_branch = `git rev-parse --abbrev-ref HEAD`;
$git_branch =~ s/\s+//g;
die "git rev-parse failed" unless(length $git_sha and length $git_branch);
my $exists = 0;
if (open my $fh, '<', 'dat/gitinfo.txt') {
$exists = 1;
my $hashok = 0;
my $branchok = 0;
while (my $line = <$fh>) {
if ((index $line, $git_sha) >= 0) {
$hashok++;
}
if ((index $line, $git_branch) >= 0) {
$branchok++;
}
}
close $fh;
if ($hashok && $branchok) {
print "dat/gitinfo.txt unchanged, githash=".$git_sha."\n";
return;
}
} else {
print "WARNING: Can't find dat directory\n" unless(-d "dat");
}
if (open my $fh, '>', 'dat/gitinfo.txt') {
my $how = ($exists ? "updated" : "created");
print $fh 'githash='.$git_sha."\n";
print $fh 'gitbranch='.$git_branch."\n";
print "dat/gitinfo.txt ".$how.", githash=".$git_sha."\n";
} else {
print "WARNING: Unable to open dat/gitinfo.txt: $!\n";
}
}
# PRIVATE
sub do_hook {
my($p) = @_;
my $hname = $0;
$hname =~ s!^((.*$DS)|())(.*)!$1$p-$4!;
if(-x $hname){
print TRACE "START $p: $hname\n" if($trace);
open TOHOOK, "|-", $hname or die "open $hname: $!";
print TOHOOK <STDIN>;
close TOHOOK or die "close $hname: $! $?";
print TRACE "END $p\n" if($trace);
}
}
sub trace_start {
return unless($trace);
my $self = shift;
open TRACE, ">>", $tracefile;
print TRACE "START CLIENT PID:$$ ARGV:\n";
print TRACE "CWD: " . cwd() . "\n";
print TRACE "[0] $0\n";
my $x1;
for(my $x=0;$x<scalar @ARGV;$x++){
$x1 = $x+1;
print TRACE "[$x1] $ARGV[$x]\n";
}
print TRACE "ENV:\n";
foreach my $k (sort keys %ENV){
next unless ($k =~ m/(^GIT_)|(^NH)/);
print TRACE " $k => $ENV{$k}\n";
}
}
BEGIN {
%saved_env = %ENV;
@saved_argv = @ARGV;
&trace_start;
}
###
### ugly mess so we can re-read STDIN
###
package NHIO::STDIN;
sub TIEHANDLE {
my $class = shift;
my %fh;
# XXX yuck
if(ref @_[0]){
$fh{DATA} = @_[0];
} else {
$fh{DATA} = \@_;
}
$fh{NEXT} = 0;
return bless \%fh, $class;
}
sub READLINE {
my $self = shift;
return undef if($self->{EOF});
if(wantarray){
my $lim = $#{$self->{DATA}};
my @ary = @{$self->{DATA}}[$self->{NEXT}..$lim];
my @rv = @ary[$self->{NEXT}..$#ary];
$self->{EOF} = 1;
return @rv;
} else{
my $rv = $self->{DATA}[$self->{NEXT}];
if(length $rv){
$self->{NEXT}++;
return $rv;
} else {
$self->{EOF} = 1;
return undef;
}
}
}
sub EOF {
$self = shift;
return $self->{EOF};
}
1;
__END__
=head1 NAME
NHgithook - common code for NetHack git hooks (and other git bits)
=head1 SYNOPSIS
BEGIN {
my $DS = quotemeta('/');
my $PDS = '/';
if ($^O eq "MSWin32")
{
$DS = quotemeta('\\');
$PDS = '\\';
}
push(@INC, $ENV{GIT_DIR}.$PDS."hooks"); # for most hooks
push(@INC, ($0 =~ m!^(.*)$DS!)[0]); # when the above doesn't work
$gitdir = `git rev-parse --git-dir`; # and when the above really doesn't work
$gitdir =~ s/[\r\n]*$/;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
&NHgithook::saveSTDIN;
&NHgithook::PRE;
(core hook code)
&NHgithook::POST;
=head1 DESCRIPTION
Buffers call information so multiple independent actions may be coded for
Git hooks and similar Git callouts.
=head1 SETUP
Changing the C<$trace> and C<$tracefile> variables requires editing the
module source. Setting C<$trace> enables tracing, logs basic information,
and leaves the C<TRACE> filehandle open for additional output; output to this
filehandle must be guarded by C<$NHgithook::trace>. Setting
C<$tracefile> specifies the file used for trace output. Note that C<$$>
may be useful since multiple processes may be live at the same time.
=head1 FUNCTIONS
NHgithook::saveSTDIN reads STDIN until EOF and saves it
NHgithook::PRE runs the PRE hook, if it exists
NHgithook::POST runs the POST hook, if it exists
=head1 BUGS
Some features not well tested, especially under Windows.
=head1 AUTHOR
Kenneth Lorber (keni@his.com)

@ -1,398 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 NHsubst $NHDT-Date: 1596498407 2020/08/03 23:46:47 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.5 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
# git merge driver for substitutions (like RCS/CVS)
# driver line: .... %O %A %B %L
use strict;
my $debug = 0;
my $rawin = 0; # feed diff to stdin for testing (do NOT set $debug=1)
# We want TRACE open so we don't need to test $debug everywhere, but we skip
# this first block because it's expensive and dumpfile() hangs with $rawin.
my $sink = ($^O eq "MSWin32") ? "NUL" : "/dev/null";
my $dbgfile = ($^O eq "MSWin32") ? "$ENV{TEMP}.$$" : "/tmp/trace.$$";
open TRACE, ">>", $rawin?"/dev/tty":(($debug==0)? $sink : $dbgfile);
print TRACE "TEST TRACE\n";
if($debug){
print TRACE "START CLIENT ARGV:\n";
print TRACE "[0] $0\n";
my $x1;
for(my $x=0;$x<scalar @ARGV;$x++){
$x1 = $x+1;
print TRACE "[$x1] $ARGV[$x]\n";
}
print TRACE "ENV:\n";
foreach my $k (sort keys %ENV){
next unless ($k =~ m/^GIT_/);
print TRACE " $k => $ENV{$k}\n";
}
print TRACE "CWD: " . `pwd`;
&dumpfile($ARGV[0], "[0O]");
&dumpfile($ARGV[1], "[1A]");
&dumpfile($ARGV[2], "[2B]");
print TRACE "L=$ARGV[3]\n";
print TRACE "END\n";
}
my $mark_len = $ARGV[3];
$mark_len = 3 if($mark_len==0 && $rawin);
my $mark_start = '<' x $mark_len;
my $mark_middle = '=' x $mark_len;
my $mark_end = '>' x $mark_len;
my $PREFIX;
# pick up the prefix for substitutions in this repo
if($rawin){
$PREFIX = "TEST";
} else {
$PREFIX = `git config --local --get nethack.substprefix`;
chomp($PREFIX);
}
my @out;
my $cntout;
if($rawin){
@out = <STDIN>;
} else {
#system "git merge-file -p .... > temp
my $tags = "-L CURRENT -L ANCESTOR -L OTHER"; # XXX should "CURRENT" be "MINE"?
@out = `git merge-file -p $tags $ARGV[1] $ARGV[0] $ARGV[2]`;
#NB: we don't check the exit value because it's useless
print TRACE "MERGE-FILE START\n".join("",@out)."MERGE-FILE END\n";
}
($cntout,@out) = &edit_merge(@out);
if($rawin){
print "COUNT: $cntout\n";
print @out;
} else {
# spit @out to $ARGV[1] (careful: what about EOL character?)
open OUT, ">$ARGV[1]" or die "Can't open $ARGV[1]";
print OUT @out;
close OUT;
print TRACE "WRITING START ($ARGV[1])\n".join("",@out)."WRITING END\n";
&dumpfile($ARGV[1], "READBACK");
}
print TRACE "COUNT: $cntout\n";
exit( ($cntout>0) ? 1 : 0);
#git merge-file [-L <current-name> [-L <base-name> [-L <other-name>]]]
# [--ours|--theirs|--union] [-p|--stdout] [-q|--quiet] [--marker-size=<n>]
# [--[no-]diff3] <current-file> <base-file> <other-file>
#The `merge.*.driver` variable's value is used to construct a command to run to merge ancestor's
# version (%O), current version (%A) and the other branches' version (%B). These three tokens are
# replaced with the names of temporary files that hold the contents of these versions when the
# command line is built. Additionally, %L will be replaced with the conflict marker size (see
# below).
# keep failing so we don't need to keep changing the setup while building this script
sub dumpfile {
my($file, $tag) = @_;
print TRACE "FILE $tag START\n";
print TRACE `hexdump -C $file`;
print TRACE "FILE END\n";
}
sub edit_merge {
my(@input) = @_;
# $::count is a bit ugly XXX
local $::count = 0; # we need the number of conflicts for exit()
my @out;
local $_;
while($_ = shift @input){
if(m/^$mark_start /){
print TRACE "FOUND A CONFLICT\n";
my @conflict;
push(@conflict, $_);
while($_ = shift @input){
push(@conflict, $_);
if(m/^$mark_end /){
last;
}
}
push(@out, &edit_conflict(@conflict));
} else {
push(@out, $_);
}
}
print TRACE "RETURN count=$::count\n";
return($::count, @out);
}
sub edit_conflict {
my(@in) = @_;
print TRACE "EDIT START: " . scalar(@in)."\n";
if($debug){
foreach my $x (@in){ my $xx = $x; chomp($xx); print TRACE "-$xx-\n"; }
}
print TRACE "EDIT END INPUT\n";
# one-line change - use as base case to develop the code
# ours ARGV[1] top-of-diff
# theirs ARGV[2] bottom-of-diff
# simple conflict:
# [0] <<<<<<< d1
# [1] $$PREFIX-Date: 1 ...
# [2] =======
# [3] $$PREFIX-Date: 3 ...
# [4] >>>>>>> d3
if(scalar(@in) == 5 && $in[2] =~ m/^$mark_middle/){
my $back = &merge_one_line_maybe($in[1],$in[3]); # (ours, theirs)
if(!defined $back){
$::count++; # leave the conflict
return @in;
} else {
return ($back);
}
# NOTREACHED
} else {
# XXX LATER
# Start at the top of both sections and work downwards. As long as the lines can be merged,
# push them out and keep going. If there are lines left, we will still have a conflict but
# we can try to make it smaller. Push out the start-conflict marker. Start at the
# bottom of both section and work upwards. As long as the lines can be merged, reverse push out
# the merged line and keep going. (We know there will be lines left at some point.) Push out
# remaining (middle) lines from OURS. Push out mark_middle. Push out remaining middle lines
# from THEIRS. Push out end-conflict marker. $::count++; return (@a,$b,@c,$d,@e,$f,@g)
# @a
# $b = <<<
# @c
# $d = ===
# @e
# $f = >>>
# @g
}
# not matched - return the unchanged conflict
$::count++;
return @in;
}
# XXX This is expensive. Add a quick check for "anything that looks like a subst var" and just
# declare the lines unmergeable if it fails.
sub merge_one_line_maybe {
my($ours, $theirs) = @_;
my $more = 1;
my $fail = 0;
my $out = '';
# TYPES:
# 0 no match
# 1 unexpanded var
# 2 expanded var
# 3 non-var text
my($ourstype, $theirtype);
my($oursvar, $theirvar);
my($oursval, $theirval);
while($more){
($ourstype, $theirtype) = (0,0);
($oursvar, $theirvar) = (undef, undef);
($oursvar, $theirvar) = (undef, undef);
# unexpanded var
if($ours =~ m/\G\$$PREFIX-([A-Z][a-z]+)\$/gc){
$ourstype = 1;
$oursvar = $1;
}
if($theirs =~ m/\G\$$PREFIX-([A-Z][a-z]+)\$/gc){
$theirtype = 1;
$theirvar = $1;
}
# expanded var
unless($ourstype){
if($ours =~ m/\G\$$PREFIX-([A-Za-z]+):\s+(.*?)\s\$/gc){
$ourstype = 2;
$oursvar = $1;
$oursval = $2;
}
}
unless($theirtype){
if($theirs =~ m/\G\$$PREFIX-([A-Za-z]+):\s+(.*?)\s\$/gc){
$theirtype = 2;
$theirvar = $1;
$theirval = $2;
}
}
# non-var text
unless($ourstype){
if($ours =~ m/\G(\$?[^\x24]*)/gc){
$ourstype = 3;
$oursval = $1;
}
}
unless($theirtype){
if($theirs =~ m/\G(\$?[^\x24]*)/gc){
$theirtype = 3;
$theirval = $1;
}
}
print TRACE "MID: $ourstype/$oursval $theirtype/$theirval\n";
# are we done?
if(pos($ours)==length $ours && pos($theirs) == length $theirs){
$more = 0;
}
if($ourstype == 0 && $theirtype == 0){
die "NHsubst MERGE FAILED - aborted infinite loop\n";
}
# now see if ours and their match or can be resolved
# text
if($ourstype == 3 && $theirtype == 3){
#mismatch is \s vs \s\s - where is this coming from?
# HACK - hopefully temporary
if($oursval =~ m/^\s+$/ && $theirval =~ m/^\s+$/){
$out .= $oursval;
next;
}
if($oursval eq $theirval){
$out .= $oursval;
next;
}
return undef;
}
if($ourstype == 3 || $theirtype == 3){
return undef;
}
# XXX we could do better: on failure of one field, return 2 lines with the fields we _can_ fix
# substituted into those lines, leaving only the fail-to-match bits for the user to
# deal with. Later.
# vars (all 4 cases)
if($oursvar ne $theirvar){
return undef;
}
my $m = merge_one_var_maybe($oursvar, $oursval, $theirval);
if(! defined $m){
return undef;
}
$out .= $m;
}
return $out;
}
# return undef if we can't merge the values; $NAME: VALUE $ or $NAME$ (as appropriate) if we can.
sub merge_one_var_maybe {
my($varname, $oursval, $theirval) = @_;
print TRACE "MVM: -$varname-$oursval-$theirval-\n";
my $resolvedas;
{
no strict;
my $fn = "PREFIX::$varname";
if(defined &$fn){
$resolvedas = &$fn($PREFIX,$varname,$oursval, $theirval);
} else {
$resolvedas = undef; # can't resolve
}
}
if(!defined $resolvedas){
$::count++; # we have an externally visible conflict
return undef;
} else {
return $resolvedas;
}
# NOTREACHED
}
package PREFIX;
# Resolve the conflict of a single var's 2 values. Return undef to leave the conflict.
sub Date {
my($PREFIX, $varname, $mine, $theirs) = @_;
my $m = ($mine =~ m/(\d+)/)[0];
my $t = ($theirs =~ m/(\d+)/)[0];
return undef unless ($m>0) && ($t>0);
return "\$$PREFIX-$varname: " . (($m>$t)?$mine:$theirs) .' $';
}
#sub Header {
#sub Author {
sub Branch {
my($PREFIX, $varname, $mine, $theirs) = @_;
$mine =~ s/^\s+//; $mine =~ s/\s+$//;
$theirs =~ s/^\s+//; $theirs =~ s/\s+$//;
return "\$$PREFIX-$varname: $mine \$" if(length $mine);
return "\$$PREFIX-$varname: $theirs \$" if(length $theirs);
return "\$$PREFIX-$varname\$" if(length $theirs);
}
sub Revision {
my($PREFIX, $varname, $mine, $theirs) = @_;
my($m) = ($mine =~ m/1.(\d+)/);
my($t) = ($theirs =~ m/1.(\d+)/);
if($m > 0 && $t > 0){
my $q = ($m > $t) ? $m : $t;
return "\$$PREFIX-$varname: 1.$q \$";
}
if($m > 0){
return "\$$PREFIX-$varname: 1.$m \$";
}
if($t > 0){
return "\$$PREFIX-$varname: 1.$t \$";
}
return "\$$PREFIX-$varname\$";
}
__END__
TEST 1:
<<< d1
$TEST-Date: 1 $
===
$TEST-Date: 3 $
>>> d3
TEST 2:
nothing
at all
TEST 3:
<<< d1
a line
===
one line
two lines
>>> d3
TEST 4:
<<< d1
$TEST-Date: 1 $ yes
===
$TEST-Date: 1 $ no
>>> d3
TEST 5:
<<< d1
$TEST-Date: 3 $ yes
===
$TEST-Date: 1 $ yes
>>> d3
TEST 6:
<<< d1
$TEST-Date: 3 $ yes$TEST-Date: 4 $
===
$TEST-Date: 1 $ yes$TEST-Date: 5 $
>>> d3
TEST 7:
<<< d1
$TEST-Branch: mine $
===
$TEST-Branch: theirs $
>>> d3
TEST 8:
<<< d1
/* NetHack 3.7 objnam.c $TEST-Date$ $TEST-Branch$:$TEST-Revision$ */
===
/* NetHack 3.7 objnam.c $TEST-Date: 1426977394 2015/03/21 22:36:34 $ $TEST-Branch: master $:$TEST-Revision: 1.108 $ */
>>> d3

@ -1,161 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 NHtext $NHDT-Date: 1596498408 2020/08/03 23:46:48 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.9 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
# clean/smudge filter for handling substitutions
use strict;
#my $debug = 0; # save trace to file
#my $debug2 = 0; # annotate output when running from command line
#my $sink = ($^O eq "MSWin32")? "NUL" :"/dev/null";
#my $dbgfile = ($^O eq "MSWin32") ? "$ENV{TEMP}.$$" : "/tmp/trace.$$";
#open TRACE, ">>", ($debug==0)? $sink : $dbgfile;
sub git_config {
my($section, $var) = @_;
local($_);
# Sigh. Without GIT_DIR we have to do it the slow way, and sometimes we don't
# have GIT_DIR.
if(0 == length($ENV{GIT_DIR})){
my $raw = `git config --local --get $section.$var`;
chomp($raw);
return $raw
}
open(CONFIG, "<", "$ENV{GIT_DIR}/config") or die "Missing .git/config: $!";
while(<CONFIG>){
m/^\[$section]/ && do {
while(<CONFIG>){
m/^\s+$var\s+=\s+(.*)/ && do {
return $1;
};
}
};
}
die "Missing config var: [$section] $var\n";
}
# pick up the prefix for substitutions in this repo
my $PREFIX = &git_config('nethack','substprefix');
my $submode = 0; # ok to make non-cleaning changes to file
my $mode;
if($ARGV[0] eq "--clean"){
$mode = "c";
if(0 == 0+$ENV{NHMODE}){
$submode = 1; # do NOT add extra changes to the file
# print TRACE "SKIPPING\n";
}
} elsif($ARGV[0] eq "--smudge"){
$mode = "s";
} else {
warn "Unknown mode '$ARGV[0]'\n";
exit 1;
}
# XXX for now, there isn't any - if we get called, we subst. No options for now.
# get relevent config info
#XXX
#git check-attr -a $ARGV[1]
# Process stdin to stdout.
# For speed we read in the entire file then do the substitutions.
local($_) = '';
my $len;
while(1){
# On at least some systems we only get 64K.
my $len = sysread(STDIN, $_, 999999, length($_));
last if($len == 0);
die "read failed: $!" unless defined($len);
}
# $1 - var and value (including trailing space but not $)
# $2 - var
# $4 - value or undef
# s/\$$PREFIX-(([A-Za-z][A-Za-z0-9_]*)(: ([^\N{DOLLAR SIGN}]+))?)\$/&handlevar($2,$4)/eg;
s/\$$PREFIX-(([A-Za-z][A-Za-z0-9_]*)(: ([^\x24]+))?)\$/&handlevar($2,$4)/ego;
die "write failed: $!" unless defined syswrite(STDOUT, $_);
exit 0;
sub handlevar {
my($var, $val) = @_;
# print "HIT '$var' '$val'\n" if($debug2);
my $subname = "PREFIX::$var";
if(defined &$subname){
no strict;
$val =~ s/\s+$//;
$val = &$subname($val,$mode,$submode);
} else {
warn "No handler for \$$PREFIX-$var\n";
}
if(length $val){
return "\$$PREFIX-$var: $val \$";
} else {
return "\$$PREFIX-$var\$";
}
}
package PREFIX;
use POSIX qw(strftime);
# On push, put in the current date because we changed the file.
# On pull, keep the current value so we can see the last change date.
sub Date {
my($val, $mode, $submode) = @_;
if($mode eq "c"){
if($submode==0){
# we add this to make merge easier for now XXX
my $now = time; # not %s below - may not be portable
# YYYY/MM/DD HH:MM:SS
$val = "$now " . strftime("%Y/%m/%d %H:%M:%S", gmtime($now));
}
}
# if($mode eq "s"){
# }
return $val;
}
#sub Header {
#}
#sub Author {
#}
# NB: the standard-ish Revision line isn't enough - you need Branch:Revision -
# but we split it into 2 so we can use the standard processing code on Revision
# and just slip Branch in.
sub Branch {
my($val, $mode, $submode) = @_;
if($mode eq "c"){
if($submode==0){
$val = `git symbolic-ref -q --short HEAD`;
$val =~ s/[\n\r]*$//;
$val =~ s/^\*\s*//;
$val = "(unknown)" unless($val =~ m/^[[:print:]]+$/);
}
}
# if($mode eq "s"){
# }
return $val;
}
sub Revision {
my($val, $mode, $submode) = @_;
if($mode eq "c"){
if($submode==0){
my $file = $ARGV[1];
my @val = `git log --follow --oneline $file`;
my $ver = 0+$#val;
$ver = 0 if($ver < 0);
$val = "1.$ver";
}
}
# if($mode eq "s"){
# }
return $val;
}

