This is cron-daily v1-Jan-14-2020. manpages updated: lev_comp.txt

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LEV_COMP(6) Games Manual LEV_COMP(6)
LEV_COMP(6) 1996 LEV_COMP(6)
@@ -14,19 +11,18 @@ SYNOPSIS
If no arguments are given, it reads standard input. If no arguments are given, it reads standard input.
DESCRIPTION DESCRIPTION
Lev_comp is a special level compiler for NetHack version 3.2 Lev_comp is a special level compiler for NetHack version 3.2 and
and higher. It takes description files as arguments and higher. It takes description files as arguments and produces level
produces level files that can be loaded by NetHack at run- files that can be loaded by NetHack at runtime.
time.
The purpose of this tool is to provide NetHack administra- The purpose of this tool is to provide NetHack administrators and
tors and implementors with a convenient way for adding spe- implementors with a convenient way for adding special levels to the
cial levels to the game, or modifying existing ones, without game, or modifying existing ones, without having to recompile the
having to recompile the entire world. entire world.
The -w option causes lev_comp to perform extra checks on the The -w option causes lev_comp to perform extra checks on the level and
level and display extra warnings, however these warnings are display extra warnings, however these warnings are sometimes superflu-
sometimes superfluous, so they are not normally displayed. ous, so they are not normally displayed.
GRAMMAR GRAMMAR
@@ -57,20 +53,6 @@ GRAMMAR
walled : BOOLEAN walled : BOOLEAN
| RANDOM_TYPE | RANDOM_TYPE
May Last change: 16 1
LEV_COMP(6) 1996 LEV_COMP(6)
; ;
flags : /* nothing */ flags : /* nothing */
@@ -123,20 +105,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
; ;
aroom : room_def room_details aroom : room_def room_details
May Last change: 16 2
LEV_COMP(6) 1996 LEV_COMP(6)
| subroom_def room_details | subroom_def room_details
; ;
@@ -189,20 +157,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
; ;
room_chance : CHANCE_ID ':' INTEGER room_chance : CHANCE_ID ':' INTEGER
May Last change: 16 3
LEV_COMP(6) 1996 LEV_COMP(6)
; ;
room_door : DOOR_ID ':' secret ',' door_state ',' door_wall ',' door_pos room_door : DOOR_ID ':' secret ',' door_state ',' door_wall ',' door_pos
@@ -255,20 +209,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
init_reg : RANDOM_OBJECTS_ID ':' object_list init_reg : RANDOM_OBJECTS_ID ':' object_list
| RANDOM_PLACES_ID ':' place_list | RANDOM_PLACES_ID ':' place_list
May Last change: 16 4
LEV_COMP(6) 1996 LEV_COMP(6)
| RANDOM_MONSTERS_ID ':' monster_list | RANDOM_MONSTERS_ID ':' monster_list
; ;
@@ -321,20 +261,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
monster_info : ',' string monster_info : ',' string
| ',' MON_ATTITUDE | ',' MON_ATTITUDE
| ',' MON_ALERTNESS | ',' MON_ALERTNESS
May Last change: 16 5
LEV_COMP(6) 1996 LEV_COMP(6)
| ',' alignment | ',' alignment
| ',' MON_APPEARANCE string | ',' MON_APPEARANCE string
; ;
@@ -387,20 +313,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
wallify_detail : WALLIFY_ID wallify_detail : WALLIFY_ID
; ;
May Last change: 16 6
LEV_COMP(6) 1996 LEV_COMP(6)
ladder_detail : LADDER_ID ':' coordinate ',' UP_OR_DOWN ladder_detail : LADDER_ID ':' coordinate ',' UP_OR_DOWN
; ;
@@ -454,19 +366,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
engraving_detail: ENGRAVING_ID ':' coordinate ',' engraving_type ',' string engraving_detail: ENGRAVING_ID ':' coordinate ',' engraving_type ',' string
; ;
May Last change: 16 7
LEV_COMP(6) 1996 LEV_COMP(6)
monster_c : monster monster_c : monster
| RANDOM_TYPE | RANDOM_TYPE
| m_register | m_register
@@ -520,19 +419,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
| RANDOM_TYPE | RANDOM_TYPE
; ;
May Last change: 16 8
LEV_COMP(6) 1996 LEV_COMP(6)
p_register : P_REGISTER '[' INTEGER ']' p_register : P_REGISTER '[' INTEGER ']'
; ;
@@ -578,28 +464,13 @@ LEV_COMP(6) 1996 LEV_COMP(6)
NOTE: NOTE:
Lines beginning with '#' are considered comments. Lines beginning with '#' are considered comments.
