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LEV_COMP(6)			  Games Manual			     LEV_COMP(6)

NAME
     lev_comp - NetHack special levels compiler

SYNOPSIS
     lev_comp [ -w ] [ files ]

     If no arguments are given, it reads standard input.

DESCRIPTION
     Lev_comp  is  a  special level compiler for NetHack version 3.2 and higher.
     It takes description files as arguments and produces level files  that  can
     be loaded by NetHack at runtime.

     The purpose of this tool is to provide NetHack administrators and implemen-
     tors  with a convenient way for adding special levels to the game, or modi-
     fying existing ones, without having to recompile the entire world.

     The -w option causes lev_comp to perform extra checks on the level and dis-
     play extra warnings, however these warnings are sometimes	superfluous,  so
     they are not normally displayed.

GRAMMAR
     file	     : /* nothing */
		     | levels
		     ;

     levels	     : level
		     | level levels
		     ;

     level	     : maze_level
		     | room_level
		     ;

     maze_level      : maze_def flags lev_init messages regions
		     ;

     room_level      : level_def flags lev_init messages rreg_init rooms corridors_def
		     ;

     level_def	     : LEVEL_ID ':' string
		     ;

     lev_init	     : /* nothing */
		     | LEV_INIT_ID ':' CHAR ',' CHAR ',' BOOLEAN ',' BOOLEAN ',' light_state ',' walled
		     ;

     walled	     : BOOLEAN
		     | RANDOM_TYPE
		     ;

     flags	     : /* nothing */
		     | FLAGS_ID ':' flag_list
		     ;

     flag_list	     : FLAG_TYPE ',' flag_list
		     | FLAG_TYPE
		     ;

     messages	     : /* nothing */
		     | message messages
		     ;

     message	     : MESSAGE_ID ':' STRING
		     ;

     rreg_init	     : /* nothing */
		     | rreg_init init_rreg
		     ;

     init_rreg	     : RANDOM_OBJECTS_ID ':' object_list
		     | RANDOM_MONSTERS_ID ':' monster_list
		     ;

     rooms	     : /* Nothing  -  dummy room for use with INIT_MAP */
		     | roomlist
		     ;

     roomlist	     : aroom
		     | aroom roomlist
		     ;

     corridors_def   : random_corridors
		     | corridors
		     ;

     random_corridors: RAND_CORRIDOR_ID
		     ;

     corridors	     : /* nothing */
		     | corridors corridor
		     ;

     corridor	     : CORRIDOR_ID ':' corr_spec ',' corr_spec
		     | CORRIDOR_ID ':' corr_spec ',' INTEGER
		     ;

     corr_spec	     : '(' INTEGER ',' DIRECTION ',' door_pos ')'
		     ;

     aroom	     : room_def room_details
		     | subroom_def room_details
		     ;

     subroom_def     : SUBROOM_ID ':' room_type ',' light_state ',' subroom_pos ',' room_size ',' string roomfill
		     ;

     room_def	     : ROOM_ID ':' room_type ',' light_state ',' room_pos ',' room_align ',' room_size roomfill
		     ;

     roomfill	     : /* nothing */
		     | ',' BOOLEAN
		     ;

     room_pos	     : '(' INTEGER ',' INTEGER ')'
		     | RANDOM_TYPE
		     ;

     subroom_pos     : '(' INTEGER ',' INTEGER ')'
		     | RANDOM_TYPE
		     ;

     room_align      : '(' h_justif ',' v_justif ')'
		     | RANDOM_TYPE
		     ;

     room_size	     : '(' INTEGER ',' INTEGER ')'
		     | RANDOM_TYPE
		     ;

     room_details    : /* nothing */
		     | room_details room_detail
		     ;

     room_detail     : room_name
		     | room_chance
		     | room_door
		     | monster_detail
		     | object_detail
		     | object_flags
		     | trap_detail
		     | altar_detail
		     | fountain_detail
		     | sink_detail
		     | pool_detail
		     | gold_detail
		     | engraving_detail
		     | stair_detail
		     ;

