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DGN_COMP(6) Games Manual DGN_COMP(6)
DGN_COMP(6) 1995 DGN_COMP(6)
NAME NAME
dgn_comp - NetHack dungeon compiler dgn_comp - NetHack dungeon compiler
SYNOPSIS SYNOPSIS
dgn_comp [ file ] dgn_comp [ file ]
If no arguments are given, it reads standard input. If no arguments are given, it reads standard input.
DESCRIPTION DESCRIPTION
Dgn_comp is a dungeon compiler for NetHack version 3.2 and Dgn_comp is a dungeon compiler for NetHack version 3.2 and higher. It
higher. It takes a description file as an argument and pro- takes a description file as an argument and produces a dungeon "script"
duces a dungeon "script" that is to be loaded by NetHack at that is to be loaded by NetHack at runtime.
runtime.
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 to create a cus- implementors with a convenient way to create a custom dungeon for the
tom dungeon for the game, without having to recompile the game, without having to recompile the entire world.
entire world.
GRAMMAR GRAMMAR
DUNGEON: name bonesmarker ( base , rand ) [ %age ] DUNGEON: name bonesmarker ( base , rand ) [ %age ]
where name is the dungeon name, bonesmarker is a letter for where name is the dungeon name, bonesmarker is a letter for marking
marking bones files, ( base , rand ) is the number of lev- bones files, ( base , rand ) is the number of levels, and %age is its
els, and %age is its percentage chance of being generated percentage chance of being generated (if absent, 100% chance).
(if absent, 100% chance).
DESCRIPTION: tag DESCRIPTION: tag
where tag is currently one of HELLISH, MAZELIKE, or ROGUE- where tag is currently one of HELLISH, MAZELIKE, or ROGUELIKE.
LIKE.
ALIGNMENT | LEVALIGN: [ lawful | neutral | chaotic | ALIGNMENT | LEVALIGN: [ lawful | neutral | chaotic | unaligned ]
unaligned ]
gives the alignment of the dungeon/level (default is gives the alignment of the dungeon/level (default is unaligned).
unaligned).
ENTRY: level ENTRY: level
the dungeon entry point. The dungeon connection attaches at the dungeon entry point. The dungeon connection attaches at this level
this level of the given dungeon. If the value of level is of the given dungeon. If the value of level is negative, the entry
negative, the entry level is calculated from the bottom of level is calculated from the bottom of the dungeon, with -1 being the
the dungeon, with -1 being the last level. If this line is last level. If this line is not present in a dungeon description, the
not present in a dungeon description, the entry level entry level defaults to 1.
defaults to 1.
PROTOFILE: name PROTOFILE: name
the prototypical name for dungeon level files in this the prototypical name for dungeon level files in this dungeon. For
dungeon. For example, the PROTOFILE name for the dungeon example, the PROTOFILE name for the dungeon Vlad's Tower is tower.
Vlad's Tower is tower.
LEVEL: name bonesmarker @ ( base , rand ) [ %age ]
where name is the level name, bonesmarker is a letter for marking bones
files, ( base , rand ) is the location and %age is the generation per-
centage, as above.
Dec Last change: 12 1 RNDLEVEL: name bonesmarker @ ( base , rand ) [ %age ] rndlevs
where name is the level name, bonesmarker is a letter for marking bones
files, ( base , rand ) is the location, %age is the generation percent-
age, as above, and rndlevs is the number of similar levels available to
choose from.
CHAINLEVEL: name bonesmarker prev_name + ( base , rand ) [ %age ]
where name is the level name, bonesmarker is a letter for marking bones
files, prev_name is the name of a level defined previously, ( base ,
rand ) is the offset from the level being chained from, and %age is the
generation percentage.
RNDCHAINLEVEL: name bonesmarker prev_name + ( base , rand ) [ %age ]
rndlevs
where name is the level name, bonesmarker is a letter for marking bones
files, prev_name is the name of a level defined previously, ( base ,
rand ) is the offset from the level being chained from, %age is the
generation percentage, and rndlevs is the number of similar levels
available to choose from.
DGN_COMP(6) 1995 DGN_COMP(6) LEVELDESC: type
where type is the level type, (see DESCRIPTION, above). The type is
used to override any pre-set value used to describe the entire dungeon,
for this level only.
BRANCH: name @ ( base , rand ) [ stair | no_up | no_down | portal ] [
up | down ]
LEVEL: name bonesmarker @ ( base , rand ) [ %age ] where name is the name of the dungeon to branch to, and ( base , rand )
is the location of the branch. The last two optional arguments are the
branch type and branch direction. The type of a branch can be a two-
way stair connection, a one-way stair connection, or a magic portal. A
one-way stair is described by the types no_up and no_down which specify
which stair direction is missing. The default branch type is stair.
