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
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 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.