     room_name	     : NAME_ID ':' string
		     ;

     room_chance     : CHANCE_ID ':' INTEGER
		     ;

     room_door	     : DOOR_ID ':' secret ',' door_state ',' door_wall ',' door_pos
		     ;

     secret	     : BOOLEAN
		     | RANDOM_TYPE
		     ;

     door_wall	     : DIRECTION
		     | RANDOM_TYPE
		     ;

     door_pos	     : INTEGER
		     | RANDOM_TYPE
		     ;

     maze_def	     : MAZE_ID ':' string ',' filling
		     ;

     filling	     : CHAR
		     | RANDOM_TYPE
		     ;

     regions	     : aregion
		     | aregion regions
		     ;

     aregion	     : map_definition reg_init map_details
		     ;

     map_definition  : NOMAP_ID
		     | map_geometry MAP_ID
		     ;

     map_geometry    : GEOMETRY_ID ':' h_justif ',' v_justif
		     ;

     h_justif	     : LEFT_OR_RIGHT
		     | CENTER
		     ;

     v_justif	     : TOP_OR_BOT
		     | CENTER
		     ;

     reg_init	     : /* nothing */
		     | reg_init init_reg
		     ;

     init_reg	     : RANDOM_OBJECTS_ID ':' object_list
		     | RANDOM_PLACES_ID ':' place_list
		     | RANDOM_PLACES_ID '[' INTEGER ']' ':' place_list
		     | RANDOM_MONSTERS_ID ':' monster_list
		     | rndlevregion
		     ;

     object_list     : object
		     | object ',' object_list
		     ;

     monster_list    : monster
		     | monster ',' monster_list
		     ;

     place_list      : place
		     | place ',' place_list
		     ;

     map_details     : /* nothing */
		     | map_details map_detail
		     ;

     map_detail      : monster_detail
		     | object_detail
		     | object_flags
		     | door_detail
		     | trap_detail
		     | drawbridge_detail
		     | region_detail
		     | stair_region
		     | portal_region
		     | teleprt_region
		     | branch_region
		     | altar_detail
		     | fountain_detail
		     | mazewalk_detail
		     | wallify_detail
		     | ladder_detail
		     | stair_detail
		     | gold_detail
		     | engraving_detail
		     | diggable_detail
		     | passwall_detail
		     ;

     monster_detail  : MONSTER_ID chance ':' monster_c ',' m_name ',' coordinate
		      monster_infos
		     ;

     monster_infos   : /* nothing */
		     | monster_infos monster_info
		     ;

     monster_info    : ',' string
		     | ',' MON_ATTITUDE
		     | ',' MON_ALERTNESS
		     | ',' alignment
		     | ',' MON_APPEARANCE string
		     ;

     object_detail   : OBJECT_ID object_desc
		     | COBJECT_ID object_desc
		     ;

     object_desc     : chance ':' object_c ',' o_name ',' object_where object_infos
		     ;

     object_where    : coordinate
		     | CONTAINED
		     ;

     object_infos    : /* nothing */
		     | ',' curse_state ',' monster_id ',' enchantment optional_name
		     | ',' curse_state ',' enchantment optional_name
		     | ',' monster_id ',' enchantment optional_name
		     ;

     object_flags    : OBJFLAGS_ID ':' obj_flag_list

     obj_flag_list   : obj_flag_list ',' OBJFLAG_TYPE
		     | OBJFLAG_TYPE
		     ;

     curse_state     : RANDOM_TYPE
		     | CURSE_TYPE
		     ;

     monster_id      : STRING
		     ;

     enchantment     : RANDOM_TYPE
		     | INTEGER
		     ;

     optional_name   : /* nothing */
		     | ',' NONE
		     | ',' STRING
		     ;

     door_detail     : DOOR_ID ':' door_state ',' coordinate
		     ;

     trap_detail     : TRAP_ID chance ':' trap_name ',' coordinate
		     ;

     drawbridge_detail: DRAWBRIDGE_ID ':' coordinate ',' DIRECTION ',' door_state
		     ;

