mirror of
https://codeberg.org/noisytoot/notnotdnethack.git
synced 2024-11-21 16:55:06 +00:00
Ron Nazarov
abb9bce584
Now always enabled: SINKS, WALLIFIED_MAZE, STEED, FIREARMS, TOURIST, CONVICT, OTHER_SERVICES, ATTACK_PETS, YOUMONST_SPELL, PET_SATIATION, ELBERETH, REDO, EXP_ON_BOTL, SCORE_ON_BOTL, AUTOPICKUP_EXCEPTIONS, SHOW_BORN, SHOW_EXTINCT, SORTLOOT, PARANOID, QWERTZ, REALTIME_ON_BOTL, RECORD_CONDUCT RECORD_TURNS, RECORD_ACHIEVE, RECORD_REALTIME, RECORD_START_END_TIME, RECORD_GENDER0, RECORD_ALIGN0, BARD Completely unused ifdefs removed: TAME_RANGED_ATTACKS Unused in practice ifdefs removed: NO_SCAN_BRACK (seemingly an undocumented workaround for lattice fscanf being unable to read the score file) Mostly done with coan2, with some manual edits for stuff coan2 can't handle (it doesn't like macromagic). I kept REINCARNATION (because I use it and it works) and SEDUCE (it doesn't work but might be made to at some point). The showborn option is now default.
726 lines
17 KiB
Text
726 lines
17 KiB
Text
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LEV_COMP(6) 1996 LEV_COMP(6)
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NAME
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lev_comp - NetHack special levels compiler
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SYNOPSIS
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lev_comp [ -w ] [ files ]
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If no arguments are given, it reads standard input.
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DESCRIPTION
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Lev_comp is a special level compiler for NetHack version 3.2
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and higher. It takes description files as arguments and
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produces level files that can be loaded by NetHack at run-
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time.
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The purpose of this tool is to provide NetHack administra-
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tors and implementors with a convenient way for adding spe-
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cial levels to the game, or modifying existing ones, without
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having to recompile the entire world.
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The -w option causes lev_comp to perform extra checks on the
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level and display extra warnings, however these warnings are
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sometimes superfluous, so they are not normally displayed.
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GRAMMAR
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file : /* nothing */
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| levels
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;
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levels : level
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| level levels
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;
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level : maze_level
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| room_level
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;
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maze_level : maze_def flags lev_init messages regions
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;
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room_level : level_def flags lev_init messages rreg_init rooms corridors_def
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;
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level_def : LEVEL_ID ':' string
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;
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lev_init : /* nothing */
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| LEV_INIT_ID ':' CHAR ',' CHAR ',' BOOLEAN ',' BOOLEAN ',' light_state ',' walled
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;
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walled : BOOLEAN
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| RANDOM_TYPE
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May Last change: 16 1
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LEV_COMP(6) 1996 LEV_COMP(6)
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;
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flags : /* nothing */
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| FLAGS_ID ':' flag_list
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;
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flag_list : FLAG_TYPE ',' flag_list
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| FLAG_TYPE
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;
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messages : /* nothing */
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| message messages
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;
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message : MESSAGE_ID ':' STRING
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;
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rreg_init : /* nothing */
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| rreg_init init_rreg
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;
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init_rreg : RANDOM_OBJECTS_ID ':' object_list
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| RANDOM_MONSTERS_ID ':' monster_list
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;
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rooms : /* Nothing - dummy room for use with INIT_MAP */
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| roomlist
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;
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roomlist : aroom
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| aroom roomlist
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;
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corridors_def : random_corridors
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| corridors
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;
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random_corridors: RAND_CORRIDOR_ID
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;
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corridors : /* nothing */
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| corridors corridor
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;
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corridor : CORRIDOR_ID ':' corr_spec ',' corr_spec
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| CORRIDOR_ID ':' corr_spec ',' INTEGER
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;
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corr_spec : '(' INTEGER ',' DIRECTION ',' door_pos ')'
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;
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aroom : room_def room_details
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May Last change: 16 2
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LEV_COMP(6) 1996 LEV_COMP(6)
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| subroom_def room_details
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;
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subroom_def : SUBROOM_ID ':' room_type ',' light_state ',' subroom_pos ',' room_size ',' string roomfill
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;
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room_def : ROOM_ID ':' room_type ',' light_state ',' room_pos ',' room_align ',' room_size roomfill
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;
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roomfill : /* nothing */
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| ',' BOOLEAN
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;
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room_pos : '(' INTEGER ',' INTEGER ')'
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| RANDOM_TYPE
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;
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subroom_pos : '(' INTEGER ',' INTEGER ')'
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| RANDOM_TYPE
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;
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room_align : '(' h_justif ',' v_justif ')'
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| RANDOM_TYPE
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;
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room_size : '(' INTEGER ',' INTEGER ')'
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| RANDOM_TYPE
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;
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room_details : /* nothing */
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| room_details room_detail
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;
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room_detail : room_name
