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402 lines
7 KiB
Groff
402 lines
7 KiB
Groff
.TH DGN_COMP 6 "12 Dec 1995"
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.UC 4
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.SH NAME
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dgn_comp \- NetHack dungeon compiler
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.SH SYNOPSIS
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.B dgn_comp
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[
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.I file
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]
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.PP
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If no arguments are given, it reads standard input.
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.SH DESCRIPTION
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.PP
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.I Dgn_comp
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is a dungeon compiler for NetHack version 3.2 and higher. It
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takes a description file as an argument and produces a dungeon "script"
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that is to be loaded by NetHack at runtime.
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.PP
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The purpose of this tool is to provide NetHack administrators and
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implementors with a convenient way to create a custom dungeon for the
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game, without having to recompile the entire world.
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.SH GRAMMAR
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.PP
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DUNGEON:
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.B name
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.B bonesmarker
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(
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.B base
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,
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.B rand
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) [
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.B %age
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]
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.PP
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where
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.B name
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is the dungeon name,
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.B bonesmarker
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is a letter for marking bones files, (
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.B base
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,
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.B rand
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) is the number of levels, and
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.B %age
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is its percentage chance of being generated (if absent, 100% chance).
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DESCRIPTION:
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.B tag
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.PP
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where
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.B tag
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is currently one of
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.BR HELLISH ,
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.BR MAZELIKE ,
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or
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.BR ROGUELIKE .
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ALIGNMENT | LEVALIGN: [
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.B lawful
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.B neutral
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.B chaotic
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.B unaligned
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]
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.PP
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gives the alignment of the dungeon/level (default is unaligned).
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ENTRY:
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.B level
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.PP
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the dungeon entry point. The dungeon connection attaches at this
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level of the given dungeon.
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If the value of
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.B level
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is negative, the entry level is calculated from the bottom of the
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dungeon, with -1 being the last level.
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If this line is not present in a dungeon description, the entry level
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defaults to 1.
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PROTOFILE:
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.B name
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.PP
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the prototypical name for dungeon level files in this dungeon.
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For example, the PROTOFILE name for the dungeon
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.I Vlad's Tower
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is
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.IR tower .
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LEVEL:
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.B name
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.B bonesmarker
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@ (
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.B base
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,
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.B rand
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) [
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.B %age
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]
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.PP
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where
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.B name
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is the level name,
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.B bonesmarker
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is a letter for marking bones files, (
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.B base
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,
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.B rand
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) is the location and
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.B %age
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is the generation percentage, as above.
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RNDLEVEL:
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.B name
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.B bonesmarker
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@ (
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.B base
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,
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.B rand
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)
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[
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.B %age
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]
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.B rndlevs
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.PP
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where
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.B name
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is the level name,
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.B bonesmarker
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is a letter for marking bones files, (
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.B base
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,
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.B rand
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) is the location,
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.B %age
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is the generation percentage, as above, and
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.B rndlevs
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is the number of similar levels available to choose from.
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CHAINLEVEL:
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.B name
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.B bonesmarker
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.B prev_name
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+ (
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.B base
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,
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.B rand
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) [
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.B %age
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]
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.PP
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where
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.B name
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is the level name,
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.B bonesmarker
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is a letter for marking bones files,
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.B prev_name
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is the name of a level defined previously, (
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.B base
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,
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.B rand
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) is the
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.I offset
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from the level being chained from, and
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.B %age
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is the generation percentage.
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RNDCHAINLEVEL:
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.B name
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.B bonesmarker
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.B prev_name
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+ (
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.B base
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,
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.B rand
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) [
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.B %age
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]
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.B rndlevs
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.PP
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where
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.B name
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is the level name,
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.B bonesmarker
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is a letter for marking bones files,
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.B prev_name
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is the name of a level defined previously, (
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.B base
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,
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.B rand
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) is the
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.I offset
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from the level being chained from,
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.B %age
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is the generation percentage, and
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.B rndlevs
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is the number of similar levels available to choose from.
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LEVELDESC:
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.B type
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.PP
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where
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.B type
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is the level type, (see DESCRIPTION, above). The
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.B type
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is used to override any pre-set value used to describe the entire dungeon,
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for this level only.
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BRANCH:
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.B name
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@ (
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.B base
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,
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.B rand
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) [
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.B stair
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.B no_up
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.B no_down
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.B portal
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] [
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.B up
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.B down
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]
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.PP
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where
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.B name
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is the name of the dungeon to branch to, and (
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.B base
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,
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.B rand
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) is the location of the branch.
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The last two optional arguments are
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the branch type and branch direction.
