----------------------------------------------- How to make levels for Dungeon Crawl Stone Soup ----------------------------------------------- Contents: A. Introduction B. Sample map C. Map symbols D. Header information E. Conditionalising levels F. Validating levels G. Hints for level makers H. Portal vaults I. Lua reference J. Feature names K. Map statistics A. Introduction ================= All fixed level information resides in various .des files to be found in the dat directory. If you are interested in adding some vaults, say, start with the existing ones and modify them. Currently, the following .des files are in use: altar.des - minivaults containing altars arena.des - arenas for the arena mode bazaar.des - entrances to bazaar portal vaults, and bazaars proper crypt.des - random vaults for Crypt, the Crypt:5 branch ends, and the predefined maps for Tomb:1, Tomb:2 and Tomb:3 didact.des - lua and vaults for syntax checking - not used in-game dummy.des - global dummy balancers elf.des - arrival and random vaults for Elf, and Elf:7 branch ends entry.des - entry vaults (each game - but not tutorial games - uses one of these premade maps for the vicinity of the entrance) float.des - floating vaults hells.des - hell entrances, Geryon's vestibule, Coc:7, Tar:7, Dis:7, Geh:7 hive.des - hive entrances, random hive vaults, Hive:2 icecave.des - the ice cave portal vault lab.des - labyrinths exits and flavour vaults lair.des - lair entrances, random vaults for lair proper and sub-branches, and the branch ends: Shoals:5, Swamp:5, Snake:5, Slime:6 large.des - all regular vaults which have ORIENT:encompass/northwest etc layout.des - level layout code that has been moved from dungeon.cc and rewritten in Lua. mini.des - minivaults (no ORIENT line at all) minitomb.des - the minitomb portal vault orc.des - orcish mine entrances, orc only vaults pan.des - vaults of the Pan demon lords, Pan minivaults rooms.des - special monster rooms, such as orc, kobold and jelly rooms sewer.des - the sewer portal vault temple.des - Ecumenical Temples, and Temple entrances vaults.des - entrances for the Vaults, Vaults-specific vaults, the Hall of Blades, and Vaults:8 ziggurat.des - the ziggurat entry vaults, pillars and arenas zot.des - vaults for the Zot branch and the maps for Zot:5 Kinds of Vaults --------------- The different kinds of vaults used by Crawl are described briefly below. Entry vault: A map designed for D:1, which (usually) contains the primary upstair { and is always tagged "entry". A player starting a new game will usually land in an entry vault. Branch entry vault, or branch portal vault: A map containing the entry to a branch - either a branch stair (such as the stair to the Orcish Mines), or a branch portal (a portal to Hell, say). Always tagged "_entry". Special level: A map for a location of significance in the game, such as the Ecumenical Temple, or the end of branches such as level 5 of the Snake Pit (Snake:5). Special level maps usually have a PLACE: attribute. Random vaults: Random vaults may be randomly generated at any level in the dungeon. Random vault maps are selected by the dungeon builder based on their DEPTH: attributes. Random minivaults: Random minivaults are small maps that are placed onto a level that the dungeon builder has already constructed fully otherwise (the level may include other vaults). Minivaults are distinguished from normal vaults by the absence of an ORIENT: declaration. Any map without a specified ORIENT: is a minivault. Minivaults are handled like floating vaults (ORIENT: float vaults) in most respects. The differences are: 1. Floating vaults may be placed before the rest of the level layout is generated, and the rest of the level may be built around the floating vault. This is never the case for minivaults. 2. Floating vaults may be placed anywhere in the map, including places completely separated from the rest of the level by rock. The dungeon builder will then connect the exits from the floating vault to the rest of the level, usually producing obvious "passages" from the floating vault to the main body of the level. In contrast, minivaults are placed such that at least one square of the minivault overlaps with an existing part of the level, and are thus more likely to look like part of the level. Unlike floating vaults, the dungeon builder assumes that any one square of overlap is enough to connect the minivault to the rest of the level and makes no effort to connect exits from the minivault to the level. You can ask the dungeon builder to connect exits from your minivault with the "mini_float" tag. B. Sample Map =============== Before going into the technical details of the level-file syntax, let's look at an example - a branch entry for the Ecumenical Temple - to see what a map definition looks like. # name below: NAME: useless_temple_entry # header section below: ORIENT: float # "ORIENT: float" tells the level builder that # this entry can be anywhere on the level. TAGS: temple_entry # "TAGS: temple_entry" turns the 'O' on the MONS: butterfly, plant # map into stairs to the Temple. ITEM: stone # actual map below: # The symbols on the map: MAP # x - rock wall xx.d.xx # . - floor x..1..x # @ - entry point ( @d2O2d. # O - stairs to the Temple x..1..x # 1 - first monster from list (here butterfly) xx.d.xx # 2 - second monster from list (here plant) ENDMAP # d - first item from the list (here stones) Every map consists of a name, a header and the actual map (the order is not important as long as the name comes first, but try to stick to this order for consistency). Lines starting with # are comments. The keywords available are explained in detail in the following sections. C. Map symbols ================ Terrain ------- x - rock wall (DNGN_ROCK_WALL) X - permanent rock wall - always undiggable (DNGN_PERMAROCK_WALL) c - stone wall - only affected by Shatter (DNGN_STONE_WALL) m - clear rock wall (DNGN_CLEAR_ROCK_WALL) n - clear stone wall - only affected by Shatter (DNGN_CLEAR_STONE_WALL) o - clear permanent rock wall - always undiggable (DNGN_CLEAR_PERMAROCK_WALL) v - metal wall - grounds electricity (DNGN_METAL_WALL) b - crystal wall - reflects cold and fire (DNGN_GREEN_CRYSTAL_WALL) a - wax wall - can melt (DNGN_WAX_WALL) . - floor (DNGN_FLOOR) + - closed door (DNGN_CLOSED_DOOR) = - secret door (DNGN_SECRET_DOOR) W - shallow water w - deep water - can be randomly turned into shallow water by the level-builder; you can prevent this conversion with the no_pool_fixup TAG. Also, water may automatically receive water creatures! For entry vaults, avoid this with the no_monster_gen TAG or KMASK. l - lava - again, use the no_monster_gen TAG or KMASK for entry vaults! Features -------- @ - entry point - must be on outside edge. If you use ORIENT: float, and do not use any @, the dungeon builder will connect at least one floorspace on the edge of your map to the rest of the level; if there is no floorspace on the edge of your map, it will be isolated. }{ - Stone stairs - You must be able to reach these from each other. The { upstair is also the stair on which the player will enter the dungeon for entry vaults. )( - Stone stairs, set 2. ][ - Stone stairs, set 3. >< - escape hatches - you can leave the level by these but will usually not land on stairs/hatches I - orcish idol (does nothing) ^ - random trap. ~ - random trap suitable for the branch and depth the map is being used. A - Vestibule gateway (opened by Horn). B - Altar. These are assigned specific types (e.g. of Zin etc) in dungeon.cc, in order. C - Random Altar. F - Usually a Granite Statue, but may be Orange or Silver or Ice (1 in 100) G - Granite statue (does nothing) - you can see through but not walk through. Also, sight-based effects like smiting work past granite statues, as does apportation. T - Water fountain U - Magic fountain V - Permanently dry fountain Y - Blood fountain (use sparingly!) Note: Due to the level maker having seen incremental improvements over the years, there are some inconsistencies. For examples, dangerous statues (ice, orange, silver) are now genuine monsters. In particular, you might see many older vaults still using the deprecated 'H' and 'S' glyphs which should otherwise be dispensed with. Similarly, most of the other feature glyphs can be replaced with KFEAT: lines. The same goes for some item glyphs ('R', 'Z') which could be replaced by KITEM: lines. Items ----- $ - gold % - normal item * - higher level item (good) | - acquirement-level item (almost guaranteed excellent) O - place an appropriate rune here. For portal vaults, place the portal here. P - maybe place a rune here (50%) R - honeycomb (2/3) or royal jelly (1/3) Z - the Orb of Zot d-k - item array item. See section below on ITEM: arrays for more info. Monsters -------- 0 - normal monster 9 - +5 depth monster 8 - (+2) * 2 depth monster (aargh!). Can get golden dragons and titans this way. 1-7 - monster array monster. See section below on MONS: arrays for more information D. Header information ======================= (All declarations apart from NAME: are translated to Lua function calls behind the scenes. See the Lua reference for more information.) Try to respect line lengths of 80 characters. Should some line exceed that (which is quite possible, especially for ITEM and MONS lines), you can use the \ symbol to break a line. You can break a line anywhere, with the exception of comma-separated lists, where you cannot start a new line with a comma. See the end of this section for examples. NAME: a_string Each map must have a unique name. Underscores and digits are ok. ORIENT: (float |encompass | north | northwest | ... | southeast) Some kind of ORIENT: line is mandatory for vaults; skipping ORIENT: makes your map a minivault. As a rule of thumb, if you're writing a small random map, skip the ORIENT: line and make it a minivault. * "float": The dungeon builder puts your vault wherever it wants to. * "some_direction": The vault lies along that side of the map: xxxxxxxxxx xxxxxxxxxxxxx xORIENT:Nx xORIENT:NW|.. x.VAULT..x x.VAULT...