Man Linux: Main Page and Category List

NAME

       dgn_comp - NetHack dungeon compiler

SYNOPSIS

       dgn_comp [ file ]

       If no arguments are given, it reads standard input.

DESCRIPTION

       Dgn_comp  is a dungeon compiler for NetHack version 3.2 and higher.  It
       takes a description file as an argument and produces a dungeon "script"
       that is to be loaded by NetHack at runtime.

       The  purpose  of  this  tool  is  to provide NetHack administrators and
       implementors with a convenient way to create a custom dungeon  for  the
       game, without having to recompile the entire world.

GRAMMAR

       DUNGEON: name bonesmarker ( base , rand ) [ %age ]

       where  name  is  the  dungeon name, bonesmarker is a letter for marking
       bones files, ( base , rand ) is the number of levels, and %age  is  its
       percentage chance of being generated (if absent, 100% chance).

       DESCRIPTION: tag

       where tag is currently one of HELLISH, MAZELIKE, or ROGUELIKE.

       ALIGNMENT | LEVALIGN: [ lawful | neutral | chaotic | unaligned ]

       gives the alignment of the dungeon/level (default is unaligned).

       ENTRY: level

       the dungeon entry point.  The dungeon connection attaches at this level
       of the given dungeon.  If the value of level  is  negative,  the  entry
       level  is  calculated from the bottom of the dungeon, with -1 being the
       last level.  If this line is not present in a dungeon description,  the
       entry level defaults to 1.

       PROTOFILE: name

       the  prototypical  name  for  dungeon level files in this dungeon.  For
       example, the PROTOFILE name for the dungeon Vlads 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
       percentage, as above.

       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
       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 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.

       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.

       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

       Each  dungeon  must  have a unique bonesmarker , and each special level
       must have a bonesmarker unique  within  its  dungeon  (letters  may  be
       reused  in  different  dungeons).   If  the bonesmarker has the special
       value "none", no bones files will be created for that level or dungeon.

       The  value  base  may  be  in the range of 1 to MAXLEVEL (as defined in
       global.h ).

       The value rand may be in the range of -1 to MAXLEVEL.

       If rand is -1 it will be replaced with the value  (num_dunlevs(dungeon)
       -  base)  during  the  load  process  (ie.  from here to the end of the
       dungeon).

       If rand is 0 the level is located absolutely at base.

       Branches don’t have a probability.  Dungeons do.  If a dungeon fails to
       be generated during load, all its levels and branches are skipped.

       No  level  or  branch  may  be  chained  from a level with a percentage
       generation probability.  This is to prevent non-resolution  during  the
       load.   In  addition,  no  branch  may  be  made  from a dungeon with a
       percentage generation probability for the same reason.

       As a general rule using the dungeon compiler:

       If a dungeon has a protofile name associated with it (eg.  tower)  that
       file will be used.

       If  a special level is present, it will override the above rule and the
       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.

EXAMPLE

       Here is the current syntax of the dungeon compiler’s "language":

       #
       #       The dungeon description file for the "standard" original
       #       3.0 NetHack.
       #
       DUNGEON:        "The Dungeons of Doom" "D" (25, 5)
       LEVEL:          "rogue" "none" @ (15, 4)
       LEVEL:          "oracle" "none" @ (5, 7)
       LEVEL:          "bigroom" "B" @ (12, 3) 15
       LEVEL:          "medusa" "none" @ (20, 5)
       CHAINLEVEL:     "castle" "medusa" + (1, 4)
       CHAINBRANCH:    "Hell" "castle" + (0, 0) no_down
       BRANCH:         "The Astral Plane" @ (1, 0) no_down up

       DUNGEON:        "Hell" "H" (25, 5)
       DESCRIPTION:    mazelike
       DESCRIPTION:    hellish
       BRANCH:         "Vlad’s Tower" @ (13, 5) up
       LEVEL:          "wizard" "none" @ (15, 10)
       LEVEL:          "fakewiz" "A" @ (5, 5)
       LEVEL:          "fakewiz" "B" @ (10, 5)
       LEVEL:          "fakewiz" "C" @ (15, 5)
       LEVEL:          "fakewiz" "D" @ (20, 5)
       LEVEL:          "fakewiz" "E" @ (25, 5)

       DUNGEON:        "Vlad’s Tower" "T" (3, 0)
       PROTOFILE:      "tower"
       DESCRIPTION:    mazelike
       ENTRY:          -1

       DUNGEON:        "The Astral Plane" "A" (1, 0)
       DESCRIPTION:    mazelike
       PROTOFILE:      "endgame"

       NOTES:
       Lines beginning with ’#’ are considered comments.
       A special level must be  explicitly  aligned.   The  alignment  of  the
       dungeon  it  is  in  only  applies  to  non-special  levels within that
       dungeon.

AUTHOR

       M. Stephenson (from the level compiler by Jean-Christophe Collet).

SEE ALSO

       lev_comp(6), nethack(6)

BUGS

       Probably infinite.