@ -1,32 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 applypatch-msg $NHDT-Date: 1596498405 2020/08/03 23:46:45 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,32 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 commit-msg $NHDT-Date: 1596498405 2020/08/03 23:46:45 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,521 +0,0 @@
#!/usr/bin/perl
# $NHDT-Date: 1524689646 2018/04/25 20:54:06 $ Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.7 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
# Note: was originally called nhdate; the rename is not reflected in the code.
use strict;
our %opt; #cmd v n f F m (other single char, but we don't care)
my $mode; # a c d f (add, commit, date, date -f)
if(length $ENV{GIT_PREFIX}){
chdir($ENV{GIT_PREFIX}) or die "Can't chdir $ENV{GIT_PREFIX}: $!";
}
#SO how do we know if a file has changed?
#(git status: git status --porcelain --ignored -- FILES.
#maybe + -z but it's a question of rename operations - probably doesn't
# matter, but need to experiment.
# key: [dacf] first character of opt{cmd} (f if nhsub -f or add -f)
# first 2 chars of "git status --porcelain --ignored"
# (see "git help status" for table)
# No default. Undef means something unexpected happened.
my %codes = (
'f M'=>1, 'f D'=>1, # [MD] not updated
'a M'=>0, 'a D'=>0,
'd M'=>0, 'd D'=>0,
'c M'=>0, 'c D'=>0,
'dM '=>0, 'dMM'=>1, 'dMD'=>0,
'aM '=>0, 'aMM'=>1, 'aMD'=>0,
'cM '=>0, 'cMM'=>1, 'cMD'=>0,
'fM '=>0, 'fMM'=>1, 'fMD'=>0,
# M [ MD] updated in index
'dA '=>1, 'dAM'=>1, 'dAD'=>1,
'aA '=>1, 'aAM'=>1, 'aAD'=>1,
'cA '=>1, 'cAM'=>1, 'cAD'=>1,
'fA '=>1, 'fAM'=>1, 'fAD'=>1,
# A [ MD] added to index
'dD '=>0, 'dDM'=>0,
'aD '=>1, 'aDM'=>1,
'cD '=>0, 'cDM'=>0,
'fD '=>1, 'fDM'=>1,
# D [ M] deleted from index
'dR '=>0, 'dRM'=>1, 'dRD'=>0,
'aR '=>0, 'aRM'=>1, 'aRD'=>0,
'cR '=>0, 'cRM'=>1, 'cRD'=>0,
'fR '=>0, 'fRM'=>1, 'fRD'=>0,
# R [ MD] renamed in index
'dC '=>0, 'dCM'=>1, 'dCD'=>0,
'aC '=>0, 'aCM'=>1, 'aCD'=>0,
'cC '=>0, 'cCM'=>1, 'cCD'=>0,
'fC '=>0, 'fCM'=>1, 'fCD'=>0,
# C [ MD] copied in index
'aM '=>1, 'aA '=>1, 'aR '=>1, 'aC '=>1,
'fM '=>1, 'fA '=>1, 'fR '=>1, 'fC '=>1,
# [MARC] index and work tree matches
'd M'=>1, 'dMM'=>1, 'dAM'=>1, 'dRM'=>1, 'dCM'=>1,
'a M'=>1, 'aMM'=>1, 'aAM'=>1, 'aRM'=>1, 'aCM'=>1,
'c M'=>1, 'cMM'=>1, 'cAM'=>1, 'cRM'=>1, 'cCM'=>1,
'f M'=>1, 'fMM'=>1, 'fAM'=>1, 'fRM'=>1, 'fCM'=>1,
# [ MARC] M work tree changed since index
'd D'=>0, 'dMD'=>0, 'dAD'=>0, 'dRD'=>0, 'dCD'=>0,
'a D'=>0, 'aMD'=>0, 'aAD'=>0, 'aRD'=>0, 'aCD'=>0,
'c D'=>0, 'cMD'=>0, 'cAD'=>0, 'cRD'=>0, 'cCD'=>0,
'f D'=>0, 'fMD'=>0, 'fAD'=>0, 'fRD'=>0, 'fCD'=>0,
# [ MARC] D deleted in work tree
# -------------------------------------------------
# DD unmerged, both deleted
# AU unmerged, added by us
# UD unmerged, deleted by them
# UA unmerged, added by them
# DU unmerged, deleted by us
# AA unmerged, both added
# UU unmerged, both modified
# -------------------------------------------------
'a??'=>1, 'f??'=>1, # ?? untracked
'd??'=>0, 'c??'=>0,
'f!!'=>1, # !! ignored
'a!!'=>0, 'd!!'=>0, 'c!!'=>0,
'f@@'=>1, # @@ internal ignored
'a@@'=>0, 'd@@'=>0, 'c@@'=>0
);
# OS hackery
my $PDS = '/';
if ($^O eq "MSWin32")
{
$PDS = '\\';
}
# various command line options to consider and what the code actually does:
#DONE nhcommit with no files should exit(0)
#DONE nhadd with no files should exit(0)
#DONE commit -a?
# add root dir
#DONE commit -a + files -> exit(0)
#nothing: commit --interactive/--patch
#nothing: add -i/--interactive --patch/-p?
#nothing: add -u/--update?????? -A/--all/--no-ignore-removal???
#nothing (not quite right): add --no-all --ignore-removal???
#DONE add --refresh
#nothing: add -N/--intent-to-add
#DONE add -n - exit(0)
#DONE add --dry-run - exit 0
#DONE commit --dry-run - exit 0
#DONE?: add foo/\*/x (letting git expand the filenames)
my @rawlist0 = &cmdparse(@ARGV);
# Use git ls-files to expand command line filepaths with wildcards.
# Let's try this for all commands.
my @rawlist;
foreach my $e (@rawlist0){
if($e =~ m/[?*[\\]/){
my @rv = &lsfiles(undef, $e);
push(@rawlist, @rv) if(@rv);
if($opt{f}){
my @rv = &lsfiles('-i', $e);
push(@rawlist, @rv) if(@rv);
}
} else {
push(@rawlist, $e);
}
}
push(@rawlist,'.') if($#rawlist == -1);
# pick up the prefix for substitutions in this repo
#TEST my $PREFIX = &git_config('nethack','substprefix');
my $PREFIX = "NHDT";
print "PREFIX: '$PREFIX'\n" if($opt{v});
while(@rawlist){
my $raw = shift @rawlist;
if(-f $raw){
&schedule_work($raw);
next;
}
if(-d $raw){
if($raw =~ m!$PDS.git$!o){
print "SKIP $raw\n" if($opt{v}>=2);
next;
}
opendir RDIR,$raw or die "Can't opendir: $raw";
local($_); # needed until perl 5.11.2
while($_ = readdir RDIR){
next if(m/^\.\.?$/);
if(m/^\./ && $opt{f}){
print " IGNORE-f: $raw$PDS$_\n" if($opt{v}>=2);
next;
}
push(@rawlist, $raw.$PDS.$_);
}
closedir RDIR;
}
# ignore other file types
if(! -e $raw){
print "warning: missing file $raw\n";
}
}
# XXX could batch things up - later
sub schedule_work {
my($file) = @_;
print "CHECK: '$file'\n" if($opt{v}>=2);
local($_) = `git status --porcelain --ignored -- $file`;
my $key = $mode . join('',(m/^(.)(.)/));
if(length $key == 1){
# Hack. An unmodified, tracked file produces no output from
# git status. Treat as another version of 'ignored'.
$key .= '@@';
}
$key =~ s/-/ /g; # for Keni's locally mod'ed git
if(!exists $codes{$key}){
die "I'm lost.\nK='$key' F=$file\nST=$_";
}
if($codes{$key}==0){
if($opt{v}>=2){
print " IGNORE: $_" if(length);
print " IGNORE: !! $file\n" if(!length);
}
return;
}
if($opt{F}){
my $ign = `git check-ignore $file`;
if($ign !~ m/^\s*$/){
print " IGNORE-F: $ign" if($opt{v}>=2);
return;
}
}
# FALLTHROUGH and continue
#print "ACCEPT TEST\n"; # XXXXXXXXXX TEST
#return;
my $attr = `git check-attr NHSUBST -- $file`;
if($attr =~ m/NHSUBST:\s+(.*)/){
# XXX this is a bug in git. What if the value of an attribute is the
# string "unset"? Sigh.
if(! $opt{F}){
if($1 eq "unset" || $1 eq "unspecified"){
print " NOATTR: $attr" if($opt{v}>=2);
return;
}
}
&process_file($file);
return;
}
die "Can't parse check-attr return: $attr\n";
}
sub process_file {
my($file) = @_;
print "DOFIL: $file\n" if($opt{v}>=1);
# For speed we read in the entire file then do the substitutions.
local($_) = '';
my $len;
open INFILE, "<", $file or die "Can't open $file: $!";
while(1){
# On at least some systems we only get 64K.
my $len = sysread(INFILE, $_, 999999, length($_));
last if($len == 0);
die "read failed: $!" unless defined($len);
}
close INFILE;
local $::current_file = $file; # used under handlevar
# $1 - var and value (including trailing space but not $)
# $2 - var
# $4 - value or undef
#s/\$$PREFIX-(([A-Za-z][A-Za-z0-9_]*)(: ([^\N{DOLLAR SIGN}]+))?)\$/&handlevar($2,$4)/eg;
my $count = s/\$$PREFIX-(([A-Za-z][A-Za-z0-9_]*)(: ([^\x24]+))?)\$/&handlevar($2,$4)/eg;
# XXX had o modifier, why?
return unless($count>0);
return if($opt{n});
my $mode = 0777 & (stat($file))[2];
my $ofile = $file . ".nht";
open(TOUT, ">", $ofile) or die "Can't open $ofile";
# die "write failed: $!" unless defined syswrite(TOUT, $_);
my $offset = 0;
my $sent;
#print STDERR "L=",length,"\n";
while($offset < length){
$sent = syswrite(TOUT, $_, (length($_) - $offset), $offset);
die "write failed: $!" unless defined($sent);
#print STDERR "rv=$sent\n";
last if($sent == (length($_) - $offset));
$offset += $sent;
#print STDERR "loop: O=$offset\n";
}
close TOUT or die "Can't close $ofile";
# Do the right thing for *nix and hope for the best elsewhere:
chmod($mode, $ofile)==1 or warn "Can't set filemode on $ofile";
rename $ofile, $file or die "Can't rename $ofile to $file";
}
# XXX docs for --fixup and --squash are wrong in git's synopsis. --file missing
# --message --template -t
sub cmdparse {
my(@in) = @_;
# What are we doing?
$opt{cmd} = 'date'; # really nhsub
if($in[0] eq '--add'){
$opt{cmd} = 'add';
shift @in;
}
if($in[0] eq '--commit'){
$opt{cmd} = 'commit';
shift @in;
}
# add: -n -v
# commit: --dry-run -v
# nhsub: -n -v
while($in[0] =~ m/^-/){
local($_) = $in[0];
if($_ eq '--'){
shift @in;
last;
}
if(m/^--/){
if($opt{cmd} eq 'add' && $_ eq '--dry-run'){
exit 0;
}
if($opt{cmd} eq 'commit' && $_ eq '--dry-run'){
exit 0;
}
if($opt{cmd} eq 'add' && $_ eq '--refresh'){
exit 0;
}
shift @in;
next;
}
# XXX this is messy - time for a rewrite?
if(m/^-(.*)/){
foreach my $single ( split(//,$1) ){
# don't do -v here from add/commit
if($single ne 'v'){
# don't use -m from add/commit
if($opt{cmd} eq 'date' || $single ne 'm'){
$opt{$single}++;
}
} elsif($opt{cmd} eq 'date'){
$opt{$single}++;
}
if($opt{cmd} eq 'add' && $single eq 'n'){
exit 0;
}
#need to deal with options that eat a following element (-m, -F etc etc)
#add: nothing?
#commit: -c -C -F -m
# -u<mode> mode is optional
# -S<keyid> keyid is optional
if($opt{cmd} eq 'commit'){
if($single =~ m/[uS]/){
last;
}
if($single =~ m/[cCFm]/){
#XXX this will be a mess if the argument is wrong, but can we tell? No.
shift @in;
last;
}
}
}
}
shift @in;
}
($mode) = ($opt{cmd} =~ m/^(.)/);
$mode = 'f' if($opt{cmd} eq 'date' && ($opt{f}||$opt{F}));
$mode = 'f' if($opt{cmd} eq 'add' && $opt{f});
if($opt{cmd} eq 'add' && $#in == -1){
exit 0;
}
if($opt{cmd} eq 'commit' && $#in == -1){
exit 0;
}
if($opt{cmd} eq 'add' && $opt{a} && $#in != -1){
exit 0;
}
if($opt{cmd} eq 'add' && $opt{a}){
my $x = `git rev-parse --show-toplevel`;
$x =~ s/[\n\r]+$//;
push(@in, $x);
}
return @in; # this is our file list
}
sub git_config {
my($section, $var) = @_;
my $raw = `git config --local --get $section.$var`;
$raw =~ s/[\r\n]*$//g;
return $raw if(length $raw);
die "Missing config var: [$section] $var\n";
}
sub handlevar {
my($var, $val) = @_;
# print "HIT '$var' '$val'\n" if($debug2);
my $subname = "PREFIX::$var";
if(defined &$subname){
no strict;
print " SUBIN: $var '$val'\n" if($opt{v}>=3);
$val =~ s/\s+$//;
$val = &$subname($val);
print " SUBOT: $var '$val'\n" if($opt{v}>=3);
} else {
warn "No handler for \$$PREFIX-$var\n";
}
if(length $val){
return "\$$PREFIX-$var: $val \$";
} else {
return "\$$PREFIX-$var\$";
}
}
sub lsfiles {
my ($flags, $ps) = @_;
open RV, "-|", "git ls-files $flags '$ps'" or die "Can't ls-files";
my @rv = <RV>;
map { s/[\r\n]+$// } @rv;
if(!close RV){
return undef if($! == 0);
die "close ls-files failed: $!";
}
return undef if($#rv == -1);
return @rv;
}
package PREFIX;
use POSIX qw(strftime);
# On push, put in the current date because we changed the file.
# On pull, keep the current value so we can see the last change date.
sub Date {
my($val) = @_;
my $now;
if($opt{m}){
my $hash = `git log -1 '--format=format:%H' $::current_file`;
#author keni <keni@his.com> 1429884677 -0400
chomp($now = `git cat-file -p $hash | awk '/author/{print \$4}'`);
} else {
$now = time;
}
# YYYY/MM/DD HH:MM:SS
$val = "$now " . strftime("%Y/%m/%d %H:%M:%S", gmtime($now));
return $val;
}
#sub Header {
#}
#sub Author {
#}
# NB: the standard-ish Revision line isn't enough - you need Branch:Revision -
# but we split it into 2 so we can use the standard processing code on Revision
# and just slip Branch in.
sub Branch {
my($val) = @_;
$val = `git symbolic-ref -q --short HEAD`;
$val =~ s/[\n\r]*$//;
$val =~ s/^\*\s*//;
$val = "(unknown)" unless($val =~ m/^[[:print:]]+$/);
return $val;
}
sub Revision {
my($val) = @_;
my @val = `git log --follow --oneline $::current_file`;
my $ver = 0+$#val;
$ver = 0 if($ver < 0);
$val = "1.$ver";
return $val;
}
__END__
=head1 NAME
C<nhsub> - NetHack git command for substitution variables
=head1 SYNOPSIS
C<git nhsub [-v[v[v]] [-n] [-f|-F] [-m] [--] [file...]>
=head1 DESCRIPTION
C<nhsub> rewrites the specified files by doing variable substitution for
variables starting with the prefix specified in the repository's
C<nethack.substprefix> configuration variable. C<nhsub> is also invoked
internally from the implementation of the C<nhadd> and C<nhcommit>
commands.
The program re-writes those files listed on the command line; if the file
is actually a directory, the program recurses into that directory tree.
Not all files found are re-written; some are ignored and those with no
substitution variables are not re-written. Unless changed by the options,
files that have not changed are not affected.
If no files are listed on the command line, the current directory is
checked as if specified as C<.>.
Files listed directly on the command line are always checked.
The C<.git> directory is never processed.
The following command line options are available:
=over
=item C<-v[v[v]]>
Verbose output; may be (usefully) specified up to 3 times. Not available
when invoked as part of C<nhadd> or C<nhcommit>.
=item C<-n>
Do not write any files.
=item C<-f>
Force, version 1:
Perform substitution even if the file has not changed,
except no dot files are processed unless listed directly on the command line.
This prevents accidents with editor temporary files while recursing. Note
that this overloads the C<-f> option of C<git add> and C<git commit>.
=item C<-F>
Force, version 2:
Perform substitution even if the file has not changed,
even if the NHSUBST attribute is not set for the
file, and only if the file is not ignored by git. Not available
when invoked as part of C<nhadd> or C<nhcommit>.
=item C<-m>
Use metadata (C<git log> and C<git cat-file>) to find the last change date to
substitute. Often used with C<-f>. This is useful for cleaning up dates in files that were not
updated when last changed. (Do not use C<git nhadd>/C<git nhcommit> after C<nhsub -m>
or the changes will be overwritten with the current date.)
=back

@ -1,32 +0,0 @@
#!/usr/bin/perl
# $NHDT-Date: 1524689631 2018/04/25 20:53:51 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.1 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,33 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 post-checkout $NHDT-Date: 1596498409 2020/08/03 23:46:49 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::nhversioning;
&NHgithook::POST;
exit 0;

@ -1,33 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 post-commit $NHDT-Date: 1596498409 2020/08/03 23:46:49 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::nhversioning;
&NHgithook::POST;
exit 0;

@ -1,34 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 post-merge $NHDT-Date: 1596498410 2020/08/03 23:46:50 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::nhversioning;
&NHgithook::POST;
exit 0;

@ -1,34 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 post-rewrite $NHDT-Date: 1596498411 2020/08/03 23:46:51 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::saveSTDIN;
&NHgithook::PRE;
&NHgithook::resetSTDIN;
&NHgithook::POST;
exit 0;

@ -1,32 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 pre-applypatch $NHDT-Date: 1596498411 2020/08/03 23:46:51 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,32 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 pre-auto-gc $NHDT-Date: 1596498412 2020/08/03 23:46:52 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,32 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 pre-commit $NHDT-Date: 1596498413 2020/08/03 23:46:53 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,34 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 pre-push $NHDT-Date: 1596498413 2020/08/03 23:46:53 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::saveSTDIN;
&NHgithook::PRE;
&NHgithook::resetSTDIN;
&NHgithook::POST;
exit 0;

@ -1,32 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 pre-rebase $NHDT-Date: 1596498414 2020/08/03 23:46:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,32 +0,0 @@
#!/usr/bin/perl
# $NHDT-Date: 1524689633 2018/04/25 20:53:53 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.1 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
#STARTUP-START
BEGIN {
# OS hackery has to be duplicated in each of the hooks :/
# first the directory separator
my $DS = quotemeta('/');
my $PDS = '/';
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
# temporarily removed because inconsistent behavior
# if ($^O eq "msys")
# {
# $/ = "\r\n";
# $\ = "\r\n";
# }
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$PDS = '\\';
}
$gitdir = `git rev-parse --git-dir`;
chomp $gitdir;
push(@INC, $gitdir.$PDS."hooks");
}
use NHgithook;
#STARTUP-END
&NHgithook::PRE;
&NHgithook::POST;
exit 0;

@ -1,341 +0,0 @@
#!/usr/bin/perl
# $NHDT-Date: 1693357449 2023/08/30 01:04:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
# Copyright (c) 2015 by Kenneth Lorber, Kensington, Maryland
# NetHack may be freely redistributed. See license for details.
# value of nethack.setupversion we will end up with when this is done
# version 1 is reserved for repos checked out before versioning was added
my $version_new = 3;
my $version_old = 0; # current version, if any (0 is no entry ergo new repo)
use Cwd;
use Getopt::Std;
# Activestate Perl doesn't include File::Spec. Grr.
BEGIN {
eval "require File::Spec::Functions";
if($@){
die <<E_O_M;
File::Spec not found. (If you are running ActiveState Perl please run:
cpan File::Spec
and re-run this program.
E_O_M
}
File::Spec::Functions->import;
}
exit 1 unless(getopts('nvf')); # TODO: this can probably have better output
# OS hackery
my $DS = quotemeta('/'); # Directory Separator (for regex)
my $DSP = '/'; # ... for printing
# Temporarily disabled; there's something weird about msys
# msys: POSIXish over a Windows filesystem (so / not \ but \r\n not \n).
#if($^O eq "msys"){
# $/ = "\r\n";
# $\ = "\r\n";
# # NB: We don't need to do anything about File::Spec. It doesn't know
# # about msys but it defaults to Unix, so we'll be ok.
#}
if($^O eq "MSWin32"){
$DS = quotemeta('\\');
$DSP = '\\';
}
# make sure we're at the top level of a repo
if(! -d ".git"){
die "This is not the top level of a git repository.\n";
}
my $vtemp = `git config --local --get nethack.setupversion`;
chomp($vtemp);
if($vtemp > 0){
$version_old = 0+$vtemp;
if($version_old != $version_new){
print STDERR "Migrating from setup version $version_old to $version_new\n" if($opt_v);
}
}
# legacy check:
if(length $vtemp == 0){
if(`git config --get merge.NHsubst.name` =~ m/^Net/){
$version_old = 1;
print STDERR "Migrating to setup version 1\n" if($opt_v);
}
}
my $gitadddir = `git config --get nethack.gitadddir`;
chomp($gitadddir);
if(length $gitadddir){
if(! -d $gitadddir){
die "nethack.gitadddir has invalid value '$gitadddir'\n";
}
}
print STDERR "nethack.gitadddir=$gitadddir\n" if($opt_v);
# This is (relatively) safe because we know we're at R in R/DEVEL/nhgitset.pl
my $srcdir = ($0 =~ m!^(.*)$DS!)[0];
if(! -f catfile($srcdir, 'nhgitset.pl')){
die "I can't find myself in '$srcdir'\n";
}
print STDERR "Copying from: $srcdir\n" if($opt_v);
if($opt_f || $version_old==0){
print STDERR "Configuring line endings\n" if($opt_v);
unlink catfile('.git','index') unless($opt_n);
system("git reset") unless($opt_n);
system("git config --local core.safecrlf true") unless($opt_n);
system("git config --local core.autocrlf false") unless($opt_n);
} elsif($version_old <2){
my $xx = `git config --get --local core.safecrlf`;
if($xx !~ m/true/){
print STDERR "\nNeed to 'rm .git${DSP}index;git reset'.\n";
print STDERR " When ready to proceed, re-run with -f flag.\n";
exit 2;
}
}
print STDERR "Installing aliases\n" if($opt_v);
$addpath = catfile(curdir(),'.git','hooks','NHadd');
&add_alias('nhadd', "!$addpath add");
&add_alias('nhcommit', "!$addpath commit");
my $nhsub = catfile(curdir(),'.git','hooks','nhsub');
&add_alias('nhsub', "!$nhsub");
print STDERR "Installing filter/merge\n" if($opt_v);
# XXXX need it in NHadd to find nhsub???
# removed at version 3
#if($^O eq "MSWin32"){
# $cmd = '.git\\\\hooks\\\\NHtext';
#} else {
# $cmd = catfile(curdir(),'.git','hooks','NHtext');
#}
#&add_config('filter.NHtext.clean', "$cmd --clean %f");
#&add_config('filter.NHtext.smudge', "$cmd --smudge %f");
if($version_old == 1 or $version_old == 2){
print STDERR "Removing filter.NHtext\n" if($opt_v);
system('git','config','--unset','filter.NHtext.clean') unless($opt_n);
system('git','config','--unset','filter.NHtext.smudge') unless($opt_n);
system('git','config','--remove-section','filter.NHtext') unless($opt_n);
print STDERR "Removing NHtext\n" if($opt_v);
unlink catfile(curdir(),'.git','hooks','NHtext') unless($opt_n);
}
$cmd = catfile(curdir(),'.git','hooks','NHsubst');
&add_config('merge.NHsubst.name', 'NetHack Keyword Substitution');
&add_config('merge.NHsubst.driver', "$cmd %O %A %B %L");
print STDERR "Running directories\n" if($opt_v);
foreach my $dir ( glob("$srcdir$DS*") ){
next unless(-d $dir);
my $target = catfile($dir, 'TARGET');
next unless(-f $target);
open TARGET, '<', $target or die "$target: $!";
my $targetpath = <TARGET>;
# still have to eat all these line endings under msys, so instead of chomp use this:
$targetpath =~ s![\r\n]!!g;
close TARGET;
print STDERR "Directory $dir -> $targetpath\n" if($opt_v);
my $enddir = $dir;
$enddir =~ s!.*$DS!!;
if(! &process_override($enddir, "INSTEAD")){
&process_override($enddir, "PRE");
my $fnname = "do_dir_$enddir";
if(defined &$fnname){
&$fnname($dir, $targetpath);
}
&process_override($enddir, "POST");
}
}
&check_prefix; # for variable substitution
if($version_old != $version_new){
print STDERR "Setting version to $version_new\n" if($opt_v);
if(! $opt_n){
system("git config nethack.setupversion $version_new");
if($?){
die "Can't set nethack.setupversion $version_new: $?,$!\n";
}
}
}
exit 0;
sub process_override {
my($srcdir, $plname) = @_;
return 0 unless(length $gitadddir);
my $plpath = catfile($gitadddir, $srcdir, $plname);
#print STDERR " ",catfile($srcdir, $plname),"\n"; # save this for updating docs - list of overrides
return 0 unless(-x $plpath);
print STDERR "Running $plpath\n" if($opt_v);
# current directory is top of target repo
unless($opt_n){
system("$plpath $opt_v") and die "Callout $plpath failed: $?\n";
}
return 1;
}
sub add_alias {
my($name, $def) = @_;
&add_config("alias.$name",$def);
}
sub add_config {
my($name, $val) = @_;
system('git', 'config', '--local', $name, $val) unless($opt_n);
}
sub check_prefix {
my $lcl = `git config --local --get nethack.substprefix`;
chomp($lcl);
if(0==length $lcl){
my $other = `git config --get nethack.substprefix`;
chomp($other);
if(0==length $other){
print STDERR "ERROR: nethack.substprefix is not set anywhere. Set it and re-run.\n";
exit 2;
} else {
&add_config('nethack.substprefix', $other);
print STDERR "Copying prefix '$other' to local repository.\n" if($opt_v);
}
$lcl = $other; # for display below
}
print "\n\nUsing prefix '$lcl' - PLEASE MAKE SURE THIS IS CORRECT\n\n";
}
sub do_dir_DOTGIT {
if(1){
# We are NOT going to mess with config now.
return;
} else {
my($srcdir, $targetdir) = @_;
#warn "do_dir_DOTGIT($srcdir, $targetdir)\n";
my $cname = "$srcdir/config";
if(-e $cname){
print STDERR "Appending to .git/config\n" if($opt_v);
open CONFIG, ">>.git/config" or die "open .git/config: $!";
open IN, "<", $cname or die "open $cname: $!";
my @data = <IN>;
print CONFIG @data;
close IN;
close CONFIG;
} else {
print STDERR " Nothing to add to .git/config\n" if($opt_v);
}
# XXX are there other files in .git that we might want to handle?
# So just in case:
for my $file ( glob("$srcdir/*") ){
next if( $file =~ m!.*/TARGET$! );
next if( $file =~ m!.*/config$! );
die "ERROR: no handler for $file\n";
}
}
}
sub do_dir_hooksdir {
my($srcdir, $targetdir) = @_;
unless (-d $targetdir){
# Older versions of git, when cloning a repo and
# the expected source templates directory does not
# exist, does not create .git/hooks. So do it here.
mkdir $targetdir;
print STDERR "WARNING: .git/hooks had to be created.\n";
print STDERR " You may want to update git.\n";
}
for my $path ( glob("$srcdir$DS*") ){
next if( $path =~ m!.*${DS}TARGET$! );
my $file = $path;
$file =~ s!.*$DS!!;
$file = catfile($targetdir, $file);
next if($opt_n);
open IN, "<", $path or die "Can't open $path: $!";
open OUT, ">", "$file" or die "Can't open $file: $!";
while(<IN>){
print OUT;
}
close OUT;
close IN;
if(! -x $file){
chmod 0755 ,$file;
}
}
}
__END__
(can we change the .gitattributes syntax to include a comment character?)
maybe [comment] attr.c:parse_attr_line
grr - looks like # is the comment character
=head1 NAME
nhgitset.pl - Setup program for NetHack git repositories
=head1 SYNOPSIS
cd THE_REPO
[git config nethack.gitadddir GITADDDIR]
perl SOME_PATH/DEVEL/nhgitset.pl [-v][-n][-f]
=head1 DESCRIPTION
nhgitset.pl installs NetHack-specific setup after a C<git clone> (or after
changes to the desired configuration, which are installed by re-running
nhgitset.pl).
The follwing options are available:
B<-f> Force. Do not use this unless the program requests it.
B<-n> Make no changes.
B<-v> Verbose output.
=head1 CONFIG
nhgitset.pl uses the following non-standard C<git config> variables:
nethack.gitadddir
DOTGIT/INSTEAD
DOTGIT/PRE
DOTGIT/POST
hooksdir/INSTEAD
hooksdir/PRE
hooksdir/POST
nethack.setupversion
nethack.substprefix
=head1 EXIT STATUS
0 Success.
1 Fail.
2 Intervention required.