|.. x--------x x---------|.. xrest....x xrest........ x...of...x x.....of..... x...levelx x.......level ORIENT: float vaults give a lot of flexibility to the dungeon generator; float should generally be preferred to other ORIENT: settings for new vaults. DEPTH: For random vaults, branch entry vaults, and minivaults, this specifies the range of levels where the vault may be placed in the dungeon. E.g. DEPTH: 7-20 DEPTH: does not force a map to be placed in a particular place; it applies only when the dungeon builder is looking for a random vault or minivault, so you can control at what depths your vault gets placed. A simple DEPTH: declaration that does not specify a branch applies to all branches. A map declared with depth 7-20 could be used in the Lair, for instance. (Lair:1 will be treated as a depth of 12 if the Lair entrance is on D:11.) You can constrain a map by branch: DEPTH: Lair:3-6 (Anywhere between levels 3-6 of the Lair, inclusive.) You can apply multiple constraints in one DEPTH line, comma-separated: DEPTH: 7-20, !12-14 (Anywhere in the dungeon between depths 7-20, but not on levels 12-14.) DEPTH: 7-20, !Orc (Anywhere in the dungeon between depths 7-20, but never in the Orcish Mines.) DEPTH: Lair:* (Anywhere in the Lair. Can also be expressed as "DEPTH: Lair".) Maps that do not specify a DEPTH: attribute will inherit their depth constraints from the closest preceding default-depth: line. If there is no preceding default-depth directive in the .des file, the map will have no DEPTH: constraint. Note that maps without a DEPTH: constraint cannot be selected as random vaults or minivaults. CHANCE: : or CHANCE allows you to control the probability that your map is used on any given level with an absolute roll. There are two ways to specify the CHANCE roll: CHANCE: 500 or CHANCE: 5% If specified as a raw number, the chance of selecting the vault is in 10000. If specified as a percentage, the chance of selecting the vault is * 100 in 10000. Note that CHANCE accepts only integers, no fractions or decimals. For any map with alternatives, a CHANCE influences how likely the map is to be picked instead of the alternatives. If a map has a CHANCE, Crawl will roll a random number in the range 1-10000, and select the map if the CHANCE is >= the rolled random number. If there are multiple alternative maps with CHANCE, they will be tested in an unspecified order; the first map that makes the CHANCE roll will be used. If you'd like to specify an order of testing CHANCEs, specify a CHANCE with a priority: CHANCE: 10 : 20% This specifies a CHANCE of 20%, with a priority of 10, which means this vault will be checked before any other vault with a lower priority (the default priority is 0). If no map with a CHANCE is picked, Crawl will select a map based on WEIGHT, ignoring vaults with a CHANCE set. Note that the Lua equivalent for CHANCE is a two-argument function: : chance(, ) These lines are all equivalent: CHANCE: 5% CHANCE: 500 CHANCE: 0 : 5% CHANCE: 0 : 500 : chance(0, 500) A common case when using CHANCE is to assign a CHANCE to a set of maps. For instance, if you have a set of portal vault entries, and you want one of the set to be used on 5% of all levels, you can do this: NAME: portal_a CHANCE: 50 : 5% TAGS: chance_portal_group ... NAME: portal_b CHANCE: 50 : 5% TAGS: chance_portal_group ... That is, if you have a set of maps that use CHANCE and are tagged chance_xxx, then one map of that set will be used when the chance is met. WEIGHT: (number with 10 being default) For entry vaults and any other vaults randomly picked from among a set, this type of line affects the likelihood of the given vault being picked in a given game. The default WEIGHT: is 10. The likelihood of a vault getting picked is: [vault's WEIGHT: / sum of all WEIGHT:s of vaults of that type] PLACE: Used to specify certain special levels. Existing special levels include most branch ends. The branches need to use the official abbreviations also used e.g. in the overmap (Ctrl-O): D, Temple, Orc, Elf, Lair, Swamp, Shoal, Slime, Snake, Hive, Vault, Blade, Crypt, Tomb, Hell, Dis, Geh, Coc, Tar, Zot. PLACE can also be used to specify arbitrary places, like D:3, which will force the map (or one of the maps with PLACE: D:3) to be picked when D:3 is generated. PLACE cannot be used to specify places in the Abyss, Pandemonium, or Labyrinths. PLACE can be used with random vaults and minivaults for testing them. TAGS: Tags go an a TAGS: line and are space-separated. You can have several TAGS: lines, or use \ for very long ones. Valid tags are: * "allow_dup": Vaults are normally used only once per game. If you have a vault that can be used more than once, use allow_dup to tell the dungeon builder that the vault can be reused. * "chance_FOO": Maps can be tagged chance_ with any unique suffix to indicate that if the map's CHANCE roll is made, one of the maps tagged chance_FOO should be picked. * "dummy": this tag indicates that the vault is a stub; if the dungeon builder picks a dummy vault, it pretends no vault was selected. Dummies are used to reduce the probability of other vaults at the same depth / place. * "entry": this tag MUST be there for a vault to be pickable as an entry vault. * "extra": requests that the dungeon builder treat this as an extra vault and try to immediately place another vault of the same type it was trying to place when it placed this vault. "extra" is good to use for things like labyrinth entries that should not affect the chance of other minivaults on the level. If you use "extra", you probably want to use one of the "luniq" tags as well if your map is tagged "allow_dup". * "generate_awake": Monsters placed (using MONS, KMONS) in this vault will be generated awake. * "patrolling": Monsters placed (using MONS, KMONS) in this vault will be generated with their starting position as patrol point. If not otherwise occupied (fighting, seeking) they will patrol the area. * "no_item_gen": Prevents random item generation in the vault. Items explicitly placed by the vault are not affected. * "mini_float": applicable only to minivaults, requests that the dungeon builder pick random exits from the minivault and connect it to the rest of the level, similar to the exit behaviour for floating vaults. * "no_monster_gen": Prevents random monster generation at the time of the vault's creation. Highly advised for entry vaults with a player-hostile geography, MUST-HAVE for those with water/lava. Can be applied only to particular symbols with KMASK. * "no_pool_fixup": prevents water squares next to land from being randomly converted from deep water (the default) to shallow. * "no_wall_fixup": In Dis, the Vaults and the Crypt a vault's rock walls will be changed to be the same as the wall type of the rest of the level. If you don't want that to happen then use this tag. * "uniq_BAR": (uniq_ with any suffix) specifies that only one of the vaults with this tag can be used in a game. * "luniq": specifies that this vault can be used only once on a given level. "luniq" is only relevant when used with "allow_dup". * "luniq_BAR": (luniq_ with any suffix) specifies that only one of the vaults with this tag can be used on any given level. "luniq_BAR" is only relevant when used with "allow_dup". * "branch_entry" eg. "orc_entry", "lair_entry" etc. If chosen, these maps will contain the stairs for that branch. Use "O" to place the stairs. If a branch has very few entries, a