LEV_COMP(6) 1996 LEV_COMP(6) NAME lev_comp - NetHack special levels compiler SYNOPSIS lev_comp [ -w ] [ files ] If no arguments are given, it reads standard input. DESCRIPTION Lev_comp is a special level compiler for NetHack version 3.2 and higher. It takes description files as arguments and produces level files that can be loaded by NetHack at run- time. The purpose of this tool is to provide NetHack administra- tors and implementors with a convenient way for adding spe- cial levels to the game, or modifying existing ones, without having to recompile the entire world. The -w option causes lev_comp to perform extra checks on the level and display extra warnings, however these warnings are sometimes superfluous, so they are not normally displayed. GRAMMAR file : /* nothing */ | levels ; levels : level | level levels ; level : maze_level | room_level ; maze_level : maze_def flags lev_init messages regions ; room_level : level_def flags lev_init messages rreg_init rooms corridors_def ; level_def : LEVEL_ID ':' string ; lev_init : /* nothing */ | LEV_INIT_ID ':' CHAR ',' CHAR ',' BOOLEAN ',' BOOLEAN ',' light_state ',' walled ; walled : BOOLEAN | RANDOM_TYPE May Last change: 16 1 LEV_COMP(6) 1996 LEV_COMP(6) ; flags : /* nothing */ | FLAGS_ID ':' flag_list ; flag_list : FLAG_TYPE ',' flag_list | FLAG_TYPE ; messages : /* nothing */ | message messages ; message : MESSAGE_ID ':' STRING ; rreg_init : /* nothing */ | rreg_init init_rreg ; init_rreg : RANDOM_OBJECTS_ID ':' object_list | RANDOM_MONSTERS_ID ':' monster_list ; rooms : /* Nothing - dummy room for use with INIT_MAP */ | roomlist ; roomlist : aroom | aroom roomlist ; corridors_def : random_corridors | corridors ; random_corridors: RAND_CORRIDOR_ID ; corridors : /* nothing */ | corridors corridor ; corridor : CORRIDOR_ID ':' corr_spec ',' corr_spec | CORRIDOR_ID ':' corr_spec ',' INTEGER ; corr_spec : '(' INTEGER ',' DIRECTION ',' door_pos ')' ; aroom : room_def room_details May Last change: 16 2 LEV_COMP(6) 1996 LEV_COMP(6) | subroom_def room_details ; subroom_def : SUBROOM_ID ':' room_type ',' light_state ',' subroom_pos ',' room_size ',' string roomfill ; room_def : ROOM_ID ':' room_type ',' light_state ',' room_pos ',' room_align ',' room_size roomfill ; roomfill : /* nothing */ | ',' BOOLEAN ; room_pos : '(' INTEGER ',' INTEGER ')' | RANDOM_TYPE ; subroom_pos : '(' INTEGER ',' INTEGER ')' | RANDOM_TYPE ; room_align : '(' h_justif ',' v_justif ')' | RANDOM_TYPE ; room_size : '(' INTEGER ',' INTEGER ')' | RANDOM_TYPE ; room_details : /* nothing */ | room_details room_detail ; room_detail : room_name | room_chance | room_door | monster_detail | object_detail | trap_detail | altar_detail | fountain_detail | sink_detail | pool_detail | gold_detail | engraving_detail | stair_detail ; room_name : NAME_ID ':' string ; room_chance : CHANCE_ID ':' INTEGER May Last change: 16 3 LEV_COMP(6) 1996 LEV_COMP(6) ; room_door : DOOR_ID ':' secret ',' door_state ',' door_wall ',' door_pos ; secret : BOOLEAN | RANDOM_TYPE ; door_wall : DIRECTION | RANDOM_TYPE ; door_pos : INTEGER | RANDOM_TYPE ; maze_def : MAZE_ID ':' string ',' filling ; filling : CHAR | RANDOM_TYPE ; regions : aregion | aregion regions ; aregion : map_definition reg_init map_details ; map_definition : NOMAP_ID | map_geometry MAP_ID ; map_geometry : GEOMETRY_ID ':' h_justif ',' v_justif ; h_justif : LEFT_OR_RIGHT | CENTER ; v_justif : TOP_OR_BOT | CENTER ; reg_init : /* nothing */ | reg_init