@ -1,677 +0,0 @@
This is a listing of all files in a full NetHack 3.7 distribution, organized
in their standard manner on a UNIX system. It indicates which files are
necessary for which versions, so that you can tell which files may be deleted
from or not transferred to your system if you wish.
(Note: we ignore various dot files related to git.)
.:
(files in top directory)
.clang-format Cross-compiling Files
Porting README azure-pipelines.yml
DEVEL:
(files for people developing changes to NetHack)
Developer.txt code_features.txt code_style.txt git_recipes.txt
gitinfo.pl nhgitset.pl
DEVEL/DOTGIT:
(file for people developing changes to NetHack)
TARGET
DEVEL/hooksdir:
(files for people developing changes to NetHack)
NHadd NHgithook.pm NHsubst
NHtext TARGET applypatch-msg
commit-msg nhsub post-applypatch
post-checkout post-commit post-merge
post-rewrite pre-applypatch pre-auto-gc
pre-commit pre-push pre-rebase
prepare-commit-msg
dat:
(files for all versions)
Arc-fila.lua Arc-filb.lua Arc-goal.lua Arc-loca.lua Arc-strt.lua
Bar-fila.lua Bar-filb.lua Bar-goal.lua Bar-loca.lua Bar-strt.lua
Cav-fila.lua Cav-filb.lua Cav-goal.lua Cav-loca.lua Cav-strt.lua
GENFILES Hea-fila.lua Hea-filb.lua Hea-goal.lua Hea-loca.lua
Hea-strt.lua Kni-fila.lua Kni-filb.lua Kni-goal.lua Kni-loca.lua
Kni-strt.lua Mon-fila.lua Mon-filb.lua Mon-goal.lua Mon-loca.lua
Mon-strt.lua Pri-fila.lua Pri-filb.lua Pri-goal.lua Pri-loca.lua
Pri-strt.lua Ran-fila.lua Ran-filb.lua Ran-goal.lua Ran-loca.lua
Ran-strt.lua Rog-fila.lua Rog-filb.lua Rog-goal.lua Rog-loca.lua
Rog-strt.lua Sam-fila.lua Sam-filb.lua Sam-goal.lua Sam-loca.lua
Sam-strt.lua Tou-fila.lua Tou-filb.lua Tou-goal.lua Tou-loca.lua
Tou-strt.lua Val-fila.lua Val-filb.lua Val-goal.lua Val-loca.lua
Val-strt.lua Wiz-fila.lua Wiz-filb.lua Wiz-goal.lua Wiz-loca.lua
Wiz-strt.lua air.lua asmodeus.lua astral.lua baalz.lua
bigrm-1.lua bigrm-2.lua bigrm-3.lua bigrm-4.lua bigrm-5.lua
bigrm-6.lua bigrm-7.lua bigrm-8.lua bigrm-9.lua bigrm-10.lua
bigrm-11.lua bogusmon.txt castle.lua cmdhelp data.base
dungeon.lua earth.lua engrave.txt epitaph.txt fakewiz1.lua
fakewiz2.lua fire.lua hellfill.lua help hh
history juiblex.lua keyhelp knox.lua license
medusa-1.lua medusa-2.lua medusa-3.lua medusa-4.lua minefill.lua
minend-1.lua minend-2.lua minend-3.lua minetn-1.lua minetn-2.lua
minetn-3.lua minetn-4.lua minetn-5.lua minetn-6.lua minetn-7.lua
nhcore.lua nhlib.lua opthelp optmenu oracle.lua
oracles.txt orcus.lua quest.lua rumors.fal rumors.tru
sanctum.lua soko1-1.lua soko1-2.lua soko2-1.lua soko2-2.lua
soko3-1.lua soko3-2.lua soko4-1.lua soko4-2.lua symbols
themerms.lua tower1.lua tower2.lua tower3.lua tribute
usagehlp valley.lua water.lua wizard1.lua wizard2.lua
wizard3.lua wizhelp
doc:
(files for all versions)
Gbk-1pg-pfx.mn Gbk-1pg-sfx.mn Guidebook.mn Guidebook.tex
Guidebook.txt config.nh dlb.6 dlb.txt
fixes1-0.txt fixes1-4-f.txt fixes2-2.txt fixes2-3-e.txt
fixes3-0.txt fixes3-0-pl01.txt fixes3-0-pl02.txt fixes3-0-pl03.txt
fixes3-0-pl04.txt fixes3-0-pl05.txt fixes3-0-pl06.txt fixes3-0-pl07.txt
fixes3-0-pl08.txt fixes3-0-pl09.txt fixes3-0-pl10.txt fixes3-1-1.txt
fixes3-1-2.txt fixes3-1-3.txt fixes3-2-0.txt fixes3-2-1.txt
fixes3-2-2.txt fixes3-2-3.txt fixes3-3-0.txt fixes3-3-1.txt
fixes3-4-0.txt fixes3-4-1.txt fixes3-4-2.txt fixes3-4-3.txt
fixes3-5-0.txt fixes3-6-0.txt fixes3-6-1.txt fixes3-6-2.txt
fixes3-6-3.txt fixes3-6-4.txt fixes3-6-5.txt fixes3-6-6.txt
fixes3-6-7.txt fixes3-7-0.txt fixesX-X-X.txt lua.adoc
makedefs.6 makedefs.txt mn.7 mn.txt
mnh.7 mnh.txt nethack.6 nethack.txt
options.txt recover.6 recover.txt sound.txt
tmac.n tmac.nh window.txt
include:
(files for X versions)
tile2x11.h winX.h xwindow.h xwindowp.h
(files for all versions)
align.h artifact.h artilist.h attrib.h botl.h
color.h config.h config1.h context.h coord.h
cstd.h decl.h defsym.h dgn_file.h display.h
dlb.h dungeon.h engrave.h extern.h flag.h
fnamesiz.h func_tab.h global.h hack.h integer.h
isaac64.h lint.h mail.h mextra.h mfndpos.h
micro.h mkroom.h monattk.h mondata.h monflag.h
monst.h monsters.h obj.h objclass.h objects.h
optlist.h patchlevel.h pcconf.h permonst.h prop.h
quest.h rect.h region.h rm.h seffects.h
skills.h sndprocs.h sp_lev.h spell.h sym.h
sys.h tcap.h tileset.h timeout.h tradstdc.h
trap.h unixconf.h vision.h vmsconf.h warnings.h
winami.h wincurs.h windconf.h winprocs.h wintype.h
you.h youprop.h
(file for tty versions)
wintty.h
outdated:
(files that are no longer maintained for current game code)
.travis.yml
outdated/dat:
(files that are no longer maintained for current game code)
symbols
outdated/include:
(files for GEM versions)
bitmfile.h gem_rsc.h load_img.h wingem.h
(file for GNOME versions)
winGnome.h
(files for all versions)
amiconf.h beconf.h def_os2.h os2conf.h system.h tosconf.h
trampoli.h wceconf.h
(files for various Macintosh versions)
mac-carbon.h mac-qt.h mac-term.h macconf.h macpopup.h
mactty.h macwin.h mttypriv.h
outdated/sys/amiga:
(files for Amiga versions - untested for 3.7)
Build.ami Install.ami Makefile.agc Makefile.ami NetHack.cnf
amidos.c amidos.p amifont.uu amifont8.uu amigst.c
amii.hlp amimenu.c amirip.c amistack.c amitty.c
amiwind.c amiwind.p clipwin.c colorwin.c grave16.xpm
ifchange mkdmake txt2iff.c winamenu.c winami.c
winami.p winchar.c windefs.h winext.h winfuncs.c
winkey.c winproto.h winreq.c winstr.c xpm2iff.c
outdated/sys/atari:
(files for Atari version - untested for 3.7)
Install.tos atarifnt.uue nethack.mnu setup.g tos.c
unx2atar.sed
outdated/sys/be:
(files for BeOS version - untested for 3.7)
README bemain.c
outdated/sys/mac:
(files for 68K Macintosh versions)
Files.r Install.mw MacHelp NHDeflts NHrsrc.hqx
NHsound.hqx News README carbon.plist dprintf.c
maccurs.c macerrs.c macfile.c machelp.hqx macmain.c
macmenu.c mactopl.c mactty.c macunix.c macwin.c
mgetline.c mmodal.c mrecover.c mrecover.hqx mttymain.c
outdated/sys/msdos:
(files for deprecated real mode msdos version)
Makefile.BC Makefile.MSC SCHEMA35.MSC moveinit.pat ovlinit.c
schema1.BC schema2.BC schema3.MSC
outdated/sys/os2:
(files for OS/2 version - untested for 3.7)
Install.os2 Makefile.os2 nhpmico.uu os2.c
outdated/sys/unix:
(files that are no longer maintained for current game code)
README.linux cross-amiga.sh
outdated/sys/unix/hints:
(files that are no longer maintained for current game code)
cross-amiga linux linux-chroot linux-qt4
linux-qt5 linux-x11 macosx macosx10.5
macosx10.7 macosx10.8 macosx10.10 macosx10.10-qt
macosx10.14
outdated/sys/unix/hints/include:
(files that are no longer maintained for current game code)
cross-amiga-post cross-amiga-pre
outdated/sys/vms:
(files that are no longer maintained for current game code)
lev_lex.h
outdated/sys/wince:
(files for Windows CE and PocketPC - untested for 3.7)
Install.ce bootstrp.mak celib.c cesetup.bat cesound.c
defaults.nh keypad.uu menubar.uu mhaskyn.c mhaskyn.h
mhcmd.c mhcmd.h mhcolor.c mhcolor.h mhdlg.c
mhdlg.h mhfont.c mhfont.h mhinput.c mhinput.h
mhmain.c mhmain.h mhmap.c mhmap.h mhmenu.c
mhmenu.h mhmsg.h mhmsgwnd.c mhmsgwnd.h mhrip.c
mhrip.h mhstatus.c mhstatus.h mhtext.c mhtext.h
mhtxtbuf.c mhtxtbuf.h mswproc.c newres.h nhico.uu
resource.h winMS.h winhack.c winhack.rc winhcksp.rc
winmain.c
outdated/sys/wince/ceinc:
(header files for Windows CE and PocketPC - untested for 3.7)
assert.h errno.h fcntl.h
outdated/sys/wince/ceinc/sys:
(sys/stat.h for Windows CE and PocketPC - untested for 3.6.2)
stat.h
outdated/sys/windows:
(files that are no longer maintained for current game code)
travis-gcc.sh
outdated/sys/windows/vs:
(files that are no longer maintained for current game code)
travisci.sh
outdated/win/Qt3:
(files for the Qt 3 widget library - X11, Windows, Mac OS X, or Qtopia)
Info.plist Install.Qt knethack.lnk
knh-mini.xpm knh.xpm qpe-nethack.control
qt3_clust.cpp qt3_clust.h qt3_kde0.h
qt3_win.cpp qt3_win.h qt3_xpms.h
qt3tableview.cpp qt3tableview.h tileedit.cpp
tileedit.h
outdated/win/gem:
(files for GEM versions - untested for 3.7)
Install.gem bitmfile.c gem_rsc.uu gem_rso.uu gr_rect.c gr_rect.h
load_img.c tile2img.c title.uu wingem.c wingem1.c xpm2img.c
outdated/win/gnome:
(files for GNOME versions - untested for 3.7)
README gn_xpms.h gnaskstr.c gnaskstr.h gnbind.c gnbind.h
gnglyph.c gnglyph.h gnmain.c gnmain.h gnmap.c gnmap.h
gnmenu.c gnmenu.h gnmesg.c gnmesg.h gnomeprv.h gnopts.c
gnopts.h gnplayer.c gnplayer.h gnsignal.c gnsignal.h gnstatus.c
gnstatus.h gntext.c gntext.h gnworn.c gnworn.h gnyesno.c
gnyesno.h mapbg.xpm
sound/fmod:
(file in top directory)
fmod.c
sound/macsound:
(file in top directory)
macsound.m
sound/qtsound:
(file in top directory)
README.md
sound/wav:
(files in top directory)
README attributions.txt
sa2_xpleveldown.uu sa2_xplevelup.uu
se_squeak_A.uu se_squeak_B.uu
se_squeak_B_flat.uu se_squeak_C.uu
se_squeak_D.uu se_squeak_D_flat.uu
se_squeak_E.uu se_squeak_E_flat.uu
se_squeak_F.uu se_squeak_F_sharp.uu
se_squeak_G.uu se_squeak_G_sharp.uu
sound_Bell.uu sound_Bugle_A.uu
sound_Bugle_B.uu sound_Bugle_C.uu
sound_Bugle_D.uu sound_Bugle_E.uu
sound_Bugle_F.uu sound_Bugle_G.uu
sound_Drum_Of_Earthquake.uu sound_Fire_Horn.uu
sound_Frost_Horn.uu sound_Leather_Drum.uu
sound_Magic_Flute_A.uu sound_Magic_Flute_B.uu
sound_Magic_Flute_C.uu sound_Magic_Flute_D.uu
sound_Magic_Flute_E.uu sound_Magic_Flute_F.uu
sound_Magic_Flute_G.uu sound_Magic_Harp_A.uu
sound_Magic_Harp_B.uu sound_Magic_Harp_C.uu
sound_Magic_Harp_D.uu sound_Magic_Harp_E.uu
sound_Magic_Harp_F.uu sound_Magic_Harp_G.uu
sound_Tooled_Horn_A.uu sound_Tooled_Horn_B.uu
sound_Tooled_Horn_C.uu sound_Tooled_Horn_D.uu
sound_Tooled_Horn_E.uu sound_Tooled_Horn_F.uu
sound_Tooled_Horn_G.uu sound_Wooden_Flute_A.uu
sound_Wooden_Flute_B.uu sound_Wooden_Flute_C.uu
sound_Wooden_Flute_D.uu sound_Wooden_Flute_E.uu
sound_Wooden_Flute_F.uu sound_Wooden_Flute_G.uu
sound_Wooden_Harp_A.uu sound_Wooden_Harp_B.uu
sound_Wooden_Harp_C.uu sound_Wooden_Harp_D.uu
sound_Wooden_Harp_E.uu sound_Wooden_Harp_F.uu
sound_Wooden_Harp_G.uu uu2wav.cmd
uu2wav.sh
sound/windsound:
(file in top directory)
windsound.c
src:
(files for all versions)
allmain.c alloc.c apply.c artifact.c attrib.c ball.c
bones.c botl.c cmd.c date.c dbridge.c decl.c
detect.c dig.c display.c dlb.c do.c do_name.c
do_wear.c dog.c dogmove.c dokick.c dothrow.c drawing.c
dungeon.c eat.c end.c engrave.c exper.c explode.c
extralev.c files.c fountain.c hack.c hacklib.c insight.c
invent.c isaac64.c light.c lock.c mail.c makemon.c
mcastu.c mdlib.c mhitm.c mhitu.c minion.c mklev.c
mkmap.c mkmaze.c mkobj.c mkroom.c mon.c mondata.c
monmove.c monst.c mplayer.c mthrowu.c muse.c music.c
nhlobj.c nhlsel.c nhlua.c o_init.c objects.c objnam.c
options.c pager.c pickup.c pline.c polyself.c potion.c
pray.c priest.c quest.c questpgr.c read.c rect.c
region.c restore.c rip.c rnd.c role.c rumors.c
save.c sfstruct.c shk.c shknam.c sit.c sounds.c
sp_lev.c spell.c steal.c steed.c symbols.c sys.c
teleport.c timeout.c topten.c track.c trap.c u_init.c
uhitm.c utf8map.c vault.c version.c vision.c weapon.c
were.c wield.c windows.c wizard.c worm.c worn.c
write.c zap.c
submodules:
(files in top directory)
lua pdcurses pdcursesmod
sys/libnh:
(files in top directory)
README.md libnhmain.c sysconf
sys/libnh/test:
(files in top directory)
README.md libtest.c run.sh
sys/msdos:
(files for MSDOS version)
Install.dos Makefile.GCC exceptn.S.patch
fetch-cross-compiler.sh font.c font.h
msdos.c msdoshlp.txt nhlua.h
pckeys.c pctiles.c pctiles.h
pcvideo.h portio.h setup.bat
sysconf tile2bin.c vesa.h
video.c vidtxt.c vidvesa.c
vidvga.c
(files for running MSDOS binary under Windows)
nhico.uu nhpif.uu
sys/msdos/fonts:
(files for MSDOS version)
README.txt makefont.lua nh-u16b.bdf nh-u16v.bdf nh-u18b.bdf
nh-u20b.bdf nh-u22b.bdf nh-u24b.bdf nh-u28b.bdf nh-u32b.bdf
sys/share:
(Berkeley random number file, which may be included in any version)
random.c
(Berkeley uudecode file, which may be used in build process of any version)
uudecode.c
(file for MSDOS, OS/2, Amiga, and Atari versions - only MSDOS tested for 3.7)
pcmain.c
(file for MSDOS, OS/2, and Atari versions - only MSDOS tested for 3.7)
NetHack.cnf pctty.c
(file for MSDOS, OS/2, and VMS versions)
termcap
(file for VMS version)
tclib.c
(files for MSDOS, OS/2 and Atari versions - only MSDOS tested for 3.7)
pcsys.c pcunix.c
(files for OS/2 version - untested for 3.7)
Makefile.lib termcap.uu
(files for UNIX and Be versions)
ioctl.c unixtty.c
(posix regex for versions that include regex in their C library)
posixregex.c
(c++ regex code for versions that can build a C++ module and link it in)
cppregex.cpp
(pmatch regex for other versions)
pmatchregex.c
sys/unix:
(files for UNIX versions)
Install.unx Makefile.dat Makefile.doc Makefile.src
Makefile.top Makefile.utl NewInstall.unx README.xcode
XCode.xcconfig depend.awk gitinfo.sh mkmkfile.sh
nethack.sh setup.sh sysconf unixmain.c
unixres.c unixunix.c
sys/unix/NetHack.xcodeproj:
(file for macOS Xcode)
project.pbxproj
sys/unix/NetHack.xcodeproj/project.xcworkspace:
(file for macOS Xcode)
contents.xcworkspacedata
sys/unix/NetHack.xcodeproj/project.xcworkspace/xcshareddata:
(files for macOS Xcode)
IDEWorkspaceChecks.plist WorkspaceSettings.xcsettings
sys/unix/NetHack.xcodeproj/xcshareddata/xcschemes:
(files for macOS Xcode)
NetHack.xcscheme makedefs.xcscheme recover.xcscheme
sys/unix/hints:
(files for configuring UNIX NetHack versions)
linux-minimal linux.370 macOS.370
macosx.sh solaris solaris-playground
unix
sys/unix/hints/include:
(files for configuring UNIX NetHack versions)
compiler.370 cross-post.370 cross-pre.370 gbdates-post.370
gbdates-pre.370 multisnd-post.370 multisnd1-pre.370 multisnd2-pre.370
multiw-1.370 multiw-2.370 multiw-3.370
sys/vms:
(files for VMS version)
Install.vms Makefile.dat Makefile.doc Makefile.src Makefile.top
Makefile.utl install.com nethack.com oldcrtl.c spec_lev.com
sysconf vmsbuild.com vmsfiles.c vmsmail.c vmsmain.c
vmsmisc.c vmstty.c vmsunix.c
sys/windows:
(files for Windows 7/8.x/10/11 version)
.nethackrc.template Install.windows Makefile.mingw32
Makefile.mingw32.depend Makefile.nmake console.rc
consoletty.c guitty.c nethack.def
nhico.uu nhsetup.bat porthelp
sysconf.template win10.c win10.h
win32api.h windmain.c windsys.c
winos.h
sys/windows/vs:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
NetHack.sln NetHackPackage.appxmanifest
NetHackPackage.wapproj NetHackProperties.props
Package.StoreAssociation.xml ScreenShot.PNG
build.bat common.props
config.props console.props
cpp.hint default.props
default_dll.props default_lib.props
dirs.props dll.props
files.props
sys/windows/vs/Images:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
BadgeLogo.scale-100.png
BadgeLogo.scale-125.png
BadgeLogo.scale-150.png
BadgeLogo.scale-200.png
BadgeLogo.scale-400.png
LargeTile.scale-100.png
LargeTile.scale-125.png
LargeTile.scale-150.png
LargeTile.scale-200.png
LargeTile.scale-400.png
LockScreenLogo.scale-200.png
SmallTile.scale-100.png
SmallTile.scale-125.png
SmallTile.scale-150.png
SmallTile.scale-200.png
SmallTile.scale-400.png
SplashScreen.scale-100.png
SplashScreen.scale-125.png
SplashScreen.scale-150.png
SplashScreen.scale-200.png
SplashScreen.scale-400.png
Square150x150Logo.scale-100.png
Square150x150Logo.scale-125.png
Square150x150Logo.scale-150.png
Square150x150Logo.scale-200.png
Square150x150Logo.scale-400.png
Square44x44Logo.altform-unplated_targetsize-16.png
Square44x44Logo.altform-unplated_targetsize-256.png
Square44x44Logo.altform-unplated_targetsize-32.png
Square44x44Logo.altform-unplated_targetsize-48.png
Square44x44Logo.scale-100.png
Square44x44Logo.scale-125.png
Square44x44Logo.scale-150.png
Square44x44Logo.scale-200.png
Square44x44Logo.scale-400.png
Square44x44Logo.targetsize-16.png
Square44x44Logo.targetsize-24.png
Square44x44Logo.targetsize-24_altform-unplated.png
Square44x44Logo.targetsize-256.png
Square44x44Logo.targetsize-32.png
Square44x44Logo.targetsize-48.png
StoreLogo.backup.png
StoreLogo.scale-100.png
StoreLogo.scale-125.png
StoreLogo.scale-150.png
StoreLogo.scale-200.png
StoreLogo.scale-400.png
Wide310x150Logo.scale-100.png
Wide310x150Logo.scale-125.png
Wide310x150Logo.scale-150.png
Wide310x150Logo.scale-200.png
Wide310x150Logo.scale-400.png
sys/windows/vs/NetHack:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
NetHack.vcxproj afternethack.proj
sys/windows/vs/NetHackW:
(file for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
NetHackW.vcxproj
sys/windows/vs/PDCurses:
(file for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
PDCurses.vcxproj
sys/windows/vs/PDCursesGui:
(file for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
pdcursesgui.vcxproj
sys/windows/vs/dlb:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
afterdlb.proj dlb.vcxproj
sys/windows/vs/makedefs:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
aftermakedefs.proj makedefs.vcxproj
sys/windows/vs/recover:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
afterrecover.proj recover.vcxproj
sys/windows/vs/tile2bmp:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
aftertile2bmp.proj tile2bmp.vcxproj
sys/windows/vs/tilemap:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
aftertilemap.proj tilemap.vcxproj
sys/windows/vs/tiles:
(file for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
tiles.vcxproj
sys/windows/vs/uudecode:
(files for Visual Studio 2017 or 2019 or 2022 Community Edition builds)
afteruudecode.proj uudecode.vcxproj
test:
(files for testing)
test_cnf.lua test_des.lua test_lev.lua test_obj.lua test_sel.lua
test_shk.lua test_src.lua testmove.lua testwish.lua
util:
(files for all versions)
dlb_main.c makedefs.c mdgrep.h mdgrep.pl panic.c recover.c
win/Qt:
(files for the Qt 4 or 5 widget library - X11, Windows, Mac OS X)
Qt-issues.txt qt_bind.cpp qt_bind.h qt_click.cpp qt_click.h
qt_clust.cpp qt_clust.h qt_delay.cpp qt_delay.h qt_glyph.cpp
qt_glyph.h qt_icon.cpp qt_icon.h qt_inv.cpp qt_inv.h
qt_kde0.h qt_key.cpp qt_key.h qt_line.cpp qt_line.h
qt_main.cpp qt_main.h qt_map.cpp qt_map.h qt_menu.cpp
qt_menu.h qt_msg.cpp qt_msg.h qt_plsel.cpp qt_plsel.h
qt_post.h qt_pre.h qt_rip.cpp qt_rip.h qt_set.cpp
qt_set.h qt_stat.cpp qt_stat.h qt_str.cpp qt_str.h
qt_streq.cpp qt_streq.h qt_svsel.cpp qt_svsel.h qt_win.cpp
qt_win.h qt_xcmd.cpp qt_xcmd.h qt_xpms.h qt_yndlg.cpp
qt_yndlg.h
win/X11:
(files for X versions)
Install.X11 NetHack.ad Window.c X11-issues.txt
dialogs.c ibm.bdf nethack.rc nh10.bdf
nh32icon nh56icon nh72icon nh_icon.xpm
pet_mark.xbm pilemark.xbm rip.xpm tile2x11.c
winX.c winmap.c winmenu.c winmesg.c
winmisc.c winstat.c wintext.c winval.c
win/chain:
(files for stacking window systems)
wc_chainin.c wc_chainout.c wc_trace.c
win/curses:
(files in top directory)
Bugs.txt Readme.txt Todo.txt cursdial.c cursdial.h cursinit.c
cursinit.h cursinvt.c cursinvt.h cursmain.c cursmesg.c cursmesg.h
cursmisc.c cursmisc.h cursstat.c cursstat.h curswins.c curswins.h
win/macosx:
(files for macosx versions)
NetHackGuidebook.applescript NetHackRecover.applescript
NetHackTerm.applescript recover.pl
win/share:
(files for versions using optional tiles)
bmptiles.c gifread.c giftiles.c monsters.txt nhicns.uu
nhsplash.xpm objects.txt other.txt ppmwrite.c renumtiles.pl
safeproc.c thintile.c tile.doc tile.h tile2bmp.c
tilemap.c tileset.c tiletext.c tiletxt.c
win/shim:
(file in top directory)
winshim.c
win/tty:
(files for tty versions)
getline.c termcap.c topl.c wintty.c
win/win32:
(files for Windows versions - tested up to Windows 11)
NetHackW.c NetHackW.exe.manifest NetHackW.rc
mhaskyn.c mhaskyn.h mhdlg.c
mhdlg.h mhfont.c mhfont.h
mhinput.c mhinput.h mhmain.c
mhmain.h mhmap.c mhmap.h
mhmenu.c mhmenu.h mhmsg.h
mhmsgwnd.c mhmsgwnd.h mhrip.c
mhrip.h mhsplash.c mhsplash.h
mhstatus.c mhstatus.h mhtext.c
mhtext.h mnsel.uu mnselcnt.uu
mnunsel.uu mswproc.c nethack.rc
nhresource.h petmark.uu pilemark.uu
record.uu resource.h rip.uu
splash.uu tiles-mingw32.mak tiles.mak
winMS.h
This is a list of files produced by auxiliary programs. They can all be
regenerated from the files in the distribution.
dat:
(files generated by makedefs at playground creation time)
data options oracles rumors
(files generated for Qt interface on macOS)
Info.plist nethack.icns
(files generated for windows at compile time)
dlb.lst porthelp
(files generated for windows gui at compile time)
guioptions
(files generated for windows tty at compile time)
ttyoptions
(tile files optionally generated for X ports at playground creation time)
pet_mark.xbm rip.xpm x11tiles
src:
(files for win32 that are moved into src at compile time)
Makefile Makefile.mingw32
(files generated by 'moc' for Qt interface at compile time)
qt_kde0.moc qt_main.moc qt_map.moc qt_menu.moc qt_msg.moc
qt_plsel.moc qt_set.moc qt_stat.moc qt_xcmd.moc qt_yndlg.moc
(file generated by makedefs -m but unused in 3.7)
monstr.c
(file optionally generated by tilemap at compile time)
tile.c
sys/windows:
(file generated by uudecode at compile time)
nethack.ico
util:
(file generated for unix at compile time if various tiles utilities are built)
tiletxt.c
(file generated for windows at compile time)
uudecode.exe
NOTE: If your binaries were compiled with the data librarian (DLB) option,
your playground will not contain all of the files listed here. All
of the files listed as being required for the playground must still
have been built by your compiler, but the DLB code will roll them up
into another file (or files).

@ -1,265 +0,0 @@
NetHack Porting Guidelines v 3.7 2023-04-23
1.0 Introduction
This document goes through the steps required to port NetHack to a
new machine, with the intention of compiling natively on that machine. If
you are cross-compiling for one platform on another, it is suggested that
you read Cross-compiling.
The basic steps in porting the program using a native compiler are:
1. Get the code onto your build machine. The parts of the current
directory setup you definitely need include src (NetHack code
shared by all systems), include (include files), util (code
for utility programs), and dat (various data files). The
documentation in doc is strongly recommended. You already
have the files in the top directory since you're reading this
one. :-)
If you will be cross-compiling for your target platform on
a different platform, you may want to read Cross-compiling
in the Top folder as well.
A full list of the distribution files and their associated
OSes may be found in the top-level file "Files".
If your machine uses an OS already supported, you need the sys
subdirectory for that OS and possibly sys/share. Otherwise,
get the closest match (say sys/msdos for single-tasking OSes
and sys/unix for multi-user OSes, along with sys/share, if
nothing else comes to mind). You may want others for
comparison.
If your machine uses a windowing system already supported,
you need the win subdirectory for that system (or the
appropriate sys subdirectory if the windowing system was
previously considered restricted to one OS) and possibly
win/share.
2. Modify the appropriate include files to customize NetHack to
your system. You may need to add a new OS-specific "*conf.h"
file (see unixconf.h, windconf.h, pcconf.h, etc. as examples).
3. If your machine uses a new OS instead of a variant of existing
OSes, add a new sys subdirectory. Add, if required, a OS-
specific copy of "main.c", "tty.c" and "unix.c". Possibly
add an OS-specific library (see "msdos.c" and "tos.c" as
examples) to provide functions NetHack wants and your OS lacks.
4. If your machine uses a new windowing system, follow doc/window.txt
carefully. Put files implementing these routines in a win or
sys subdirectory as appropriate.
5. If your compilation environment isn't close to one already
supported, try starting from the UNIX makefiles. Modify the
top level makefile and the src makefile as required. Then run
an initial compile. You are bound to get some errors. You
should be able to fix them in a fairly simple fashion. If
things seem to be getting too complex, take a step back, and
possibly send us some mail. We might be able to help.
6. Mail all of your fixes to us in a contextual form so that we can
easily integrate them into the code, or fork the NetHack
repository on GitHub and issue a pull-request for your changes.
One general rule of thumb exists. Always add code. Don't delete
somebody else's code for yours -- it won't work on their machine if you do.
Always add your OS specific code inside #ifdef / #else / #endif constructs
so that it will be able to be folded back into the original code easily.
2.0 Include Files
2.1 config.h
The file "config.h" is a master configuration file that determines
the basic features of the game, as well as many of the security options.
It is intended that end users configure the game by editing "config.h" and
an appropriate "*conf.h" file, so any #defines for individual preferences
should be added to those files. OS-specific #defines that are not intended
to be changed should also go in "*conf.h"; try to find the most appropriate
place for other #defines.
The following sections may require modification:
- Section 1: OS and window system selection.
You may have to put a #define for your OS here.
If your OS is yet another UNIX variant, put the
#define in unixconf.h instead.
An unfortunately large amount of stuff shares
this section because the #definitions have to
be seen before *conf.h is reached. Don't add
to this unless necessary.
- Section 2: Global parameters and filenames.
These will have to be customized to your system.
- Section 3: Type definitions and other compiler behavior.
These will have to be matched to your compiler.
2.2 global.h
This file defines things specific to NetHack that should not
require modification by an end user. For a new port, you may have to add
automatic inclusion of another auxiliary config file (*conf.h) which you
wrote for your system.
2.3 extern.h
If you create any new source modules or new functions in old modules,
you must enter the names of the new external references (the functions defined
there for external use) in this file.
3.0 Source files
The first step in getting the game up is to get the "makedefs"
program running. This program is used to create configuration-specific
files for the game.
Once "makedefs" has been built, the rest of the game can be compiled.
You may have to create an OS-specific module to handle things you want to
use, like a mouse or a ram-disk.
3.1 Makefiles
This distribution provides makefiles for several kinds of systems.
There are joint makefiles for the various varieties of UNIX, makefiles for
MSDOS, a makefile for NT, and so on. You may have to create a new
makefile for your specific machine. You may even have to translate some
makefiles into a form more congenial to your system. If possible, however,
add to one of those provided.
3.2 termcap.c
If your system wants to use tty windowing and it doesn't run off
of a termcap or terminfo database, you may have to put the appropriate
terminal control strings into termcap.c. You can also consider using the
termcap code from sys/share/tclib.c or sys/share/termcap.uu, especially if
your system supports multiple kinds of terminals. Alternatively, you can
define NO_TERMS and provide alternative screen handling in a
platform-specific module. That has already been done for MSDOS and for
the Windows console, and those mods can be used as an example.
3.4 tty.c
You may need to create a new "tty.c" module. If you do, call it
[OS]tty.c where the [OS] is replaced with the name of the OS you are porting
to. This file contains the routines that configure the terminal/console
for raw I/O, etc.
3.5 unix.c
You may need to create a new "unix.c" module. If you do, call it
[OS]unix.c where the [OS] is replaced with the name of the OS you are porting
to. This file contains some OS dependencies concerning time and filename
creation.
An object of the NetHack development project is to get the game
working on as many different types of hardware and under as many different
operating systems as is practical. Any assistance will be appreciated.
Cross-compiling may allow porting of NetHack to a machine where there may
be challenges building on the platform directly, and may help maintain a
working version of NetHack on that platform. See the file Cross-compiling
for more information.
4.0 Build Process
NetHack requires the following steps to be carried out:
4.1. makedefs
Compile and link util/makedefs. Run makedefs repeatedly with different command
line options to produce several output files that are required for:
(a) creation of files, containing information required by,
or about the game during its execution, that are stored in a
portable, platform-independent way, that need to be inserted
into the final game package.
Required for complete packaging of the game, but not the C source
game compile:
util/makedefs -d
util/makedefs -r
util/makedefs -h
util/makedefs -s
For reference purposes, but no longer a required prerequisite for the
game compile process:
util/makedefs -v
util/makedefs -o
util/makedefs -p
4.2. Other utilities
Compile and link other utilities such as uudecode, tile-generation
utilities, and so forth. Those produce output files for use during the game and
need to be included in the packaging of the game.
4.3. Lua
Compile and link into a library, or obtain a prebuilt Lua library for
your platform. Place the Lua source into lib/lua-5.4.6 (or other folder
representing an appropriate Lua version); place the compiled Lua library into
lib.
4.4 Compile NetHack sources
Compile the source code of the game, including a suitable
regular-expression choice from several options available in sys/share. Pick one
that is supported by your OS or that you have obtained a 3rd party library for.
4.5 Compile optional window port components into a library
If your platform requires 3rd party sources in order to support the
window port options that you have chosen, such as curses sources for the curses
window port, you may store the sources for that library in a subfolder under
lib.
4.6. Link the game
Link the game to the Lua library, and to any window port support
libraries.
4.7 Package the game
5.0 Design Updates
The following design updates were introduced in NetHack 3.7.
5.1 Quest text files
The quest text files that were formerly converted from their source
text by makedefs during the build process, have been replaced by Lua versions
and are inserted into the game package for processing by the embedded Lua
interpreter during game execution.
5.2 Level Compiler
There is no longer a build-time level compiler. Instead, the level
descriptions have been converted to Lua and are inserted into the game package
for processing by the embeded Lua interpreter during game execution.
5.3 Dungeon Compiler
There is no longer a build-time dungeon compiler. Instead, the dungeon
description has been converted to Lua and is inserted into the game package for
processing by the embeded Lua interpreter during game execution.
5.4 Run-time Options
Some of the build and option information that was formerly produced at
build-time by makedefs, and contained information about the game platform and
options selected during the build of the game, can now be produced at run-time
by code within the game itself. That was done to facilitate cross-compiling of
NetHack on one platform for game execution on another.
# NetHack 3.7 Porting $NHDT-Date: 1643491454 2022/01/29 21:24:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.17 $
# Copyright (c) 2005 by Michael Allison
# NetHack may be freely redistributed. See license for details.