dummy entry is advisable to make sure the player doesn't get bored of the same few entries recycled ad nauseam. Note: if any TAG argument contains an "entry", the vault will be no longer eligible for random placement. (Currently, this just affects your choice of BAR when using uniq_BAR.) * "mnoleg" or the name of some other pandemonium lord. This makes the map eligible for said pan lord's lair. See pan.des. * "minotaur" turns this into a labyrinth exit vault. "lab" turns this into an additional labyrinth flavour vault. See lab.des for examples and details. * "no_rotate": Normally, the dungeon builder can, at its whim, rotate your vault. This flag tells it, "hey, don't do that to my vault!" * "no_hmirror": Like no_rotate, but for horizontal mirroring. * "no_vmirror": Like no_rotate, but for vertical mirroring. * "layout": Lua code that dungeon.cc uses for generating level layouts. Do *NOT* use or mess with unless you know what you're doing. * "layout_foo": Indicates what sort of level layouts this vault is compatible with, for vaults that don't fit in with all layouts; the absence of this type of tags means it can go with any layout. Multiple layout_foo tags can be used if it can be used with multiple layouts. Current values for "foo" are: rooms, city, open, caves, cross, shoals, swamp, labyrinth (though currently random vaults aren't placed in the last three). * "trowel_portal": This vault can be created by the Trowel card. This tag should be used exclusively for the generic (one tile) entries to portal vaults, like bazaars and labyrinths. Other portal vaults may be eligible for Trowel, too. LFLAGS: Persistent, changeable per-level flags which affect game behaviour (FLAGS just controls how the vault is placed); should only be used for vaults with ORIENT encompass or with PLACE. Causes a level's flags to be set when the level is first created. These flags can later be altered using Lua markers; for examples, look at the slime pit vault in lair.des, and the vaults in hell.des and elf.des. Valid flags are: * no_tele_control - prevents the player from using teleport control * not_mappable - prevents the player from remembering where they've been (like in the Abyss) * no_magic_map - which prevents magic mapping from working. BFLAGS: Persistent, changeable per-*branch* flags which affect game behaviour; should only be used for vaults which go on the first level of a particular branch. These flags can later be altered using Lua markers; see the Tomb vaults in vaults.lua for an example. Valid flags are: * no_tele_control - prevents the player from using teleport control * not_mappable - prevents the player from remembering where they've been (like in the Abyss) * no_magic_map - which prevents magic mapping from working. LFLOORCOL: blue LFLOORCOL: allows you to set the floor colour for the level the vault appears in. Should only be used for bazaars and other portal vaults. LROCKCOL: yellow LROCKCOL: allows you to set the colour of rock walls for the level the vault appears in. Should only be used for bazaars and other portal vaults. LFLOORTILE: (tile name string, e.g. "floor_tomb") Like LFLOORCOL, this overrides the default floor tiles used for this level. If the tile specified has variations, those will be used automatically. LROCKTILE: (tile name string, e.g. "wall_hive") Same as LFLOORTILE, but for rock walls. ITEM: (list of items, separated by comma) These are used to help place specified items at specific places within a vault. They create an array with up to 8 positions. What's in the first position in the array will be used when the dungeon builder sees a "d" in the vault definition, the second will be used for "e"s, etc. Positions are comma-separated; several ITEM: lines are possible as well. The following defines letters 'd' - 'g': ITEM: stone, ring mail, meat ration, ring of hunger Positions can contain multiple possibilities, one of which the builder will choose randomly. Separate such multiple possibilities using a slash. Note that "nothing" (without the quotes) is a valid possibility. The random choice is done for each individual occurence of the letter. You can also give possibilities a "weight," which affects their chance of being picked. The default weight is 10. You can abbreviate "weight:30" by "w:30". The chance to pick a possibility is [possibility's weight: / sum of all weight:s in that array position] For example, the following line makes letter 'd' into a bread ration with 50% chance, or apple or orange with 25% chance each: ITEM: bread ration / w:5 apple / w:5 orange Modifiers: * "q:N" sets the item quantity to N (if N > 0). Does nothing if the item is not stackable. * "no_uniq" prevents the item from being turned into an artefact. * "good_item" makes the builder try to make the item a good one (acquirement quality). * "level:N" sets the object's item level (can't be used with "good_item"). If set to -2 then the object's item level will be the same as a "*" symbol item (five plus twice the vault's level number). * "damaged" sets the item plusses to -1..-4. * "cursed" gets a curse plus plusses as in "damaged". * "any" by itself gives a random choice; you can combine "any" with "good_item." * "any book", "any misc" etc. gives a random item of that class. Valid item class names are: gold, weapon, missile, armour, wand, food, scroll, jewelry, potion, book, staff, orb, misc, carrion. All of these are usable in map definitions, apart from "orb" and "carrion". * "race:race_name", where "race_name" is "elven", "dwarven" or "orcish"; it can also be "none" or "no_race" to prevent the item from being randomly being made racial. Has no effect if the item can't take that kind of racial setting. NOTE: Can result in a non-racial item if used with "any" and the chosen item isn't compatible with the desired race. * "ego:ego_name", where "ego_name" is something like "running" or "fire_resistance", and so on; "none" can be used to prevent the item from getting an ego. The item must be fully specified, so trying "any weapon ego:vorpal" or "any armour ego:positive_energy" will result in an error. Trying to give an ego to something which can't accept an ego will also result in an error. * "fixed:item_name" will make a given fixedart by a given name, like "long sword fixed:singing_sword". If the unique already exists, the base item will be given instead. WARNING: While checks are done to make sure that an armour ego isn't given to a weapon, a weapon ego to a missile, and so on, and also to make sure that egos are only given to amrours, weapons and missiles, no other checking is done. Thus it is possible to create a demonic weapon of holy wrath or a helmet of running. Limitations: You can't specify specific pluses or number of charges or force a randart. You also can't lay down corpses, skeletons, or chunks. MONS: (list of monsters) These are used to help place specific monsters at specific places in a vault. They create an array with up to 7 positions. What's in the first position in the array will be used when the dungeon builder sees a "1" in the vault definition, the second for "2," etc. Note that if, for example, you place a 3 on the map, but your MONS: line has no third position, the 3 will be filled with RANDOM_MONSTER. Also note that for entry vaults (D:1), all monsters in sight of the hero are removed. This does not hold for plants. You can use weights as for ITEM: lines. Individual monsters may be prefixed with the "generate_awake" (without the quotes). Use this sparingly: MONS: generate_awake giant beetle Individual monsters may be prefixed with the "patrolling" (without the quotes). Use this sparingly: MONS: patrolling naga guardian Monsters can also be given colours that override their default colour. Use this *very* sparingly: MONS: col:darkgrey fungus Note that 8, 9, 0 also place monsters (see the table). If you want to place a random monster suitable for the level the map is generated on, you can use MONS: random If you want to place a random monster suitable for some other place, you can use a place: tag in the monster spec: MONS: place:Abyss or MONS: place:Slime:6 Using place: with MONS implies that you want a random monster. You can also request zombies from random monsters suitable for some other depth as: MONS: place:Elf:7 zombie or MONS: place:Zot:5 simulacrum or MONS: place:Vault:8 spectre The available modifiers are "zombie", "skeleton", "simulacrum" and "spectre". If a monster is a member of a band, you can request that it be eligible for band members by adding the keyword "band" to the name. For instance: MONS: orc warlord band Specifying "band" doesn't force bands to be placed - it requests that the game use the normal chances of creating a band. If you use "band", leave some empty space