trusty (6) lev_comp.6.gz

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.