@ -1,216 +0,0 @@
NetHack 3.7.0 work-in-progress -- General information
NetHack 3.7 is an enhancement to the dungeon exploration game NetHack,
which is a distant descendent of Rogue and Hack, and a direct descendent of
NetHack 3.6.
NetHack 3.7.0 work-in-progress is not a release of NetHack. As a .0 version,
and still very early in its development cycle, there has already been changes
made, and there will continue to be many more prior to an eventual release.
The file doc/fixes3-7-0.txt in the source distribution will be updated with
a list of fixes as they are committed.
In short -- there are likely to be bugs. Don't treat NetHack-3.7 branch as
released code, and if stability is paramount, then the most recent
NetHack 3.6.7 release is safest for you.
We're making the .0 work-in-progress available so that you can observe, test
out, and contribute to its development. Constructive suggestions, GitHub pull
requests, and bug reports are all welcome and encouraged.
The file doc/fixes3-7-0.txt in the source distribution has a full list of
bug-fixes included so far, as well as brief mentions of some of the other code
changes. The text in there was written for the development team's own use and is
provided "as is", so please do not ask us to further explain the entries in
that file. Some entries might be considered "spoilers", particularly in the
"new features" section.
Along with the game improvements and bug fixes, NetHack 3.7 strives to make
some general architectural improvements to the game or to its building
process. Among them:
* Remove barriers to building NetHack on one platform and operating system,
for later execution on another (possibly quite different) platform and/or
operating system. That capability is generally known as "cross-compiling."
See the file "Cross-compiling" in the top-level folder for more information
on that.
* Replace the build-time "yacc and lex"-based level compiler, the "yacc and
lex"-based dungeon compiler, and the quest text file processing done
by NetHack's "makedefs" utility, with Lua text alternatives that are
loaded and processed by the game during play.
* Write game savefiles and bonesfiles in a more portable and consistent way
to open up the possibility of utilizing them between different platforms,
such as between your desktop computer and your hand-held device.
* Add support to make the game restartable without exit (a.k.a. "play again"
support). Toward that end, many previously scattered and separate variables
have been gathered into central 'ga' through 'gz' structures in
decl.h/decl.c. That central ability to reinitialize the variables will
benefit the porting effort to some platforms that are under consideration
where "play again" is typical.
Here are some other general notes on the changes in NetHack 3.7 that were not
considered spoilers:
- automatic annotation "gateway to Moloch's Sanctum" for vibrating square
level once that square's location becomes known (found or magic
mapped); goes away once sanctum temple is found (entered or high altar
mapped)
- savefile: add support to deconstruct internal data structures down into
their individual fields and save those fields instead of the entire
struct
- savefile: use little-endian format for fields where that makes a difference
- - - - - - - - - - -
Please read items (1), (2) and (3) BEFORE doing anything with your new code.
1. Unpack the code in a dedicated new directory. We will refer to that
directory as the 'Top' directory. It makes no difference what you
call it.
2. Having unpacked, you should have a file called 'Files' in your Top
directory.
This file contains the list of all the files you now SHOULD
have in each directory. Please check the files in each directory
against this list to make sure that you have a complete set.
This file also contains a list of what files are created during
the build process.
The names of the directories listed should not be changed unless you
are ready to go through the makefiles and the makedefs program and change
all the directory references in them.
3. Before you do anything else, please read carefully the file called
"license" in the 'dat' subdirectory. It is expected that you comply
with the terms of that license, and we are very serious about it.
4. If you are attempting to build NetHack on one platform/processor, to
produce a game on a different platform/processor it may behoove you to
read the file "Cross-compiling" in your Top directory.
5. If everything is in order, you can now turn to trying to get the program
to compile and run on your particular system. It is worth mentioning
that the default configuration is SysV/Sun/Solaris2.x (simply because
the code was housed on such a system).
The files sys/*/Install.* were written to guide you in configuring the
program for your operating system. The files win/*/Install.* are
available, where necessary, to help you in configuring the program
for particular windowing environments. Reading them, and the man pages,
should answer most of your questions.
At the time of the most recent official release, NetHack 3.6, it had
been tested to run/compile on:
Intel Pentium or better running Linux, BSDI
Intel Pentium or better running Windows 10 or 11
Intel-based, or Apple M1 or M2 Macs running macOS 10.11 (El Capitan) to
13 (Ventura) (follow the instructions in sys/unix/NewInstall.unx)
Intel 80386 or greater running MS-DOS with DPMI
built via djgpp compiler (native or Linux-hosted cross-compiler)
OpenVMS (aka VMS) V8.4 on Alpha and on Integrity/Itanium/IA64
Previous versions of NetHack were tested and known to run on the
following systems, but it is unknown if they can still build and
execute NetHack 3.6 or NetHack 3.7:
Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
AT&T 3B1 running System V (3.51)
AT&T 3B2/600 & 3B2/622 running System V R3.2.1
AT&T 3B2/1000 Model 80 running System V R3.2.2
AT&T 3B4000 running System V
AT&T 6386 running System V R3.2
Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
(but see Makefile.ami about DICE and Manx)
Data General AViiON systems running DG/UX
DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1
DEC VAX/VMS, running V4.6 through V7.1
DEC vaxen running BSD, Ultrix
Decstations running Ultrix 3.1, 4.x
Encore Multimax running UMAX 4.2
Gould NP1 running UTX 3/2
HP 9000s300 running HP-UX
HP 9000s700 running HP-UX 9.x, 10.x, 11.x
H/PC Pro devices running Windows CE 2.11 and higher.
IBM PC/RT and RS/6000 running AIX 3.x
IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably
Warp) with Microsoft 6.0, and OS/2 2.0 and up with IBM CSet++ 2.0.
Intel 80386 or greater (or clone) running 386BSD
Intel x86 running a version of Windows 7 or 8 or prior to XP.
Mips M2000 running RiscOS 4.1
NeXT running Mach (using BSD configuration)
Palm Size PC 1.1 devices running Windows CE 2.11
Pocket PC devices running Windows CE 3.0 and higher
Pyramid 9820x running OSx 4.4c
SGI Iris running IRIX
Stardent Vistra 800 running SysV R4.0
Stride 460 running UniStride 2.1
Sun-3s, -4s, and -386is running SunOS 3.x
Sun-3s and -386is running SunOS 4.x
"Sun SPARC"-based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
Valid Logic Systems SCALD-System
Previous versions, using a cross-compiler hosted on another platform,
such as win32, could also build the following from source:
Pocket PC devices running Windows CE 3.0 and higher
H/PC Pro devices running Windows CE 2.11 and higher
Palm Size PC 1.1 devices running Windows CE 2.11
Unless otherwise mentioned, the compiler used was the OS-vendor's
C compiler.
- - - - - - - - - - -
If you have problems building the game, or you find bugs in it, we recommend
filing a bug report from our "Contact Us" web page at:
https://www.nethack.org/common/contact.html
Please include the version information from #version or the command line
option --version in the appropriate field.
A public repository of the latest NetHack code that we've made
available can be obtained via git here:
https://github.com/NetHack/NetHack
or
https://sourceforge.net/p/nethack/NetHack/
When sending correspondence, please observe the following:
o Please be sure to include your machine type, OS, and patchlevel.
o Please avoid sending us binary files (e.g. save files or bones files).
If you have found a bug and think that your save file would aid in solving
the problem, send us a description in words of the problem, your machine
type, your operating system, and the version of NetHack. Tell us that you
have a save file, but do not actually send it.
You may then be contacted by a member of the development team with the
address of a specific person to send the save file to.
o Though we make an effort to reply to each bug report, it may take some
time before you receive feedback. This is especially true during the
period immediately after a new release, when we get the most bug reports.
o We don't give hints for playing the game.
o Don't bother to ask when the next version will be out or you can expect
to receive a stock answer.
If you want to submit a patch for the NetHack source code via email directly,
you can direct it to this address:
nethack-bugs (at) nethack.org
If a feature is not accepted you are free, of course, to post the patches
to the net yourself and let the marketplace decide their worth.
All of this amounts to the following: If you decide to apply a free-lanced
patch to your 3.6 code, you are welcome to do so, of course, but we won't
be able to provide support or receive bug reports for it.
In our own patches, we will assume that your code is synchronized with ours.
-- Good luck, and happy Hacking --
# $NHDT-Date: 1652133501 2022/05/09 21:58:21 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.97 $
# Copyright (c) 2012 by Michael Allison
# NetHack may be freely redistributed. See license for details.

@ -1,254 +0,0 @@
strategy:
matrix:
linux_latest_gcc9_minimal:
imageName: 'ubuntu-latest'
toolchainName: gcc9
buildTargetName: minimal
linux_jammy_clang_all:
imageName: 'ubuntu-22.04'
toolchainName: clang
buildTargetName: all
linux_jammy_gcc9_all:
imageName: 'ubuntu-22.04'
toolchainName: gcc9
buildTargetName: all
linux_jammy_gcc12_all:
imageName: 'ubuntu-22.04'
toolchainName: gcc12
buildTargetName: all
macOS_latest_clang_all:
imageName: 'macOS-latest'
toolchainName: clang
buildTargetName: all
macOS_Ventura_clang13_all:
imageName: 'macOS-13'
toolchainName: clang
buildTargetName: all
windows-visualstudio:
imageName: 'windows-latest'
toolchainName: vs
buildTargetName: all
windows-mingw:
imageName: 'windows-2019'
toolchainName: mingw
buildTargetName: all
linux_focal_cross_msdos:
imageName: 'ubuntu-20.04'
toolchainName: cross
buildTargetName: msdos
linux_jammy_docs:
imageName: 'ubuntu-22.04'
toolchainName: docs
buildTargetName: all
continueOnError: true
pool:
vmImage: $(imageName)
# resources:
# repositories:
# - repository: pdcursesrepo
# type: github
# name: wmcbrine/PDCurses
# ref: refs/heads/master
# endpoint: github.com_barthouse
variables:
toolchain: $(toolchainName)
buildTarget: $(buildTargetName)
netHackPath: s/NetHack
steps:
- bash: |
if [ "$(toolchain)" == "gcc7" ]
then
echo "##vso[task.setvariable variable=CC]gcc-7"
echo "##vso[task.setvariable variable=CXX]g++-7"
fi
if [ "$(toolchain)" == "gcc9" ]
then
echo "##vso[task.setvariable variable=CC]gcc-9"
echo "##vso[task.setvariable variable=CXX]g++-9"
fi
if [ "$(toolchain)" == "gcc10" ]
then
echo "##vso[task.setvariable variable=CC]gcc-10"
echo "##vso[task.setvariable variable=CXX]g++-10"
fi
if [ "$(toolchain)" == "gcc11" ]
then
echo "##vso[task.setvariable variable=CC]gcc-11"
echo "##vso[task.setvariable variable=CXX]g++-11"
fi
if [ "$(toolchain)" == "gcc12" ]
then
echo "##vso[task.setvariable variable=CC]gcc-12"
echo "##vso[task.setvariable variable=CXX]g++-12"
fi
if [ "$(toolchain)" == "clang" ]
then
echo "##vso[task.setvariable variable=CC]clang"
echo "##vso[task.setvariable variable=CXX]clang++"
fi
if [ "$(toolchain)" == "cross" ]
then
echo "##vso[task.setvariable variable=CC]gcc-9"
echo "##vso[task.setvariable variable=CXX]g++-9"
fi
displayName: 'Setting variables'
- bash: |
echo "toolchain: $(toolchain)"
echo "buildTarget: $(buildTarget)"
echo "netHackPath: $NETHACKPATH"
echo "CC: $CC"
echo "CXX: $CXX"
displayName: 'Echoing variables'
- checkout: git://NetHack/NetHack@NetHack-3.7
submodules: true
path: $(netHackPath) # $(Agent.BuildDirectory)/$(netHackPath)
- task: DownloadSecureFile@1
name: storeKey
inputs:
secureFile: 'NetHackPackage_StoreKey.pfx'
condition: eq( variables.toolchain, 'vs' )
displayName: 'Store Key Download'
- task: CopyFiles@2
inputs:
contents: NetHackPackage_StoreKey.pfx
SourceFolder: $(Agent.TempDirectory)
TargetFolder: $(Agent.BuildDirectory)/$(netHackPath)/sys/windows/vs
condition: eq( variables.toolchain, 'vs' )
displayName: 'Copying store key'
- task: MSBuild@1
inputs:
solution: $(Agent.BuildDirectory)/$(netHackPath)/sys/windows/vs/NetHack.sln
platform: Win32
configuration: Debug
condition: eq( variables.toolchain, 'vs' )
displayName: 'Visual Studio Build'
- bash: |
export ADD_LUA=Y
export WANT_LUAC=N
export LUATOP=../submodules/lua
export LUASRC=../submodules/lua
export ADD_CURSES=Y
export PDCURSES_TOP=../submodules/pdcursesmod
export LUA_VERSION=5.4.6
#
# 64-bit
#export CURLSRC=https://github.com/brechtsanders/winlibs_mingw/releases/download/11.2.0-9.0.0-ucrt-r5/winlibs-x86_64-posix-seh-gcc-11.2.0-mingw-w64ucrt-9.0.0-r5.zip
#export CURLDST=mingw-x64.zip
#export MINGWBIN=mingw64
#export MSYSTEM=MINGW64
#
# 32-bit
export CURLSRC=https://github.com/brechtsanders/winlibs_mingw/releases/download/11.2.0-9.0.0-ucrt-r5/winlibs-i686-posix-dwarf-gcc-11.2.0-mingw-w64ucrt-9.0.0-r5.zip
export CURLDST=mingw-x86.zip
export MINGWBIN=mingw32
export MSYSTEM=MINGW32
# all
mkdir -p ../lib
cd ../lib
mkdir -p mingw
curl -L $CURLSRC -o $CURLDST
#tar -C mingw -xvf $CURLDST
#/c/Windows/System32/tar -C mingw -xvf $CURLDST
powershell -command "Expand-Archive -Force $CURLDST mingw"
export PATH=../lib/mingw/$MINGWBIN/bin:$PATH
export
cd ../src
pwd
cp ../sys/windows/Makefile.mingw32* .
mingw32-make -f Makefile.mingw32 CI_COMPILER=1 GIT=1 MSYSTEM=$MSYSTEM LUA_VERSION=$LUA_VERSION clean
mingw32-make -f Makefile.mingw32 CI_COMPILER=1 GIT=1 MSYSTEM=$MSYSTEM LUA_VERSION=$LUA_VERSION depend
mingw32-make -f Makefile.mingw32 CI_COMPILER=1 GIT=1 MSYSTEM=$MSYSTEM LUA_VERSION=$LUA_VERSION
condition: eq( variables.toolchain, 'mingw' )
workingDirectory: $(Agent.BuildDirectory)/$(netHackPath)/src
displayName: 'MinGW Build'
- bash: |
sudo apt-get -qq -y update
sudo apt-get -qq -y install libncurses5-dev
sudo apt-get -qq -y install libx11-dev libxaw7-dev xfonts-utils qtbase5-dev qtmultimedia5-dev qtbase5-dev-tools
condition: eq( variables['Agent.OS'], 'Linux' )
workingDirectory: $(Agent.BuildDirectory)/$(netHackPath)
displayName: 'Getting linux build dependencies'
- bash: |
cd sys/unix
sh setup.sh hints/linux.370
cd ../..
make fetch-lua
make WANT_WIN_ALL=1 QT_SELECT=5 MOC=moc all
condition: and(eq( variables['Agent.OS'], 'Linux' ), eq( variables.buildTarget, 'all'))
workingDirectory: $(Agent.BuildDirectory)/$(netHackPath)
displayName: 'Building linux full build'
- bash: |
cd sys/unix
sh setup.sh hints/linux-minimal
cd ../..
sed -i '/^#define CLIPPING/d' include/config.h
sed -i '/^#define COMPRESS/d' include/config.h
#sed -i '/^#define DOAGAIN/d' include/config.h
sed -i '/^#define DUMPLOG/d' include/config.h
#sed -i '/^#define GDBPATH/d' include/config.h
#sed -i '/^#define GREPPATH/d' include/config.h
sed -i '/^#define INSURANCE/d' include/config.h
sed -i '/^#define ENHANCED_SYMBOLS/d' include/config.h
sed -i '/^#define LOGFILE/d' include/config.h
sed -i '/^#define NEWS/d' include/config.h
sed -i '/^#define PANICLOG/d' include/config.h
#sed -i '/^#define STATUS_HILITES/d' include/config.h
sed -i '/^#define SYSCF/d' include/config.h
sed -i '/^#define USER_SOUNDS/d' include/config.h
sed -i '/^#define XLOGFILE/d' include/config.h
sed -i '/^#define HANGUPHANDLING/d' include/global.h
sed -i '/^#define MAIL/d' include/unixconf.h
sed -i '/^#define SHELL/d' include/unixconf.h
sed -i '/^#define SUSPEND/d' include/unixconf.h
sed -i 's/^#define TEXTCOLOR//' include/unixconf.h
make fetch-lua
make WANT_WIN_ALL=1 all
condition: and(eq( variables['Agent.OS'], 'Linux' ), eq( variables.buildTarget, 'minimal'))
displayName: 'Building linux minimal build'
workingDirectory: $(Agent.BuildDirectory)/$(netHackPath)
- bash: |
cd sys/unix
sh setup.sh hints/macos.370
cd ../..
make fetch-lua
make WANT_MACSOUND=1 all
condition: eq( variables['Agent.OS'], 'Darwin' )
workingDirectory: $(Agent.BuildDirectory)/$(netHackPath)
displayName: 'Building mac full build'
- bash: |
export GCCVER=gcc1220
cd sys/unix
sh setup.sh hints/linux.370
cd ../..
make fetch-lua
sh sys/msdos/fetch-cross-compiler.sh
retVal=$?
if [ $retVal -eq 0 ]; then
make LUA_VERSION=5.4.6 WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_MSDOS=1 package
fi
condition: and(eq( variables['Agent.OS'], 'Linux' ), eq( variables.toolchain, 'cross'))
workingDirectory: $(Agent.BuildDirectory)/$(netHackPath)
displayName: 'Building MSDOS build'
- bash: |
sudo apt-get install texlive
make Guidebook
make Guidebook.txt
make Guidebook.pdf
condition: and(eq( variables['Agent.OS'], 'Linux' ), eq( variables.toolchain, 'docs'))
workingDirectory: $(Agent.BuildDirectory)/$(netHackPath)
displayName: 'Building NetHack documentation'

@ -1,10 +0,0 @@
*.def NHSUBST
*.des NHSUBST
*.txt NHSUBST
*.lua NHSUBST
data.base NHSUBST
symbols NHSUBST
tribute NHSUBST
GENFILES NHSUBST
* NH_filestag=(file%s_for_all_versions)
..files NH_filegenprog

@ -1,27 +0,0 @@
options
oracles
data
rip.xpm
pet_mark.xbm
pilemark.xbm
quest.dat
rumors
bogusmon
engrave
epitaph
x11tiles
nhtiles.bmp
*.lev
spec_levs
quest_levs
dungeon.pdf
dungeon
nethack.png
nhsplash.xpm
nhdat
dlb.lst
guioptions
porthelp
NetHack.ad
gitinfo.txt

@ -1,59 +0,0 @@
-- NetHack Archeologist Arc-fila.lua $NHDT-Date: 1652195998 2022/05/10 15:19:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster("S")
end
});
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.monster("S")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.object()
des.monster("S")
end
})
des.room({ type = "ordinary",
contents = function()
des.stair("down")
des.object()
des.trap()
des.monster("S")
des.monster("human mummy")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.monster("S")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.monster("S")
end
})
des.random_corridors()

@ -1,59 +0,0 @@
-- NetHack Archeologist Arc-filb.lua $NHDT-Date: 1652195998 2022/05/10 15:19:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster("M")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.monster("M")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.object()
des.monster("M")
end
})
des.room({ type = "ordinary",
contents = function()
des.stair("down")
des.object()
des.trap()
des.monster("S")
des.monster("human mummy")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.monster("S")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.monster("S")
end
})
des.random_corridors()

@ -1,115 +0,0 @@
-- NetHack Archeologist Arc-goal.lua $NHDT-Date: 1652195998 2022/05/10 15:19:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.map([[
---------
|..|.|..|
-----------|..S.S..|-----------
|.|........|+-|.|-+|........|.|
|.S........S..|.|..S........S.|
|.|........|..|.|..|........|.|
------------------+------------------
|..|..........|.......|..........|..|
|..|..........+.......|..........S..|
|..S..........|.......+..........|..|
|..|..........|.......|..........|..|
------------------+------------------
|.|........|..|.|..|........|.|
|.S........S..|.|..S........S.|
|.|........|+-|.|-+|........|.|
-----------|..S.S..|-----------
|..|.|..|
---------
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region(selection.area(35,02,36,03), "unlit")
des.region(selection.area(40,02,41,03), "unlit")
des.region(selection.area(24,04,24,06), "unlit")
des.region(selection.area(26,04,33,06), "lit")
des.region(selection.area(38,02,38,06), "unlit")
des.region(selection.area(43,04,50,06), "lit")
des.region(selection.area(52,04,52,06), "unlit")
des.region(selection.area(35,05,36,06), "unlit")
des.region(selection.area(40,05,41,06), "unlit")
des.region(selection.area(21,08,22,11), "unlit")
des.region(selection.area(24,08,33,11), "lit")
des.region(selection.area(35,08,41,11), "unlit")
des.region(selection.area(43,08,52,11), "lit")
des.region(selection.area(54,08,55,11), "unlit")
des.region(selection.area(24,13,24,15), "unlit")
des.region(selection.area(26,13,33,15), "unlit")
des.region(selection.area(35,13,36,14), "unlit")
des.region(selection.area(35,16,36,17), "unlit")
des.region(selection.area(38,13,38,17), "unlit")
des.region(selection.area(40,13,41,14), "unlit")
des.region(selection.area(40,16,41,17), "unlit")
des.region({ region={43,13, 50,15}, lit=0, type="temple", filled=2 })
des.region(selection.area(52,13,52,15), "unlit")
-- Stairs
des.stair("up", 38,10)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- The altar of Huhetotl. Unattended.
des.altar({ x=50,y=14,align="chaos",type="altar" })
-- Objects
des.object({ id = "crystal ball", x=50, y=14,buc="blessed",spe=5,name="The Orb of Detection" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap("rolling boulder",46,14)
-- Random monsters.
des.monster("Minion of Huhetotl", 50, 14)
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("M")

@ -1,145 +0,0 @@
-- NetHack Archeologist Arc-loca.lua $NHDT-Date: 1652195999 2022/05/10 15:19:59 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor")
des.map([[
............................................................................
............................................................................
............................................................................
........................-------------------------------.....................
........................|....|.S......................|.....................
........................|....|.|.|+------------------.|.....................
........................|....|.|.|.|.........|......|.|.....................
........................|....|.|.|.|.........|......|.|.....................
........................|---+-.|.|.|..---....+......|.|.....................
........................|....|.|.|.---|.|....|......|.|.....................
........................|....S.|.|.+..S.|--S-----S--|.|.....................
........................|....|.|.|.---|.|....|......+.|.....................
........................|---+-.|.|.|..---....|.------.|.....................
........................|....|.|.|.|.........|.|....+.|.....................
........................|....|.|.|.|.........|+|....|-|.....................
........................|....|.|.|------------+------.S.....................
........................|....|.S......................|.....................
........................-------------------------------.....................
............................................................................
............................................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region({ region={25,04, 28,07}, lit=1, type="temple", filled=2 })
des.region({ region={25,09, 28,11}, lit=0, type="temple", filled=2 })
des.region({ region={25,13, 28,16}, lit=1, type="temple", filled=2 })
des.region(selection.area(30,04,30,16), "lit")
des.region(selection.area(32,04,32,16), "unlit")
des.region({ region={33,04, 53,04}, lit=0, type="ordinary", irregular=1 })
des.region(selection.area(36,10,37,10), "unlit")
des.region(selection.area(39,09,39,11), "unlit")
des.region({ region={36,06, 42,08}, lit=0, type="ordinary", irregular=1 })
des.region({ region={36,12, 42,14}, lit=0, type="ordinary", irregular=1 })
des.region(selection.area(46,06,51,09), "unlit")
des.region({ region={46,11, 49,11}, lit=0, type="ordinary", irregular=1 })
des.region(selection.area(48,13,51,14), "unlit")
-- Doors
des.door("closed",31,04)
des.door("closed",28,08)
des.door("locked",29,10)
des.door("closed",28,12)
des.door("closed",31,16)
des.door("locked",34,05)
des.door("locked",35,10)
des.door("locked",38,10)
des.door("closed",43,10)
des.door("closed",45,08)
des.door("locked",46,14)
des.door("locked",46,15)
des.door("locked",49,10)
des.door("locked",52,11)
des.door("closed",52,13)
des.door("closed",54,15)
-- Stairs
des.stair("up", 03,17)
des.stair("down", 39,10)
-- Altars - three types. All are unattended.
des.altar({ x=26,y=05,align=align[1], type="altar" })
des.altar({ x=26,y=10,align=align[2], type="altar" })
des.altar({ x=26,y=15,align=align[3], type="altar" })
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Treasure?
des.engraving({ type="engrave", text="X marks the spot." })
des.engraving({ type="engrave", text="X marks the spot." })
des.engraving({ type="engrave", text="X marks the spot." })
des.engraving({ type="engrave", text="X marks the spot." })
-- Random traps
des.trap("spiked pit",24,02)
des.trap("spiked pit",37,00)
des.trap("spiked pit",23,05)
des.trap("spiked pit",26,19)
des.trap("spiked pit",55,10)
des.trap("spiked pit",55,08)
des.trap("pit",51,01)
des.trap("pit",23,18)
des.trap("pit",31,18)
des.trap("pit",48,19)
des.trap("pit",55,15)
des.trap("magic",60,04)
des.trap("statue",72,07)
des.trap("statue")
des.trap("statue")
des.trap("anti magic",64,12)
des.trap("sleep gas")
des.trap("sleep gas")
des.trap("dart")
des.trap("dart")
des.trap("dart")
des.trap("rolling boulder",32,10)
des.trap("rolling boulder",40,16)
-- Random monsters.
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("S")
des.monster("M")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("human mummy")
des.monster("M")

