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
implementors 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 example, 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 percentage, 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 percentage, 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 direction 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 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.
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