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lev_comp.txt
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1996-04-23
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LEV_COMP(6) 1995 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
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LEV_COMP(6) 1995 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
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LEV_COMP(6) 1995 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
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LEV_COMP(6) 1995 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
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LEV_COMP(6) 1995 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 ':' monster_c ',' m_name ',' coordinate
monster_infos
;
monster_infos : /* nothing */
| monster_infos monster_info
;
monster_info : ',' string
| ',' MON_ATTITUDE
| ',' MON_ALERTNESS
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LEV_COMP(6) 1995 LEV_COMP(6)
| ',' alignment
| ',' MON_APPEARANCE string
;
object_detail : OBJECT_ID ':' object_desc
| COBJECT_ID ':' object_desc
;
object_desc : 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 ':' trap_name ',' coordinate
| TRAP_ID ':' trap_name ',' coordinate ',' trap_chance
;
drawbridge_detail: DRAWBRIDGE_ID ':' coordinate ',' DIRECTION ',' door_state
;
mazewalk_detail : MAZEWALK_ID ':' coordinate ',' DIRECTION
;
wallify_detail : WALLIFY_ID
;
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LEV_COMP(6) 1995 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
;
Dec Last change: 13 7
LEV_COMP(6) 1995 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
;
trap_chance : CHANCE_ID ':' INTEGER
;
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
;
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LEV_COMP(6) 1995 LEV_COMP(6)
altar_type : ALTAR_TYPE
| RANDOM_TYPE
;
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
;
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
Dec Last change: 13 9
LEV_COMP(6) 1995 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)
'#' 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 ruby in it
CONTAINER: '(', "sack", place[2]
OBJECT: '*', "diamond", contained
OBJECT: '*', "ruby", contained
# a random dragon somewhere
MONSTER: 'D', random, random
Dec Last change: 13 10
LEV_COMP(6) 1995 LEV_COMP(6)
# a random trap in the EAST end
TRAP: 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.
Dec Last change: 13 11