The direction for a stair can be either up or down; direction is not
applicable to portals. The default direction is down.
where name is the level name, bonesmarker is a letter for CHAINBRANCH: name prev_name + ( base , rand ) [ stair | no_up | no_down
marking bones files, ( base , rand ) is the location and | portal ] [ up | down ]
%age is the generation percentage, as above.
RNDLEVEL: name bonesmarker @ ( base , rand ) [ %age ] where name is the name of the dungeon to branch to, prev_name is the
rndlevs name of a previously defined level and ( base , rand ) is the offset
from the level being chained from. The optional branch type and direc-
where name is the level name, bonesmarker is a letter for tion are the same as described above.
marking bones files, ( base , rand ) is the location, %age
is the generation percentage, as above, and rndlevs is the
number of similar levels available to choose from.
CHAINLEVEL: name bonesmarker prev_name + ( base , rand ) [
%age ]
where name is the level name, bonesmarker is a letter for
marking bones files, prev_name is the name of a level
defined previously, ( base , rand ) is the offset from the
level being chained from, and %age is the generation percen-
tage.
RNDCHAINLEVEL: name bonesmarker prev_name + ( base , rand )
[ %age ] rndlevs
where name is the level name, bonesmarker is a letter for
marking bones files, prev_name is the name of a level
defined previously, ( base , rand ) is the offset from the
level being chained from, %age is the generation percentage,
and rndlevs is the number of similar levels available to
choose from.
LEVELDESC: type
where type is the level type, (see DESCRIPTION, above). The
type is used to override any pre-set value used to describe
the entire dungeon, for this level only.
BRANCH: name @ ( base , rand ) [ stair | no_up | no_down |
portal ] [ up | down ]
where name is the name of the dungeon to branch to, and (
base , rand ) is the location of the branch. The last two
optional arguments are the branch type and branch direction.
The type of a branch can be a two-way stair connection, a
one-way stair connection, or a magic portal. A one-way
stair is described by the types no_up and no_down which
specify which stair direction is missing. The default
branch type is stair. The direction for a stair can be
either up or down; direction is not applicable to portals.
The default direction is down.
Dec Last change: 12 2
DGN_COMP(6) 1995 DGN_COMP(6)
CHAINBRANCH: name prev_name + ( base , rand ) [ stair |
no_up | no_down | portal ] [ up | down ]
where name is the name of the dungeon to branch to,
prev_name is the name of a previously defined level and (
base , rand ) is the offset from the level being chained
from. The optional branch type and direction are the same
as described above.
GENERIC RULES GENERIC RULES
Each dungeon must have a unique bonesmarker , and each spe- Each dungeon must have a unique bonesmarker , and each special level
cial level must have a bonesmarker unique within its dungeon must have a bonesmarker unique within its dungeon (letters may be
(letters may be reused in different dungeons). If the reused in different dungeons). If the bonesmarker has the special
bonesmarker has the special value "none", no bones files value "none", no bones files will be created for that level or dungeon.
will be created for that level or dungeon.
The value base may be in the range of 1 to MAXLEVEL (as The value base may be in the range of 1 to MAXLEVEL (as defined in
defined in global.h ). global.h ).
The value rand may be in the range of -1 to MAXLEVEL. The value rand may be in the range of -1 to MAXLEVEL.
If rand is -1 it will be replaced with the value If rand is -1 it will be replaced with the value (num_dunlevs(dungeon)
(num_dunlevs(dungeon) - base) during the load process (ie. - base) during the load process (ie. from here to the end of the dun-
from here to the end of the dungeon). geon).
If rand is 0 the level is located absolutely at base. If rand is 0 the level is located absolutely at base.
Branches don't have a probability. Dungeons do. If a Branches don't have a probability. Dungeons do. If a dungeon fails to
dungeon fails to be generated during load, all its levels be generated during load, all its levels and branches are skipped.
and branches are skipped.
No level or branch may be chained from a level with a per- No level or branch may be chained from a level with a percentage gener-
centage generation probability. This is to prevent non- ation probability. This is to prevent non-resolution during the load.
resolution during the load. In addition, no branch may be In addition, no branch may be made from a dungeon with a percentage
made from a dungeon with a percentage generation probability generation probability for the same reason.
for the same reason.
As a general rule using the dungeon compiler: As a general rule using the dungeon compiler:
If a dungeon has a protofile name associated with it (eg. If a dungeon has a protofile name associated with it (eg. tower) that
tower) that file will be used. file will be used.