     mazewalk_detail : MAZEWALK_ID ':' coordinate ',' DIRECTION
		     ;

     wallify_detail  : WALLIFY_ID
		     ;

     ladder_detail   : LADDER_ID ':' coordinate ',' UP_OR_DOWN
		     ;

     stair_detail    : STAIR_ID ':' coordinate ',' UP_OR_DOWN
		     ;

     stair_region    : STAIR_ID ':' lev_region ',' lev_region ',' UP_OR_DOWN
		     ;

     rndlevregion    : RANDOMREGION_ID '[' INTEGER ']' ':' lev_region ',' lev_region
		     ;

     portal_region   : PORTAL_ID ':' lev_region ',' lev_region ',' string
		     ;

     teleprt_region  : TELEPRT_ID ':' lev_region ',' lev_region teleprt_detail
		     ;

     branch_region   : BRANCH_ID ':' lev_region ',' lev_region
		     ;

     teleprt_detail  : /* empty */
		     | ',' UP_OR_DOWN
		     ;

     lev_region      : region
		     | LEV '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
		     ;

     fountain_detail : FOUNTAIN_ID ':' coordinate
		     ;

     sink_detail : SINK_ID ':' coordinate
		     ;

     pool_detail : POOL_ID ':' coordinate
		     ;

     diggable_detail : NON_DIGGABLE_ID ':' region
		     ;

     passwall_detail : NON_PASSWALL_ID ':' region
		     ;

     region_detail   : REGION_ID ':' region ',' light_state ',' room_type prefilled
		     ;

     altar_detail    : ALTAR_ID ':' coordinate ',' alignment ',' altar_type
		     ;

     gold_detail     : GOLD_ID ':' amount ',' coordinate
		     ;

     engraving_detail: ENGRAVING_ID ':' coordinate ',' engraving_type ',' string
		     ;

     monster_c	     : monster
		     | RANDOM_TYPE
		     | m_register
		     ;

     object_c	     : object
		     | RANDOM_TYPE
		     | o_register
		     ;

     m_name	     : string
		     | RANDOM_TYPE
		     ;

     o_name	     : string
		     | RANDOM_TYPE
		     ;

     trap_name	     : string
		     | RANDOM_TYPE
		     ;

     room_type	     : string
		     | RANDOM_TYPE
		     ;

     prefilled	     : /* empty */
		     | ',' FILLING
		     | ',' FILLING ',' BOOLEAN
		     ;

     coordinate      : coord
		     | p_register
		     | r_register
		     | RANDOM_TYPE
		     ;

     door_state      : DOOR_STATE
		     | RANDOM_TYPE
		     ;

     light_state     : LIGHT_STATE
		     | RANDOM_TYPE
		     ;

     alignment	     : ALIGNMENT
		     | a_register
		     | RANDOM_TYPE
		     ;

     altar_type      : ALTAR_TYPE
		     | RANDOM_TYPE
		     ;

     p_register      : P_REGISTER '[' INTEGER ']'
		     | P_REGISTER '[' INTEGER ']' '[' INTEGER ']'
		     ;

     r_register      : R_REGISTER '[' INTEGER ']'
		     ;

     o_register      : O_REGISTER '[' INTEGER ']'
		     ;

     m_register      : M_REGISTER '[' INTEGER ']'
		     ;

     a_register      : A_REGISTER '[' INTEGER ']'
		     ;

     place	     : coord
		     | NONE
		     ;

     monster	     : CHAR
		     ;

     object	     : CHAR
		     ;

     string	     : STRING
		     ;

     amount	     : INTEGER
		     | RANDOM_TYPE
		     ;

     chance	     : /* empty */
		     | PERCENT
		     ;

     engraving_type  : ENGRAVING_TYPE
		     | RANDOM_TYPE
		     ;

     coord	     : '(' INTEGER ',' INTEGER ')'
		     ;

     region	     : '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
		     ;

     NOTE:
     Lines beginning with '#' are considered comments.

