If no arguments are given, it reads standard input.
Lev_comp is a special level compiler for NetHack version 3.1 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 implementors with a convenient way for adding special levels to the game, or modifying existing ones, without having to recompile the entire world.
The -w option causes lev_comp to perform extra checks on the level and display extra warnings, however these warnings are sometimes superfluous, so they are not normally displayed.
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" ':' string lev_init : /* nothing */ | "INIT_MAP" ':' fgtyp ',' bgtyp ',' smooth ',' joined ',' light_state ',' walled fgtyp : CHAR /* a MAP map_contents character */ bgtyp : CHAR /* a MAP map_contents character */ smooth : boolean joined : boolean walled : boolean | "random" flags : /* nothing */ | "FLAGS" ':' flag_list flag_list : flag_type | flag_type ',' flag_list flag_type : "noteleport" | "hardfloor" | "nommap" | "shortsighted" messages : /* nothing */ | message messages message : "MESSAGE" ':' STRING rreg_init : /* nothing */ | rreg_init init_rreg init_rreg : "RANDOM_OBJECTS" ':' object_list | "RANDOM_MONSTERS" ':' monster_list rooms : /* nothing */ | roomlist roomlist : aroom | aroom rooms corridors_def : random_corridors | corridors random_corridors: "RANDOM_CORRIDOR" corridors : /* nothing */ | corridors corridor corridor : "CORRIDOR" ':' corr_spec ',' corr_spec | "CORRIDOR" ':' corr_spec ',' INTEGER corr_spec : '(' INTEGER ',' direction ',' door_pos ')' direction : "north" | "south" | "east" | "west" aroom : room_def room_details | subroom_def room_details subroom_def : "SUBROOM" ':' room_type ',' light_state ',' subroom_pos ',' room_size ',' string room_def : "ROOM" ':' room_type ',' light_state ',' room_pos ',' room_align ',' room_size room_pos : '(' INTEGER ',' INTEGER ')' | "random" subroom_pos : '(' INTEGER ',' INTEGER ')' | "random" room_align : '(' h_justif ',' v_justif ')' | "random" room_size : '(' INTEGER ',' INTEGER ')' | "random" room_details : /* nothing */ | room_details room_detail room_detail : room_name | room_chance | room_door | monster_detail | object_detail | trap_detail | altar_detail | fountain_detail | sink_detail | pool_detail | gold_detail | engraving_detail | stair_detail room_name : "NAME" ':' string room_chance : "CHANCE" ':' INTEGER room_door : "DOOR" ':' secret ',' door_state ',' door_wall ',' door_pos secret : boolean | "random" door_wall : direction | "random" door_pos : INTEGER | "random" boolean : "true" | "false" maze_def : "MAZE" ':' string ',' filling filling : CHAR | "random" regions : aregion | aregion regions aregion : map_definition reg_init map_details map_definition : "NOMAP" | map_geometry "MAP" map_contents "ENDMAP" map_geometry : "GEOMETRY" ':' h_justif ',' v_justif map_contents : /* see discussion below */ h_justif : "left" | "half-left" | "right" | "half-right" | "center" v_justif : "top" | "bottom" | "center" reg_init : /* nothing */ | reg_init init_reg init_reg : "RANDOM_OBJECTS" ':' object_list | "RANDOM_PLACES" ':' place_list | "RANDOM_MONSTERS" ':' monster_list 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 | 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" ':' monster_c ',' m_name ',' coordinate monster_infos monster_infos : /* nothing */ | monster_infos monster_info monster_info : ',' string | ',' mon_attitude | ',' mon_alertness | ',' alignment | ',' "m_feature" string | ',' "m_monster" string | ',' "m_object" string mon_attitude : "peaceful" | "hostile" mon_alertness : "asleep" | "awake" object_detail : "OBJECT" ':' object_c ',' o_name ',' coordinate object_infos object_infos : /* nothing */ | ',' STRING ',' enchantment | ',' curse_state ',' enchantment ',' art_name curse_state : "random" | "blessed" | "uncursed" | "cursed" enchantment : INTEGER | "random" door_detail : "DOOR" ':' door_state ',' coordinate trap_detail : "TRAP" ':' trap_name ',' coordinate drawbridge_detail: "DRAWBRIDGE" ':' coordinate ',' direction ',' door_state mazewalk_detail : "MAZEWALK" ':' coordinate ',' direction wallify_detail : "WALLIFY" ladder_detail : "LADDER" ':' coordinate ',' up_or_down stair_detail : "STAIR" ':' coordinate ',' up_or_down stair_region : "STAIR" ':' lev_region ',' lev_region ',' up_or_down up_or_down: : "up" | "down" portal_region : "PORTAL" ':' lev_region ',' lev_region ',' string teleprt_region : "TELEPORT_REGION" ':' lev_region ',' lev_region teleprt_detail branch_region : "BRANCH" ':' lev_region ',' lev_region teleprt_detail : /* empty */ | ',' up_or_down lev_region : region | "levregion" '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')' fountain_detail : "FOUNTAIN" ':' coordinate sink_detail : "SINK" ':' coordinate pool_detail : "POOL" ':' coordinate diggable_detail : "NON_DIGGABLE" ':' region passwall_detail : "NON_PASSWALL" ':' region region_detail : "REGION" ':' region ',' light_state ',' room_type prefilled altar_detail : "ALTAR" ':' coordinate ',' alignment ',' altar_type gold_detail : "GOLD" ':' amount ',' coordinate engraving_detail: "ENGRAVING" ':' coordinate ',' engraving_type ',' string monster_c : monster | "random" | m_register object_c : object | "random" | o_register m_name : string | "random" o_name : string | "random" trap_name : string | "random" room_type : string | "random" prefilled : /* empty */ | ',' filling | ',' filling ',' irregular filling : "filled" | "unfilled" irregular : boolean /* irregular shaped room around region */ coordinate : coord | p_register | "random" door_state : "open" | "closed" | "locked" | "nodoor" | "broken" | "random" light_state : "lit" | "unlit" | "random" alignment : "noalign" | "law" | "neutral" | "chaos" | a_register | "random" altar_type : "sanctum" | "shrine" | "altar" | "random" p_register : "place" '[' INTEGER ']' o_register : "object" '[' INTEGER ']' m_register : "monster" '[' INTEGER ']' a_register : "align" '[' INTEGER ']' place : coord monster : CHAR object : CHAR string : STRING art_name : STRING | "none" amount : INTEGER | "random" engraving_type : "dust" | "engrave" | "burn" | "mark" | "random" coord : '(' INTEGER ',' INTEGER ')' region : '(' INTEGER ',' INTEGER ',' INTEGER ',' INTEGER ')'
NOTE:
Lines beginning with '#' are considered comments.
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) '}' a part of a moat or other deep water 'P' a pool 'L' lava '#' a corridor '.' a normal room location (unlit unless lit in a REGION declaration) ' ' stone
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 random dragon somewhere MONSTER: 'D', random, random # a random trap in the EAST end TRAP: 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: lev_region(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 anywhere on the level except the area of the map. This shows the use of the ``lev_region'' prefix allowed in certain region specifications. Normally, regions apply only to the most recent MAP specification, but when prefixed with ``lev_region'', one can refer to any area of the level, regardless of the placement of the current MAP in the level.
Jean-Christophe Collet, David Cohrs.
Probably infinite. Most importantly, still needs additional bounds checking.