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The type of a branch can be a two-way stair connection,
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a one-way stair connection, or a magic portal.
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A one-way stair is described by the types
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.B no_up
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and
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.B no_down
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which specify which stair direction is missing.
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The default branch type is
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.BR stair .
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The direction for a stair can be either up or down; direction is not
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applicable to portals. The default direction is
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.BR down .
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CHAINBRANCH:
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.B name
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.B prev_name
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+ (
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.B base
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,
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.B rand
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) [
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.B stair
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.B no_up
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.B no_down
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.B portal
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] [
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.B up
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.B down
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]
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.PP
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where
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.B name
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is the name of the dungeon to branch to,
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.B prev_name
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is the name of a previously defined
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.B level
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and (
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.B base
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,
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.B rand
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) is the
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.I offset
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from the level being chained from.
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The optional branch type and direction are the same as described above.
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.SH GENERIC RULES
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.PP
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Each dungeon must have a unique
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.B bonesmarker ,
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and each special level must have a
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.B bonesmarker
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unique within its dungeon (letters may be reused in different dungeons).
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If the
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.B bonesmarker
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has the special value "none", no bones files will be created for that
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level or dungeon.
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.PP
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The value
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.B base
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may be in the range of 1 to
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.B MAXLEVEL
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(as defined in
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.I global.h
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).
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.PP
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The value
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.B rand
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may be in the range of -1 to
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.BR MAXLEVEL .
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.PP
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If
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.B rand
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is -1 it will be replaced with the value (num_dunlevs(dungeon) - base)
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during the load process (ie. from here to the end of the dungeon).
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.PP
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If
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.B rand
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is 0 the level is located absolutely at
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.BR base .
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.PP
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Branches don't have a probability. Dungeons do. If a dungeon fails
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to be generated during load, all its levels and branches are skipped.
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.PP
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No level or branch may be chained from a level with a percentage generation
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probability. This is to prevent non-resolution during the load.
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In addition, no branch may be made from a dungeon with a percentage
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generation probability for the same reason.
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.PP
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As a general rule using the dungeon compiler:
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.PP
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If a dungeon has a
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.B protofile
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name associated with it
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.RI ( eg.
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.BR tower )
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that file will be used.
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.PP
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If a special level is present, it will override the above rule and
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the appropriate file will be loaded.
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.PP
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If neither of the above are present, the standard generator will
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take over and make a "normal" level.
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.PP
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A level alignment, if present, will override
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the alignment of the dungeon that it exists within.
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.SH EXAMPLE
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.PP
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Here is the current syntax of the dungeon compiler's "language":
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.LP
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.nf
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.ta +8n +8n +8n
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#
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# The dungeon description file for the "standard" original
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# 3.0 NetHack.
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#
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DUNGEON: "The Dungeons of Doom" "D" (25, 5)
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LEVEL: "rogue" "none" @ (15, 4)
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LEVEL: "oracle" "none" @ (5, 7)
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LEVEL: "bigroom" "B" @ (12, 3) 15
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LEVEL: "medusa" "none" @ (20, 5)
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CHAINLEVEL: "castle" "medusa" + (1, 4)
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CHAINBRANCH: "Hell" "castle" + (0, 0) no_down
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BRANCH: "The Astral Plane" @ (1, 0) no_down up
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DUNGEON: "Hell" "H" (25, 5)
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DESCRIPTION: mazelike
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DESCRIPTION: hellish
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BRANCH: "Vlad's Tower" @ (13, 5) up
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LEVEL: "wizard" "none" @ (15, 10)
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LEVEL: "fakewiz" "A" @ (5, 5)
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LEVEL: "fakewiz" "B" @ (10, 5)
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LEVEL: "fakewiz" "C" @ (15, 5)
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LEVEL: "fakewiz" "D" @ (20, 5)
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LEVEL: "fakewiz" "E" @ (25, 5)
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DUNGEON: "Vlad's Tower" "T" (3, 0)
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PROTOFILE: "tower"
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DESCRIPTION: mazelike
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ENTRY: -1
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DUNGEON: "The Astral Plane" "A" (1, 0)
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DESCRIPTION: mazelike
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PROTOFILE: "endgame"
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.fi
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.PP
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.I NOTES:
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.br
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Lines beginning with '#' are considered comments.
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.br
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A special level must be explicitly aligned. The alignment of the dungeon
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it is in only applies to non-special levels within that dungeon.
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.SH AUTHOR
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.PP
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M. Stephenson (from the level compiler by Jean-Christophe Collet).
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.SH "SEE ALSO"
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.PP
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lev_comp(6), nethack(6)
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.SH BUGS
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.PP
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Probably infinite.
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