     Each  region  in  a  special level may use either single or multiple random
     placement list commands but these commands should not be mixed within a re-
     gion. Single  random  placement  list  commands  are  "RANDOM_PLACES:"  and
     "place[n]"; multiple random placement list commands are "RANDOM_PLACES[l]:"
     and "place[l][n]". Where multiple random placement lists are used they must
     be  specified  in	increasing  order  with  no  gaps.  The  first number in
     "place[l][n]" specifies the list number and the  second  number  the  index
     into  the	shuffled  list. Lists may be of varying lengths and are shuffled
     independently.

     The contents of a "MAP" description of a maze is a  rectangle  showing  the
     exact  level  map	that  should be used for the given part of a maze.  Each
     character in the map corresponds to a location on	the  screen.   Different
     location types are denoted using different ASCII characters.  The following
     characters  are recognized.  To give an idea of how these are used, see the
     EXAMPLE, below.  The maximum size of a map is normally  76  columns  by  21
     rows.

     '-'     horizontal wall
     '|'     vertical wall
     '+'     a doorway (state is specified in a DOOR declaration)
     'A'     open air
     'B'     boundary room location (for bounding unwalled irregular regions)
     'C'     cloudy air
     'I'     ice
     'S'     a secret door
     'H'     a secret corridor
     '{'     a fountain
     '\'     a throne
     'K'     a sink (if SINKS is defined, else a room location)
     'Z'     a toilet (if SINKS is defined, else a room location)
     '}'     a part of a moat or other deep water
     'P'     a pool
     'L'     lava
     'W'     water (yes, different from a pool)
     'T'     a tree
     'F'     iron bars
     '#'     a corridor
     '.'     a normal room location (unlit unless lit in a REGION declaration)
     ' '     stone

EXAMPLE
     Here is an example of a description file (a very simple one):

     MAZE : "fortress", random
     GEOMETRY : center , center
     MAP
     }}}}}}}}}
     }}}|-|}}}
     }}|-.-|}}
     }|-...-|}
     }|.....|}
     }|-...-|}
     }}|-.-|}}
     }}}|-|}}}
     }}}}}}}}}
     ENDMAP
     MONSTER: '@', "Wizard of Yendor", (4,4)
     OBJECT: '"', "Amulet of Yendor", (4,4)
     # a hell hound flanking the Wiz on a random side
     RANDOM_PLACES: (4,3), (4,5), (3,4), (5,4)
     MONSTER: 'd', "hell hound", place[0]
     # a chest on another random side
     OBJECT: '(', "chest", place[1]
     # a sack on a random side, with a diamond and maybe a ruby in it
     CONTAINER: '(', "sack", place[2]
     OBJECT: '*', "diamond", contained
     OBJECT[50%]: '*', "ruby", contained
     # a random dragon somewhere
     MONSTER: 'D', random, random
     # 3 out of 4 chance for a random trap in the EAST end
     TRAP[75%]: random, (6,4)
     # an electric eel below the SOUTH end
     MONSTER: ';', "electric eel", (4,8)
     # make the walls non-diggable
     NON_DIGGABLE: (0,0,8,8)
     TELEPORT_REGION: levregion(0,0,79,20), (0,0,8,8)

     This  example  will  produce a file named "fortress" that can be integrated
     into one of the numerous mazes of the game.

     Note especially the final, TELEPORT_REGION specification.	This  says  that
     level  teleports or other non-stairway arrivals on this level can land any-
     where on the level except the area of the map.  This shows the use  of  the
     ``levregion''  prefix  allowed in certain region specifications.  Normally,
     regions apply only to the most recent MAP specification, but when	prefixed
     with  ``levregion'',  one can refer to any area of the level, regardless of
     the placement of the current MAP in the level.

AUTHOR
     Jean-Christophe Collet, David Cohrs.

SEE ALSO
     dgn_comp(6), nethack(6)

BUGS
     Probably infinite.  Most importantly, still needs additional bounds  check-
     ing.

4th Berkeley Distribution	   16 May 1996			     LEV_COMP(6)

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