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LEV_COMP(6)							   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 runtime.

       The  purpose  of	 this  tool  is	 to provide NetHack administrators and
       implementors with a convenient way for adding  special  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 superflu‐
       ous, 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
		       ;

       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
		       | 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
		       ;

       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
		       | 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
		       | ',' 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
		       ;

       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
		       ;

       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
		       ;

       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 nor‐
       mally 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
       # 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	 inte‐
       grated 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 ``levregion'' prefix allowed in  certain  region  specifica‐
       tions.	Normally, regions apply only to the most recent MAP specifica‐
       tion, 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_comp34(6), nethack34(6)

BUGS
       Probably infinite.  Most importantly,  still  needs  additional	bounds
       checking.

4th Berkeley Distribution	  16 May 1996			   LEV_COMP(6)
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