@ -1,116 +0,0 @@
-- NetHack Archeologist Arc-strt.lua $NHDT-Date: 1652195999 2022/05/10 15:19:59 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Lord Carnarvon
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
............................................................................
............................................................................
............................................................................
............................................................................
....................}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.................
....................}-------------------------------------}.................
....................}|..S......+.................+.......|}.................
....................}-S---------------+----------|.......|}.................
....................}|.|...............|.......+.|.......|}.................
....................}|.|...............---------.---------}.................
....................}|.S.\.............+.................+..................
....................}|.|...............---------.---------}.................
....................}|.|...............|.......+.|.......|}.................
....................}-S---------------+----------|.......|}.................
....................}|..S......+.................+.......|}.................
....................}-------------------------------------}.................
....................}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.................
............................................................................
............................................................................
............................................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region(selection.area(22,06,23,06), "unlit")
des.region(selection.area(25,06,30,06), "unlit")
des.region(selection.area(32,06,48,06), "unlit")
des.region(selection.area(50,06,56,08), "lit")
des.region(selection.area(40,08,46,08), "unlit")
des.region(selection.area(22,08,22,12), "unlit")
des.region(selection.area(24,08,38,12), "unlit")
des.region(selection.area(48,08,48,08), "lit")
des.region(selection.area(40,10,56,10), "lit")
des.region(selection.area(48,12,48,12), "lit")
des.region(selection.area(40,12,46,12), "unlit")
des.region(selection.area(50,12,56,14), "lit")
des.region(selection.area(22,14,23,14), "unlit")
des.region(selection.area(25,14,30,14), "unlit")
des.region(selection.area(32,14,48,14), "unlit")
-- Stairs
des.stair("down", 55,07)
-- Portal arrival point
des.levregion({ region = {63,06,63,06}, type="branch" })
-- Doors
des.door("closed",22,07)
des.door("closed",38,07)
des.door("locked",47,08)
des.door("locked",23,10)
des.door("locked",39,10)
des.door("locked",57,10)
des.door("locked",47,12)
des.door("closed",22,13)
des.door("closed",38,13)
des.door("locked",24,14)
des.door("closed",31,14)
des.door("locked",49,14)
-- Lord Carnarvon
des.monster({ id = "Lord Carnarvon", coord = {25, 10}, inventory = function()
des.object({ id = "fedora", spe = 5 });
des.object({ id = "bullwhip", spe = 4 });
end })
-- The treasure of Lord Carnarvon
des.object("chest", 25, 10)
-- student guards for the audience chamber
des.monster("student", 26, 09)
des.monster("student", 27, 09)
des.monster("student", 28, 09)
des.monster("student", 26, 10)
des.monster("student", 28, 10)
des.monster("student", 26, 11)
des.monster("student", 27, 11)
des.monster("student", 28, 11)
-- city watch guards in the antechambers
des.monster("watchman", 50, 06)
des.monster("watchman", 50, 14)
-- Eels in the moat
des.monster("giant eel", 20, 10)
des.monster("giant eel", 45, 04)
des.monster("giant eel", 33, 16)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Monsters on siege duty.
des.monster("S", 60, 09)
des.monster("M", 60, 10)
des.monster("S", 60, 11)
des.monster("S", 60, 12)
des.monster("M", 60, 13)
des.monster("S", 61, 10)
des.monster("S", 61, 11)
des.monster("S", 61, 12)
des.monster("S", 30, 03)
des.monster("M", 20, 17)
des.monster("S", 67, 02)
des.monster("S", 10, 19)

@ -1,33 +0,0 @@
-- NetHack Barbarian Bar-fila.lua $NHDT-Date: 1652195999 2022/05/10 15:19:59 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=".", smoothed=true, joined=true, lit=0, walled=false })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ class = "O", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })

@ -1,44 +0,0 @@
-- NetHack Barbarian Bar-filb.lua $NHDT-Date: 1652196000 2022/05/10 15:20:00 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, lit=0, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ class = "O", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ class = "T", peaceful=0 })

@ -1,95 +0,0 @@
-- NetHack Barbarian Bar-goal.lua $NHDT-Date: 1652196000 2022/05/10 15:20:00 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.map([[
.............
..................
.... ......................... ....
....... .......................... .......
...... ........................ .......
.. ...................................... ..
.. ..................... ..
.. .................. ..
.. ..S...S.............. ................
.. ........ ...
......... ..
...... .. ... ....
.. ... .. ...... ........
.... .. .................. ........ ......
...... ...................... ...... ..
.... .................. ...........
..............
...........
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "unlit")
-- Secret doors
des.door("locked",22,09)
des.door("locked",26,09)
-- Stairs
des.stair("up", 36,05)
-- The altar. Unattended.
des.altar({ x=63,y=04,align="noncoaligned", type="altar" })
des.non_diggable(selection.area(00,00,75,19))
-- Objects
des.object({ id = "luckstone", x=63, y=04,buc="blessed",spe=0,name="The Heart of Ahriman" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "Thoth Amon", x=63, y=04, peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ class = "O", peaceful=0 })
des.monster({ class = "O", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ class = "T", peaceful=0 })
des.wallify()

@ -1,107 +0,0 @@
-- NetHack Barbarian Bar-loca.lua $NHDT-Date: 1652196000 2022/05/10 15:20:00 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor")
des.map([[
..........PPP.........................................
...........PP.......................................... .......
..........PP...........-----..........------------------ ..........
...........PP..........+...|..........|....S...........|.. ............
..........PPP..........|...|..........|-----...........|... .............
...........PPP.........-----..........+....+...........|... .............
..........PPPPPPPPP...................+....+...........S.................
........PPPPPPPPPPPPP.........-----...|-----...........|................
......PPPPPPPPPPPPPP..P.......+...|...|....S...........| ...
.....PPPPPPP......P..PPPP.....|...|...------------------.. ...
....PPPPPPP.........PPPPPP....-----........................ ........
...PPPPPPP..........PPPPPPP.................................. ..........
....PPPPPPP........PPPPPPP.................................... ..........
.....PPPPP........PPPPPPP.........-----........................ ........
......PPP..PPPPPPPPPPPP...........+...|......................... .....
..........PPPPPPPPPPP.............|...|......................... ....
..........PPPPPPPPP...............-----......................... .
..............PPP.................................................
...............PP....................................................
................PPP...................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region(selection.area(24,03,26,04), "unlit")
des.region(selection.area(31,08,33,09), "unlit")
des.region(selection.area(35,14,37,15), "unlit")
des.region(selection.area(39,03,54,08), "lit")
des.region(selection.area(56,00,75,08), "unlit")
des.region(selection.area(64,09,75,16), "unlit")
-- Doors
des.door("open",23,03)
des.door("open",30,08)
des.door("open",34,14)
des.door("locked",38,05)
des.door("locked",38,06)
des.door("closed",43,03)
des.door("closed",43,05)
des.door("closed",43,06)
des.door("closed",43,08)
des.door("locked",55,06)
-- Stairs
des.stair("up", 05,02)
des.stair("down", 70,13)
-- Objects
des.object({ x = 42, y = 03 })
des.object({ x = 42, y = 03 })
des.object({ x = 42, y = 03 })
des.object({ x = 41, y = 03 })
des.object({ x = 41, y = 03 })
des.object({ x = 41, y = 03 })
des.object({ x = 41, y = 03 })
des.object({ x = 41, y = 08 })
des.object({ x = 41, y = 08 })
des.object({ x = 42, y = 08 })
des.object({ x = 42, y = 08 })
des.object({ x = 42, y = 08 })
des.object({ x = 71, y = 13 })
des.object({ x = 71, y = 13 })
des.object({ x = 71, y = 13 })
-- Random traps
des.trap("spiked pit",10,13)
des.trap("spiked pit",21,07)
des.trap("spiked pit",67,08)
des.trap("spiked pit",68,09)
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "ogre", x=12, y=09, peaceful=0 })
des.monster({ id = "ogre", x=18, y=11, peaceful=0 })
des.monster({ id = "ogre", x=45, y=05, peaceful=0 })
des.monster({ id = "ogre", x=45, y=06, peaceful=0 })
des.monster({ id = "ogre", x=47, y=05, peaceful=0 })
des.monster({ id = "ogre", x=46, y=05, peaceful=0 })
des.monster({ id = "ogre", x=56, y=03, peaceful=0 })
des.monster({ id = "ogre", x=56, y=04, peaceful=0 })
des.monster({ id = "ogre", x=56, y=05, peaceful=0 })
des.monster({ id = "ogre", x=56, y=06, peaceful=0 })
des.monster({ id = "ogre", x=57, y=03, peaceful=0 })
des.monster({ id = "ogre", x=57, y=04, peaceful=0 })
des.monster({ id = "ogre", x=57, y=05, peaceful=0 })
des.monster({ id = "ogre", x=57, y=06, peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ id = "ogre", peaceful=0 })
des.monster({ class = "O", peaceful=0 })
des.monster({ class = "T", peaceful=0 })
des.monster({ id = "rock troll", x=46, y=06, peaceful=0 })
des.monster({ id = "rock troll", x=47, y=06, peaceful=0 })
des.monster({ id = "rock troll", x=56, y=07, peaceful=0 })
des.monster({ id = "rock troll", x=57, y=07, peaceful=0 })
des.monster({ id = "rock troll", x=70, y=13, peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ id = "rock troll", peaceful=0 })
des.monster({ class = "T", peaceful=0 })

@ -1,99 +0,0 @@
-- NetHack Barbarian Bar-strt.lua $NHDT-Date: 1652196001 2022/05/10 15:20:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Pelias,
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
..................................PP........................................
...................................PP.......................................
...................................PP.......................................
....................................PP......................................
........--------------......-----....PPP....................................
........|...S........|......+...|...PPP.....................................
........|----........|......|...|....PP.....................................
........|.\..........+......-----...........................................
........|----........|...............PP.....................................
........|...S........|...-----.......PPP....................................
........--------------...+...|......PPPPP...................................
.........................|...|.......PPP....................................
...-----......-----......-----........PP....................................
...|...+......|...+..--+--.............PP...................................
...|...|......|...|..|...|..............PP..................................
...-----......-----..|...|.............PPPP.................................
.....................-----............PP..PP................................
.....................................PP...PP................................
....................................PP...PP.................................
....................................PP....PP................................
]]);
-- the forest beyond the river
des.replace_terrain({ region={37,00, 59,19}, fromterrain=".", toterrain="T", chance=5 })
des.replace_terrain({ region={60,00, 64,19}, fromterrain=".", toterrain="T", chance=10 })
des.replace_terrain({ region={65,00, 75,19}, fromterrain=".", toterrain="T", chance=20 })
-- guarantee a path and free spot for the portal
des.terrain(selection.randline(selection.new(), 37,7, 62,02, 7), ".")
des.terrain({62,02}, ".")
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region(selection.area(09,05,11,05), "unlit")
des.region(selection.area(09,07,11,07), "lit")
des.region(selection.area(09,09,11,09), "unlit")
des.region(selection.area(13,05,20,09), "lit")
des.region(selection.area(29,05,31,06), "lit")
des.region(selection.area(26,10,28,11), "lit")
des.region(selection.area(04,13,06,14), "lit")
des.region(selection.area(15,13,17,14), "lit")
des.region(selection.area(22,14,24,15), "lit")
-- Stairs
des.stair("down", 09,09)
-- Portal arrival point
des.levregion({ region = {62,02,62,02}, type="branch" })
-- Doors
des.door("locked",12,05)
des.door("locked",12,09)
des.door("closed",21,07)
des.door("open",07,13)
des.door("open",18,13)
des.door("open",23,13)
des.door("open",25,10)
des.door("open",28,05)
-- Elder
des.monster({ id = "Pelias", coord = {10, 07}, inventory = function()
des.object({ id = "runesword", spe = 5 });
des.object({ id = "chain mail", spe = 5 });
end })
-- The treasure of Pelias
des.object("chest", 09, 05)
-- chieftain guards for the audience chamber
des.monster("chieftain", 10, 05)
des.monster("chieftain", 10, 09)
des.monster("chieftain", 11, 05)
des.monster("chieftain", 11, 09)
des.monster("chieftain", 14, 05)
des.monster("chieftain", 14, 09)
des.monster("chieftain", 16, 05)
des.monster("chieftain", 16, 09)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- One trap to keep the ogres at bay.
des.trap("spiked pit",37,07)
-- Eels in the river
des.monster("giant eel", 36, 01)
des.monster("giant eel", 37, 09)
des.monster("giant eel", 39, 15)
-- Monsters on siege duty.
local ogrelocs = selection.floodfill(37,7) & selection.area(40,03, 45,20)
for i = 0, 11 do
des.monster({ id = "ogre", coord = ogrelocs:rndcoord(1), peaceful = 0 })
end

@ -1,35 +0,0 @@
-- NetHack Caveman Cav-fila.lua $NHDT-Date: 1652196001 2022/05/10 15:20:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "mines", fg = ".", bg = " ", smoothed=true, joined=true, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ class = "h", peaceful=0 })
des.monster({ id = "hill giant", peaceful=0 })

@ -1,41 +0,0 @@
-- NetHack Caveman Cav-filb.lua $NHDT-Date: 1652196001 2022/05/10 15:20:01 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "mines", fg = ".", bg = " ", smoothed=true, joined=true, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ class = "h", peaceful=0 })
des.monster({ class = "h", peaceful=0 })
des.monster({ id = "hill giant", peaceful=0 })
des.monster({ id = "hill giant", peaceful=0 })

@ -1,59 +0,0 @@
-- NetHack Caveman Cav-goal.lua $NHDT-Date: 1652196002 2022/05/10 15:20:02 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.map([[
.....................
.......................
.........................
...........................
.............................
...............................
.................................
...................................
.....................................
.......................................
.....................................
...................................
.................................
...............................
.............................
...........................
.........................
.......................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
-- Stairs
des.stair("up")
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Objects
des.object({ id = "mace", x=23, y=10, buc="blessed", spe=0, name="The Sceptre of Might" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- monsters.
des.monster({ id = "Chromatic Dragon", x=23, y=10, asleep=1 })
des.monster("shrieker", 26, 13)
des.monster("shrieker", 25, 8)
des.monster("shrieker", 45, 11)
des.wallify()

@ -1,101 +0,0 @@
-- NetHack Caveman Cav-loca.lua $NHDT-Date: 1652196002 2022/05/10 15:20:02 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor")
des.map([[
............. ...........
............... .............
............. ............... ..........
........... ............. ...............
... ... ..................
... .......... ... ..................
... ............ BBB...................
... .......... ......................
..... .. .....B........................
.... ............... . ........B..........................
...... .. .............S.............. ..................
.... .. ........... ...............
.. ... ....................
.... BB...................
.. .. .. ...............
.. ....... .... ..... .... .. ....... S
............ ....... .. ....... ..... ... ....
....... ..... ...... .......
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "unlit")
des.region({ region={52,06, 73,15}, lit=1, type="ordinary", irregular=1 })
-- Doors
des.door("locked",28,11)
-- Stairs
des.stair("up", 04,03)
des.stair("down", 73,10)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "bugbear", x=02, y=10, peaceful=0 })
des.monster({ id = "bugbear", x=03, y=11, peaceful=0 })
des.monster({ id = "bugbear", x=04, y=12, peaceful=0 })
des.monster({ id = "bugbear", x=02, y=11, peaceful=0 })
des.monster({ id = "bugbear", x=16, y=16, peaceful=0 })
des.monster({ id = "bugbear", x=17, y=17, peaceful=0 })
des.monster({ id = "bugbear", x=18, y=18, peaceful=0 })
des.monster({ id = "bugbear", x=19, y=16, peaceful=0 })
des.monster({ id = "bugbear", x=30, y=06, peaceful=0 })
des.monster({ id = "bugbear", x=31, y=07, peaceful=0 })
des.monster({ id = "bugbear", x=32, y=08, peaceful=0 })
des.monster({ id = "bugbear", x=33, y=06, peaceful=0 })
des.monster({ id = "bugbear", x=34, y=07, peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ id = "bugbear", peaceful=0 })
des.monster({ class = "h", peaceful=0 })
des.monster({ class = "H", peaceful=0 })
des.monster({ id = "hill giant", x=03, y=12, peaceful=0 })
des.monster({ id = "hill giant", x=20, y=17, peaceful=0 })
des.monster({ id = "hill giant", x=35, y=08, peaceful=0 })
des.monster({ id = "hill giant", peaceful=0 })
des.monster({ id = "hill giant", peaceful=0 })
des.monster({ id = "hill giant", peaceful=0 })
des.monster({ id = "hill giant", peaceful=0 })
des.monster({ class = "H", peaceful=0 })
des.wallify()
--
-- The "goal" level for the quest.
--
-- Here you meet Tiamat your nemesis monster. You have to
-- defeat Tiamat in combat to gain the artifact you have
-- been assigned to retrieve.
--

@ -1,94 +0,0 @@
-- NetHack Caveman Cav-strt.lua $NHDT-Date: 1652196002 2022/05/10 15:20:02 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Shaman Karnov
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
...... .......................... ... .... ......
...... .......................... ........ .... .....
..BB ............................. ......... .... ..
.. ...................... ....... .. .... ..
.. .................... .. ....... .. ...
.. S BB ..... ....... .... ....
.. ... . .. ........ .. .. .. ...
.. ...... .. ............ .. ...
. .... .. ........ .. ...........
... .. .. ............. ...................
..... ..... ............................... ...........
.....B................ ... ...
..... . .......... .... . ... .......... ...
... .. ............. .. ................... ....
BB .. ......... BB ... .......... .. ... ...
...... ..... B ........ .. .. .... ...
.......... .......... ..... ... ..... ........
.. ... . ..... .... .. ... ..
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "unlit")
des.region({ region={13,01, 40,05}, lit=1, type="temple", filled=1, irregular=1 })
-- The occupied rooms.
des.region({ region={02,01, 08,03}, lit=1, type="ordinary", irregular=1 })
des.region({ region={01,11, 06,14}, lit=1, type="ordinary", irregular=1 })
des.region({ region={13,08, 18,10}, lit=1, type="ordinary", irregular=1 })
des.region({ region={05,17, 14,18}, lit=1, type="ordinary", irregular=1 })
des.region({ region={17,16, 23,18}, lit=1, type="ordinary", irregular=1 })
des.region({ region={35,16, 44,18}, lit=1, type="ordinary", irregular=1 })
-- Stairs
des.stair("down", 02,03)
-- Portal arrival point
des.levregion({ region = {71,09,71,09}, type="branch" })
-- Doors
des.door("locked",19,06)
-- The temple altar (this will force a priest(ess) to be created)
des.altar({ x=36,y=02, align="coaligned", type="shrine" })
-- Shaman Karnov
des.monster({ id = "Shaman Karnov", coord = {35, 02}, inventory = function()
des.object({ id = "leather armor", spe = 5 });
des.object({ id = "club", spe = 5 });
end })
-- The treasure of Shaman Karnov
des.object("chest", 34, 02)
-- neanderthal guards for the audience chamber
des.monster("neanderthal", 20, 03)
des.monster("neanderthal", 20, 02)
des.monster("neanderthal", 20, 01)
des.monster("neanderthal", 21, 03)
des.monster("neanderthal", 21, 02)
des.monster("neanderthal", 21, 01)
des.monster("neanderthal", 22, 01)
des.monster("neanderthal", 26, 09)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Random traps
des.trap("pit",47,11)
des.trap("pit",57,10)
des.trap()
des.trap()
des.trap()
des.trap()
-- Monsters on siege duty (in the outer caves).
des.monster({ id ="bugbear", x=47, y=02, peaceful=0 })
des.monster({ id ="bugbear", x=48, y=03, peaceful=0 })
des.monster({ id ="bugbear", x=49, y=04, peaceful=0 })
des.monster({ id ="bugbear", x=67, y=03, peaceful=0 })
des.monster({ id ="bugbear", x=69, y=04, peaceful=0 })
des.monster({ id ="bugbear", x=51, y=13, peaceful=0 })
des.monster({ id ="bugbear", x=53, y=14, peaceful=0 })
des.monster({ id ="bugbear", x=55, y=15, peaceful=0 })
des.monster({ id ="bugbear", x=63, y=10, peaceful=0 })
des.monster({ id ="bugbear", x=65, y=09, peaceful=0 })
des.monster({ id ="bugbear", x=67, y=10, peaceful=0 })
des.monster({ id ="bugbear", x=69, y=11, peaceful=0 })
des.wallify()

@ -1,46 +0,0 @@
#!/usr/bin/perl
# NetHack 3.7 GENFILES $NHDT-Date: 1596498242 2020/08/03 23:44:02 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
# Copyright (c) 2018 by Kenneth Lorber
# NetHack may be freely redistributed. See license for details.
# 2 sections:
# *.lev entries are generated by reading *.des
# hardcoded entries are in __DATA__
($dir = $0) =~ s!^(.*/)(.*)!$1!;
#print "T (files generated by lev_comp at playground creation time)\n";
#
#foreach $des (<$dir*.des>){
# open IN, "<", $des or warn("Can't open $des: $!");
# while(<IN>){
# m/^(MAZE|LEVEL):\s*"(.*?)"/ && do {
# print "F $2.lev\n";
# };
# }
# close IN;
#}
while(<DATA>){
print;
}
__DATA__
T (tile files optionally generated for X ports at playground creation time)
F pet_mark.xbm
F rip.xpm
F x11tiles
T (files generated for Qt interface on macOS)
F nethack.icns
F Info.plist
T (files generated for windows at compile time)
F porthelp
F dlb.lst
T (files generated for windows tty at compile time)
F ttyoptions
T (files generated for windows gui at compile time)
F guioptions
T (files generated by makedefs at playground creation time)
F data
F options
F oracles
F rumors

@ -1,42 +0,0 @@
-- NetHack Healer Hea-fila.lua $NHDT-Date: 1652196003 2022/05/10 15:20:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "P" });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster("rabid rat")
des.monster({ class = "r", peaceful=0 })
des.monster({ class = "r", peaceful=0 })
des.monster("giant eel")
des.monster("giant eel")
des.monster("electric eel")
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
--
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,50 +0,0 @@
-- NetHack Healer Hea-filb.lua $NHDT-Date: 1652196003 2022/05/10 15:20:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "P" });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster("rabid rat")
des.monster("rabid rat")
des.monster({ class = "r", peaceful=0 })
des.monster({ class = "r", peaceful=0 })
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("electric eel")
des.monster("electric eel")
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
--
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,90 +0,0 @@
-- NetHack Healer Hea-goal.lua $NHDT-Date: 1652196003 2022/05/10 15:20:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "P" });
des.level_flags("mazelevel");
--
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
des.map([[
.P....................................PP.
PP.......PPPPPPP....PPPPPPP....PPPP...PP.
...PPPPPPP....PPPPPPP.....PPPPPP..PPP...P
...PP..............................PPP...
..PP..............................PP.....
..PP..............................PPP....
..PPP..............................PP....
.PPP..............................PPPP...
...PP............................PPP...PP
..PPPP...PPPPP..PPPP...PPPPP.....PP...PP.
P....PPPPP...PPPP..PPPPP...PPPPPPP...PP..
PPP..................................PPP.
]]);
-- Dungeon Description
des.region(selection.area(00,00,40,11), "lit")
-- Stairs
des.stair("up", 39,10)
-- Non diggable walls
des.non_diggable(selection.area(00,00,40,11))
-- Objects
des.object({ id = "quarterstaff", x=20, y=06, buc="blessed", spe=0, name="The Staff of Aesculapius" })
des.object("wand of lightning", 20, 06)
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "Cyclops", x=20, y=06, peaceful=0 })
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster({ class = "r", peaceful=0 })
des.monster({ class = "r", peaceful=0 })
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("electric eel")
des.monster("electric eel")
des.monster("shark")
des.monster("shark")
des.monster({ class = ";", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })

@ -1,97 +0,0 @@
-- NetHack Healer Hea-loca.lua $NHDT-Date: 1652196004 2022/05/10 15:20:04 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor");
--
des.level_init({ style="mines", fg=".", bg="P", smoothed=true ,joined=true, lit=1, walled=false })
des.map([[
PPPPPPPPPPPPP.......PPPPPPPPPPP
PPPPPPPP...............PPPPPPPP
PPPP.....-------------...PPPPPP
PPPPP....|.S.........|....PPPPP
PPP......+.|.........|...PPPPPP
PPP......+.|.........|..PPPPPPP
PPPP.....|.S.........|..PPPPPPP
PPPPP....-------------....PPPPP
PPPPPPPP...............PPPPPPPP
PPPPPPPPPPP........PPPPPPPPPPPP
]]);
-- Dungeon Description
des.region(selection.area(00,00,30,09), "lit")
des.region({ region={12,03, 20,06}, lit=1, type="temple", filled=1 })
-- Doors
des.door("closed",09,04)
des.door("closed",09,05)
des.door("locked",11,03)
des.door("locked",11,06)
-- Stairs
des.stair("up", 04,04)
des.stair("down", 20,06)
-- Non diggable walls
des.non_diggable(selection.area(11,02,21,07))
-- Altar in the temple.
des.altar({ x=13,y=05, align="chaos", type="shrine" })
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster({ class = "r", peaceful=0 })
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("electric eel")
des.monster("electric eel")
des.monster("kraken")
des.monster("shark")
des.monster("shark")
des.monster({ class = ";", peaceful=0 })
des.monster({ class = ";", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })

@ -1,109 +0,0 @@
-- NetHack Healer Hea-strt.lua $NHDT-Date: 1652196004 2022/05/10 15:20:04 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Hippocrates
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP
PPPP........PPPP.....PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP.P..PPPPP......PPPPPPPP
PPP..........PPPP...PPPPP.........................PPPP..PPPPP........PPPPPPP
PP............PPPPPPPP..............................PPP...PPPP......PPPPPPPP
P.....PPPPPPPPPPPPPPP................................PPPPPPPPPPPPPPPPPPPPPPP
PPPP....PPPPPPPPPPPP...................................PPPPP.PPPPPPPPPPPPPPP
PPPP........PPPPP.........-----------------------........PP...PPPPPPP.....PP
PPP............PPPPP....--|.|......S..........S.|--.....PPPP.PPPPPPP.......P
PPPP..........PPPPP.....|.S.|......-----------|S|.|......PPPPPP.PPP.......PP
PPPPPP......PPPPPP......|.|.|......|...|......|.|.|.....PPPPPP...PP.......PP
PPPPPPPPPPPPPPPPPPP.....+.|.|......S.\.S......|.|.+......PPPPPP.PPPP.......P
PPP...PPPPP...PPPP......|.|.|......|...|......|.|.|.......PPPPPPPPPPP.....PP
PP.....PPP.....PPP......|.|S|-----------......|.S.|......PPPPPPPPPPPPPPPPPPP
PPP..PPPPP...PPPP.......--|.S..........S......|.|--.....PPPPPPPPP....PPPPPPP
PPPPPPPPPPPPPPPP..........-----------------------..........PPPPP..........PP
PPPPPPPPPPPPPPPPP........................................PPPPPP............P
PPP.............PPPP...................................PPP..PPPP..........PP
PP...............PPPPP................................PPPP...PPPP........PPP
PPP.............PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP....PPPPPP
PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP
]]);
des.replace_terrain({ region={01,01, 74,18}, fromterrain="P", toterrain=".", chance=10 })
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
-- Stairs
des.stair("down", 37,9)
-- Portal arrival point
des.levregion({ region = {04,12,04,12}, type="branch" })
-- altar for the Temple
des.altar({ x=32,y=09,align="neutral",type="altar" })
-- Doors
des.door("locked",24,10)
des.door("closed",26,08)
des.door("closed",27,12)
des.door("locked",28,13)
des.door("closed",35,07)
des.door("locked",35,10)
des.door("locked",39,10)
des.door("closed",39,13)
des.door("locked",46,07)
des.door("closed",47,08)
des.door("closed",48,12)
des.door("locked",50,10)
-- Hippocrates
des.monster({ id = "Hippocrates", coord = {37, 10}, inventory = function()
des.object({ id = "silver dagger", spe = 5 });
end })
-- The treasure of Hippocrates
des.object("chest", 37, 10)
-- intern guards for the audience chamber
des.monster("attendant", 29, 08)
des.monster("attendant", 29, 09)
des.monster("attendant", 29, 10)
des.monster("attendant", 29, 11)
des.monster("attendant", 40, 09)
des.monster("attendant", 40, 10)
des.monster("attendant", 40, 11)
des.monster("attendant", 40, 13)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Monsters on siege duty.
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("giant eel")
des.monster("shark")
des.monster(";")
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })

@ -1,35 +0,0 @@
-- NetHack Knight Kni-fila.lua $NHDT-Date: 1652196004 2022/05/10 15:20:04 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "." });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ class = "i", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
--
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,40 +0,0 @@
-- NetHack Knight Kni-filb.lua $NHDT-Date: 1652196005 2022/05/10 15:20:05 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "." });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ class = "i", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
--
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,99 +0,0 @@
-- NetHack Knight Kni-goal.lua $NHDT-Date: 1652196005 2022/05/10 15:20:05 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.map([[
....PPPP..PPP..
.PPPPP...PP.. .......... .................................
..PPPPP...P.. ........... ...................................
..PPP....... ........... ......................................
...PPP....... ......... ............... .....................
........... ............ ............ ......................
............ ............. ....... .....................
.............................. .........................
............................... ..................................
............................. ....................................
......... ......................................................
.....PP... .....................................................
.....PPP.... ....................................................
......PPP.... .............. ....................................
.......PPP.... ............. .....................................
........PP... ............ ......................................
...PPP........ .......... ..................................
..PPPPP........ .......... ..............................
....PPPPP...... ......... ..........................
.......PPPP...
]]);
-- Dungeon Description
des.region(selection.area(00,00,14,19), "lit")
des.region(selection.area(15,00,75,19), "unlit")
-- Stairs
des.stair("up", 03,08)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Objects
des.object({ id = "mirror", x=50,y=06, buc="blessed", spe=0, name="The Magic Mirror of Merlin" })
des.object({ coord = { 33, 01 } })
des.object({ coord = { 33, 02 } })
des.object({ coord = { 33, 03 } })
des.object({ coord = { 33, 04 } })
des.object({ coord = { 33, 05 } })
des.object({ coord = { 34, 01 } })
des.object({ coord = { 34, 02 } })
des.object({ coord = { 34, 03 } })
des.object({ coord = { 34, 04 } })
des.object({ coord = { 34, 05 } })
des.object({ coord = { 35, 01 } })
des.object({ coord = { 35, 02 } })
des.object({ coord = { 35, 03 } })
des.object({ coord = { 35, 04 } })
des.object({ coord = { 35, 05 } })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap("spiked pit",13,07)
des.trap("spiked pit",12,08)
des.trap("spiked pit",12,09)
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "Ixoth", x=50, y=06, peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ class = "i", peaceful=0 })
des.monster({ class = "i", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ class = "j", peaceful=0 })

@ -1,137 +0,0 @@
-- NetHack Knight Kni-loca.lua $NHDT-Date: 1652196005 2022/05/10 15:20:05 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor")
des.level_init({ style="mines", fg=".", bg="P", smoothed=false, joined=true, lit=1, walled=false })
des.map([[
xxxxxxxxx......xxxx...........xxxxxxxxxx
xxxxxxx.........xxx.............xxxxxxxx
xxxx..............................xxxxxx
xx.................................xxxxx
....................................xxxx
.......................................x
........................................
xx...................................xxx
xxxx..............................xxxxxx
xxxxxx..........................xxxxxxxx
xxxxxxxx.........xx..........xxxxxxxxxxx
xxxxxxxxx.......xxxxxx.....xxxxxxxxxxxxx
]]);
-- Dungeon Description
-- The Isle of Glass is a Tor rising out of the swamps surrounding it.
des.region(selection.area(00,00,39,11), "lit")
-- The top area of the Tor is a holy site.
des.region({ region={09,02, 27,09}, lit=1, type="temple", filled=2 })
-- Stairs
des.stair("up", 38,0)
des.stair("down", 18,05)
-- The altar atop the Tor and its attendant (creating altar makes the priest).
des.altar({ x=17, y=05, align="neutral", type="shrine" })
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
-- All of the avenues are guarded by magic except for the East.
-- South
des.trap("magic",08,11)
des.trap("magic",09,11)
des.trap("magic",10,11)
des.trap("magic",11,11)
des.trap("magic",12,11)
des.trap("magic",13,11)
des.trap("magic",14,11)
des.trap("magic",15,11)
des.trap("magic",16,11)
des.trap("magic",20,11)
des.trap("magic",21,11)
des.trap("magic",22,11)
des.trap("magic",23,11)
des.trap("magic",24,11)
des.trap("magic",25,11)
des.trap("magic",26,11)
des.trap("magic",27,11)
des.trap("magic",28,11)
-- West
des.trap("magic",00,03)
des.trap("magic",00,04)
des.trap("magic",00,05)
des.trap("magic",00,06)
-- North
des.trap("magic",06,00)
des.trap("magic",07,00)
des.trap("magic",08,00)
des.trap("magic",09,00)
des.trap("magic",10,00)
des.trap("magic",11,00)
des.trap("magic",12,00)
des.trap("magic",13,00)
des.trap("magic",14,00)
des.trap("magic",19,00)
des.trap("magic",20,00)
des.trap("magic",21,00)
des.trap("magic",22,00)
des.trap("magic",23,00)
des.trap("magic",24,00)
des.trap("magic",25,00)
des.trap("magic",26,00)
des.trap("magic",27,00)
des.trap("magic",28,00)
des.trap("magic",29,00)
des.trap("magic",30,00)
des.trap("magic",31,00)
des.trap("magic",32,00)
-- Even so, there are magic "sinkholes" around.
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
des.trap("anti magic")
-- Random monsters.
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ id = "quasit", peaceful=0 })
des.monster({ class = "i", peaceful=0 })
des.monster({ class = "j", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ id = "ochre jelly", peaceful=0 })
des.monster({ class = "j", peaceful=0 })

@ -1,109 +0,0 @@
-- NetHack Knight Kni-strt.lua $NHDT-Date: 1652196006 2022/05/10 15:20:06 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, King Arthur
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = "." });
des.level_flags("mazelevel", "noteleport", "hardfloor")
-- This is a kludge to init the level as a lit field.
des.level_init({ style="mines", fg=".", bg=".", smoothed=false, joined=false, lit=1, walled=false })
des.map([[
..................................................
.-----......................................-----.
.|...|......................................|...|.
.--|+-------------------++-------------------+|--.
...|...................+..+...................|...
...|.|-----------------|++|-----------------|.|...
...|.|.................|..|.........|.......|.|...
...|.|...\.............+..+.........|.......|.|...
...|.|.................+..+.........+.......|.|...
...|.|.................|..|.........|.......|.|...
...|.|--------------------------------------|.|...
...|..........................................|...
.--|+----------------------------------------+|--.
.|...|......................................|...|.
.-----......................................-----.
..................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,49,15), "lit")
des.region(selection.area(04,04,45,11), "unlit")
des.region({ region={06,06,22,09}, lit=1, type="throne", filled=2 })
des.region(selection.area(27,06,43,09), "lit")
-- Portal arrival point
des.levregion({ region = {20,14,20,14}, type="branch" })
-- Stairs
des.stair("down", 40,7)
-- Doors
-- Outside Doors
des.door("locked",24,03)
des.door("locked",25,03)
-- Inside Doors
des.door("closed",23,04)
des.door("closed",26,04)
des.door("locked",24,05)
des.door("locked",25,05)
des.door("closed",23,07)
des.door("closed",26,07)
des.door("closed",23,08)
des.door("closed",26,08)
des.door("closed",36,08)
-- Watchroom Doors
des.door("closed",04,03)
des.door("closed",45,03)
des.door("closed",04,12)
des.door("closed",45,12)
-- King Arthur
des.monster({ id = "King Arthur", coord = {09, 07}, inventory = function()
des.object({ id = "long sword", spe = 4, buc = "blessed", name = "Excalibur" });
des.object({ id = "plate mail", spe = 4 });
end })
-- The treasure of King Arthur
des.object("chest", 09, 07)
-- knight guards for the watchrooms
des.monster({ id = "knight", x=04, y=02, peaceful = 1 })
des.monster({ id = "knight", x=04, y=13, peaceful = 1 })
des.monster({ id = "knight", x=45, y=02, peaceful = 1 })
des.monster({ id = "knight", x=45, y=13, peaceful = 1 })
-- page guards for the audience chamber
des.monster("page", 16, 06)
des.monster("page", 18, 06)
des.monster("page", 20, 06)
des.monster("page", 16, 09)
des.monster("page", 18, 09)
des.monster("page", 20, 09)
-- Non diggable walls
des.non_diggable(selection.area(00,00,49,15))
-- Random traps
des.trap("sleep gas",24,04)
des.trap("sleep gas",25,04)
des.trap()
des.trap()
des.trap()
des.trap()
-- Monsters on siege duty.
des.monster({ id = "quasit", x=14, y=00, peaceful=0 })
des.monster({ id = "quasit", x=16, y=00, peaceful=0 })
des.monster({ id = "quasit", x=18, y=00, peaceful=0 })
des.monster({ id = "quasit", x=20, y=00, peaceful=0 })
des.monster({ id = "quasit", x=22, y=00, peaceful=0 })
des.monster({ id = "quasit", x=24, y=00, peaceful=0 })
des.monster({ id = "quasit", x=26, y=00, peaceful=0 })
des.monster({ id = "quasit", x=28, y=00, peaceful=0 })
des.monster({ id = "quasit", x=30, y=00, peaceful=0 })
des.monster({ id = "quasit", x=32, y=00, peaceful=0 })
des.monster({ id = "quasit", x=34, y=00, peaceful=0 })
des.monster({ id = "quasit", x=36, y=00, peaceful=0 })
-- Some warhorses
for i = 1, 2 + nh.rn2(3) do
des.monster({ id = "warhorse", peaceful = 1, inventory = function() if percent(50) then des.object("saddle"); end end });
end

@ -1,61 +0,0 @@
-- NetHack Monk Mon-fila.lua $NHDT-Date: 1652196006 2022/05/10 15:20:06 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster({ class = "E", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.monster({ class = "E", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.object()
des.monster("xorn")
des.monster("earth elemental")
end
})
des.room({ type = "ordinary",
contents = function()
des.stair("down")
des.object()
des.trap()
des.monster({ class = "E", peaceful=0 })
des.monster("earth elemental")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.monster({ class = "X", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.monster("earth elemental")
end
})
des.random_corridors()

@ -1,60 +0,0 @@
-- NetHack Monk Mon-filb.lua $NHDT-Date: 1652196006 2022/05/10 15:20:06 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster({ class = "X", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.monster({ class = "X", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.object()
des.monster({ class = "E", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.stair("down")
des.object()
des.trap()
des.monster({ class = "E", peaceful=0 })
des.monster("earth elemental")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.monster({ class = "X", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.monster("earth elemental")
end
})
des.random_corridors()

@ -1,75 +0,0 @@
-- NetHack Monk Mon-goal.lua $NHDT-Date: 1652196007 2022/05/10 15:20:07 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
-- des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.level_init({ style="mines", fg="L", bg=".", smoothed=false, joined=false, lit=0, walled=false })
des.map([[
xxxxxx..xxxxxx...xxxxxxxxx
xxxx......xx......xxxxxxxx
xx.xx.............xxxxxxxx
x....................xxxxx
......................xxxx
......................xxxx
xx........................
xxx......................x
xxx................xxxxxxx
xxxx.....x.xx.......xxxxxx
xxxxx...xxxxxx....xxxxxxxx
]]);
-- Dungeon Description
local place = { {14,04},{13,07} }
local placeidx = math.random(1, #place);
des.region(selection.area(00,00,25,10), "unlit")
-- Stairs
des.stair("up", 20,05)
-- Objects
des.object({ id = "lenses", coord = place[placeidx], buc="blessed", spe=0, name="The Eyes of the Overworld" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap()
des.trap()
-- Random monsters.
des.monster("Master Kaen",place[placeidx])
des.altar({ coord = place[placeidx], align="noalign", type="altar" })
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")

@ -1,98 +0,0 @@
-- NetHack Monk Mon-loca.lua $NHDT-Date: 1652196007 2022/05/10 15:20:07 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
-- 1 2 3 4 5 6 7
--123456789012345678901234567890123456789012345678901234567890123456789012345
des.map([[
---------------------------------------------------- --------
---.................................................- --.....|
---...--------........------........................--- ---...|
---.....- --.......- ----..................---- --.--
---.....---- --------- --..................-- --..|
---...----- ----.----.....----.....--- --..||
----..---- -----..--- |...--- |.......--- --...|
|...--- ----....--- |.--- |.........-- --...||
|...- ----.....--- ---- |..........---....|
|...---- ----......--- | |...|.......-....||
|......----- ---.........- | -----...|............|
|..........----- ----...........--- -------......||...........||
|..............-----................--- |............|||..........|
|-S----...............................--- |...........|| |.........||
|.....|..............------.............-----..........|| ||........|
|.....|.............-- ---.........................|| |.......||
|.....|.............- ---.....................--| ||......|
|---S--------.......---- --.................---- |.....||
|...........|..........--------..............----- ||....|
|...........|............................----- |....|
------------------------------------------ ------
]]);
-- Random Monsters
-- Dungeon Description
des.region(selection.area(00,00,75,20), "lit")
-- Stairs
des.stair("up")
des.stair("down")
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,20))
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- since vegetarian monks shouldn't eat giant corpses, give a chance for
-- Str boost that isn't throttled by exercise restrictions;
-- make a modest effort (Elbereth only) to prevent xorns from eating the tins
local tinplace = selection.negate():filter_mapchar('.')
local tinloc = tinplace:rndcoord(0)
des.object({ id="tin", coord=tinloc, quantity=2, buc="blessed",
montype="spinach" })
des.engraving({ coord=tinloc, type="burn", text="Elbereth" })
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("earth elemental")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")
des.monster("xorn")

@ -1,106 +0,0 @@
-- NetHack Monk Mon-strt.lua $NHDT-Date: 1652196007 2022/05/10 15:20:07 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, the Grand Master
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
............................................................................
............................................................................
............................................................................
....................------------------------------------....................
....................|................|.....|.....|.....|....................
....................|..------------..|--+-----+-----+--|....................
....................|..|..........|..|.................|....................
....................|..|..........|..|+---+---+-----+--|....................
..................---..|..........|......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................---..|..........|......|...|...|.....|....................
....................|..|..........|..|+-----+---+---+--|....................
....................|..|..........|..|.................|....................
....................|..------------..|--+-----+-----+--|....................
....................|................|.....|.....|.....|....................
....................------------------------------------....................
............................................................................
............................................................................
............................................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region({ region={24,06, 33,13}, lit=1, type="temple" })
des.replace_terrain({ region={00,00, 10,19}, fromterrain=".", toterrain="T", chance=10 })
des.replace_terrain({ region={65,00, 75,19}, fromterrain=".", toterrain="T", chance=10 })
local spacelocs = selection.floodfill(05,04);
-- Portal arrival point
des.terrain({05,04}, ".")
des.levregion({ region = {05,04,05,04}, type="branch" })
-- Stairs
des.stair("down", 52,09)
-- Doors
des.door("locked",18,09)
des.door("locked",18,10)
des.door("closed",34,09)
des.door("closed",34,10)
des.door("closed",40,05)
des.door("closed",46,05)
des.door("closed",52,05)
des.door("locked",38,07)
des.door("closed",42,07)
des.door("closed",46,07)
des.door("closed",52,07)
des.door("locked",38,12)
des.door("closed",44,12)
des.door("closed",48,12)
des.door("closed",52,12)
des.door("closed",40,14)
des.door("closed",46,14)
des.door("closed",52,14)
-- Unattended Altar - unaligned due to conflict - player must align it.
des.altar({ x=28,y=09, align="noalign", type="altar" })
-- The Grand Master
des.monster({ id = "Grand Master", coord = {28, 10}, inventory = function()
des.object({ id = "robe", spe = 6 });
end })
-- No treasure chest!
-- guards for the audience chamber
des.monster("abbot", 32, 07)
des.monster("abbot", 32, 08)
des.monster("abbot", 32, 11)
des.monster("abbot", 32, 12)
des.monster("abbot", 33, 07)
des.monster("abbot", 33, 08)
des.monster("abbot", 33, 11)
des.monster("abbot", 33, 12)
-- Non diggable walls
des.non_diggable(selection.area(18,03,55,16))
-- Random traps
for i = 1, 2 do
des.trap("dart", spacelocs:rndcoord(1))
end
des.trap()
des.trap()
des.trap()
des.trap()
-- Monsters on siege duty.
for i = 1, 8 do
des.monster("earth elemental", spacelocs:rndcoord(1))
end
for i = 1, 4 do
des.monster("xorn", spacelocs:rndcoord(1))
end
-- next to leader, so possibly tricky to pick up if not ready for quest yet;
-- there's no protection against a xorn eating these tins; BUC state is random
des.object({ id="tin", coord = {29, 9}, quantity=2, montype="spinach" })

@ -1,55 +0,0 @@
-- NetHack Priest Pri-fila.lua $NHDT-Date: 1652196008 2022/05/10 15:20:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster("human zombie")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.object()
des.monster("human zombie")
end
})
des.room({ type = "morgue",
contents = function()
des.stair("down")
des.object()
des.trap()
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.monster("wraith")
end
})
des.room({ type = "morgue",
contents = function()
des.object()
des.trap()
end
})
des.random_corridors()

@ -1,62 +0,0 @@
-- NetHack Priest Pri-filb.lua $NHDT-Date: 1652196008 2022/05/10 15:20:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster("human zombie")
des.monster("wraith")
end
})
des.room({ type = "morgue",
contents = function()
des.object()
des.object()
des.object()
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.object()
des.monster("human zombie")
des.monster("wraith")
end
})
des.room({ type = "morgue",
contents = function()
des.stair("down")
des.object()
des.object()
des.trap()
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.monster("human zombie")
des.monster("wraith")
end
})
des.room({ type = "morgue",
contents = function()
des.object()
des.trap()
end
})
des.random_corridors()

@ -1,84 +0,0 @@
-- NetHack Priest Pri-goal.lua $NHDT-Date: 1687033651 2023/06/17 20:27:31 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.level_init({ style="mines", fg="L", bg=".", smoothed=false, joined=false, lit=0, walled=false })
des.map([[
xxxxxx..xxxxxx...xxxxxxxxx
xxxx......xx......xxxxxxxx
xx.xx.............xxxxxxxx
x....................xxxxx
......................xxxx
......................xxxx
xx........................
xxx......................x
xxx................xxxxxxx
xxxx.....x.xx.......xxxxxx
xxxxx...xxxxxx....xxxxxxxx
]]);
-- Dungeon Description
local place = { {14,04}, {13,07} }
local placeidx = math.random(1, #place);
des.region(selection.area(00,00,25,10), "unlit")
-- Stairs
des.stair("up", 20,05)
-- Objects [note: eroded=-1 => obj->oerodeproof=1]
des.object({ id = "helm of brilliance", coord = place[placeidx],
buc="blessed", spe=0, eroded=-1, name="The Mitre of Holiness" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap()
des.trap()
-- Random monsters.
des.monster("Nalzok",place[placeidx])
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("human zombie")
des.monster("Z")
des.monster("Z")
des.monster("wraith")
des.monster("wraith")
des.monster("wraith")
des.monster("wraith")
des.monster("wraith")
des.monster("wraith")
des.monster("wraith")
des.monster("wraith")
des.monster("W")

@ -1,73 +0,0 @@
-- NetHack Priest Pri-loca.lua $NHDT-Date: 1652196009 2022/05/10 15:20:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor", "noflip")
-- This is a kludge to init the level as a lit field.
des.level_init({ style="mines", fg=".", bg=".", smoothed=false, joined=false, lit=1, walled=false })
des.map([[
........................................
........................................
..........----------+----------.........
..........|........|.|........|.........
..........|........|.|........|.........
..........|----.----.----.----|.........
..........+...................+.........
..........+...................+.........
..........|----.----.----.----|.........
..........|........|.|........|.........
..........|........|.|........|.........
..........----------+----------.........
........................................
........................................
]]);
-- Dungeon Description
des.region({ region={00,00, 09,13}, lit=0, type="morgue", filled=1 })
des.region({ region={09,00, 30,01}, lit=0, type="morgue", filled=1 })
des.region({ region={09,12, 30,13}, lit=0, type="morgue", filled=1 })
des.region({ region={31,00, 39,13}, lit=0, type="morgue", filled=1 })
des.region({ region={11,03, 29,10}, lit=1, type="temple", filled=1, irregular=1 })
-- The altar inside the temple
des.altar({ x=20,y=07, align="noalign", type="shrine" })
des.monster({ id = "aligned cleric", x=20, y=07, align="noalign", peaceful = 0 })
-- Doors
des.door("locked",10,06)
des.door("locked",10,07)
des.door("locked",20,02)
des.door("locked",20,11)
des.door("locked",30,06)
des.door("locked",30,07)
-- Stairs
-- Note: The up stairs are *intentionally* off of the map.
des.stair("up", 43,05)
des.stair("down", 20,06)
-- Non diggable walls
des.non_diggable(selection.area(10,02,30,13))
-- Objects (inside the antechambers).
des.object({ coord = { 14, 03 } })
des.object({ coord = { 15, 03 } })
des.object({ coord = { 16, 03 } })
des.object({ coord = { 14, 10 } })
des.object({ coord = { 15, 10 } })
des.object({ coord = { 16, 10 } })
des.object({ coord = { 17, 10 } })
des.object({ coord = { 24, 03 } })
des.object({ coord = { 25, 03 } })
des.object({ coord = { 26, 03 } })
des.object({ coord = { 27, 03 } })
des.object({ coord = { 24, 10 } })
des.object({ coord = { 25, 10 } })
des.object({ coord = { 26, 10 } })
des.object({ coord = { 27, 10 } })
-- Random traps
des.trap({ coord = { 15,04 } })
des.trap({ coord = { 25,04 } })
des.trap({ coord = { 15,09 } })
des.trap({ coord = { 25,09 } })
des.trap()
des.trap()
-- No random monsters - the morgue generation will put them in.

@ -1,102 +0,0 @@
-- NetHack Priest Pri-strt.lua $NHDT-Date: 1652196009 2022/05/10 15:20:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.5 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, High Priest
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
............................................................................
............................................................................
............................................................................
....................------------------------------------....................
....................|................|.....|.....|.....|....................
....................|..------------..|--+-----+-----+--|....................
....................|..|..........|..|.................|....................
....................|..|..........|..|+---+---+-----+--|....................
..................---..|..........|......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................---..|..........|......|...|...|.....|....................
....................|..|..........|..|+-----+---+---+--|....................
....................|..|..........|..|.................|....................
....................|..------------..|--+-----+-----+--|....................
....................|................|.....|.....|.....|....................
....................------------------------------------....................
............................................................................
............................................................................
............................................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region({ region={24,06, 33,13}, lit=1, type="temple", filled=2 })
des.replace_terrain({ region={00,00, 10,19}, fromterrain=".", toterrain="T", chance=10 })
des.replace_terrain({ region={65,00, 75,19}, fromterrain=".", toterrain="T", chance=10 })
des.terrain({05,04}, ".")
local spacelocs = selection.floodfill(05,04);
-- Portal arrival point
des.levregion({ region = {05,04,05,04}, type="branch" })
-- Stairs
des.stair("down", 52,09)
-- Doors
des.door("locked",18,09)
des.door("locked",18,10)
des.door("closed",34,09)
des.door("closed",34,10)
des.door("closed",40,05)
des.door("closed",46,05)
des.door("closed",52,05)
des.door("locked",38,07)
des.door("closed",42,07)
des.door("closed",46,07)
des.door("closed",52,07)
des.door("locked",38,12)
des.door("closed",44,12)
des.door("closed",48,12)
des.door("closed",52,12)
des.door("closed",40,14)
des.door("closed",46,14)
des.door("closed",52,14)
-- Unattended Altar - unaligned due to conflict - player must align it.
des.altar({ x=28, y=09, align="noalign", type="altar" })
-- High Priest
des.monster({ id = "Arch Priest", coord = {28, 10}, inventory = function()
des.object({ id = "robe", spe = 4 });
des.object({ id = "mace", spe = 4 });
end })
-- The treasure of High Priest
des.object("chest", 27, 10)
-- knight guards for the audience chamber
des.monster("acolyte", 32, 07)
des.monster("acolyte", 32, 08)
des.monster("acolyte", 32, 11)
des.monster("acolyte", 32, 12)
des.monster("acolyte", 33, 07)
des.monster("acolyte", 33, 08)
des.monster("acolyte", 33, 11)
des.monster("acolyte", 33, 12)
-- Non diggable walls
des.non_diggable(selection.area(18,03,55,16))
-- Random traps
for i = 1, 2 do
des.trap("dart", spacelocs:rndcoord(1))
end
des.trap()
des.trap()
des.trap()
des.trap()
-- Monsters on siege duty.
for i = 1, 12 do
des.monster("human zombie", spacelocs:rndcoord(1));
end

@ -1,35 +0,0 @@
-- NetHack Ranger Ran-fila.lua $NHDT-Date: 1652196009 2022/05/10 15:20:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="T", smoothed=true, joined=true, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ class = "C", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })

@ -1,39 +0,0 @@
-- NetHack Ranger Ran-filb.lua $NHDT-Date: 1652196010 2022/05/10 15:20:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ class = "C", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })

@ -1,106 +0,0 @@
-- NetHack Ranger Ran-goal.lua $NHDT-Date: 1652196010 2022/05/10 15:20:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.map([[
... ...
..........................................................................
... + ...
. ............ ....... . ....... .
. ............................. . ........ .........S.. .
. ............ . ...... . . . ....... .. .
. ......... . .... + . ... . .. .
. S . ......... .S. .S............... .
. ... . ... . ......... . .
. ........ .....S.+.......+....\....+........+. .
. ... ... S ......... .. ..... .
. .. ......... .. ...... .
. ....... ... + .... .... .......... .
. .............. .. . ...... .. ............. .
. ............. . .......... ...... .
... + ...
..........................................................................
... ...
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
-- Stairs
des.stair("up", 19,10)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Objects
des.object({ id = "bow", x=37, y=10, buc="blessed", spe=0, name="The Longbow of Diana" })
des.object("chest", 37, 10)
des.object({ coord = { 36, 09 } })
des.object({ coord = { 36, 10 } })
des.object({ coord = { 36, 11 } })
des.object({ coord = { 37, 09 } })
des.object({ coord = { 37, 11 } })
des.object({ coord = { 38, 09 } })
des.object({ coord = { 38, 10 } })
des.object({ coord = { 38, 11 } })
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- doors
des.door("locked",12,08)
des.door("closed",22,10)
des.door("locked",24,10)
des.door("closed",25,11)
des.door("closed",32,10)
des.door("closed",37,03)
des.door("closed",37,07)
des.door("closed",37,13)
des.door("closed",37,16)
des.door("closed",42,10)
des.door("locked",46,08)
des.door("closed",51,10)
des.door("locked",53,08)
des.door("closed",65,05)
-- Random monsters.
des.monster({ id = "Scorpius", x=37, y=10, peaceful=0 })
des.monster({ id = "forest centaur", x=36, y=09, peaceful=0 })
des.monster({ id = "forest centaur", x=36, y=10, peaceful=0 })
des.monster({ id = "forest centaur", x=36, y=11, peaceful=0 })
des.monster({ id = "forest centaur", x=37, y=09, peaceful=0 })
des.monster({ id = "forest centaur", x=37, y=11, peaceful=0 })
des.monster({ id = "forest centaur", x=38, y=09, peaceful=0 })
des.monster({ id = "mountain centaur", x=38, y=10, peaceful=0 })
des.monster({ id = "mountain centaur", x=38, y=11, peaceful=0 })
des.monster({ id = "mountain centaur", x=02, y=02, peaceful=0 })
des.monster({ id = "mountain centaur", x=71, y=02, peaceful=0 })
des.monster({ id = "mountain centaur", x=02, y=16, peaceful=0 })
des.monster({ id = "mountain centaur", x=71, y=16, peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ class = "C", peaceful=0 })
des.monster({ class = "C", peaceful=0 })
des.monster({ id = "scorpion", x=03, y=02, peaceful=0 })
des.monster({ id = "scorpion", x=72, y=02, peaceful=0 })
des.monster({ id = "scorpion", x=03, y=17, peaceful=0 })
des.monster({ id = "scorpion", x=72, y=17, peaceful=0 })
des.monster({ id = "scorpion", x=41, y=10, peaceful=0 })
des.monster({ id = "scorpion", x=33, y=09, peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ class = "s", peaceful=0 })
des.wallify()