init_reg ; init_reg : RANDOM_OBJECTS_ID ':' object_list | RANDOM_PLACES_ID ':' place_list May Last change: 16 4 LEV_COMP(6) 1996 LEV_COMP(6) | RANDOM_MONSTERS_ID ':' monster_list ; object_list : object | object ',' object_list ; monster_list : monster | monster ',' monster_list ; place_list : place | place ',' place_list ; map_details : /* nothing */ | map_details map_detail ; map_detail : monster_detail | object_detail | door_detail | trap_detail | drawbridge_detail | region_detail | stair_region | portal_region | teleprt_region | branch_region | altar_detail | fountain_detail | mazewalk_detail | wallify_detail | ladder_detail | stair_detail | gold_detail | engraving_detail | diggable_detail | passwall_detail ; monster_detail : MONSTER_ID chance ':' monster_c ',' m_name ',' coordinate monster_infos ; monster_infos : /* nothing */ | monster_infos monster_info ; monster_info : ',' string | ',' MON_ATTITUDE | ',' MON_ALERTNESS May Last change: 16 5 LEV_COMP(6) 1996 LEV_COMP(6) | ',' alignment | ',' MON_APPEARANCE string ; object_detail : OBJECT_ID object_desc | COBJECT_ID object_desc ; object_desc : chance ':' object_c ',' o_name ',' object_where object_infos ; object_where : coordinate | CONTAINED ; object_infos : /* nothing */ | ',' curse_state ',' monster_id ',' enchantment optional_name | ',' curse_state ',' enchantment optional_name | ',' monster_id ',' enchantment optional_name ; curse_state : RANDOM_TYPE | CURSE_TYPE ; monster_id : STRING ; enchantment : RANDOM_TYPE | INTEGER ; optional_name : /* nothing */ | ',' NONE | ',' STRING ; door_detail : DOOR_ID ':' door_state ',' coordinate ; trap_detail : TRAP_ID chance ':' trap_name ',' coordinate ; drawbridge_detail: DRAWBRIDGE_ID ':' coordinate ',' DIRECTION ',' door_state ; mazewalk_detail : MAZEWALK_ID ':' coordinate ',' DIRECTION ; wallify_detail : WALLIFY_ID ; May Last change: 16 6 LEV_COMP(6) 1996 LEV_COMP(6) ladder_detail : LADDER_ID ':' coordinate ',' UP_OR_DOWN ; stair_detail : STAIR_ID ':' coordinate ',' UP_OR_DOWN ; stair_region : STAIR_ID ':' lev_region ',' lev_region ',' UP_OR_DOWN ; portal_region : PORTAL_ID ':' lev_region ',' lev_region ',' string ; teleprt_region : TELEPRT_ID ':' lev_region ',' lev_region teleprt_detail ; branch_region : BRANCH_ID ':' lev_region ',' lev_region ; teleprt_detail : /* empty */ | ',' UP_OR_DOWN ; lev_region : region | LEV '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')' ; fountain_detail : FOUNTAIN_ID ':' coordinate ; sink_detail : SINK_ID ':' coordinate ; pool_detail : POOL_ID ':' coordinate ; diggable_detail : NON_DIGGABLE_ID ':' region ; passwall_detail : NON_PASSWALL_ID ':' region ; region_detail : REGION_ID ':' region ',' light_state ',' room_type prefilled ; altar_detail : ALTAR_ID ':' coordinate ',' alignment ',' altar_type ; gold_detail : GOLD_ID ':' amount ',' coordinate ; engraving_detail: ENGRAVING_ID ':' coordinate ',' engraving_type ',' string ; May Last change: 16 7 LEV_COMP(6) 1996 LEV_COMP(6) monster_c : monster | RANDOM_TYPE | m_register ; object_c : object | RANDOM_TYPE | o_register ; m_name : string | RANDOM_TYPE ; o_name : string | RANDOM_TYPE ; trap_name : string | RANDOM_TYPE ; room_type : string | RANDOM_TYPE ; prefilled : /* empty */ | ',' FILLING | ',' FILLING ',' BOOLEAN ; coordinate : coord | p_register | RANDOM_TYPE ; door_state : DOOR_STATE | RANDOM_TYPE ; light_state : LIGHT_STATE | RANDOM_TYPE ; alignment : ALIGNMENT | a_register | RANDOM_TYPE ; altar_type : ALTAR_TYPE | RANDOM_TYPE ; May Last change: 16 8 LEV_COMP(6) 1996 LEV_COMP(6) p_register : P_REGISTER '[' INTEGER ']' ; o_register : O_REGISTER '[' INTEGER ']' ; m_register : M_REGISTER '[' INTEGER ']' ; a_register : A_REGISTER '[' INTEGER ']' ; place : coord ; monster : CHAR ; object : CHAR ; string : STRING ; amount : INTEGER | RANDOM_TYPE ; chance : /* empty */ | PERCENT ; engraving_type : ENGRAVING_TYPE | RANDOM_TYPE ; coord : '(' INTEGER ',' INTEGER ')' ; region : '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')' ; NOTE: Lines beginning with '#' are considered comments. The contents of a "MAP" description of a maze is a rectangle showing the exact level map that should be used for the given part of a maze. Each character in the map corresponds to a location on the screen. Different location types are denoted using different ASCII characters. The following characters are recognized. To give an idea of how these are used, see the EXAMPLE, below. The maximum size of a map is May Last change: 16 9 LEV_COMP(6) 1996 LEV_COMP(6) normally 76 columns by 21 rows. '-' horizontal wall '|' vertical wall '+' a doorway (state is specified in a DOOR declaration) 'A' open air 'B' boundary room location (for bounding unwalled irregular regions) 'C' cloudy air 'I' ice 'S' a secret door 'H' a secret corridor '{' a fountain '\' a throne 'K' a sink (if SINKS is defined, else a room location) '}' a part of a moat or other deep water 'P' a pool 'L' lava 'W' water (yes, different from a pool) 'T' a tree 'F' iron bars '#' a corridor '.' a normal room location (unlit unless lit in a REGION declaration) ' ' stone EXAMPLE Here is an example of a description file (a very simple one): MAZE : "fortress", random GEOMETRY : center , center MAP }}}}}}}}} }}}|-|}}} }}|-.-|}} }|-...-|} }|.....|} }|-...-|} }}|-.-|}} }}}|-|}}} }}}}}}}}} ENDMAP MONSTER: '@', "Wizard of Yendor", (4,4) OBJECT: '"', "Amulet of Yendor", (4,4) # a hell hound flanking the Wiz on a random side RANDOM_PLACES: (4,3), (4,5), (3,4), (5,4) MONSTER: 'd', "hell hound", place[0] # a chest on another random side OBJECT: '(', "chest", place[1] # a sack on a random side, with a diamond and maybe a ruby in it CONTAINER: '(', "sack", place[2] OBJECT: '*', "diamond", contained OBJECT[50%]: '*', "ruby", contained May Last change: 16 10 LEV_COMP(6) 1996 LEV_COMP(6) # a random dragon somewhere MONSTER: 'D', random, random # 3 out of 4 chance for a random trap in the EAST end TRAP[75%]: random, (6,4) # an electric eel below the SOUTH end MONSTER: ';', "electric eel", (4,8) # make the walls non-diggable NON_DIGGABLE: (0,0,8,8) TELEPORT_REGION: levregion(0,0,79,20), (0,0,8,8) This example will produce a file named "fortress" that can be integrated into one of the numerous mazes of the game. Note especially the final, TELEPORT_REGION specification. This says that level teleports or other non-stairway arrivals on this level can land anywhere on the level except the area of the map. This shows the use of the ``levre- gion'' prefix allowed in certain region specifications. Normally, regions apply only to the most recent MAP specifi- cation, but when prefixed with ``levregion'', one can refer to any area of the level, regardless of the placement of the current MAP in the level. AUTHOR Jean-Christophe Collet, David Cohrs. SEE ALSO dgn_comp(6), nethack(6) BUGS Probably infinite. Most importantly, still needs additional bounds checking. May Last change: 16 11