Des-file format (UnNetHack)

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This is a preliminary document of the Des-file format used by UnNetHack.

UnNethack, like Sporkhack started with the new level compiler patch, and added most of the changes from Spork.

A level consists of any number of Header statements, and one or more of Level definitions.

Header statements

FUNCTION

FUNCTION name() { Level statements }

Defines a function. The level statements defined inside the function body will be executed when the function is called. Function must be defined before it can be called. Call the function by using it's name, for example name()

INCLUDE

INCLUDE "filename.des"

Includes the contents of the file in the current file.


Level definitions

Level definition consists of LEVEL, optional FLAGS and any number of Level statements.

LEVEL

LEVEL:"name"

FLAGS

FLAGS:noteleport,mazelevel

Defines special flags for the whole level. Parameters are a comma-separated list of flags: noteleport, sheol, hardfloor, nommap, arboreal, shortsighted, noflipx, noflipy, noflip, mazelevel, premapped, shroud, stormy, graveyard, and sky.

Level statements

Level statements include the following commands, variable definitions, FUNCTION definitions and calls.

MESSAGE

MESSAGE:"any string goes here"

INIT_MAP

INIT_MAP:solidfill, ' '
INIT_MAP:mines, '.' , ' ', true, true, random, true
INIT_MAP:sheollev
INIT_MAP:mazegrid,'-'

Initializes the map with different algorithm.

ALTAR

ALTAR:coord or variable, alignment, altartype

Create an altar.

GRAVE

GRAVE:coord or variable, "Any epitaph message"
GRAVE:coord or variable, random
GRAVE:coord or variable

MON_GENERATION

Change the monster generation chances for this level.

MON_GENERATION:75%, (9, 'a'), (1, "fire giant")

75% of randomly generated monsters are either ants (90% chance), or fire giants (10% chance).

SOUNDS

Random sounds on this level.

SOUNDS:200, (hear, "falling rocks."), (pline, "Kaboom!"), (verbal, "Mwahahah!"), (feel, "hot!")

1/200 chance each turn to get one of the sounds defined. In this case, "You hear falling rocks.", "Kaboom!", "Mwahahah!", or "You feel hot!"

BRANCH

BRANCH:(x1,y1,x2,y2), (x3,y3,x4,y4)
BRANCH:levregion(x1,y1,x2,y2), levregion(x3,y3,x4,y4)

CORRIDOR

CORRIDOR:(room_number, direction, door_position), (room_number, direction, door_position)
CORRIDOR:(room_number, direction, door_position), any_integer

SHUFFLE

SHUFFLE:any_array_variable

NON_DIGGABLE

NON_DIGGABLE:region_or_variable

NON_PASSWALL

NON_PASSWALL:region_or_variable

ROOMDOOR

ROOMDOOR:secret, door_state, door_wall, door_pos

secret can be one of true, false, or random. door_state can be one of open, closed, locked, nodoor, broken, secret, or random. door_wall can be one of north, south, west, or east, a pipe-delimited list of those, or random. door_pos is a positive integer value.

DOOR

DOOR:door_state, selection

WALLWALK

WALLWALK:coord or variable, map character or variable
WALLWALK:coord or variable, map character or variable, 50%
WALLWALK:coord or variable, map character or variable, map character or variable
WALLWALK:coord or variable, map character or variable, map character or variable, 50%

DRAWBRIDGE

DRAWBRIDGE:coord or variable, direction, door_state

ENGRAVING

ENGRAVING:coord or variable, engraving_type, "string"
ENGRAVING:coord or variable, engraving_type, $stringvariable

engraving_type can be one of dust, engrave, burn, mark, blood, or random

FOUNTAIN

FOUNTAIN:selection

POOL

POOL:selection

SINK

SINK:selection

TERRAIN

TERRAIN:selection, map_character_or_variable

REPLACE_TERRAIN

REPLACE_TERRAIN:region_or_variable, map_character_or_variable, map_character_or_variable, percentage

SPILL

SPILL:coord or variable, terrain_type, direction, length

PORTAL

PORTAL:(x1,y1,x2,y2), (x3,y3,x4,y4), "string"
PORTAL:levregion(x1,y1,x2,y2), levregion(x3,y3,x4,y4), "string"

RANDOM_CORRIDORS

RANDOM_CORRIDORS
RANDOM_CORRIDORS:style

style is random, or one of the following values:

  • 1 = at least one corridor leaves from each room and goes to random room
  • 2 = circular path: room1 -> room2 -> room3 -> ... -> room1
  • 3 = all roads lead to rome. or to the first room.
  • any other value (or leaving style off) will generate normal style corridors.