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| room_chance
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| room_door
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| monster_detail
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| object_detail
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| trap_detail
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| altar_detail
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| fountain_detail
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| sink_detail
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| pool_detail
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| gold_detail
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| engraving_detail
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| stair_detail
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;
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room_name : NAME_ID ':' string
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;
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room_chance : CHANCE_ID ':' INTEGER
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May Last change: 16 3
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LEV_COMP(6) 1996 LEV_COMP(6)
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;
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room_door : DOOR_ID ':' secret ',' door_state ',' door_wall ',' door_pos
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;
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secret : BOOLEAN
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| RANDOM_TYPE
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;
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door_wall : DIRECTION
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| RANDOM_TYPE
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;
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door_pos : INTEGER
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| RANDOM_TYPE
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;
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maze_def : MAZE_ID ':' string ',' filling
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;
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filling : CHAR
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| RANDOM_TYPE
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;
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regions : aregion
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| aregion regions
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;
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aregion : map_definition reg_init map_details
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;
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map_definition : NOMAP_ID
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| map_geometry MAP_ID
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;
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map_geometry : GEOMETRY_ID ':' h_justif ',' v_justif
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;
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h_justif : LEFT_OR_RIGHT
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| CENTER
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;
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v_justif : TOP_OR_BOT
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| CENTER
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;
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reg_init : /* nothing */
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| reg_init init_reg
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;
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init_reg : RANDOM_OBJECTS_ID ':' object_list
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| RANDOM_PLACES_ID ':' place_list
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May Last change: 16 4
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LEV_COMP(6) 1996 LEV_COMP(6)
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| RANDOM_MONSTERS_ID ':' monster_list
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;
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object_list : object
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| object ',' object_list
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;
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monster_list : monster
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| monster ',' monster_list
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;
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place_list : place
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| place ',' place_list
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;
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map_details : /* nothing */
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| map_details map_detail
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;
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map_detail : monster_detail
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| object_detail
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| door_detail
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| trap_detail
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| drawbridge_detail
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| region_detail
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| stair_region
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| portal_region
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| teleprt_region
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| branch_region
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| altar_detail
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| fountain_detail
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| mazewalk_detail
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| wallify_detail
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| ladder_detail
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| stair_detail
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| gold_detail
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| engraving_detail
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| diggable_detail
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| passwall_detail
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;
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monster_detail : MONSTER_ID chance ':' monster_c ',' m_name ',' coordinate
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monster_infos
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;
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monster_infos : /* nothing */
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| monster_infos monster_info
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;
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monster_info : ',' string
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| ',' MON_ATTITUDE
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| ',' MON_ALERTNESS
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May Last change: 16 5
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LEV_COMP(6) 1996 LEV_COMP(6)
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| ',' alignment
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| ',' MON_APPEARANCE string
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;
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object_detail : OBJECT_ID object_desc
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| COBJECT_ID object_desc
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;
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object_desc : chance ':' object_c ',' o_name ',' object_where object_infos
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;
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object_where : coordinate
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| CONTAINED
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;
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object_infos : /* nothing */
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| ',' curse_state ',' monster_id ',' enchantment optional_name
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| ',' curse_state ',' enchantment optional_name
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| ',' monster_id ',' enchantment optional_name
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;
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curse_state : RANDOM_TYPE
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| CURSE_TYPE
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;
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monster_id : STRING
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;
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enchantment : RANDOM_TYPE
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| INTEGER
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;
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optional_name : /* nothing */
