Provided by: nethack-common_3.4.3-14_amd64 bug

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  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
                       ;

       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 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
       # 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 ``levregion'' prefix allowed in certain region
       specifications.  Normally, regions apply only to the most recent  MAP  specification,  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.