The contents of a "MAP" description of a maze is a rectangle The contents of a "MAP" description of a maze is a rectangle showing
showing the exact level map that should be used for the the exact level map that should be used for the given part of a maze.
given part of a maze. Each character in the map corresponds Each character in the map corresponds to a location on the screen.
to a location on the screen. Different location types are Different location types are denoted using different ASCII characters.
denoted using different ASCII characters. The following The following characters are recognized. To give an idea of how these
characters are recognized. To give an idea of how these are are used, see the EXAMPLE, below. The maximum size of a map is nor-
used, see the EXAMPLE, below. The maximum size of a map is mally 76 columns by 21 rows.
May Last change: 16 9
LEV_COMP(6) 1996 LEV_COMP(6)
normally 76 columns by 21 rows.
'-' horizontal wall '-' horizontal wall
'|' vertical wall '|' vertical wall
@@ -612,7 +483,7 @@ LEV_COMP(6) 1996 LEV_COMP(6)
'H' a secret corridor 'H' a secret corridor
'{' a fountain '{' a fountain
'\' a throne '\' a throne
'K' a sink (if SINKS is defined, else a room location) 'K' a sink
'}' a part of a moat or other deep water '}' a part of a moat or other deep water
'P' a pool 'P' a pool
'L' lava 'L' lava
@@ -624,8 +495,7 @@ LEV_COMP(6) 1996 LEV_COMP(6)
' ' stone ' ' stone
EXAMPLE EXAMPLE
Here is an example of a description file (a very simple Here is an example of a description file (a very simple one):
one):
MAZE : "fortress", random MAZE : "fortress", random
GEOMETRY : center , center GEOMETRY : center , center
@@ -651,20 +521,6 @@ EXAMPLE
CONTAINER: '(', "sack", place[2] CONTAINER: '(', "sack", place[2]
OBJECT: '*', "diamond", contained OBJECT: '*', "diamond", contained
OBJECT[50%]: '*', "ruby", contained OBJECT[50%]: '*', "ruby", contained
May Last change: 16 10
LEV_COMP(6) 1996 LEV_COMP(6)
# a random dragon somewhere # a random dragon somewhere
MONSTER: 'D', random, random MONSTER: 'D', random, random
# 3 out of 4 chance for a random trap in the EAST end # 3 out of 4 chance for a random trap in the EAST end
@@ -675,18 +531,17 @@ LEV_COMP(6) 1996 LEV_COMP(6)
NON_DIGGABLE: (0,0,8,8) NON_DIGGABLE: (0,0,8,8)
TELEPORT_REGION: levregion(0,0,79,20), (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 This example will produce a file named "fortress" that can be inte-
be integrated into one of the numerous mazes of the game. grated into one of the numerous mazes of the game.
Note especially the final, TELEPORT_REGION specification. Note especially the final, TELEPORT_REGION specification. This says
This says that level teleports or other non-stairway that level teleports or other non-stairway arrivals on this level can
arrivals on this level can land anywhere on the level except land anywhere on the level except the area of the map. This shows the
the area of the map. This shows the use of the ``levre- use of the ``levregion'' prefix allowed in certain region specifica-
gion'' prefix allowed in certain region specifications. tions. Normally, regions apply only to the most recent MAP specifica-
Normally, regions apply only to the most recent MAP specifi- tion, but when prefixed with ``levregion'', one can refer to any area
cation, but when prefixed with ``levregion'', one can refer of the level, regardless of the placement of the current MAP in the
to any area of the level, regardless of the placement of the level.
current MAP in the level.
AUTHOR AUTHOR
Jean-Christophe Collet, David Cohrs. Jean-Christophe Collet, David Cohrs.
@@ -695,32 +550,14 @@ SEE ALSO
dgn_comp(6), nethack(6) dgn_comp(6), nethack(6)
BUGS BUGS
Probably infinite. Most importantly, still needs additional Probably infinite. Most importantly, still needs additional bounds
bounds checking. checking.
COPYRIGHT
This file is Copyright (C) Kenneth Lorber and was last modified
2018/04/25 (version NetHack-3.6.0:1.7). NetHack may be freely redis-
tributed. See license for details.
May Last change: 16 11
NETHACK 25 May 2015 LEV_COMP(6)