@ -1,79 +0,0 @@
-- NetHack Ranger Ran-loca.lua $NHDT-Date: 1652196010 2022/05/10 15:20:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor")
--1234567890123456789012345678901234567890123456789012345678901234567890
des.map([[
....... ......... .......
................... ...................
.... ....... ....... ....
... ..... . ..... . ..... ...
. .......... ..... ........... ..... .......... .
. .. ..... .......... ..... .......... ..... .. .
. . . ..... . ..... . . .
. . ..... ............. ..... . .
. . ................ ....... ................ . .
. . ..... ....... ..... . .
. . . ...... ...... . . .
. . ........... ......... ........... . .
. . .......... .......... . .
. .. ..... . ..... . ..... .. .
. .......... ..... ........... ..... .......... .
. ..... .......... ..... .......... ..... .
. . ..... . ..... . .
... ....... ....... ....... ...
.............. ............. ..............
....... ....... ....... ....... .......
]]);
-- Dungeon Description
des.region(selection.area(00,00,54,19), "lit")
-- Stairs
des.stair("up", 25,05)
des.stair("down", 27,18)
-- Non diggable walls
des.non_diggable(selection.area(00,00,54,19))
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap("spiked pit")
des.trap("spiked pit")
des.trap("teleport")
des.trap("teleport")
des.trap("arrow")
des.trap("arrow")
-- Random monsters.
des.monster({ id = "wumpus", x=27, y=18, peaceful=0, asleep=1 })
des.monster({ id = "giant bat", peaceful=0 })
des.monster({ id = "giant bat", peaceful=0 })
des.monster({ id = "giant bat", peaceful=0 })
des.monster({ id = "giant bat", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "forest centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "mountain centaur", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ class = "s", peaceful=0 })
des.monster({ class = "s", peaceful=0 })

@ -1,101 +0,0 @@
-- NetHack Ranger Ran-strt.lua $NHDT-Date: 1652196011 2022/05/10 15:20:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Orion,
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = "." });
des.level_flags("mazelevel", "noteleport", "hardfloor", "arboreal")
des.level_init({ style="mines", fg=".", bg=".", smoothed=true, joined=true, lit=1, walled=false })
des.replace_terrain({ region={00,00, 76,19}, fromterrain=".", toterrain="T", chance=5 })
--1234567890123456789012345678901234567890123456789012345678901234567890
des.map({ halign = "left", valign = "center", map = [[
xx
................................... x
.. ..
.. ...............F............... ..
. .. .F. .. .
. .. .............F............. .. .
. . .. .. . .
. . .. ....................... .. ...
. . . .. .. .
... . .. .|..................... ......
FFF . . ..S..................
... . .. .|................. .... ...
. . . .. .. . . .
. . .. ....................... .. . .
. . .. .. . .
. .. .............F............. .. .
. .. .F. .. .
.. ...............F............... ..
.. ..
................................... x
xx
]] });
-- Dungeon Description
des.region(selection.area(00,00,40,20), "lit")
-- Stairs
des.stair("down", 10,10)
-- Portal arrival point; just about anywhere on the right hand side of the map
des.levregion({ region = {51,2,77,18}, region_islev = 1, type="branch" })
-- Orion
des.monster({ id = "Orion", coord = {20, 10}, inventory = function()
des.object({ id = "leather armor", spe = 4 });
des.object({ id = "yumi", spe = 4 });
des.object({ id = "arrow", spe = 4, quantity = 50 });
end })
-- The treasure of Orion
des.object("chest", 20, 10)
-- Guards for the audience chamber
des.monster("hunter", 19, 09)
des.monster("hunter", 20, 09)
des.monster("hunter", 21, 09)
des.monster("hunter", 19, 10)
des.monster("hunter", 21, 10)
des.monster("hunter", 19, 11)
des.monster("hunter", 20, 11)
des.monster("hunter", 21, 11)
-- Non diggable walls
des.non_diggable(selection.area(00,00,40,20))
-- Traps
des.trap("arrow",30,09)
des.trap("arrow",30,10)
des.trap("pit",40,09)
des.trap("spiked pit")
des.trap("bear")
des.trap("bear")
-- Monsters on siege duty.
des.monster({ id = "minotaur", x=33, y=09, peaceful=0, asleep=1 })
des.monster({ id = "forest centaur", x=19, y=03, peaceful=0 })
des.monster({ id = "forest centaur", x=19, y=04, peaceful=0 })
des.monster({ id = "forest centaur", x=19, y=05, peaceful=0 })
des.monster({ id = "forest centaur", x=21, y=03, peaceful=0 })
des.monster({ id = "forest centaur", x=21, y=04, peaceful=0 })
des.monster({ id = "forest centaur", x=21, y=05, peaceful=0 })
des.monster({ id = "forest centaur", x=01, y=09, peaceful=0 })
des.monster({ id = "forest centaur", x=02, y=09, peaceful=0 })
des.monster({ id = "forest centaur", x=03, y=09, peaceful=0 })
des.monster({ id = "forest centaur", x=01, y=11, peaceful=0 })
des.monster({ id = "forest centaur", x=02, y=11, peaceful=0 })
des.monster({ id = "forest centaur", x=03, y=11, peaceful=0 })
des.monster({ id = "forest centaur", x=19, y=15, peaceful=0 })
des.monster({ id = "forest centaur", x=19, y=16, peaceful=0 })
des.monster({ id = "forest centaur", x=19, y=17, peaceful=0 })
des.monster({ id = "forest centaur", x=21, y=15, peaceful=0 })
des.monster({ id = "forest centaur", x=21, y=16, peaceful=0 })
des.monster({ id = "forest centaur", x=21, y=17, peaceful=0 })
des.monster({ id = "plains centaur", peaceful=0 })
des.monster({ id = "plains centaur", peaceful=0 })
des.monster({ id = "plains centaur", peaceful=0 })
des.monster({ id = "plains centaur", peaceful=0 })
des.monster({ id = "plains centaur", peaceful=0 })
des.monster({ id = "plains centaur", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })
des.monster({ id = "scorpion", peaceful=0 })

@ -1,64 +0,0 @@
-- NetHack Rogue Rog-fila.lua $NHDT-Date: 1652196011 2022/05/10 15:20:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1992 by Dean Luick
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster({ id = "leprechaun", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.trap()
des.object()
des.monster({ id = "water nymph", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.stair("down")
des.object()
des.trap()
des.trap()
des.monster({ class = "l", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.trap()
des.monster({ id = "leprechaun", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.trap()
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "water nymph", peaceful=0 })
end
})
des.random_corridors()

@ -1,64 +0,0 @@
-- NetHack Rogue Rog-filb.lua $NHDT-Date: 1652196011 2022/05/10 15:20:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1992 by Dean Luick
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster({ id = "leprechaun", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.trap()
des.object()
des.monster({ id = "water nymph", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.stair("down")
des.object()
des.trap()
des.trap()
des.monster({ class = "l", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.trap()
des.monster({ id = "leprechaun", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.trap()
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "water nymph", peaceful=0 })
end
})
des.random_corridors()

@ -1,110 +0,0 @@
-- NetHack Rogue Rog-goal.lua $NHDT-Date: 1652196012 2022/05/10 15:20:12 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1992 by Dean Luick
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport")
-- 1 2 3 4 5 6 7
--123456789012345678901234567890123456789012345678901234567890123456789012345
des.map([[
----- -------.......................................|-----------------|
|...| -----.....|.......................................|.................|
|...----...|.....|.......................................|....---------....|
|.---......---..--.................................------------.......|....|
|...............|..................................|..|...|...----........-|
|.....-----....--.................................|-..--..-|.....----S----|
|--S---...|....|.................................|-........-|....|........|
|.........---------.............................|-....}}....-|...|...|....|
|....|.....S......|............................|-.....}}.....-|..--.------|
|-----.....--.....|...........................|-...}}}}}}}}...-|....|.....--
|...........--....------S-----...............|-....}}}}}}}}....-|..........|
|............--........|...| |..............--.....}}.}}........----------S-
|.............|........|...| |..............|......}}}}}}}}......|...|.....|
|S-.---.---.---.---.---|...| ------------...--........}}.}}.....--..---....|
|.---.---.---.---.-S-..----- |....|.....|....|-....}}}}}}}}....---..S.|--..|
|...|.......|..........|...---....---...S.....|-...}}}}}}}}...-|.S..|...|..|
|...|..|....|..........|............|..--..----|-.....}}.....-|..----...-S--
|...|---....----.......|----- ......|...---| |-....}}....-|...|..--.--..|
-----.....---.....--.---....--...--------..| |-........-|....|.........|
|.............|..........|.............S... |S-------|.....|..-----..|
---------------------------------------- ...... ---------- ----
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,20), "lit")
-- Stairs
des.levregion({ region={01,00,15,20}, region_islev=1, exclude={01,18,04,20}, type="stair-up" });
-- Doors
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,20))
-- One trap to keep the gnomes at bay.
des.trap("spiked pit",37,07)
-- Objects
des.object({ id = "skeleton key", x=38, y=10, buc="blessed", spe=0, name="The Master Key of Thievery" })
des.object({ id = "tin", x=26, y=12, montype="chameleon" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "Master Assassin", x=38, y=10, peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ class = "l", peaceful=0 })
des.monster({ class = "l", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ class = "N", peaceful=0 })
des.monster({ class = "N", peaceful=0 })
des.monster({ class = "N", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "shark", x=51, y=14, peaceful=0 })
des.monster({ id = "shark", x=53, y=09, peaceful=0 })
des.monster({ id = "shark", x=55, y=15, peaceful=0 })
des.monster({ id = "shark", x=58, y=10, peaceful=0 })

@ -1,99 +0,0 @@
-- NetHack Rogue Rog-loca.lua $NHDT-Date: 1652196012 2022/05/10 15:20:12 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1992 by Dean Luick
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
-- 1 2 3 4 5 6 7
--123456789012345678901234567890123456789012345678901234567890123456789012345
des.map([[
---------------------------------------------------- --------
---.................................................- --.....|
---...--------........-------.......................--- ---...|
---.....- ---......- ---..................---- --.--
---.....---- -------- --..................-- --..|
---...----- ----.----.....----.....--- --..||
----..---- -----..--- |...--- |.......--- --...|
|...--- ----....--- |.--- |.........-- --...||
|...- ----.....--- ---- |..........---....|
|...---- ----......--- | |...|.......-....||
|......----- ---.........- | -----...|............|
|..........----- ----...........--- -------......||...........||
|..............-----................--- |............|||..........|
|------...............................--- |...........|| |.........||
|.....|..............------.............-----..........|| ||........|
|.....|.............-- ---.........................|| |.......||
|.....|.............- ---.....................--| ||......|
|-S----------.......---- --.................---- |.....||
|...........|..........--------..............----- ||....|
|...........|............................----- |....|
------------------------------------------ ------
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,20), "lit")
-- Doors
--DOOR:locked|closed|open,(xx,yy)
-- Stairs
des.stair("up")
des.stair("down")
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,20))
-- Objects
des.object({ id = "scroll of teleportation", x=11, y=18, buc="cursed", spe=0 })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ id = "leprechaun", peaceful=0 })
des.monster({ class = "l", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ id = "guardian naga", peaceful=0 })
des.monster({ class = "N", peaceful=0 })
des.monster({ class = "N", peaceful=0 })
des.monster({ class = "N", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })
des.monster({ id = "chameleon", peaceful=0 })

@ -1,166 +0,0 @@
-- NetHack Rogue Rog-strt.lua $NHDT-Date: 1652196012 2022/05/10 15:20:12 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
-- Copyright (c) 1992 by Dean Luick
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Master of Thieves
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor", "nommap")
-- 1 2 3 4 5 6 7
--123456789012345678901234567890123456789012345678901234567890123456789012345
des.map([[
---------------------------------.------------------------------------------
|.....|.||..........|....|......|.|.........|.......+............---.......|
|.....|..+..........+....---....S.|...-S-----.-----.|............+.+.......|
|.....+.||........---......|....|.|...|.....|.|...|.---.....------.--------|
|-----|.-------|..|........------.-----.....|.--..|...-------..............|
|.....|........------+------..........+.....|..--S---.........------.-----..
|.....|.------...............-----.}}.--------.|....-------.---....|.+...--|
|..-+--.|....|-----.--------.|...|.....+.....|.|....|.....+.+......|.--....|
|..|....|....|....+.|......|.|...-----.|.....|.--...|.....|.|......|..|....|
|..|.-----S----...|.+....-----...|...|.----..|..|.---....--.---S-----.|----|
|..|.|........|...------.|.S.....|...|....-----.+.|......|..|.......|.|....|
|---.-------..|...|....|.|.|.....|...----.|...|.|---.....|.|-.......|.---..|
...........|..S...|....---.----S----..|...|...+.|..-------.---+-....|...--+|
|---------.---------...|......|....S..|.---...|.|..|...........----.---....|
|........|.........|...+.------....|---.---...|.--+-.----.----....|.+...--+|
|........|.---+---.|----.--........|......-----......|..|..|.--+-.|.-S-.|..|
|........|.|.....|........----------.----.......---.--..|-.|....|.-----.|..|
|----....+.|.....----+---............|..|--------.+.|...SS.|....|.......|..|
|...--+-----.....|......|.------------............---...||.------+--+----..|
|..........S.....|......|.|..........S............|.....||...|.....|....|..|
-------------------------.--------------------------------------------------
]]);
-- Dungeon Description
--REGION:(00,00,75,20),lit,"ordinary"
local streets = selection.floodfill(0,12)
-- The down stairs is at one of the 4 "exits". The others are mimics,
-- mimicing stairwells.
local place = { {33,0}, {0,12}, {25,20}, {75,05} }
shuffle(place)
des.stair({ dir = "down", coord = place[1] })
des.monster({ id = "giant mimic", coord = place[2], appear_as = "ter:staircase down" })
des.monster({ id = "large mimic", coord = place[3], appear_as = "ter:staircase down" })
des.monster({ id = "small mimic", coord = place[4], appear_as = "ter:staircase down" })
-- Portal arrival point
des.levregion({ region = {19,09,19,09}, type="branch" })
-- Doors (secret)
--DOOR:locked|closed|open,(xx,yy)
des.door("locked", 32, 2)
des.door("locked", 63, 9)
des.door("locked", 27,10)
des.door("locked", 31,12)
des.door("locked", 35,13)
des.door("locked", 69,15)
des.door("locked", 56,17)
des.door("locked", 57,17)
des.door("locked", 11,19)
des.door("locked", 37,19)
des.door("locked", 39, 2)
des.door("locked", 49, 5)
des.door("locked", 10, 9)
des.door("locked", 14,12)
-- Doors (regular)
des.door("closed", 52, 1)
des.door("closed", 9, 2)
des.door("closed", 20, 2)
des.door("closed", 65, 2)
des.door("closed", 67, 2)
des.door("closed", 6, 3)
des.door("closed", 21, 5)
des.door("closed", 38, 5)
des.door("closed", 69, 6)
des.door("closed", 4, 7)
des.door("closed", 39, 7)
des.door("closed", 58, 7)
des.door("closed", 60, 7)
des.door("closed", 18, 8)
des.door("closed", 20, 9)
des.door("closed", 48,10)
des.door("closed", 46,12)
des.door("closed", 62,12)
des.door("closed", 74,12)
des.door("closed", 23,14)
des.door("closed", 23,14)
des.door("closed", 50,14)
des.door("closed", 68,14)
des.door("closed", 74,14)
des.door("closed", 14,15)
des.door("closed", 63,15)
des.door("closed", 9,17)
des.door("closed", 21,17)
des.door("closed", 50,17)
des.door("closed", 6,18)
des.door("closed", 65,18)
des.door("closed", 68,18)
-- Master of Thieves
des.monster({ id = "Master of Thieves", coord = {36, 11}, inventory = function()
des.object({ id = "leather armor", spe = 5 });
des.object({ id = "silver dagger", spe = 4 });
des.object({ id = "dagger", spe = 2, quantity = d(2,4), buc = "not-cursed" });
end })
-- The treasure of Master of Thieves
des.object("chest", 36, 11)
-- thug guards, room #1
des.monster("thug", 28, 10)
des.monster("thug", 29, 11)
des.monster("thug", 30, 09)
des.monster("thug", 31, 07)
-- thug guards, room #2
des.monster("thug", 31, 13)
des.monster("thug", 33, 14)
des.monster("thug", 30, 15)
--thug guards, room #3
des.monster("thug", 35, 09)
des.monster("thug", 36, 13)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,20))
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
--
-- Monsters to get in the way.
--
-- West exit
des.monster({ id = "leprechaun", x=01, y=12, peaceful=0 })
des.monster({ id = "water nymph", x=02, y=12, peaceful=0 })
-- North exit
des.monster({ id = "water nymph", x=33, y=01, peaceful=0 })
des.monster({ id = "leprechaun", x=33, y=02, peaceful=0 })
-- East exit
des.monster({ id = "water nymph", x=74, y=05, peaceful=0 })
des.monster({ id = "leprechaun", x=74, y=04, peaceful=0 })
-- South exit
des.monster({ id = "leprechaun", x=25, y=19, peaceful=0 })
des.monster({ id = "water nymph", x=25, y=18, peaceful=0 })
-- Wandering the streets.
for i=1,4 + math.random(1 - 1,1*3) do
des.monster({ id = "water nymph", coord = streets:rndcoord(1), peaceful=0 })
des.monster({ id = "leprechaun", coord = streets:rndcoord(1), peaceful=0 })
end
for i=1,7 + math.random(1 - 1,1*3) do
des.monster({ id = "chameleon", coord = streets:rndcoord(1), peaceful=0 })
end

@ -1,37 +0,0 @@
-- NetHack Samurai Sam-fila.lua $NHDT-Date: 1652196013 2022/05/10 15:20:13 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg="P", smoothed=true, joined=true, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster("d")
des.monster("wolf")
des.monster("wolf")
des.monster("wolf")
des.monster("wolf")
des.monster("wolf")
des.monster("stalker")
--
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,60 +0,0 @@
-- NetHack Samurai Sam-filb.lua $NHDT-Date: 1652196013 2022/05/10 15:20:13 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.map([[
------------- -------------
|...........| |...........|
|...-----...|----------------------------------|...-----...|
|...| |...|..................................|...| |...|
|...-----..........................................-----...|
|...........|--S----------------------------S--|...........|
----...--------.|..........................|.--------...----
|...|........+..........................+........|...|
|...|........+..........................+........|...|
----...--------.|..........................|.--------...----
|...........|--S----------------------------S--|...........|
|...-----..........................................-----...|
|...| |...|..................................|...| |...|
|...-----...|----------------------------------|...-----...|
|...........| |...........|
------------- -------------
]]);
des.region(selection.area(00,00,59,15), "unlit")
-- Doors
des.door("closed",16,07)
des.door("closed",16,08)
des.door("closed",43,07)
des.door("closed",43,08)
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster("d")
des.monster("wolf")
des.monster("wolf")
des.monster("wolf")
des.monster("wolf")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
--
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,111 +0,0 @@
-- NetHack Samurai Sam-goal.lua $NHDT-Date: 1652196013 2022/05/10 15:20:13 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport");
des.map([[
.......................
......-------------------......
......----.................----......
....----.....-------------.....----....
....--.....----...........----.....--....
...||....---....---------....---....||...
...|....--....---.......---....--....|...
....|...||...---...--+--...---...||...|....
....|...|....|....|-...-|....|....|...|....
....|...|....|....+.....+....|....|...|....
....|...|....|....|-...-|....|....|...|....
....|...||...---...--+--...---...||...|....
...|....--....---.......---....--....|...
...||....---....---------....---....||...
....--.....----...........----.....--....
....----.....-------------.....----....
......----.................----......
......-------------------......
.......................
]]);
-- Dungeon Description
local place = { {02,11},{42,09} }
local placeidx = math.random(1, #place);
des.region(selection.area(00,00,44,19), "unlit")
-- Doors
des.door("closed",19,10)
des.door("closed",22,08)
des.door("closed",22,12)
des.door("closed",25,10)
-- Stairs
des.stair({ dir = "up", coord = place[placeidx] })
-- Holes in the concentric ring walls
local place = { {22,14},{30,10},{22, 6},{14,10} }
local placeidx = math.random(1, #place);
des.terrain(place[placeidx], ".")
local place = { {22, 4},{35,10},{22,16},{ 9,10} }
local placeidx = math.random(1, #place);
des.terrain(place[placeidx], ".")
local place = { {22, 2},{22,18} }
local placeidx = math.random(1, #place);
des.terrain(place[placeidx], ".")
-- Non diggable walls
des.non_diggable(selection.area(00,00,44,19))
-- Objects
des.object({ id = "tsurugi", x=22, y=10, buc="blessed", spe=0, name="The Tsurugi of Muramasa" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap("board",22,09)
des.trap("board",24,10)
des.trap("board",22,11)
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster("Ashikaga Takauji", 22, 10)
des.monster({ id = "samurai", peaceful=0 })
des.monster({ id = "samurai", peaceful=0 })
des.monster({ id = "samurai", peaceful=0 })
des.monster({ id = "samurai", peaceful=0 })
des.monster({ id = "samurai", peaceful=0 })
des.monster({ id = "ninja", peaceful=0 })
des.monster({ id = "ninja", peaceful=0 })
des.monster({ id = "ninja", peaceful=0 })
des.monster({ id = "ninja", peaceful=0 })
des.monster({ id = "ninja", peaceful=0 })
des.monster("wolf")
des.monster("wolf")
des.monster("wolf")
des.monster("wolf")
des.monster("d")
des.monster("d")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")

@ -1,141 +0,0 @@
-- NetHack Samurai Sam-loca.lua $NHDT-Date: 1652196014 2022/05/10 15:20:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor");
des.map([[
............................................................................
............................................................................
........-----..................................................-----........
........|...|..................................................|...|........
........|...---..}..--+------------------------------+--..}..---...|........
........|-|...|.....|...|....|....|....|....|....|.|...|.....|...|-|........
..........|...-------...|....|....|....|....|....S.|...-------...|..........
..........|-|.........------+----+-+-------+-+--------.........|-|..........
............|..--------.|}........................}|.--------..|............
............|..+........+..........................+........+..|............
............|..+........+..........................+........+..|............
............|..--------.|}........................}|.--------..|............
..........|-|.........--------+-+-------+-+----+------.........|-|..........
..........|...-------...|.S....|....|....|....|....|...-------...|..........
........|-|...|.....|...|.|....|....|....|....|....|...|.....|...|-|........
........|...---..}..--+------------------------------+--..}..---...|........
........|...|..................................................|...|........
........-----..................................................-----........
............................................................................
............................................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
-- Doors
des.door("locked",22,04)
des.door("locked",22,15)
des.door("locked",53,04)
des.door("locked",53,15)
des.door("locked",49,06)
des.door("locked",26,13)
des.door("locked",28,07)
des.door("locked",30,12)
des.door("locked",33,07)
des.door("locked",32,12)
des.door("locked",35,07)
des.door("locked",40,12)
des.door("locked",43,07)
des.door("locked",42,12)
des.door("locked",45,07)
des.door("locked",47,12)
des.door("closed",15,09)
des.door("closed",15,10)
des.door("closed",24,09)
des.door("closed",24,10)
des.door("closed",51,09)
des.door("closed",51,10)
des.door("closed",60,09)
des.door("closed",60,10)
-- Stairs
des.stair("up", 10,10)
des.stair("down", 25,14)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Objects
des.object("*", 25, 05)
des.object("*", 26, 05)
des.object("*", 27, 05)
des.object("*", 28, 05)
des.object("*", 25, 06)
des.object("*", 26, 06)
des.object("*", 27, 06)
des.object("*", 28, 06)
--
des.object("[", 40, 05)
des.object("[", 41, 05)
des.object("[", 42, 05)
des.object("[", 43, 05)
des.object("[", 40, 06)
des.object("[", 41, 06)
des.object("[", 42, 06)
des.object("[", 43, 06)
--
des.object(")", 27, 13)
des.object(")", 28, 13)
des.object(")", 29, 13)
des.object(")", 30, 13)
des.object(")", 27, 14)
des.object(")", 28, 14)
des.object(")", 29, 14)
des.object(")", 30, 14)
--
des.object("(", 37, 13)
des.object("(", 38, 13)
des.object("(", 39, 13)
des.object("(", 40, 13)
des.object("(", 37, 14)
des.object("(", 38, 14)
des.object("(", 39, 14)
des.object("(", 40, 14)
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster({ id = "ninja", x=15, y=05, peaceful=0 })
des.monster({ id = "ninja", x=16, y=05, peaceful=0 })
des.monster("wolf", 17, 05)
des.monster("wolf", 18, 05)
des.monster({ id = "ninja", x=19, y=05, peaceful=0 })
des.monster("wolf", 15, 14)
des.monster("wolf", 16, 14)
des.monster({ id = "ninja", x=17, y=14, peaceful=0 })
des.monster({ id = "ninja", x=18, y=14, peaceful=0 })
des.monster("wolf", 56, 05)
des.monster({ id = "ninja", x=57, y=05, peaceful=0 })
des.monster("wolf", 58, 05)
des.monster("wolf", 59, 05)
des.monster({ id = "ninja", x=56, y=14, peaceful=0 })
des.monster("wolf", 57, 14)
des.monster({ id = "ninja", x=58, y=14, peaceful=0 })
des.monster("d", 59, 14)
des.monster("wolf", 60, 14)
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
des.monster("stalker")
-- "guards" for the central courtyard.
des.monster({ id = "samurai", x=30, y=05, peaceful=0 })
des.monster({ id = "samurai", x=31, y=05, peaceful=0 })
des.monster({ id = "samurai", x=32, y=05, peaceful=0 })
des.monster({ id = "samurai", x=32, y=14, peaceful=0 })
des.monster({ id = "samurai", x=33, y=14, peaceful=0 })
des.monster({ id = "samurai", x=34, y=14, peaceful=0 })

