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

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LEV_COMP(6) 1996 LEV_COMP(6)
LEV_COMP(6) Games Manual LEV_COMP(6)
@@ -14,19 +11,18 @@ SYNOPSIS
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 run-
time.
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 administra-
tors and implementors with a convenient way for adding spe-
cial levels to the game, or modifying existing ones, without
having to recompile the entire world.
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.
The -w option causes lev_comp to perform extra checks on the level and
display extra warnings, however these warnings are sometimes superflu-
ous, so they are not normally displayed.
GRAMMAR
@@ -57,20 +53,6 @@ GRAMMAR
walled : BOOLEAN
| RANDOM_TYPE
May Last change: 16 1
LEV_COMP(6) 1996 LEV_COMP(6)
;
flags : /* nothing */
@@ -123,20 +105,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
;
aroom : room_def room_details
May Last change: 16 2
LEV_COMP(6) 1996 LEV_COMP(6)
| subroom_def room_details
;
@@ -189,20 +157,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
;
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
@@ -255,20 +209,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
init_reg : RANDOM_OBJECTS_ID ':' object_list
| RANDOM_PLACES_ID ':' place_list
May Last change: 16 4
LEV_COMP(6) 1996 LEV_COMP(6)
| RANDOM_MONSTERS_ID ':' monster_list
;
@@ -321,20 +261,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
monster_info : ',' string
| ',' MON_ATTITUDE
| ',' MON_ALERTNESS
May Last change: 16 5
LEV_COMP(6) 1996 LEV_COMP(6)
| ',' alignment
| ',' MON_APPEARANCE string
;
@@ -387,20 +313,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
wallify_detail : WALLIFY_ID
;
May Last change: 16 6
LEV_COMP(6) 1996 LEV_COMP(6)
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
;
May Last change: 16 7
LEV_COMP(6) 1996 LEV_COMP(6)
monster_c : monster
| RANDOM_TYPE
| m_register
@@ -520,19 +419,6 @@ LEV_COMP(6) 1996 LEV_COMP(6)
| RANDOM_TYPE
;
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LEV_COMP(6) 1996 LEV_COMP(6)
p_register : P_REGISTER '[' INTEGER ']'
;
@@ -578,28 +464,13 @@ LEV_COMP(6) 1996 LEV_COMP(6)
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
May Last change: 16 9
LEV_COMP(6) 1996 LEV_COMP(6)
normally 76 columns by 21 rows.
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 nor-
mally 76 columns by 21 rows.
'-' horizontal wall
'|' vertical wall
@@ -612,7 +483,7 @@ LEV_COMP(6) 1996 LEV_COMP(6)
'H' a secret corridor
'{' a fountain
'\' 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
'P' a pool
'L' lava
@@ -624,8 +495,7 @@ LEV_COMP(6) 1996 LEV_COMP(6)
' ' stone
EXAMPLE
Here is an example of a description file (a very simple
one):
Here is an example of a description file (a very simple one):
MAZE : "fortress", random
GEOMETRY : center , center
@@ -651,20 +521,6 @@ EXAMPLE
CONTAINER: '(', "sack", place[2]
OBJECT: '*', "diamond", contained
OBJECT[50%]: '*', "ruby", contained
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LEV_COMP(6) 1996 LEV_COMP(6)
# a random dragon somewhere
MONSTER: 'D', random, random
# 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)
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.
This example will produce a file named "fortress" that can be inte-
grated 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 ``levre-
gion'' prefix allowed in certain region specifications.
Normally, regions apply only to the most recent MAP specifi-
cation, 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.
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 specifica-
tions. Normally, regions apply only to the most recent MAP specifica-
tion, 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.
@@ -695,32 +550,14 @@ SEE ALSO
dgn_comp(6), nethack(6)
BUGS
Probably infinite. Most importantly, still needs additional
bounds checking.
May Last change: 16 11
Probably infinite. Most importantly, still needs additional bounds
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.
NETHACK 25 May 2015 LEV_COMP(6)