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dgn_comp.6
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Text File
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1995-07-25
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14KB
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265 lines
DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((1111 MMMMaaaayyyy 1111999999992222)))) DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666))))
NNNNAAAAMMMMEEEE
dgn_comp - NetHack dungeon compiler
SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
ddddggggnnnn____ccccoooommmmpppp [ _f_i_l_e ]
If no arguments are given, it reads standard input.
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
_D_g_n__c_o_m_p is a dungeon compiler for NetHack version 3.1 and
higher. It takes a description file as an argument and
produces a dungeon "script" that is to be loaded by NetHack
at runtime.
The purpose of this tool is to provide NetHack
administrators and implementors with a convenient way to
create a custom dungeon for the game, without having to
recompile the entire world.
GGGGRRRRAAAAMMMMMMMMAAAARRRR
DUNGEON: nnnnaaaammmmeeee bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr ( bbbbaaaasssseeee , rrrraaaannnndddd ) [ %%%%aaaaggggeeee ]
where nnnnaaaammmmeeee is the dungeon name, bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr is a letter for
marking bones files, ( bbbbaaaasssseeee , rrrraaaannnndddd ) is the number of
levels, and %%%%aaaaggggeeee is its percentage chance of being generated
(if absent, 100% chance).
DESCRIPTION: ttttaaaagggg
where ttttaaaagggg is currently one of HHHHEEEELLLLLLLLIIIISSSSHHHH, MMMMAAAAZZZZEEEELLLLIIIIKKKKEEEE, or
RRRROOOOGGGGUUUUEEEELLLLIIIIKKKKEEEE.
ALIGNMENT | LEVALIGN: [ llllaaaawwwwffffuuuullll | nnnneeeeuuuuttttrrrraaaallll | cccchhhhaaaaoooottttiiiicccc |
uuuunnnnaaaalllliiiiggggnnnneeeedddd ]
gives the alignment of the dungeon/level (default is
unaligned).
ENTRY: lllleeeevvvveeeellll
the dungeon entry point. The dungeon connection attaches at
this level of the given dungeon. If the value of lllleeeevvvveeeellll is
negative, the entry level is calculated from the bottom of
the dungeon, with -1 being the last level. If this line is
not present in a dungeon description, the entry level
defaults to 1.
PROTOFILE: nnnnaaaammmmeeee
the prototypical name for dungeon level files in this
dungeon. For example, the PROTOFILE name for the dungeon
_V_l_a_d'_s _T_o_w_e_r is _t_o_w_e_r.
Page 1 (printed 7/7/95)
DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((1111 MMMMaaaayyyy 1111999999992222)))) DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666))))
LEVEL: nnnnaaaammmmeeee bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr @ ( bbbbaaaasssseeee , rrrraaaannnndddd ) [ %%%%aaaaggggeeee ]
where nnnnaaaammmmeeee is the level name, bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr is a letter for
marking bones files, ( bbbbaaaasssseeee , rrrraaaannnndddd ) is the location and
%%%%aaaaggggeeee is the generation percentage, as above.
RNDLEVEL: nnnnaaaammmmeeee bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr @ ( bbbbaaaasssseeee , rrrraaaannnndddd ) [ %%%%aaaaggggeeee ]
rrrrnnnnddddlllleeeevvvvssss
where nnnnaaaammmmeeee is the level name, bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr is a letter for
marking bones files, ( bbbbaaaasssseeee , rrrraaaannnndddd ) is the location, %%%%aaaaggggeeee
is the generation percentage, as above, and rrrrnnnnddddlllleeeevvvvssss is the
number of similar levels available to choose from.
CHAINLEVEL: nnnnaaaammmmeeee bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr pppprrrreeeevvvv____nnnnaaaammmmeeee + ( bbbbaaaasssseeee , rrrraaaannnndddd ) [
%%%%aaaaggggeeee ]
where nnnnaaaammmmeeee is the level name, bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr is a letter for
marking bones files, pppprrrreeeevvvv____nnnnaaaammmmeeee is the name of a level
defined previously, ( bbbbaaaasssseeee , rrrraaaannnndddd ) is the _o_f_f_s_e_t from the
level being chained from, and %%%%aaaaggggeeee is the generation
percentage.
RNDCHAINLEVEL: nnnnaaaammmmeeee bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr pppprrrreeeevvvv____nnnnaaaammmmeeee + ( bbbbaaaasssseeee , rrrraaaannnndddd )
[ %%%%aaaaggggeeee ] rrrrnnnnddddlllleeeevvvvssss
where nnnnaaaammmmeeee is the level name, bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr is a letter for
marking bones files, pppprrrreeeevvvv____nnnnaaaammmmeeee is the name of a level
defined previously, ( bbbbaaaasssseeee , rrrraaaannnndddd ) is the _o_f_f_s_e_t from the
level being chained from, %%%%aaaaggggeeee is the generation percentage,
and rrrrnnnnddddlllleeeevvvvssss is the number of similar levels available to
choose from.
BRANCH: nnnnaaaammmmeeee @ ( bbbbaaaasssseeee , rrrraaaannnndddd ) [ ssssttttaaaaiiiirrrr | nnnnoooo____uuuupppp | nnnnoooo____ddddoooowwwwnnnn |
ppppoooorrrrttttaaaallll ] [ uuuupppp | ddddoooowwwwnnnn ]
where nnnnaaaammmmeeee is the name of the dungeon to branch to, and (
bbbbaaaasssseeee , rrrraaaannnndddd ) is the location of the branch. The last two
optional arguments are the branch type and branch direction.