If a special level is present, it will override the above If a special level is present, it will override the above rule and the
rule and the appropriate file will be loaded. appropriate file will be loaded.
If neither of the above are present, the standard generator
will take over and make a "normal" level.
A level alignment, if present, will override the alignment
of the dungeon that it exists within.
Dec Last change: 12 3
DGN_COMP(6) 1995 DGN_COMP(6)
If neither of the above are present, the standard generator will take
over and make a "normal" level.
A level alignment, if present, will override the alignment of the dun-
geon that it exists within.
EXAMPLE EXAMPLE
Here is the current syntax of the dungeon compiler's Here is the current syntax of the dungeon compiler's "language":
"language":
# #
# The dungeon description file for the "standard" original # The dungeon description file for the "standard" original
# 3.0 NetHack. # 3.0 NetHack.
# #
DUNGEON: "The Dungeons of Doom" "D" (25, 5) DUNGEON: "The Dungeons of Doom" "D" (25, 5)
LEVEL: "rogue" "none" @ (15, 4) LEVEL: "rogue" "none" @ (15, 4)
LEVEL: "oracle" "none" @ (5, 7) LEVEL: "oracle" "none" @ (5, 7)
LEVEL: "bigroom" "B" @ (12, 3) 15 LEVEL: "bigroom" "B" @ (12, 3) 15
LEVEL: "medusa" "none" @ (20, 5) LEVEL: "medusa" "none" @ (20, 5)
CHAINLEVEL: "castle" "medusa" + (1, 4) CHAINLEVEL: "castle" "medusa" + (1, 4)
CHAINBRANCH: "Hell" "castle" + (0, 0) no_down CHAINBRANCH: "Hell" "castle" + (0, 0) no_down
BRANCH: "The Astral Plane" @ (1, 0) no_down up BRANCH: "The Astral Plane" @ (1, 0) no_down up
DUNGEON: "Hell" "H" (25, 5) DUNGEON: "Hell" "H" (25, 5)
DESCRIPTION: mazelike DESCRIPTION: mazelike
DESCRIPTION: hellish DESCRIPTION: hellish
BRANCH: "Vlad's Tower" @ (13, 5) up BRANCH: "Vlad's Tower" @ (13, 5) up
LEVEL: "wizard" "none" @ (15, 10) LEVEL: "wizard" "none" @ (15, 10)
LEVEL: "fakewiz" "A" @ (5, 5) LEVEL: "fakewiz" "A" @ (5, 5)
LEVEL: "fakewiz" "B" @ (10, 5) LEVEL: "fakewiz" "B" @ (10, 5)
LEVEL: "fakewiz" "C" @ (15, 5) LEVEL: "fakewiz" "C" @ (15, 5)
LEVEL: "fakewiz" "D" @ (20, 5) LEVEL: "fakewiz" "D" @ (20, 5)
LEVEL: "fakewiz" "E" @ (25, 5) LEVEL: "fakewiz" "E" @ (25, 5)
DUNGEON: "Vlad's Tower" "T" (3, 0) DUNGEON: "Vlad's Tower" "T" (3, 0)
PROTOFILE: "tower" PROTOFILE: "tower"
DESCRIPTION: mazelike DESCRIPTION: mazelike
ENTRY: -1 ENTRY: -1
DUNGEON: "The Astral Plane" "A" (1, 0) DUNGEON: "The Astral Plane" "A" (1, 0)
DESCRIPTION: mazelike DESCRIPTION: mazelike
PROTOFILE: "endgame" PROTOFILE: "endgame"
NOTES: NOTES:
Lines beginning with '#' are considered comments. Lines beginning with '#' are considered comments.
A special level must be explicitly aligned. The alignment A special level must be explicitly aligned. The alignment of the dun-
of the dungeon it is in only applies to non-special levels geon it is in only applies to non-special levels within that dungeon.
within that dungeon.
AUTHOR AUTHOR
M. Stephenson (from the level compiler by Jean-Christophe M. Stephenson (from the level compiler by Jean-Christophe Collet).
Collet).
SEE ALSO SEE ALSO
lev_comp(6), nethack(6) lev_comp(6), nethack(6)
Dec Last change: 12 4
DGN_COMP(6) 1995 DGN_COMP(6)
BUGS BUGS
Probably infinite. Probably infinite.
COPYRIGHT
This file is Copyright (C) Kenneth Lorber and was last modified
2018/04/25 (version NetHack-3.6.0:1.6). NetHack may be freely redis-
tributed. See license for details.
Dec Last change: 12 5
NETHACK 25 May 2015 DGN_COMP(6)