around the monster for its band members to be placed. A monster can be given specific items by following the monster name with a semi-colon and then with an item list as described in ITEM:, but with slashes replaced with pipes and commas replaced with periods. For example: MONS: orc ; katana | quick blade . chain mail | scale mail will generate an orc wielding either a katana or a quick blade and wearing either a chain mail or a scale mail. Randarts are never generated, and ego items are only generated if the ego is explicitly stated. Note that any items that the monster was originally generated with will be removed and destroyed. This can be used to force a monster to have no items whatsoever: MONS: orc; nothing Items given to an orc or an elf will be made orcish or elven unless the item's race type is explicitly set otherwise. Limitations: If an item in the item list has alternatives, there's no way to force all monsters dervied from that monster spec to choose the same alternative. If a monster is given a random launcher, there is no way to force the ammo type to match the launcher type. COLOUR: . = green / blue:5 / red / none COLOUR: allows you to attach explicit colours to any feature. Explicit colours will override the default colour for that feature. The example shown above colours all . (floor) in the map green, blue, red, or unchanged (use the default colour). You can use : to specify that all glyphs get the same colour: COLOUR: x : red / blue will colour all rock walls in the map red, or all rock walls blue. COLOUR: should be used very sparingly, and only for features where it won't cause confusion (i.e.: never re-colour features like lava or traps unless you really know what you do!) If you apply COLOUR to a glyph and then apply a SUBST, the COLOUR will transfer to the resulting transformed glyph. FTILE: . = floor_grass:20 / floor_dirt / none Similar to COLOUR, FTILE allows you to attach explicit floor tiles to any glyph. In non-tiles builds, this does nothing. If the tile specified has variations, those will be used automatically. Only tiles from the dungeon image can be used. This will not (necessarily) replace the feature tile itself, only the floor. If you set the FTILE on a fountain glyph, then the fountain will still appear normally, but the floor underneath it will be the tile that was specified. If a feature that normally covers the floor (e.g. rock walls) is destroyed, this floor tile will be used in place of the normal floor. Thus, it can be useful even for non-floor features. Like COLOUR, this should be used sparingly. RTILE: x = wall_hive:15 / wall_lair / none Identical to FTILE, but for rock walls. Not useful for anything but the rock wall feature. SHUFFLE: def, 12/3? This allows you to randomly permute glyphs on the map. There are two ways: SHUFFLE: 123w (i.e. list of glyphs, NOT slash-separated) could, for example, swap all occurences of "1" with "2", as well as swapping all "3" with "w" (or any other of the 24 possibilities). SHUFFLE: 12/3w (i.e. list of slash-separated blocks of same size) will either do nothing or swap all "1" with "3" and then also swap "2" with "w" everywhere. Several SHUFFLE: lines can be used, and mixed with SUBST:, and the shuffles and substitutions will be applied in order. You can also put multiple SHUFFLEs on one line, comma-separated. Shuffles cannot use , or /. All spaces are stripped before shuffling. SUBST: ?=xc, !:bv, 1=2 1:100 The SUBST: directive allows you to specify a placeholder symbol that is replaced with a random glyph from a set. For instance: SUBST: ? = TUV replaces occurrences of ? with one of TUV. Since whitespaces are irrelevant, this is the same as SUBST: ? = T U V SUBST: ? = T:20 U V makes T twice as likely to be used as U or V (the default weight is 10). Note that there has to be at least one space before and after T:20 and that whitespace in T:20 is not permitted. SUBST: ? : TUV replaces occurrences of ? with one of TUV, and guarantees that all occurrences of ? will get the same replacement symbol. The placeholder and replacement symbols can be any non-space, printable character, including : and =, apart from commas. For example, the following is valid: SUBST: = = +=:123def" SUBST: lines can safely replace symbols with themselves, as in: SUBST: w = wW Multiple SUBST: lines can be used, and mixed with SHUFFLE:, and will be applied in order. Multiple substitutions can be performed on one line, using commas. NSUBST: ? = 3:w / *:l NSUBST is similar to SUBST, replacing placeholders with replacement values. Unlike SUBST, however, it allows you to replace different instances of the same placeholder with completely different substitutions. For instance: ? = 3:w / *:l replaces three occurrences (randomly selected) of ? with w and all others with l. You can use complex SUBST specifications: ? = 3= w .:15 A / *: =+CF This is equivalent to SUBST: ? = w .:15 A for three ? and SUBST: ? : =+CF for all the others. You can use any number of NSUBST specifiers: ? = wW / l / A / 1234 Each specifier is preceded by the number of symbols to apply it to, followed by : or = (: to use one substitution for all occurrences, = to randomly pick for each occurrence). If you omit the initial N: or N=, then 1= is assumed, except for the last spec where *= is assumed. KFEAT: Z = C / needle trap / antique armour shop / altar_zin The KFEAT: directive allows you to specify a placeholder symbol that is replaced with another symbol, named feature, trap, or shop. For example, the line above will replace occurrences of Z with C (random altar), a needle trap, an antique armour shop, or an altar of Zin. Different instances of Z may receive different replacements. To force a single replacement for all Z, use: KFEAT: Z : C / needle trap / antique armour shop You'll notice that 'Z' is the symbol of the Orb of Zot. Kxxx directives allow you to assign arbitrary definitions to any symbol. KFEAT features are specified as a feature name (see section I for a full list of feature names). As another example, you can place a portal to the Abyss as: KFEAT: A = enter_abyss If you want no feature as an option in a KFEAT line, use '.' or 'floor'. If you do not want to specify the type of shop, use 'any shop' or 'random shop'. The placeholder used by KFEAT can be shared by KITEM and KMONS; see below. If the placeholder is shared, all defined Kxxxx operations for the placeholder are performed. Also, all Kxxx lines accept weights as for MONS or ITEM. KMONS: ? = orc priest / w:3 deep elf priest KMONS: allows you to specify a placeholder symbol that indicates the position of a monster (or monsters). Using KMONS: allows you to exceed the 7 slot limit for monsters. It is also useful if you want to place a monster on a non-floor square (used in association with a KFEAT:). For example, KFEAT: Z = W KMONS: Z = rat places a rat on a shallow water square for all occurrences of Z. KMONS: also allows you to specify alternative monsters if the primary monster you want to place is unavailable (because it is a unique that was already generated). For instance, if you want to generate one of Terence, Michael or Erica or a generic human (whoever is available, in that order, you can use): KMONS: n = Terence, Michael, Erica, human Or if you want to pick randomly: KMONS: n = Terence / Michael / Erica, human KMASK: Z = no_monster_gen KMASK allows you set or unset various masks for particular symbols, rather than for the entire vault like if you did it with TAGS. Valid masks are * "no_item_gen": Prevents random item on that symbol. Items explicitly placed on that symbol aren't affected. * "no_monster_gen": Prevents random monster generation on that symbol. MUST-HAVE for those with water/lava symbols in entry vaults. * "no_pool_fixup": prevents a water square next to land from being randomly converted from deep water (the default) to shallow. * "no_secret_doors": prevents a door from randomly being turned into a secret door. For example KMASK: W = no_monster_gen will prevent monsters from randomly being generated on shallow water squares. Note that if shuffling and substitutions cause W to end up as water 10% of the time and floor 90% of the time, then those floor squares will still have no_monster_gen set, but that's still a higher degree of control than you get with TAGS. If TAGS has been used to set a mask for the entire vault, you can use KMASK to remove that mask from particular symbols. For instance: TAGS: no_monster_gen KMASK: W = !no_monster_gen would make it so that monsters are only randomly generated on shallow water squares. KITEM: ? = potion of healing / potion of restore abilities KITEM: places the specified item at all occurrences of the placeholder. It can be combined with KFEAT: and KMONS: lines for the