The type of a branch can be a two-way stair connection, a
one-way stair connection, or a magic portal. A one-way
stair is described by the types nnnnoooo____uuuupppp and nnnnoooo____ddddoooowwwwnnnn which
specify which stair direction is missing. The default
branch type is ssssttttaaaaiiiirrrr. The direction for a stair can be
either up or down; direction is not applicable to portals.
The default direction is ddddoooowwwwnnnn.
CHAINBRANCH: nnnnaaaammmmeeee pppprrrreeeevvvv____nnnnaaaammmmeeee + ( bbbbaaaasssseeee , rrrraaaannnndddd ) [ ssssttttaaaaiiiirrrr |
nnnnoooo____uuuupppp | nnnnoooo____ddddoooowwwwnnnn | ppppoooorrrrttttaaaallll ] [ uuuupppp | ddddoooowwwwnnnn ]
where nnnnaaaammmmeeee is the name of the dungeon to branch to,
pppprrrreeeevvvv____nnnnaaaammmmeeee is the name of a previously defined lllleeeevvvveeeellll and (
Page 2 (printed 7/7/95)
DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((1111 MMMMaaaayyyy 1111999999992222)))) DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666))))
bbbbaaaasssseeee , rrrraaaannnndddd ) is the _o_f_f_s_e_t from the level being chained
from. The optional branch type and direction are the same
as described above.
GGGGEEEENNNNEEEERRRRIIIICCCC RRRRUUUULLLLEEEESSSS
Each dungeon must have a unique bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr ,,,, and each
special level must have a bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr unique within its
dungeon (letters may be reused in different dungeons). If
the bbbboooonnnneeeessssmmmmaaaarrrrkkkkeeeerrrr has the special value "none", no bones files
will be created for that level or dungeon.
The value bbbbaaaasssseeee may be in the range of 1 to MMMMAAAAXXXXLLLLEEEEVVVVEEEELLLL (as
defined in _g_l_o_b_a_l._h ).
The value rrrraaaannnndddd may be in the range of -1 to MMMMAAAAXXXXLLLLEEEEVVVVEEEELLLL.
If rrrraaaannnndddd is -1 it will be replaced with the value
(num_dunlevs(dungeon) - base) during the load process (ie.
from here to the end of the dungeon).
If rrrraaaannnndddd is 0 the level is located absolutely at bbbbaaaasssseeee.
Branches don't have a probability. Dungeons do. If a
dungeon fails to be generated during load, all its levels
and branches are skipped.
No level or branch may be chained from a level with a
percentage generation probability. This is to prevent non-
resolution during the load. In addition, no branch may be
made from a dungeon with a percentage generation probability
for the same reason.
As a general rule using the dungeon compiler:
If a dungeon has a pppprrrroooottttooooffffiiiilllleeee name associated with it (_e_g.
ttttoooowwwweeeerrrr) that file will be used.
If a special level is present, it will override the above
rule and the appropriate file will be loaded.
If neither of the above are present, the standard generator
will take over and make a "normal" level.
A level alignment, if present, will override the alignment
of the dungeon that it exists within.
EEEEXXXXAAAAMMMMPPPPLLLLEEEE
Here is the current syntax of the dungeon compiler's
"language":
#
Page 3 (printed 7/7/95)
DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666)))) UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((1111 MMMMaaaayyyy 1111999999992222)))) DDDDGGGGNNNN____CCCCOOOOMMMMPPPP((((6666))))
# The dungeon description file for the "standard" original
# 3.0 NetHack.
#
DUNGEON: "The Dungeons of Doom" "D" (25, 5)
LEVEL: "rogue" "none" @ (15, 4)
LEVEL: "oracle" "none" @ (5, 7)
LEVEL: "bigroom" "B" @ (12, 3) 15
LEVEL: "medusa" "none" @ (20, 5)
CHAINLEVEL: "castle" "medusa" + (1, 4)
CHAINBRANCH: "Hell" "castle" + (0, 0) no_down
BRANCH: "The Astral Plane" @ (1, 0) no_down up
DUNGEON: "Hell" "H" (25, 5)
DESCRIPTION: mazelike
DESCRIPTION: hellish
BRANCH: "Vlad's Tower" @ (13, 5) up
LEVEL: "wizard" "none" @ (15, 10)
LEVEL: "fakewiz" "A" @ (5, 5)
LEVEL: "fakewiz" "B" @ (10, 5)
LEVEL: "fakewiz" "C" @ (15, 5)
LEVEL: "fakewiz" "D" @ (20, 5)
LEVEL: "fakewiz" "E" @ (25, 5)
DUNGEON: "Vlad's Tower" "T" (3, 0)
PROTOFILE: "tower"
DESCRIPTION: mazelike
ENTRY: -1
DUNGEON: "The Astral Plane" "A" (1, 0)
DESCRIPTION: mazelike
PROTOFILE: "endgame"
_N_O_T_E_S:
Lines beginning with '#' are considered comments.
A special level must be explicitly aligned. The alignment
of the dungeon it is in only applies to non-special levels
within that dungeon.
AAAAUUUUTTTTHHHHOOOORRRR
M. Stephenson (from the level compiler by Jean-Christophe
Collet).
SSSSEEEEEEEE AAAALLLLSSSSOOOO
lev_comp(6), nethack(6)
BBBBUUUUGGGGSSSS
Probably infinite.
Page 4 (printed 7/7/95)