REGION

REGION:region_or_variable, lightstate, roomtype [, filling [, bool]] [{ Level statements }]

ROOM

ROOM:"roomtype", [ chance, ] lightstate, position, align, size [, fill] { Level statements }
  • position can be either random or an approximate location in the form of (1,3) - this is not a coordinate, but an approximate position on the map - the number ranges are 1..5
  • align is either random or an approximate adjustment to the location in the form of (horiz, vert), where
    • horiz is one of left, half-left, center, half-right, or right.
    • vert is one of top, center, or bottom.
  • size is either random or an exact width and height in the form of (3,5).
  • fill is an optional boolean, and tells whether the room should get stocked with random stuff.

The contents (and SUBROOMs) of the room can be defined using the level statements.

SUBROOM

SUBROOM:"roomtype", [ chance, ] lightstate, position, size [, fill] { Level statements }
  • position is either random, or an exact position of the room inside the outer room in the form of (4,3).
  • size is either random or an exact width and height in the form of (3,5).
  • fill is an optional boolean, and tells whether the room should get stocked with random stuff.

The contents (and SUBROOMs) of the room can be defined using the level statements.

GOLD

GOLD:mathematical expression, coord or variable

SWITCH

SWITCH [ integer_or_variable ] {
  CASE integer:
     Level statements
     BREAK
  DEFAULT:
     Level statements
     BREAK
} 

LOOP

LOOP [ integer_or_variable ] { Level statements }

IF

IF [ 50% ] { Level statements } ELSE { Level statements }
IF [ math_expression_or_variable compare_operator math_expression_or_variable ] { Level statements }

EXIT

EXIT

Immediately finishes the level script.

LADDER

LADDER:coord or variable, direction

Creates a ladder. direction is one of up or down.

STAIR

STAIR:coord or variable, direction

Creates stairs. direction is one of up or down.

TELEPORT_REGION

TELEPORT_REGION:(x1,y1,x2,y2), (x3,y3,x4,y4) [, up_or_down ]
TELEPORT_REGION:levregion(x1,y1,x2,y2), levregion(x3,y3,x4,y4) [, up_or_down ]

TRAP

TRAP:"falling rock", coord or variable
TRAP:random, coord or variable

WALLIFY

WALLIFY
WALLIFY:region_or_variable

NOMAP

NOMAP

GEOMETRY

This must be immediately followed by a MAP definition. It tells the location of the MAP-part on the level. Two types of GEOMETRY, one takes an approximation of MAP alignment, the other takes an exact coordinate or variable.

GEOMETRY:horiz,vert
GEOMETRY:coord or variable

horiz is one of left, half-left, center, half-right, or right. vert is one of top, center, or bottom.

Both types take an optional boolean value. If it's true, the commands following the map are restricted into that map.

GEOMETRY:center,center,true

MAP

MAP
...
...
...
ENDMAP

This must be immediately preceded by a GEOMETRY definition. You define a map-part by "drawing" with map characters between the MAP and ENDMAP. The map can be up to 21 lines high and each line can be up to 76 chars long. Each line must also be the same length. You can also use numbers inside the map, but those will be ignored; they're considered as line numbers.

See also NOMAP.

MAZEWALK

MAZEWALK:coord or variable, direction
MAZEWALK:coord or variable, direction, stocked
MAZEWALK:coord or variable, direction, stocked, '.'

stocked is a boolean value and tells whether the maze should get stocked with random loot and monsters.

MONSTER

MONSTER:'d', coord or variable
MONSTER:"hill giant", coord or variable
MONSTER:('i', "imp"), coord or variable
MONSTER:random, coord or variable
$foo = MONSTER:'d'
MONSTER:$foo, (5,5)
$arr = MONSTER:{ 'd', 'T', 'y' }
MONSTER:$arr[0], (5,5)

The monster definition can also take a number of optional parameters, separated by commas:

MONSTER:'d', (4,4), "Idefix", peaceful, asleep, law, m_feature "boulder", female, invisible, cancelled, revived, avenge, stunned, confused, fleeing: 40, blinded: 20, paralyzed: 10, seen_traps: all
  • "Idefix" is the name of the monster.
  • Instead of peaceful, could use hostile.
  • Instead of asleep, could use awake.
  • Instead of law, could use noalign, neutral, chaos, coaligned, noncoaligned, align[0], align[1], align[2] or align:random.
  • m_feature tells the monster to mimic a dungeon feature, a boulder in this case. could also use m_monster or m_object.
  • female, invisible, cancelled, revived, avenge, stunned and confused set monster status bits.
  • fleeing, blinded and paralyzed set the number of turns the monster will flee, is blinded or is paralyzed, respectively.
  • seen_traps tells which traps the monster has seen; parameter is either all or quoted strings of trap names separated by pipe characters (eg. "falling boulder", or "arrow"|"dart"|"bear")