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| ',' NONE
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| ',' STRING
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;
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door_detail : DOOR_ID ':' door_state ',' coordinate
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;
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trap_detail : TRAP_ID chance ':' trap_name ',' coordinate
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;
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drawbridge_detail: DRAWBRIDGE_ID ':' coordinate ',' DIRECTION ',' door_state
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;
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mazewalk_detail : MAZEWALK_ID ':' coordinate ',' DIRECTION
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;
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wallify_detail : WALLIFY_ID
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;
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May Last change: 16 6
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LEV_COMP(6) 1996 LEV_COMP(6)
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ladder_detail : LADDER_ID ':' coordinate ',' UP_OR_DOWN
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;
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stair_detail : STAIR_ID ':' coordinate ',' UP_OR_DOWN
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;
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stair_region : STAIR_ID ':' lev_region ',' lev_region ',' UP_OR_DOWN
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;
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portal_region : PORTAL_ID ':' lev_region ',' lev_region ',' string
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;
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teleprt_region : TELEPRT_ID ':' lev_region ',' lev_region teleprt_detail
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;
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branch_region : BRANCH_ID ':' lev_region ',' lev_region
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;
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teleprt_detail : /* empty */
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| ',' UP_OR_DOWN
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;
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lev_region : region
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| LEV '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
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;
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fountain_detail : FOUNTAIN_ID ':' coordinate
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;
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sink_detail : SINK_ID ':' coordinate
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;
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pool_detail : POOL_ID ':' coordinate
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;
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diggable_detail : NON_DIGGABLE_ID ':' region
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;
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passwall_detail : NON_PASSWALL_ID ':' region
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;
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region_detail : REGION_ID ':' region ',' light_state ',' room_type prefilled
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;
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altar_detail : ALTAR_ID ':' coordinate ',' alignment ',' altar_type
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;
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gold_detail : GOLD_ID ':' amount ',' coordinate
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;
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engraving_detail: ENGRAVING_ID ':' coordinate ',' engraving_type ',' string
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;
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May Last change: 16 7
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LEV_COMP(6) 1996 LEV_COMP(6)
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monster_c : monster
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| RANDOM_TYPE
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| m_register
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;
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object_c : object
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| RANDOM_TYPE
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| o_register
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;
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m_name : string
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| RANDOM_TYPE
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;
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o_name : string
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| RANDOM_TYPE
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;
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trap_name : string
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| RANDOM_TYPE
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;
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room_type : string
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| RANDOM_TYPE
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;
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prefilled : /* empty */
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| ',' FILLING
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| ',' FILLING ',' BOOLEAN
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;
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coordinate : coord
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| p_register
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| RANDOM_TYPE
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;
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door_state : DOOR_STATE
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| RANDOM_TYPE
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;
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light_state : LIGHT_STATE
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| RANDOM_TYPE
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;
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alignment : ALIGNMENT
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| a_register
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| RANDOM_TYPE
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;
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altar_type : ALTAR_TYPE
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| RANDOM_TYPE
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;
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May Last change: 16 8
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LEV_COMP(6) 1996 LEV_COMP(6)
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p_register : P_REGISTER '[' INTEGER ']'
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;
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o_register : O_REGISTER '[' INTEGER ']'
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;
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m_register : M_REGISTER '[' INTEGER ']'
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;
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a_register : A_REGISTER '[' INTEGER ']'
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;
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place : coord
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;
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monster : CHAR
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;
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object : CHAR
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;
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string : STRING
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;
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amount : INTEGER
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| RANDOM_TYPE
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;
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chance : /* empty */
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| PERCENT
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;
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engraving_type : ENGRAVING_TYPE
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| RANDOM_TYPE
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;
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coord : '(' INTEGER ',' INTEGER ')'
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;
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region : '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
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;
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NOTE:
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Lines beginning with '#' are considered comments.