same placeholder. You can use "gold" or "$" to place gold: KITEM: ? = nothing / gold KITEM: ? = nothing / $ You can use q: to specify quantities: KITEM: ? = q:100 gold KITEM: allows you to place multiple items on the same square: KITEM: ? = bread ration, potion of water, potion of porridge MARKER: A = feat: or lua: A marker ties a square on the map to a game-trigger of some sort (which depends on the marker and what feature it is on). The portals to the Hells in the Vestibule of Hell are each annotated with feature markers like this: MARKER: D=feat:enter_dis, G=feat:enter_gehenna When the horn is sounded, the stone arch at D becomes the portal to Dis, the arch at G becomes the portal to Gehenna. This behaviour applies only to the Vestibule of Hell. Lua markers are used for more complex triggers, such as for bazaar and labyrinth gates, rune pickup triggers for the branches of Hell, fog generators, etc. Here's a Lua marker that creates a cloud generator (for a full explanation of the various parameters, read the header of dat/clua/lm_fog.lua): MARKER: A = lua:fog_machine { \ pow_max = 15, delay_min = 100, delay_max = 150, \ size = 1, size_buildup_amnt = 29, \ size_buildup_time = 1000 } Feature names used in markers must be names matching the names in the source code. There's a full list of feature names in section I (Feature names) at the end of this document. An important note about markers is that they are also considered map transforms along with SUBST, NSUBST and SHUFFLE. You usually want to place a MARKER line after all SUBST, NSUBST and SHUFFLE lines so that the final position of the marker key is used. For instance, if you want to attach a marker to the rune in a map which randomises the position of the rune, this is a mistake: MARKER: O = lua: SHUFFLE: Oa/|c because the marker will be placed at O (the rune), then O may be shuffled to a different position. The correct order in this case is: SHUFFLE: Oa/|c MARKER: O = lua: For most map headers, you can split long lines by ending the line that will be continued on the next line with \ as: KMONS: * = orc ; katana | quick blade . chain mail | scale mail / \ goblin ; dagger If you're using continuation lines for comma-separated lists of monsters or items, split your line after the comma, not before. For example: Wrong: ITEM: potion of healing \ , potion of speed Right: ITEM: potion of healing, \ potion of speed But in general, it is preferable to use multiple ITEM or MONS lines if you're splitting comma-separated values: Preferred: ITEM: potion of healing ITEM: potion of speed Spaces before the \ of the continued line are significant, leading spaces of the next (continuing) line are not. In other words, given: ITEM: potion of\ healing Crawl will see "potion ofhealing", not "potion of healing". E. Conditionalising levels ============================= Crawl translates level (.des) files into Lua code chunks and runs these chunks to produce the final level that is generated. While you don't need to use Lua for most levels, using Lua allows you to conditionalise or randomise levels with greater control. Let's take a simple example of randomisation: NAME: random_test # Put it on D:1 so it's easy to test. PLACE: D:1 ORIENT: float MAP xxxxxxxxxxxxxxxxxxx x........{........x xxxAxxxxxBxxxxxCxxx xxx.xxxxx.xxxxx.xxx xxx@xxxxx@xxxxx@xxx ENDMAP Now let's say you want A, B, and C to be randomly rock or floor, but B should be floor if both A and C are rock. Here's one way to do it (add these lines to the map definition): : local asolid, csolid : if crawl.random2(2) == 0 then : asolid = true : subst("A = x") : else : subst("A = .") : end : if crawl.random2(2) == 0 then : csolid = true : subst("C = x") : else : subst("C = .") : end : if asolid and csolid then : subst("B = .") : else : subst("B = .x") : end This code uses crawl.random2(N) which returns a number from 0 to N-1 (in this case, returns 0 or 1). So we give A a 50% chance of being rock, and the same for C. If we made both A and C rock, we force B to be floor, otherwise we use a subst that gives B the same 50% chance of being rock. You can conditionalise on various factors, such as player experience level: NAME: condition_002 DEPTH: 1-27 ORIENT: float : if you.xl() > 18 then MONS: greater mummy : else MONS: deep elf priest / deep elf sorcerer / deep elf demonologist : end MAP xxxxxx x1...x x1...+ x1...x xxxxxx ENDMAP Or based on where the map is being generated: NAME: condition_003 DEPTH: Elf:*, Orc:* ORIENT: float : if you.branch() == "Orc" then MONS: orc priest, orc high priest : else MONS: deep elf priest, deep elf high priest : end MAP xxxxxx x1...x x2...+ x1...x xxxxxx ENDMAP When conditionalising maps, remember that your Lua code executes in two contexts: 1) An initial compilation phase before the game starts. 2) The actual mapgen phase when the dungeon builder is at work. In context (1), you will not get useful answers from the Crawl Lua API in general, because the game hasn't started. This is generally ignorable (as in the case above) because the compilation phase just checks the syntax of your Lua code. If you conditionalise your map, however, you may run into compile failures. Take this variant, which (incorrectly) attempts to conditionalise the map: NAME: condition_004 DEPTH: Elf:*, Orc:* ORIENT: float : if you.branch() == "Orc" then MONS: orc priest, orc high priest MAP xxxxxx x1...x x2.I.+ x1...x xxxxxx ENDMAP : elseif you.branch() == "Elf" then MONS: deep elf priest, deep elf high priest MAP xxxxxx x1...x x2.U.+ x1...x xxxxxx ENDMAP : end This map will break the compile with the cryptic message "Must define map." (to compound the confusion, the line number for this error will be the first line number of the map following the buggy map). This error is because although the map is Elf or Orc only, at compile time, the branch is *neither* Elf nor Orc, so the level-compiler thinks you've neglected to define a map. Lua code can detect the compile phase using crawl.game_started() which returns true only when the player has started a game (and will return false when the map is being initially compiled). For more details on the available Lua API and syntax, see the Lua reference section. F. Validating levels ======================= If you have a map with lots of transforms (SUBST and SHUFFLE), and want to guarantee that the map is sane after the transforms, you can use a validation hook. To take a very contrived example: NAME: contrived_001 PLACE: D:2 ORIENT: float TAGS: no_pool_fixup SUBST: .=.w SUBST: c=x. MAP xxxxxx x{.+.c x..+>x xxxxxx ENDMAP This map has a chance of leaving the player stuck on the upstair without access to the rest of the level if the two floor squares near the doors are substituted with deep water (from the SUBST line), or the 'c' glyph is substituted with rock. Since a cut-off vault is uncool, you can force connectedness with the rest of the level: validate {{ return has_exit_from_glyph('{') }} The has_exit_from_glyph() function returns true if it is possible to leave the vault (without digging, etc.) from the position of the { glyph. (This takes things like the merfolk ability to swim into account, so a merfolk character may see deep water between the stair and door.) The validate Lua returns false (or nil) to indicate that the map is invalid, which will force the dungeon builder to reapply transforms (SUBST and SHUFFLE) and validate the map again. If the map fails validation enough times, the dungeon builder will discard the entire level and retry (this may cause a different map to be selected, bypassing the buggy map). Going back to the example, if you just want to ensure that the player can reach the > downstair, you can use: validate {{ return glyphs_connected('{', '>') }} NOTE: You cannot use the colon-prefixed syntax for validation Lua. If you have a big block of code, use the multiline syntax: validate {{ -- This level is always cool. crawl.mpr("This level is guaranteed perfect!") return true }} G. Hints for level makers ============================ * Technical stuff: You do not have to place all of the stairs unless the level is full screen, in which case you must place all except the extra stairs (> and <). The <> stairs can be put anywhere and in any quantities but do not have to be there. Any of the other stairs which are not present in the vault will be randomly placed outside it. Also generally try to avoid rooms with no exit (use at least > or < to make it possible for players to get away). Minivaults can use explicit @ exits, or be completely surrounded by one space of floor for accessibility. Alternatively, you can request that the dungeon builder pick appropriate exits as it does for floating vaults by using the "mini_float" tag. The entry point '@' must be present for