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DGN_COMP(6)			 Games Manual			   DGN_COMP(6)

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  im-
       plementors  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 ex-
       ample, 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 per-
       centage,	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 percent-
       age, 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	direc-
       tion 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 dun-
       geon).

       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	gener-
       ation 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 dun-
       geon 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  dun-
       geon 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_comp32(6), nethack32(6)

BUGS
       Probably	infinite.

4th Berkeley Distribution	  12 Dec 1995			   DGN_COMP(6)

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