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The contents of a "MAP" description of a maze is a rectangle
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showing the exact level map that should be used for the
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given part of a maze. Each character in the map corresponds
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to a location on the screen. Different location types are
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denoted using different ASCII characters. The following
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characters are recognized. To give an idea of how these are
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used, see the EXAMPLE, below. The maximum size of a map is
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May Last change: 16 9
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LEV_COMP(6) 1996 LEV_COMP(6)
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normally 76 columns by 21 rows.
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'-' horizontal wall
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'|' vertical wall
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'+' a doorway (state is specified in a DOOR declaration)
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'A' open air
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'B' boundary room location (for bounding unwalled irregular regions)
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'C' cloudy air
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'I' ice
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'S' a secret door
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'H' a secret corridor
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'{' a fountain
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'\' a throne
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'K' a sink
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'}' a part of a moat or other deep water
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'P' a pool
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'L' lava
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'W' water (yes, different from a pool)
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'T' a tree
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'F' iron bars
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'#' a corridor
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'.' a normal room location (unlit unless lit in a REGION declaration)
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' ' stone
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EXAMPLE
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Here is an example of a description file (a very simple
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one):
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MAZE : "fortress", random
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GEOMETRY : center , center
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MAP
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}}}}}}}}}
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}}}|-|}}}
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}}|-.-|}}
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}|-...-|}
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}|.....|}
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}|-...-|}
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}}|-.-|}}
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}}}|-|}}}
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}}}}}}}}}
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ENDMAP
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MONSTER: '@', "Wizard of Yendor", (4,4)
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OBJECT: '"', "Amulet of Yendor", (4,4)
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# a hell hound flanking the Wiz on a random side
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RANDOM_PLACES: (4,3), (4,5), (3,4), (5,4)
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MONSTER: 'd', "hell hound", place[0]
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# a chest on another random side
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OBJECT: '(', "chest", place[1]
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# a sack on a random side, with a diamond and maybe a ruby in it
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CONTAINER: '(', "sack", place[2]
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OBJECT: '*', "diamond", contained
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OBJECT[50%]: '*', "ruby", contained
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May Last change: 16 10
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LEV_COMP(6) 1996 LEV_COMP(6)
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# a random dragon somewhere
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MONSTER: 'D', random, random
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# 3 out of 4 chance for a random trap in the EAST end
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TRAP[75%]: random, (6,4)
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# an electric eel below the SOUTH end
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MONSTER: ';', "electric eel", (4,8)
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# make the walls non-diggable
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NON_DIGGABLE: (0,0,8,8)
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TELEPORT_REGION: levregion(0,0,79,20), (0,0,8,8)
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This example will produce a file named "fortress" that can
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be integrated into one of the numerous mazes of the game.
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Note especially the final, TELEPORT_REGION specification.
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This says that level teleports or other non-stairway
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arrivals on this level can land anywhere on the level except
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the area of the map. This shows the use of the ``levre-
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gion'' prefix allowed in certain region specifications.
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Normally, regions apply only to the most recent MAP specifi-
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cation, but when prefixed with ``levregion'', one can refer
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to any area of the level, regardless of the placement of the
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current MAP in the level.
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AUTHOR
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Jean-Christophe Collet, David Cohrs.
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SEE ALSO
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dgn_comp(6), nethack(6)
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BUGS
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Probably infinite. Most importantly, still needs additional
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bounds checking.
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May Last change: 16 11
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