all vaults (except full-screen vaults where it must not, and floating vaults and minivaults where it is optional). All @ will be connected to floor space in the rest of the map (multiple @ close together may merge into the same exit corridor). Make sure that no part of your entry level can be cut off! If no @ is present in a floating vault (and there are no doors on the edge of the map, see below), the level builder will use one or more random floor spaces '.' or doors at the circumference as exits. Note that it is not possible to predict which spaces the level builder will choose to connect; if you need predictability, use explicit @ exits on the edge. The level-builder will also implicitly treat doors and secret doors on the edge of a map as explicit exits (the same as using @) and connect them to the rest of the level. Not using @ and allowing the level-builder to pick exits is acceptable in floating vaults, but when you use no @'s with this feature in mind, please add comments stating this - else somebody may just add @'s later on. :) Entry levels should be rather small. Their intention is to provide some atmosphere for the starting room, not to get a grip on the whole of D:1. Minivaults should be rather small, as well, in order to increase the chances they may actually be chosen during level generation. * Randomise! The level making syntax is very supportive for making a single map appear in many versions. Use the SHUFFLE: and SUBST: and NSUBST: directives and look at the existing entry vaults. Besides reducing tedium, this avoids giving veterans a spoiled edge. As an example, if a secret chamber with loot is always at the same place, it's a no-brainer for those who know. The same goes for traps. This is much less so if there are several places for the chamber (or trap) and there's even a chance it doesn't exist. You can also use WEIGHT to create modified versions of the same map. In order to do this, make several maps and endow each with a chance such that the sum of chances add up to 10. Randomisation does not just apply to layout: you could also have different monster population sets (for example make a branch end skewed for either melee or ranged opponents), or perhaps couple difficulty to loot. * Not too much loot. For example, entry vaults should in general have very little loot - in particular no good_xxx or '*' items lest they might give incentive for start-scumming. For random vaults, there needn't be loot at all and, in any case, there shouldn't be too much of it. Compare with the branch ends rich in treasure (Tomb:3, Cocytus etc.) to get a feeling for this. * Have a theme. It is often worthwhile (for me at least) to have a theme in mind before making the actual level. For entry vaults, something simple like 'forest' or 'fortress' may be enough. For later (or larger) maps, try to think of distinguishing features your map may have. Being cool can be good enough, but possessing some gameplay value (for example by being easier for particular skills/capabilities like ranged attacks or Traps & Doors or necromancy) is even better. * Testing your maps. This is easy for entry vaults. Temporarily introducing a WEIGHT: 50000 will make your entry appear almost always. For other vaults, you can for the moment declare them as entry vaults with a huge WEIGHT: as above (and preferably in wizard mode). For more intricate things like new branch ends, you have to resort to wizard mode and use the &~ command to go directly to the place where the map is used, say Snake:5. You may want to use a high WEIGHT: again, if the map has alternatives (like Snake:5, or Coc:7). Minivaults can also be tested by adding a PLACE: to the definition, which makes it very likely that the minivault will appear in the chosen level. Vaults can be conjured up in wizard mode using the &L command. You don't need to specify the full name of the vault, a substring which uniquely determines the vault is enough. You can playtest portal vaults using the &P wizard command. Branch ends can be conveniently tested with the &~ command. If the .des file syntax is incorrect, Crawl will tell you on which line of which des file it found the syntax error, making for easier debugging. * Be fair! Crawl is hard but try to balance your monsters. While it is true that Orc:1 can show an orcish knight, this is very rare. Hence it's probably a bad idea to use orcish knights for an entry to the Orcish Mines. Phrased more generally, do not use OOD (out-of-depth) monsters unless you really know what you want. Be especially fair when creating entry vaults. If your entry is too hard, it might get just trashed. Keep in mind that your vault will be played very very often, so even small chances of something stupid happening (like creation of a really nasty monster) will kick in often enough. * Minivaults vs. random vaults. Minivaults are handled very differently from regular vaults and special levels. They're placed *after* normal map generation, whereas normal vaults are placed before generating the rest of the level. There's no way to guarantee generation of a minivault on a particular level, although using a PLACE: attribute makes the dungeon builder try very hard to place the minivault on the specified level. Regular vaults can always be forced to appear using a PLACE: attribute. Technically, you make a minivault like a normal floating vault but without an ORIENT: line. Note that minivaults used to be exclusively of size 12x12 but this restriction is gone. Still, the smaller the better. Where possible, use minivaults instead of regular vaults, because the dungeon builder has greater freedom with the rest of the level layout when using minivaults. * levdes.vim. If you use vim, the levdes.vim syntax highlighting script (provided in the dat directory) can make level-editing far more pleasant by colouring different features in maps and syntax-highlighting .des-file syntax. vim is available for nearly all operating systems, including Windows. H. Portal Vaults ================== Portal vaults are vaults accessed by portals in the dungeon (labyrinths and bazaars are special cases of portal vaults). You can create custom portal vaults in the following steps (no compilation is necessary): * Create a new file name.des in the dat/ folder. Rules: The "name" should be descriptive of the vault you're adding. The "name" should not exceed eight letters. The ending must be "des". * Add "name.des" to the list of local files in dat/clua/loadmaps.lua. * "name.des" should contain a comment at the top, explaining flavour and gameplay goals of the portal vault (and perhaps additional ideas etc.) * Define at least one vault containing the portal (see below). * Define at least one destination map (see below). * Add a short in-game description for the string "desc" (see below) to dat/descript/features.txt. Before going into the details of portal vault creation, some words about their uses: Portal vaults are different from branches in that they are not guaranteed. Also, there is only one go at a portal vault - if you leave, it's gone for good. You can apply special rules to a portal vault, like enforcing maprot. Portal vaults can be particulary thematic, using specialised monster sets, fitting loot, coloured dungeon features etc. Avoid death traps; it is no fun to enter a vault, being unable to leave and be killed outright. In order to provide fun and reduce spoiler effects, randomise. For portal vaults, it is desirable to have several different layouts (ideally each of the maps has some randomisation on its own). Often, it is a good idea to skew the map distribution: e.g. with four destination vaults, weights like 40,30,20,10 might be more interesting than 25,25,25,25. In order to test a portal vault, you can either use PLACE: D:2 for an entry vault, or use the wizard mode command &L for conjuring up the entry. Define a vault to hold the portal itself ---------------------------------------- # Bare-bones portal vault entry NAME: portal_generic_entry TAGS: allow_dup ORIENT: float MARKER: O = lua:one_way_stair { desc = "A portal to places unknown", \ dst = "generic_portal" } KFEAT: O = enter_portal_vault MAP O ENDMAP Portal entries must contain a portal vault entry (enter_portal_vault). This feature must always have a marker that provides the portal with a description ("A portal to places unknown") and a destination ("generic_portal"). In case you want to make sure that the portal vault entry is only used once, you add a TAGS: uniq_BAR line. It should be noted that the label BAR may *not* end in _entry (otherwise the level builder assumes that the vault is a branch entry). If you want the place name displayed while in the vault to be different than the destination name, then you can give