OBJECT

OBJECT:"elven cloak", (5,5)
OBJECT:'?', (5,5)
OBJECT:('/', "wishing"), (5,5)
OBJECT:random, (5,5)
$foo = OBJECT:'/'
OBJECT:$foo, (5,5)
$arr = OBJECT:{ '/', '?', '!' }
OBJECT:$arr[2], (5,5)

The object definition can also take a number of optional parameters, separated by commas:

OBJECT:'?', (5,5), blessed, montype:('d', "little dog"), +4, NAME:"foobar", quantity: 20, buried, invisible, lit, greased, locked, trapped, eroded:2, erodeproof, recharged:3
  • blessed can be replaced with uncursed or cursed.
  • montype tells eg. what monster statue it is.
  • any integer value sets the plusses or minuses for eg. armor or weapon.
  • NAME gives the item a name. can also take a variable of string type as a parameter.
  • quantity set the number of items.
  • buried, trapped, invisible, greased set object states.
  • lit or unlit for lamps.
  • eroded sets the erosion. Don't use with erodeproof.
  • locked (or broken) set the lock state for lockable objects.
  • recharged sets the number of times eg. a wand has been recharged.


CONTAINER

CONTAINER:"large chest", (5,5) { Level statements }

Takes the same parameters as OBJECT, but allows defining the contents inside the curly braces. For the contents, use a subset of level statements: OBJECTs, CONTAINERs and flow control commands (LOOP, IF...ELSE and SWITCH); anything else causes undefined behaviour.

variable

Variable names start with a dollar sign, and can contain any alphanumeric characters. Variables must be defined before they can be used. Some variable definitions must have the variable type: TERRAIN, MONSTER, OBJECT and selection.

$foo = 123
$foo = "any string"
$foo = mathematical expression
$bar = $foo
$foo = TERRAIN:'T'
$foo = MONSTER:'d'
$foo = MONSTER:"little dog"
$foo = MONSTER:('d', "little dog")
$foo = MONSTER:random
$foo = OBJECT:'/'
$foo = OBJECT:"elven cloak"
$foo = OBJECT:('?', "identify")
$foo = (40, 12)
$foo = (5,5, 40,12)
$foo = selection:selection

Array variables:

$foo = { 1, 2, 3, 4, 5 }
$foo = { "string a", "bcdef", "and something" }
$foo = { (1,2), (40,12) }
$foo = { (5,5,40,12), (1,1,20,18), (40,10,50,12) }
$foo = TERRAIN: { 'T', 'L', '.' }
$foo = MONSTER: { 'n', "newt", ('d', "little dog") }
$foo = OBJECT: { '/', "elven cloak", ('?', "identify") }

To access one element of an array variable, use eg. $foo[0] to access variable $foo's first element.

coord or variable

This parameter can be either a coordinate, or a variable of the coordinate type. For example:

GRAVE: (10,5)
$foo = (4,10)
$bar = { (4,10), (3,12), (50,2) }
GRAVE: $foo
GRAVE: $bar[1]
GRAVE: rndcoord(selection)

A random coordinate selected from within the selection

region or variable

This parameter can be either a region, or a variable of the region type. For example:

NON_DIGGABLE:(5,5, 40,12)
$foo = (5,5, 40,12)
NON_DIGGABLE:$foo

mathematical expression

A mathematical expression can consist of plain integer values, D-notations, and the operands '+', '-', '*', '/', and '%'. For example: 1 + 2, or 3d6 * (2 + 3). Negative integer values should be enclosed inside parenthesis: (-1) * (-3)

selection

A selection is a collection of map coordinates. The selection keyword is only needed when defining a variable of selection type.

$foo = selection:coord or variable
$foo = selection:rect region or variable
$foo = selection:fillrect region or variable
$foo = selection:line coord or variable-coord or variable
$foo = selection:randline coord or variable-coord or variable,mathematical expression
$foo = selection:grow (selection)
$foo = selection:grow (list of directions, selection)
$foo = selection:filter (50%, selection))
$foo = selection:filter (selection, selection)
$foo = selection:floodfill coord or variable
$foo = selection:circle (coord or variable, mathematical expression)
$foo = selection:circle (coord or variable, mathematical expression, filled)
$foo = selection:circle (coord or variable, mathematical expression, unfilled)
$foo = selection:ellipse (coord or variable, mathematical expression, mathematical expression)
$foo = selection:ellipse (coord or variable, mathematical expression, mathematical expression, filled)
$foo = selection:ellipse (coord or variable, mathematical expression, mathematical expression, unfilled)
$bar = $foo

Selections can be added together with the '&' operator, for example rect(5,5, 50,18) & rect(10,2, 40,13):

$foo = selection:rect(5,5, 50,18) & rect(10,2, 40,13)

To select a random coordinate from a selection, use rndcoord(selection):

$bar = rndcoord(rect(5,5, 50,18) & rect(10,2, 40,13))