Use lua for special level files

Game is playable, and should compile on linux and Windows.
Assumes you have a lua 5.3 library available.

Removes level compiler and associated files.
Replaces special level des-files with lua scripts.
Exposes some NetHack internals to lua:
 - des-table with commands to create special levels
 - nh-table with NetHack core commands
 - nhc-table with some constants
 - u-table with some player-specific data (u-struct)
 - selection userdata

Adds some rudimentary tests.

Adds new extended command #wizloadlua to run a specific script,
and #wizloaddes to run a specific level-creation script.

nhlib.lua is loaded for every lua script.

Download and untar lua:
  mkdir lib
  cd lib
  curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz
  tar zxf lua-5.3.5.tar.gz

Then make nethack normally.
This commit is contained in:
Pasi Kallinen
2019-05-10 21:11:50 +03:00
parent 3e029d2900
commit fd55d9118e
189 changed files with 16653 additions and 27346 deletions

View File

@@ -1,588 +0,0 @@
.TH LEV_COMP 6 "25 May 2015" NETHACK
.de ND
.ds Nd \\$3
..
.de NB
.ds Nb \\$2
..
.de NR
.ds Nr \\$2
..
.ND $NHDT-Date: 1524689549 2018/04/25 20:52:29 $
.NB $NHDT-Branch: NetHack-3.6.0 $
.NR $NHDT-Revision: 1.7 $
.ds Na Kenneth Lorber
.SH NAME
lev_comp \- NetHack special levels compiler
.SH SYNOPSIS
.B lev_comp
[
.B \-w
]
[
.I files
]
.PP
If no arguments are given, it reads standard input.
.SH DESCRIPTION
.PP
.I 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.
.PP
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.
.PP
The
.B \-w
option causes
.I 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.
.SH GRAMMAR
.PP
.LP
.nf
.ta +8n +8n +8n +8n
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 ')'
;
.fi
.PP
.I NOTE:
.br
Lines beginning with '#' are considered comments.
.PP
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.
.LP
.nf
.ta +8n +8n +8n
\&'-' 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
\&'}' 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
.fi
.SH EXAMPLE
.PP
Here is an example of a description file (a very simple one):
.LP
.nf
.ta +8n +8n +8n
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)
.fi
.PP
This example will produce a file named "fortress" that can be integrated into
one of the numerous mazes of the game.
.PP
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.
.SH AUTHOR
.PP
Jean-Christophe Collet, David Cohrs.
.SH "SEE ALSO"
.PP
dgn_comp(6), nethack(6)
.SH BUGS
.PP
Probably infinite.
Most importantly, still needs additional bounds checking.
.SH COPYRIGHT
This file is Copyright (C) \*(Na and was last modified \*(Nd (version
\*(Nb:\*(Nr).
NetHack may be freely redistributed. See license for details.

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@@ -1,726 +0,0 @@
LEV_COMP(6) 1996 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 run-
time.
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 -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
May Last change: 16 1
LEV_COMP(6) 1996 LEV_COMP(6)
;
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
May Last change: 16 2
LEV_COMP(6) 1996 LEV_COMP(6)
| 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
May Last change: 16 3
LEV_COMP(6) 1996 LEV_COMP(6)
;
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
May Last change: 16 4
LEV_COMP(6) 1996 LEV_COMP(6)
| 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
May Last change: 16 5
LEV_COMP(6) 1996 LEV_COMP(6)
| ',' 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
;
May Last change: 16 6
LEV_COMP(6) 1996 LEV_COMP(6)
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
;
May Last change: 16 7
LEV_COMP(6) 1996 LEV_COMP(6)
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
;
May Last change: 16 8
LEV_COMP(6) 1996 LEV_COMP(6)
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
May Last change: 16 9
LEV_COMP(6) 1996 LEV_COMP(6)
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
May Last change: 16 10
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
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 ``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.
AUTHOR
Jean-Christophe Collet, David Cohrs.
SEE ALSO
dgn_comp(6), nethack(6)
BUGS
Probably infinite. Most importantly, still needs additional
bounds checking.
May Last change: 16 11