one_way_stair() a "dstname" parameter. If you want the place origin for items in a character dump to be different than the default you can give one_way_stair a "dstorigin" parameter (i.e., dstname = "garden", dstorigin = "in the gardens"). If you want the place name abbreviation used when displaying notes to be different than than the default you can use the "dstname_abbrev" parameter. You can dynamically change the origin string using the lua function dgn.set_level_type_origin(), and dynamically change the place name abbreviation with dgn.set_set_level_name_abbrev(). Known portal vault entries will be displayed on the overmap. By default the name shown on the overmap will be the "dstname" parameter, or if that isn't present the "dst" paremeter. It can be set to something else with the "overmap" parameter. A note can be made to accompany the portal's position on the overmap with the "overmap_note" parameter. Bones files for characters killed in the portal vault will normally use an extension derived from the first three letters of the 'dst' property. You can override this by setting the 'dstext' property to your preferred extension. This will produce a portal, but attempting to use it will trigger an ASSERT since there's no map for the destination. So we create a destination map like so: Define a destination map ------------------------ NAME: portal_generic_generic # Tag must match dst value of portal in entry. TAGS: generic_portal allow_dup ORIENT: encompass MONS: ancient lich KFEAT: > = exit_portal_vault MAP xxxxxxxxxxx x111111111x x1A111111>x x111111111x xxxxxxxxxxx ENDMAP Note that the entry point into the map will be a stone arch. You must provide an exit to the dungeon explicitly (KFEAT: > = exit_portal_vault) or the player will not be able to leave. Stairs will not work right in portal vaults, do not use them. You can use multiple maps with the destination tag (generic_portal), and the dungeon builder will pick one at random. The MARKER parameters --------------------- The lines MARKER: O = lua:one_way_stair { desc = "A portal to places unknown", \ dst = "generic_portal" } KFEAT: O = enter_portal_vault ensure that an 'O' glyph will be turned into a portal. Upon leaving the portal vault, you will be placed on its entry which has been turned into a floor. You can turn it into something different (usually an empty stone arch), by adding floor = 'stone_arch' to the lua:one_way_stair parameters. Note that the desc string is what you will see upon examining the portal. The dst string is used for Crawl's right hand stat area; it will show Place: generic portal in the above example. Here is a lost of the parameters that can be used within one_way_stair (taken from icecave.des): desc = "A frozen archway", # description of the portal before entry dst = "ice_cave", # label used for maps and entry vaults dstname = "Ice Cave", # used for PLACE: on the main screen dstname_abbrev = "IceCv", # used in the notes dstorigin = "in an ice cave", # appendix for items picked up there overmap = "frozen archway", # used on the overmap (X) floor = "stone_arch" # feature left after escaping the portal The dst string is also used to link the destination maps to the entry maps. In case dstname is missing, dst will be used. You can replace lua:one_way_stair by lua:timed_marker in order to make timed portal vaults (which will disappear after some time). bazaar.des and lab.des contain examples. For timed portals, you may want to add messages to the file dat/clua/lm_tmsg.lua. Using lua functions as shortcuts -------------------------------- If you are making several entry and destination vaults, you will note a lot of duplicated header statements. This can be lessened using lua. Define a lua block right at the top (after your comments) as follows: {{ function generic_portal(e) e.marker([[O = lua:one_way_stair { desc = "A portal to places unknown", dst = "generic_portal", floor = "stone_arch" }]]) e.kfeat("O = enter_portal_vault") e.colour("O = magenta") end }} Instead of the MARKER and KFEAT lines introduced above you now just use :generic_portal(_G) and the resulting portal glyphs will even be magenta! Defining a random monster set ----------------------------- Portal vaults require a defined random monster set to make the Shadow Creatures spell work. This is done by calling dgn.set_random_mon_list() manually. Here's an example from ice_cave_small_02 in icecave.des: : dgn.set_random_mon_list("ice beast w:90 / ice dragon / nothing") You can use "nothing" to have the spell fail sometimes. If you are using the same random monster list in several destination maps, you can define a lua block and call it from the destination map definition. This example is from sewer.des: {{ function sewer_random_monster_list(e) e.set_random_mon_list("giant bat w:20 / giant newt w:20 / small snake / \ ooze / worm / snake / giant mosquito w:15") end }} You can then use this line in the map definition to execute the lua block: : sewer_random_monster_list(_G) You can also set env.spawn_random_rate() to have monsters generated from the list during play. Milestones for portal vaults ---------------------------- This example is from icecave.des, defined in the lua preludes: {{ function ice_cave_milestone(e) crawl.mark_milestone("br.enter", "entered an Ice Cave.") end }} The function is called from each of the destination map definitions: : ice_cave_milestone(_G) This marks down entering the portal vault in the milestones. When the portal is entered, the destination map is chosen and the call to crawl.mark_milestone is executed along with the rest of the map definition. Adding milestones in a .des does have the slight catch of creating multiple milestones if the map fails validation for some reason, so it's best used in maps that will never fail validation. I. Lua reference =================== How maps are processed ---------------------- Under the hood, Crawl translates everything in a .des file to Lua. You don't need to know what the underlying Lua looks like to design levels, but it helps. Crawl uses Lua 5.1 from http://www.lua.org (the site has information on the Lua language). Let's examine how Crawl converts a map definition into Lua code with an example map: NAME: statue_in_pool TAGS: no_rotate no_pool_fixup : if you.absdepth() < 7 then MONS: plant : else MONS: oklob plant : end MAP 1...1 .www. .wGw. .www. 1...1 ENDMAP Crawl will convert this map into the following Lua code, wrapped in an anonymous function (this is called a Lua chunk): function () tags("no_rotate") tags("no_pool_fixup") if you.absdepth() < 7 then mons("plant") else mons("oklob plant") end map(".....") map(".www.") map(".wGw.") map(".www.") map(".....") end If your level defines prelude or validation Lua code, such code is extracted into separate prelude and validation chunks. The prelude and validation chunks are empty unless specified. Apart from the special NAME map header, every map header translates to a Lua function with the same name in lowercase. For instance, KFEAT: is translated into kfeat(""). If you have a space or comma separated list (such as TAGS, MONS, ITEM, etc.), then each space/comma separated item is passed into a separate call to the corresponding Lua function. For instance: TAGS: no_rotate no_pool_fixup -> tags("no_rotate") tags("no_pool_fixup") MONS: orc, gnoll -> mons("orc") mons("gnoll") Knowing what the generated Lua looks like under the hood is useful because it allows you to extract repeated boilerplate in similar vaults into a Lua function in the .des file's prelude. For instance, if you were planning to write a whole slew of vaults featuring statues in water guarded by plants, you could extract the common code into the top of the .des file as: # This block has to be placed before any other vault in the .des file. {{ function statue_pool_map(e) e.tags("no_rotate") e.tags("no_pool_fixup") if you.absdepth() < 7 then e.mons("plant") else e.mons("oklob plant") end end }} NAME: statue_in_pool # Pass in the Lua environment global _G to the prelude function. : statue_pool_map(_G) MAP 1...1 .www. .wGw. .www. 1...1 ENDMAP You can also use arbitrary Lua directly in vault definitions, which is handy when randomizing things: NAME: statue_in_pool : local plant_weight = crawl.random_range(1,10) : mons("plant w:" .. plant_weight .. : " / oklob plant w:" .. (10 - plant_weight)) MAP 1...1 .www. .wGw. .www. 1...1 ENDMAP How Lua chunks are associated with a C++ map object --------------------------------------------------- A map's Lua chunk consists of calls to functions such as tags(), mons(), etc. These functions are defined in the dgn table (see the Lua API reference below), and they expect to act on an instance of Crawl's C++ mapdef object. Given: tags("no_rotate") the actual Lua call needs to be: dgn.tags(, "no_rotate") Where is the C++ map object to which the tag should be added. Since calling dgn.