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dgn_comp - NetHack dungeon compiler

Author

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

Bugs

       Probably infinite.

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.

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.

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.

Grammar

       DUNGEON: namebonesmarker ( 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'sTower is tower.

       LEVEL: namebonesmarker @ ( 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: namebonesmarker @ ( 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: namebonesmarkerprev_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: namebonesmarkerprev_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: nameprev_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.

Name

       dgn_comp - NetHack dungeon compiler

See Also

lev_comp(6), nethack(6)

Synopsis

dgn_comp [ file ]

       If no arguments are given, it reads standard input.

See Also