


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



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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



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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



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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



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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



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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
                     ;




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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
                     ;



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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
                     ;



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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



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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)
     '#'     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
     # a random dragon somewhere
     MONSTER: 'D', random, random



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LEV_COMP(6)                   1996                    LEV_COMP(6)



     # 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.

























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