(, ) is tedious, dat/clua/dungeon.lua wraps the Lua chunk for the map into an environment that defines wrappers for all the functions in 'dgn' as: function (...) dgn.(, ...) end i.e. for every function in the 'dgn' table, we define a new function that just calls dgn.() with the current map as the first parameter, and the other parameters as passed in. Thus Lua code that you write as: tags("no_rotate") is translated to the correct dgn.tags(, "no_rotate"). While this is done automatically for map code, if you need to call Lua code that was not defined in the scope of the map, as in the example statue_pool_map() function, you need to pass in the map environment to that function if you want it to modify the map. Thus the call to statue_pool_map looks like: : statue_pool_map(_G) Steps involved in processing .des files --------------------------------------- * Level files are compiled into a series of Lua chunks. Each map can have one or more Lua chunks associated with it: the prelude, the body, and a validation chunk. The body is mandatory, but validation and prelude chunks are necessary only if your map needs validation or fancy selection criteria. * When first compiling a .des file, Crawl compiles each map's Lua chunks, then compiles and runs the prelude, body and validation immediately to verify that the Lua code is not broken. Lua errors at this stage will cause Crawl to exit with an error message (hopefully relevant). Note that the validation Lua chunk's return code is completely ignored at this stage - it is only run to check for syntax errors in the code. * When a new game is started, Crawl will run the Lua preludes for all maps (most maps should have no prelude - map preludes slow the game down). At this point, preludes can change the map's placement or availability. * When the dungeon builder selects a map (based on TAGS, DEPTH, PLACE), it re-runs the map prelude and the map body, applies transforms (SUBST, SHUFFLE) if any, then calls the map's validation Lua. If the map passes validation, the dungeon builder continues with level-generation; otherwise, it restarts from the map prelude. The global prelude ------------------ Every .des file can have (at the start of the file) Lua code that is not associated with any specific map, but with all maps in the file. This is called the global prelude. The global prelude is run before running any other Lua code in the file, once during compilation, and once at start of game. You can use the global prelude to define functions and set up globals that the rest of the maps in the .des file use. If you have a lot of common code, you should probably add it to dungeon.lua instead. Syntax for using Lua in .des files ---------------------------------- * Colon-prefixed lines are individual Lua lines, extending to the end of the line. E.g. : crawl.mpr("Hello") Colon-prefixed lines are always in the main Lua chunk, unless they occur before any map definitions, in which case they go to the global prelude. * Lua blocks for the main (body) Lua lua {{ }} or lua {{ }} The "lua" word is optional; you can also use: {{ }} and {{ }} NOTE: Colon-prefixed lines, or lua {{ }} blocks defined before any map's NAME: directive will add the Lua code to the global prelude. * Lua blocks for the prelude: prelude {{ }} or prelude {{ }} * Lua blocks for the validate chunk: validate {{ }} or validate {{ }} Debugging Lua ------------- Since Lua action happens in the guts of Crawl, it can be hard to tell what's going on. Lua debugging involves the time-honoured method of peppering your code with print statements: * Use error() or print() for compile-time work (i.e. when Crawl reads the .des file). Note that print() just writes to the terminal and keeps going, while error() forces Crawl to exit immediately (at compile time; errors during level-generation are handled differently). * Use crawl.mpr() for output when the game has started (at level-generation time). It's very important that your finished level never croaks during level-generation. A Lua error at this stage is considered a validation failure. Lua API reference ----------------- a. The Map. b. Global game state. c. Character information. Lua API - the Map ----------------- Lua functions dealing with the map are mostly grouped under the "dgn" module. For convenience, .des file Lua chunks are run in an environment such that function calls written as: fn(x, y, ...) are translated to dgn.fn(map, x, y, ...) where "map" is the reference to the map that the currently executing Lua chunk belongs to. This is only for Lua chunks that belong to a map, Lua code in the global prelude does not get this treatment (because the global prelude is not associated with any map). Functions in the dgn module: default_depth, name, depth, place, tags, tags_remove, chance, weight, orient, shuffle, shuffle_remove, subst, subst_remove, map, mons, item, kfeat, kitem, kmons, grid, points_connected, gly_point, gly_points, original_map, glyphs_connected, orig_glyphs_connected, orig_gly_point, orig_gly_points, load_des_file, feature_number, feature_name, dgn_event_type, register_listener, remove_listener, remove_marker, num_matching_markers, feature_desc, feature_desc_at, item_from_index, mons_from_index, change_level_flags, change_branch_flags, set_random_mon_list Lua API - global game state --------------------------- The "crawl" module provides functions that describe the game state or provide utility methods. mpr, mesclr, random2, coinflip, one_chance_in, redraw_screen, input_line, c_input_line, getch, kbhit, flush_input, sendkeys, playsound, runmacro, bindkey, setopt, msgch_num, msgch_name, regex, message_filter, trim, split, game_started, err_trace, args, mark_milestone Lua API - character information ------------------------------- The "you" module provides functions that describe the player character. turn_is_over, spells, abilities, name, race, class, god, hp, mp, hunger, strength, intelligence, dexterity, xl, exp, res_poison, res_fire, res_cold, res_draining, res_shock, res_statdrain, res_mutation, res_slowing, gourmand, levitating, flying, transform, stop_activity, floor_items, where, branch, subdepth, absdepth J. Feature Names ================== These are the feature names usable in MARKER declarations: unseen, rock_wall, stone_wall, closed_door, metal_wall, secret_door, green_crystal_wall, orcish_idol, wax_wall, permarock_wall, silver_statue, granite_statue, orange_crystal_statue, statue_reserved_1, statue_reserved_2, lava, deep_water, shallow_water, water_stuck, floor, exit_hell, enter_hell, open_door, trap_mechanical, trap_magical, trap_iii, undiscovered_trap, enter_shop, enter_labyrinth, stone_stairs_down_i, stone_stairs_down_ii, stone_stairs_down_iii, escape_hatch_down, stone_stairs_up_i, stone_stairs_up_ii, stone_stairs_up_iii, escape_hatch_up, enter_dis, enter_gehenna, enter_cocytus, enter_tartarus, enter_abyss, exit_abyss, stone_arch, enter_pandemonium, exit_pandemonium, transit_pandemonium, builder_special_wall, builder_special_floor, enter_orcish_mines, enter_hive, enter_lair, enter_slime_pits, enter_vaults, enter_crypt, enter_hall_of_blades, enter_zot, enter_temple, enter_snake_pit, enter_elven_halls, enter_tomb, enter_swamp, enter_shoals, enter_reserved_2, enter_reserved_3, enter_reserved_4, return_from_orcish_mines, return_from_hive, return_from_lair, return_from_slime_pits, return_from_vaults, return_from_crypt, return_from_hall_of_blades, return_from_zot, return_from_temple, return_from_snake_pit, return_from_elven_halls, return_from_tomb, return_from_swamp, return_from_shoals, return_reserved_2, return_reserved_3, return_reserved_4, enter_portal_vault, exit_portal_vault, altar_zin, altar_shining_one, altar_kikubaaqudgha, altar_yredelemnul, altar_xom, altar_vehumet, altar_okawaru, altar_makhleb, altar_sif_muna, altar_trog, altar_nemelex_xobeh, altar_elyvilon, altar_lugonu, altar_beogh, fountain_blue, fountain_sparkling, fountain_blood, dry_fountain_blue, dry_fountain_sparkling, dry_fountain_blood, permadry_fountain K. Map Statistics =================== Full-debug Crawl builds (this does not include normal Crawl builds that have wizard-mode - you must build Crawl with "make debug", not "make wizard") can produce map generation statistics. To generate statistics, run crawl from the command-line as: crawl -mapstat This will generate 100 Crawl dungeons and report on the maps used in a file named "mapgen.log" in the working directory. You can change the number of dungeons to generate: crawl -mapstat 10 Will generate 10 dungeons. If you merely want statistics on the probabilities of the random map on each level, use: crawl -mapstat 1