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lev_comp(6)
NetHack special levels compiler
From the original Amiga UNIX 2.1 manual. Some things it mentions may not be in this release.
NAME
lev_comp - NetHack special levels compiler
SYNOPSIS
lev_comp [ files ]
If no arguments are given, it reads standard input.
DESCRIPTION
Lev_comp is a special level compiler for NetHack version 3.0 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. At this time, the special levels code is not fully implemented, as the decision to load the special levels is hard-coded in the game. In a future release, it is expected to be a run-time decision.
GRAMMAR
file : /* nothing */
| levels
levels : level
| levels level
level : maze_level
maze_level : maze_definition regions
maze_definition : "MAZE" ':' filename
filename : STRING
regions : region
| regions region
region : map_definition reg_initialization map_details
map_definition : map_geometry map
map_geometry : "GEOMETRY" ':' hjustif ',' vjustif
hjustif : "left" | "center" | "right"
vjustif : "top" | "center" | "bottom"
map : "MAP\n" map_lines "ENDMAP"
map_lines : map_line
| map_lines map_line
map_line : map_chars '\n'
map_chars : map_char
| map_chars map_char
map_char : '-' | '|' | '{' | '}' | '+' | 'S'
| 'K' | '\' | '#' | '.' | ' '
reg_initialization : /* nothing */
| reg_initialization init_reg
init_reg : "RANDOM_OBJECTS" ':' object_list
| "RANDOM_PLACES" ':' place_list
| "RANDOM_MONSTERS" ':' monster_list
object_list : object
| object_list ',' object
place_list : place
| place_list ',' place
monster_list : monster
| monster_list ',' monster
map_details : /* nothing */
: map_details map_detail
map_detail : monster_detail
| object_detail
| door_detail
| trap_detail
| drawbridge_detail
| region_detail
| altar_detail
| mazewalk_detail
| ladder_detail
| diggable_detail
monster_detail : "MONSTER" ':' monster_c ',' m_name ',' coordinate
object_detail : "OBJECT" ':' object_c ',' o_name ',' coordinate
door_detail : "DOOR" ':' door_state ',' coordinate
trap_detail : "TRAP" ':' trap_name ',' coordinate
drawbridge_detail : "DRAWBRIDGE" ':' coordinate ',' direction ',' open
mazewalk_detail : "MAZEWALK" ':' coordinate ',' direction
ladder_detail : "LADDER" ':' coordinate ',' up_or_down
diggable_detail : "NON_DIGGABLE" ':' rectangle
altar_detail : "ALTAR" ':' coordinate ',' alignment ',' altar_type
region_detail : "REGION" ':' rectangle ',' light_state ',' room_type
monster_c : CHAR
| "random"
| m_register
object_c : CHAR
| "random"
| o_register
m_name : STRING
| "random"
o_name : STRING
| "random"
trap_name : STRING
| "random"
light_state : "lit" | "unlit"
| "random"
room_type : STRING
| "random"
coordinate : place
| p_register
| "random"
door_state : "open" | "closed" | "locked" | "broken" | "nodoor"
| "random"
open_or_closed : "open" | "closed"
alignment : "law" | "neutral" | "chaos"
| a_register
| "random"
altar_type : "shrine" | "altar"
| "random"
p_register : "place" '[' INTEGER ']'
o_register : "object" '[' INTEGER ']'
m_register : "monster" '[' INTEGER ']'
a_register : "altar" '[' { 0 | 1 | 2 } ']'
place : '(' INTEGER ',' INTEGER ')'
rectangle : '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
NOTE:
Lines beginning with '#' are considered comments.
EXAMPLE
Here is an example of a description file (a very simple one):
MAZE : "fortress"
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 random dragon somewhere
MONSTER: 'D', random, random
# 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)
This example will produce a file named "fortress" that can be integrated into one of the numerous mazes of the game.
AUTHOR
Jean-Christophe Collet.
BUGS
Probably infinite.
| 5 July 1989 | 4th Berkeley Distribution |