@ -1,98 +0,0 @@
-- NetHack Samurai Sam-strt.lua $NHDT-Date: 1695932714 2023/09/28 20:25:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Lord Sato
-- and receive your quest assignment.
--
-- The throne room designation produces random atmospheric
-- messages (until the room is entered) but this one doesn't
-- actually contain any throne.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
..............................................................PP............
...............................................................PP...........
..........---------------------------------------------------...PPP.........
..........|......|.........|...|..............|...|.........|....PPPPP......
......... |......|.........S...|..............|...S.........|.....PPPP......
..........|......|.........|---|..............|---|.........|.....PPP.......
..........+......|.........+...-------++-------...+.........|......PP.......
..........+......|.........|......................|.........|......PP.......
......... |......---------------------++--------------------|........PP.....
..........|.................................................|.........PP....
..........|.................................................|...........PP..
..........----------------------------------------...-------|............PP.
..........................................|.................|.............PP
.............. ................. .........|.................|..............P
............. } ............... } ........|.................|...............
.............. ........PP....... .........|.................|...............
.....................PPP..................|.................|...............
......................PP..................-------------------...............
............................................................................
............................................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region({ region={18,03, 26,07}, lit=1, type="throne", filled=2 })
-- Portal arrival zone
des.levregion({ region = {62,12,70,17}, type="branch" })
-- Stairs
des.stair("down", 29,04)
-- Doors
des.door("locked",10,06)
des.door("locked",10,07)
des.door("closed",27,04)
des.door("closed",27,06)
des.door("closed",38,06)
des.door("locked",38,08)
des.door("closed",39,06)
des.door("locked",39,08)
des.door("closed",50,04)
des.door("closed",50,06)
-- Lord Sato
des.monster({ id = "Lord Sato", coord = {20, 04}, inventory = function()
des.object({ id = "splint mail", spe = 5, eroded=-1, buc="not-cursed" });
des.object({ id = "katana", spe = 4, eroded=-1, buc="not-cursed" });
end })
-- The treasure of Lord Sato
des.object("chest", 20, 04)
-- roshi guards for the audience chamber
des.monster("roshi", 18, 04)
des.monster("roshi", 18, 05)
des.monster("roshi", 18, 06)
des.monster("roshi", 18, 07)
des.monster("roshi", 26, 04)
des.monster("roshi", 26, 05)
des.monster("roshi", 26, 06)
des.monster("roshi", 26, 07)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Monsters on siege duty.
des.monster({ id = "ninja", x=64, y=00, peaceful=0 })
des.monster("wolf", 65, 01)
des.monster({ id = "ninja", x=67, y=02, peaceful=0 })
des.monster({ id = "ninja", x=69, y=05, peaceful=0 })
des.monster({ id = "ninja", x=69, y=06, peaceful=0 })
des.monster("wolf", 69, 07)
des.monster({ id = "ninja", x=70, y=06, peaceful=0 })
des.monster({ id = "ninja", x=70, y=07, peaceful=0 })
des.monster({ id = "ninja", x=72, y=01, peaceful=0 })
des.monster("wolf", 75, 09)
des.monster({ id = "ninja", x=73, y=05, peaceful=0 })
des.monster({ id = "ninja", x=68, y=02, peaceful=0 })
des.monster("stalker")

@ -1,35 +0,0 @@
-- NetHack Tourist Tou-fila.lua $NHDT-Date: 1652196014 2022/05/10 15:20:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "soldier", peaceful = 0 })
des.monster({ id = "soldier", peaceful = 0 })
des.monster({ id = "soldier", peaceful = 0 })
des.monster({ id = "soldier", peaceful = 0 })
des.monster({ id = "soldier", peaceful = 0 })
des.monster({ class = "H", peaceful = 0 })
des.monster({ class = "C", peaceful = 0 })

@ -1,39 +0,0 @@
-- NetHack Tourist Tou-filb.lua $NHDT-Date: 1652196015 2022/05/10 15:20:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", bg=" ", smoothed=true, joined=true, walled=true })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.trap()
des.trap()
des.trap()
des.trap()
--
des.monster({ id = "soldier", peaceful = 0 })
des.monster({ id = "captain", peaceful = 0 })
des.monster({ id = "captain", peaceful = 0 })
des.monster({ class = "H", peaceful = 0 })
des.monster({ class = "H", peaceful = 0 })
des.monster({ class = "C", peaceful = 0 })
des.monster("s")

@ -1,159 +0,0 @@
-- NetHack Tourist Tou-goal.lua $NHDT-Date: 1652196015 2022/05/10 15:20:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel");
des.map([[
----------------------------------------------------------------------------
|.........|.........|..........|..| |.................|........|........|..|
|.........|.........|..........|..| |....--------.....|........|........|..|
|------S--|--+-----------+------..| |....|......|.....|........|........|..|
|.........|.......................| |....|......+.....--+-------------+--..|
|.........|.......................| |....|......|..........................|
|-S-----S-|......----------.......| |....|......|..........................|
|..|..|...|......|........|.......| |....-----------.........----..........|
|..+..+...|......|........|.......| |....|.........|.........|}}|..........|
|..|..|...|......+........|.......| |....|.........+.........|}}|..........|
|..|..|...|......|........|.......S.S....|.........|.........----..........|
|---..----|......|........|.......| |....|.........|.......................|
|.........+......|+F-+F-+F|.......| |....-----------.......................|
|---..----|......|..|..|..|.......| |......................--------------..|
|..|..|...|......--F-F--F--.......| |......................+............|..|
|..+..+...|.......................| |--.---...-----+-----..|............|..|
|--|..----|--+-----------+------..| |.....|...|.........|..|------------|..|
|..+..+...|.........|..........|..| |.....|...|.........|..+............|..|
|..|..|...|.........|..........|..| |.....|...|.........|..|............|..|
----------------------------------------------------------------------------
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
-- The Inn
des.region(selection.area(01,01,09,02), "lit")
des.region({ region = {01,04,09,05}, lit=1, type = "barracks", filled = 1 })
des.region(selection.area(01,07,02,10), "unlit")
des.region(selection.area(07,07,09,10), "unlit")
des.region(selection.area(01,14,02,15), "unlit")
des.region(selection.area(07,14,09,15), "unlit")
des.region(selection.area(01,17,02,18), "unlit")
des.region(selection.area(07,17,09,18), "unlit")
--
des.region({ region = {11,01,19,02}, lit = 0, type = "barracks", filled = 1 })
des.region(selection.area(21,01,30,02), "unlit")
des.region({ region = {11,17,19,18}, lit = 0, type = "barracks", filled = 1 })
des.region(selection.area(21,17,30,18), "unlit")
-- Police Station
des.region(selection.area(18,07,25,11), "lit")
des.region(selection.area(18,13,19,13), "unlit")
des.region(selection.area(21,13,22,13), "unlit")
des.region(selection.area(24,13,25,13), "unlit")
-- The town itself
des.region(selection.area(42,03,47,06), "unlit")
des.region(selection.area(42,08,50,11), "unlit")
des.region({ region = {37,16,41,18}, lit = 0, type = "morgue", filled = 1 })
des.region(selection.area(47,16,55,18), "unlit")
des.region(selection.area(55,01,62,03), "unlit")
des.region(selection.area(64,01,71,03), "unlit")
des.region({ region = {60,14,71,15}, lit = 1, type = "shop", filled = 1 })
des.region({ region = {60,17,71,18}, lit = 1, type = "shop", filled = 1 })
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Stairs
des.stair("up", 70,08)
-- Doors
des.door("locked",07,03)
des.door("locked",02,06)
des.door("locked",08,06)
des.door("closed",03,08)
des.door("closed",06,08)
des.door("open",10,12)
des.door("closed",03,15)
des.door("closed",06,15)
des.door("closed",03,17)
des.door("closed",06,17)
des.door("closed",13,03)
des.door("random",25,03)
des.door("closed",13,16)
des.door("random",25,16)
des.door("locked",17,09)
des.door("locked",18,12)
des.door("locked",21,12)
des.door("locked",24,12)
des.door("locked",34,10)
des.door("locked",36,10)
des.door("random",48,04)
des.door("random",56,04)
des.door("random",70,04)
des.door("random",51,09)
des.door("random",51,15)
des.door("open",59,14)
des.door("open",59,17)
-- Objects
des.object({ id = "credit card", x=04, y=01, buc="blessed", spe=0, name="The Platinum Yendorian Express Card" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps - must avoid the 2 shops
local validtraps = selection.area(00,00,75,19):filter_mapchar('.')
validtraps = validtraps - selection.area(60,14,71,18)
for i=1,6 do
des.trap(validtraps:rndcoord(1))
end
-- Random monsters.
des.monster({ id = "Master of Thieves", x=04, y=01, peaceful = 0 })
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("s")
des.monster("s")
-- ladies of the evening
des.monster("succubus", 02, 08)
des.monster("succubus", 08, 08)
des.monster("incubus", 02, 14)
des.monster("incubus", 08, 14)
des.monster("incubus", 02, 17)
des.monster("incubus", 08, 17)
-- Police station (with drunken prisoners)
des.monster({ id = "Kop Kaptain", x=24, y=09, peaceful = 0 })
des.monster({ id = "Kop Lieutenant", x=20, y=09, peaceful = 0 })
des.monster({ id = "Kop Lieutenant", x=22, y=11, peaceful = 0 })
des.monster({ id = "Kop Lieutenant", x=22, y=07, peaceful = 0 })
des.monster({ id = "Keystone Kop", x=19, y=07, peaceful = 0 })
des.monster({ id = "Keystone Kop", x=19, y=08, peaceful = 0 })
des.monster({ id = "Keystone Kop", x=22, y=09, peaceful = 0 })
des.monster({ id = "Keystone Kop", x=24, y=11, peaceful = 0 })
des.monster({ id = "Keystone Kop", x=19, y=11, peaceful = 0 })
des.monster("prisoner", 19, 13)
des.monster("prisoner", 21, 13)
des.monster("prisoner", 24, 13)
--
des.monster({ id = "watchman", x=33, y=10, peaceful = 0 })
des.wallify()

@ -1,153 +0,0 @@
-- NetHack Tourist Tou-loca.lua $NHDT-Date: 1652196015 2022/05/10 15:20:15 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor")
des.map([[
----------------------------------------------------------------------------
|....|......|..........|......|......|...|....|.....|......|...............|
|....|......|.|------|.|......|......|.|.|....|..}..|......|.|----------|..|
|....|--+----.|......|.|-S---+|+-----|.|.S....|.....|---+--|.|..........+..|
|....|........|......|.|...|.........|.|------|..............|..........|-+|
|....+...}}...+......|.|...|.|-----|.|..............|--+----------------|..|
|----|........|------|.|---|.|.....|......|-----+-|.|.......|...........|--|
|............................|.....|.|--+-|.......|.|.......|...........|..|
|----|.....|-------------|...|--+--|.|....|.......|.|-----------+-------|..|
|....+.....+.........S...|...........|....|-------|........................|
|....|.....|.........|...|.|---------|....|.........|-------|.|----------|.|
|....|.....|---------|---|.|......|..+....|-------|.|.......|.+......S.\.|.|
|....|.....+.........S...|.|......|..|....|.......|.|.......|.|......|...|.|
|-------|..|.........|---|.|+-------------------+-|.|.......+.|----------|.|
|.......+..|---------|.........|.........|..........|.......|.|..........|.|
|.......|..............|--+--|.|.........|.|----+-----------|.|..........|.|
|---------+-|--+-----|-|.....|.|.........|.|........|.|.....+.|..........+.|
|...........|........|.S.....|.|----+----|.|--------|.|.....|.|----------|.|
|...........|........|.|.....|........................|.....|..............|
----------------------------------------------------------------------------
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.non_diggable(selection.area(00,00,75,19))
--
des.region({ region={01,01, 04,05}, lit=0, type="morgue", filled=1 })
des.region({ region={15,03, 20,05}, lit=1, type="shop", filled=1 })
des.region({ region={62,03, 71,04}, lit=1, type="shop", filled=1 })
des.region({ region={01,17, 11,18}, lit=1, type="barracks", filled=1 })
des.region({ region={12,09, 20,10}, lit=1, type="barracks", filled=1 })
des.region({ region={53,11, 59,14}, lit=1, type="zoo", filled=1 })
des.region({ region={63,14, 72,16}, lit=1, type="barracks", filled=1 })
des.region({ region={32,14, 40,16}, lit=1, type="temple", filled=1 })
--
des.region({ region = {06,01,11,02}, type = "ordinary" })
des.region({ region = {24,01,29,02}, type = "ordinary" })
des.region({ region = {31,01,36,02}, type = "ordinary" })
des.region({ region = {42,01,45,03}, type = "ordinary" })
des.region({ region = {53,01,58,02}, type = "ordinary" })
des.region({ region = {24,04,26,05}, type = "ordinary" })
des.region({ region = {30,06,34,07}, type = "ordinary" })
des.region(selection.area(73,05,74,05), "unlit")
des.region({ region = {01,09,04,12}, type = "ordinary" })
des.region({ region = {01,14,07,15}, type = "ordinary" })
des.region({ region = {12,12,20,13}, type = "ordinary" })
des.region({ region = {13,17,20,18}, type = "ordinary" })
des.region({ region = {22,09,24,10}, type = "ordinary" })
des.region({ region = {22,12,24,12}, type = "ordinary" })
des.region({ region = {24,16,28,18}, type = "ordinary" })
des.region({ region = {28,11,33,12}, type = "ordinary" })
des.region(selection.area(35,11,36,12), "lit")
des.region({ region = {38,08,41,12}, type = "ordinary" })
des.region({ region = {43,07,49,08}, type = "ordinary" })
des.region({ region = {43,12,49,12}, type = "ordinary" })
des.region({ region = {44,16,51,16}, type = "ordinary" })
des.region({ region = {53,06,59,07}, type = "ordinary" })
des.region({ region = {61,06,71,07}, type = "ordinary" })
des.region({ region = {55,16,59,18}, type = "ordinary" })
des.region({ region = {63,11,68,12}, type = "ordinary" })
des.region({ region = {70,11,72,12}, type = "ordinary" })
-- Stairs
des.stair("up", 10,04)
des.stair("down", 73,05)
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
des.door("closed",05,05)
des.door("closed",05,09)
des.door("closed",08,14)
des.door("closed",08,03)
des.door("closed",11,09)
des.door("closed",11,12)
des.door("closed",10,16)
des.door("closed",14,05)
des.door("closed",15,16)
des.door("locked",21,09)
des.door("locked",21,12)
des.door("closed",23,17)
des.door("closed",25,03)
des.door("closed",26,15)
des.door("closed",29,03)
des.door("closed",28,13)
des.door("closed",31,03)
des.door("closed",32,08)
des.door("closed",37,11)
des.door("closed",36,17)
des.door("locked",41,03)
des.door("closed",40,07)
des.door("closed",48,06)
des.door("closed",48,13)
des.door("closed",48,15)
des.door("closed",56,03)
des.door("closed",55,05)
des.door("closed",72,03)
des.door("locked",74,04)
des.door("closed",64,08)
des.door("closed",62,11)
des.door("closed",69,11)
des.door("closed",60,13)
des.door("closed",60,16)
des.door("closed",73,16)
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Toilet paper
des.object("blank paper", 71, 12)
des.object("blank paper", 71, 12)
-- Random traps - must avoid the 2 shops
local validtraps = selection.area(00,00,75,19):filter_mapchar('.')
validtraps = validtraps - (selection.area(15,03,20,05) + selection.area(62,03,71,04))
for i = 1,9 do
des.trap(validtraps:rndcoord(1))
end
-- Random monsters.
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("s")
des.monster("s")

@ -1,134 +0,0 @@
-- NetHack Tourist Tou-strt.lua $NHDT-Date: 1652196016 2022/05/10 15:20:16 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991,92 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, Twoflower
-- and receive your quest assignment.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "hardfloor")
des.map([[
.......}}....---------..-------------------------------------------------...
........}}...|.......|..|.-------------------------------------------...|...
.........}}..|.......|..|.|......|......|.............|......|......|...|...
..........}}.|.......|..|.|......+......+.............+......+..\...|...|...
...........}}}..........|.|......|......|.............|......|......|...|...
.............}}.........|.|----S-|--S---|S----------S-|---S--|------|...|...
..............}}}.......|...............................................|...
................}}}.....----S------++--S----------S----------S-----------...
..................}}........... .. ...................................
......-------......}}}}........}}}}..}}}}..}}}}..}}}}.......................
......|.....|.......}}}}}}..}}}} .. }}}}..}}}}..}}}.....................
......|.....+...........}}}}}}........................}}}..}}}}..}}}..}}}...
......|.....|...........................................}}}}..}}}..}}}}.}}}}
......-------...............................................................
............................................................................
...-------......-------.....................................................
...|.....|......|.....|.....................................................
...|.....+......+.....|.....................................................
...|.....|......|.....|.....................................................
...-------......-------.....................................................
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
des.region({ region={14,01, 20,03}, lit=0, type="morgue", filled=1 })
des.region(selection.area(07,10,11,12), "unlit")
des.region(selection.area(04,16,08,18), "unlit")
des.region(selection.area(17,16,21,18), "unlit")
des.region(selection.area(27,02,32,04), "unlit")
des.region(selection.area(34,02,39,04), "unlit")
des.region(selection.area(41,02,53,04), "unlit")
des.region(selection.area(55,02,60,04), "unlit")
des.region(selection.area(62,02,67,04), "lit")
-- Stairs
des.stair("down", 66,03)
-- Portal arrival point
des.levregion({ region = {68,14,68,14}, type="branch" })
-- Non diggable walls
des.non_diggable(selection.area(00,00,75,19))
-- Doors
des.door("locked",31,05)
des.door("locked",36,05)
des.door("locked",41,05)
des.door("locked",52,05)
des.door("locked",58,05)
des.door("locked",28,07)
des.door("locked",39,07)
des.door("locked",50,07)
des.door("locked",61,07)
des.door("closed",33,03)
des.door("closed",40,03)
des.door("closed",54,03)
des.door("closed",61,03)
des.door("open",12,11)
des.door("open",09,17)
des.door("open",16,17)
des.door("locked",35,07)
des.door("locked",36,07)
-- Monsters on siege duty.
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("giant spider")
des.monster("s")
des.monster("s")
des.monster("forest centaur")
des.monster("forest centaur")
des.monster("forest centaur")
des.monster("forest centaur")
des.monster("forest centaur")
des.monster("forest centaur")
des.monster("forest centaur")
des.monster("forest centaur")
des.monster("C")
-- Twoflower
des.monster({ id = "Twoflower", coord = {64, 03}, inventory = function()
des.object({ id = "walking shoes", spe = 3 });
des.object({ id = "hawaiian shirt", spe = 3 });
end })
-- The treasure of Twoflower
des.object("chest", 64, 03)
-- guides for the audience chamber
des.monster("guide", 29, 03)
des.monster("guide", 32, 04)
des.monster("guide", 35, 02)
des.monster("guide", 38, 03)
des.monster("guide", 45, 03)
des.monster("guide", 48, 02)
des.monster("guide", 49, 04)
des.monster("guide", 51, 03)
des.monster("guide", 57, 03)
des.monster("guide", 62, 04)
des.monster("guide", 66, 04)
-- path guards
des.monster("watchman", 35, 08)
des.monster("watchman", 36, 08)
-- river monsters
des.monster("giant eel", 62, 12)
des.monster("piranha", 47, 10)
des.monster("piranha", 29, 11)
des.monster("kraken", 34, 09)
des.monster("kraken", 37, 09)
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,40 +0,0 @@
-- NetHack Valkyrie Val-fila.lua $NHDT-Date: 1652196016 2022/05/10 15:20:16 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "I" });
des.level_flags("mazelevel", "icedpools", "noflip")
des.level_init({ style="mines", fg=".", bg="I", smoothed=true, joined=true, lit=1, walled=false })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("a")
des.monster({ id = "fire giant", peaceful = 0 })
--
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()

@ -1,42 +0,0 @@
-- NetHack Valkyrie Val-filb.lua $NHDT-Date: 1652196016 2022/05/10 15:20:16 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "L" });
des.level_flags("mazelevel", "icedpools", "noflip")
des.level_init({ style="mines", fg=".", bg="L", smoothed=true, joined=true, lit=1, walled=false })
--
des.stair("up")
des.stair("down")
--
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
--
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("a")
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
--
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap()
des.trap()

@ -1,104 +0,0 @@
-- NetHack Valkyrie Val-goal.lua $NHDT-Date: 1652196017 2022/05/10 15:20:17 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.5 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = "L" });
des.level_flags("mazelevel", "icedpools")
des.level_init({ style="mines", fg=".", bg="L", smoothed=true, joined=true, lit=1, walled=false })
des.map([[
xxxxxx.....................xxxxxxxx
xxxxx.......LLLLL.LLLLL......xxxxxx
xxxx......LLLLLLLLLLLLLLL......xxxx
xxxx.....LLL|---------|LLL.....xxxx
xxxx....LL|--.........--|LL.....xxx
x......LL|-...LLLLLLL...-|LL.....xx
.......LL|...LL.....LL...|LL......x
......LL|-..LL.......LL..-|LL......
......LL|.................|LL......
......LL|-..LL.......LL..-|LL......
.......LL|...LL.....LL...|LL.......
xx.....LL|-...LLLLLLL...-|LL......x
xxx.....LL|--.........--|LL.....xxx
xxxx.....LLL|---------|LLL...xxxxxx
xxxxx.....LLLLLLLLLLLLLLL...xxxxxxx
xxxxxx......LLLLL.LLLLL.....xxxxxxx
xxxxxxxxx..................xxxxxxxx
]]);
-- Dungeon Description
des.region(selection.area(00,00,34,16), "lit")
-- Stairs
-- Note: The up stairs are *intentionally* off of the map.
-- if the stairs are surrounded by lava, maybe give some room
des.replace_terrain({ region = {44,09, 46,11}, fromterrain='L', toterrain='.', chance=50 });
des.stair("up", 45,10)
-- Non diggable walls
des.non_diggable(selection.area(00,00,34,16))
-- Drawbridges; northern one opens from the south (portcullis) to further
-- north (lowered span), southern one from the north to further south
des.drawbridge({ x=17, y=02, dir="south", state="random" })
if percent(75) then
des.drawbridge({ x=17, y=14, dir="north", state="open" })
else
des.drawbridge({ x=17, y=14, dir="north", state="random" })
end
-- Objects
des.object({ id = "crystal ball", x=17, y=08, buc="blessed", spe=5, name="The Orb of Fate" })
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Traps
des.trap("board",13,08)
des.trap("board",21,08)
-- Random traps
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("board")
des.trap()
des.trap()
-- Random monsters.
des.monster("Lord Surtur", 17, 08)
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("a")
des.monster("a")
des.monster({ id = "fire giant", x=10, y=06, peaceful = 0 })
des.monster({ id = "fire giant", x=10, y=07, peaceful = 0 })
des.monster({ id = "fire giant", x=10, y=08, peaceful = 0 })
des.monster({ id = "fire giant", x=10, y=09, peaceful = 0 })
des.monster({ id = "fire giant", x=10, y=10, peaceful = 0 })
des.monster({ id = "fire giant", x=24, y=06, peaceful = 0 })
des.monster({ id = "fire giant", x=24, y=07, peaceful = 0 })
des.monster({ id = "fire giant", x=24, y=08, peaceful = 0 })
des.monster({ id = "fire giant", x=24, y=09, peaceful = 0 })
des.monster({ id = "fire giant", x=24, y=10, peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ class = "H", peaceful = 0 })
--
-- The "fill" levels for the quest.
--
-- These levels are used to fill out any levels not occupied by specific
-- levels as defined above. "filla" is the upper filler, between the
-- start and locate levels, and "fillb" the lower between the locate
-- and goal levels.
--

@ -1,85 +0,0 @@
-- NetHack Valkyrie Val-loca.lua $NHDT-Date: 1652196017 2022/05/10 15:20:17 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor", "icedpools", "noflip")
des.level_init({ style="mines", fg=".", bg="I", smoothed=true, joined=false, lit=1, walled=false })
des.map([[
PPPPxxxx xxxxPPPPPx
PLPxxx xPPLLLPP
PPP ....................... PPPLLP
xx ............................ PPPP
x ............................... xxxx
................................. xx
.................................... x
...................................
x .................................. x
xx .............................. PP
xPPP .......................... PLP
xPLLP xxPLLP
xPPPPxx xxxxPPPP
]]);
-- Dungeon Description
des.region(selection.area(00,00,39,12), "lit")
-- Stairs
des.stair("up", 48,14)
des.stair("down", 20,06)
-- Non diggable walls
des.non_diggable(selection.area(00,00,39,12))
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap()
des.trap()
-- Random monsters.
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("fire ant")
des.monster("a")
des.monster({ class = "H", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ id = "fire giant", peaceful = 0 })
des.monster({ class = "H", peaceful = 0 })

@ -1,100 +0,0 @@
-- NetHack Valkyrie Val-strt.lua $NHDT-Date: 1652196017 2022/05/10 15:20:17 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991-2 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "start" level for the quest.
--
-- Here you meet your (besieged) class leader, the Norn,
-- and receive your quest assignment.
--
des.level_flags("mazelevel", "noteleport", "hardfloor", "icedpools")
des.level_init({ style = "solidfill", fg = "I" })
local pools = selection.new()
-- random locations
for i = 1,13 do
pools:set();
end
-- some bigger ones
pools = pools | selection.grow(selection.set(selection.new()), "west")
pools = pools | selection.grow(selection.set(selection.new()), "north")
pools = pools | selection.grow(selection.set(selection.new()), "random")
-- Lava pools surrounded by water
des.terrain(pools:clone():grow("all"), "P")
des.terrain(pools, "L")
des.map([[
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..{..xxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.....xxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx..xxxxxxxxxxxxxxxxxxx
xxxxxxxx.....xxxxxxxxxxxxx|----------------|xxxxxxxxxxx.xxxxxxxxxxxxxxxxxxxx
xxxxxxx..xxx...xxxxxxxxxxx|................|xxxxxxxxxx..xxxxxxxxxxxxxxxxxxxx
xxxxxx..xxxxxx......xxxxx.|................|.xxxxxxxxx.xxxxxxxxxxxxxxxxxxxxx
xxxxx..xxxxxxxxxxxx.......+................+...xxxxxxx.xxxxxxxxxxxxxxxxxxxxx
xxxx..xxxxxxxxx.....xxxxx.|................|.x...xxxxx.xxxxxxxxxxxxxxxxxxxxx
xxx..xxxxxxxxx..xxxxxxxxxx|................|xxxx.......xxxxxxxxxxxxxxxxxxxxx
xxxx..xxxxxxx..xxxxxxxxxxx|----------------|xxxxxxxxxx...xxxxxxxxxxxxxxxxxxx
xxxxxx..xxxx..xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxxxx
xxxxxxx......xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxxxxxxxxxxxxxx
xxxxxxxxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...x......xxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.........xxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.......xxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
]]);
-- Dungeon Description
des.region(selection.area(00,00,75,19), "lit")
-- Portal arrival point
des.levregion({ region = {66,17,66,17}, type="branch" })
-- Stairs
des.stair("down", 18,01)
des.feature("fountain", 53,02)
-- Doors
des.door("locked",26,10)
des.door("locked",43,10)
-- Norn
des.monster({ id = "Norn", coord = {35, 10}, inventory = function()
des.object({ id = "banded mail", spe = 5 });
des.object({ id = "long sword", spe = 4 });
end })
-- The treasure of the Norn
des.object("chest", 36, 10)
-- valkyrie guards for the audience chamber
des.monster("warrior", 27, 08)
des.monster("warrior", 27, 09)
des.monster("warrior", 27, 11)
des.monster("warrior", 27, 12)
des.monster("warrior", 42, 08)
des.monster("warrior", 42, 09)
des.monster("warrior", 42, 11)
des.monster("warrior", 42, 12)
-- Non diggable walls
des.non_diggable(selection.area(26,07,43,13))
-- Random traps
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
des.trap("fire")
-- Monsters on siege duty.
des.monster("fire ant", 04, 12)
des.monster("fire ant", 08, 08)
des.monster("fire ant", 14, 04)
des.monster("fire ant", 17, 11)
des.monster("fire ant", 24, 10)
des.monster("fire ant", 45, 10)
des.monster("fire ant", 54, 02)
des.monster("fire ant", 55, 07)
des.monster("fire ant", 58, 14)
des.monster("fire ant", 63, 17)
des.monster({ id = "fire giant", x=18, y=01, peaceful = 0 })
des.monster({ id = "fire giant", x=10, y=16, peaceful = 0 })

@ -1,59 +0,0 @@
-- NetHack Wizard Wiz-fila.lua $NHDT-Date: 1652196018 2022/05/10 15:20:18 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1992 by David Cohrs
-- NetHack may be freely redistributed. See license for details.
--
--
des.room({ type = "ordinary",
contents = function()
des.stair("up")
des.object()
des.monster({ class = "i", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.monster({ class = "i", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.object()
des.monster("vampire bat")
des.monster("vampire bat")
end
})
des.room({ type = "ordinary",
contents = function()
des.stair("down")
des.object()
des.trap()
des.monster({ class = "i", peaceful=0 })
des.monster("vampire bat")
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.object()
des.trap()
des.monster({ class = "i", peaceful=0 })
end
})
des.room({ type = "ordinary",
contents = function()
des.object()
des.trap()
des.monster("vampire bat")
end
})
des.random_corridors()

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