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 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.