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lev_comp

NAME

lev_comp - NetHack special levels compiler  

SYNOPSIS

lev_comp [ -w ] [ files ]

If no arguments are given, it reads standard input.  

DESCRIPTION

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

The purpose of this tool is to provide NetHack administrators and 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.

 

GRAMMAR

file : /* nothing */ | levels ; levels : level | level levels ; level : maze_level | room_level ; maze_level : maze_def flags lev_init messages regions ; room_level : level_def flags lev_init messages rreg_init rooms corridors_def ; level_def : LEVEL_ID `:` string ; lev_init : /* nothing */ | LEV_INIT_ID `:` CHAR `,` CHAR `,` BOOLEAN `,` BOOLEAN `,` light_state `,` walled ; walled : BOOLEAN | RANDOM_TYPE ; flags : /* nothing */ | FLAGS_ID `:` flag_list ; flag_list : FLAG_TYPE `,` flag_list | FLAG_TYPE ; messages : /* nothing */ | message messages ; message : MESSAGE_ID `:` STRING ; rreg_init : /* nothing */ | rreg_init init_rreg ; init_rreg : RANDOM_OBJECTS_ID `:` object_list | RANDOM_MONSTERS_ID `:` monster_list ; rooms : /* Nothing - dummy room for use with INIT_MAP */ | roomlist ; roomlist : aroom | aroom roomlist ; corridors_def : random_corridors | corridors ; random_corridors: RAND_CORRIDOR_ID ; corridors : /* nothing */ | corridors corridor ; corridor : CORRIDOR_ID `:` corr_spec `,` corr_spec | CORRIDOR_ID `:` corr_spec `,` INTEGER ; corr_spec : `(` INTEGER `,` DIRECTION `,` door_pos `)` ; aroom : room_def room_details | subroom_def room_details ; subroom_def : SUBROOM_ID `:` room_type `,` light_state `,` subroom_pos `,` room_size `,` string roomfill ; room_def : ROOM_ID `:` room_type `,` light_state `,` room_pos `,` room_align `,` room_size roomfill ; roomfill : /* nothing */ | `,` BOOLEAN ; room_pos : `(` INTEGER `,` INTEGER `)` | RANDOM_TYPE ; subroom_pos : `(` INTEGER `,` INTEGER `)` | RANDOM_TYPE ; room_align : `(` h_justif `,` v_justif `)` | RANDOM_TYPE ; room_size : `(` INTEGER `,` INTEGER `)` | RANDOM_TYPE ; room_details : /* nothing */ | room_details room_detail ; room_detail : room_name | room_chance | room_door | monster_detail | object_detail | trap_detail | altar_detail | fountain_detail | sink_detail | pool_detail | gold_detail | engraving_detail | stair_detail ; room_name : NAME_ID `:` string ; room_chance : CHANCE_ID `:` INTEGER ; room_door : DOOR_ID `:` secret `,` door_state `,` door_wall `,` door_pos ; secret : BOOLEAN | RANDOM_TYPE ; door_wall : DIRECTION | RANDOM_TYPE ; door_pos : INTEGER | RANDOM_TYPE ; maze_def : MAZE_ID `:` string `,` filling ; filling : CHAR | RANDOM_TYPE ; regions : aregion | aregion regions ; aregion : map_definition reg_init map_details ; map_definition : NOMAP_ID | map_geometry MAP_ID ; map_geometry : GEOMETRY_ID `:` h_justif `,` v_justif ; h_justif : LEFT_OR_RIGHT | CENTER ; v_justif : TOP_OR_BOT | CENTER ; reg_init : /* nothing */ | reg_init init_reg ; init_reg : RANDOM_OBJECTS_ID `:` object_list | RANDOM_PLACES_ID `:` place_list | RANDOM_MONSTERS_ID `:` 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_ID chance `:` monster_c `,` m_name `,` coordinate monster_infos ; monster_infos : /* nothing */ | monster_infos monster_info ; monster_info : `,` string | `,` MON_ATTITUDE | `,` MON_ALERTNESS | `,` alignment | `,` MON_APPEARANCE string ; object_detail : OBJECT_ID object_desc | COBJECT_ID object_desc ; object_desc : chance `:` object_c `,` o_name `,` object_where object_infos ; object_where : coordinate | CONTAINED ; object_infos : /* nothing */ | `,` curse_state `,` monster_id `,` enchantment optional_name | `,` curse_state `,` enchantment optional_name | `,` monster_id `,` enchantment optional_name ; curse_state : RANDOM_TYPE | CURSE_TYPE ; monster_id : STRING ; enchantment : RANDOM_TYPE | INTEGER ; optional_name : /* nothing */ | `,` NONE | `,` STRING ; door_detail : DOOR_ID `:` door_state `,` coordinate ; trap_detail : TRAP_ID chance `:` trap_name `,` coordinate ; drawbridge_detail: DRAWBRIDGE_ID `:` coordinate `,` DIRECTION `,` door_state ; mazewalk_detail : MAZEWALK_ID `:` coordinate `,` DIRECTION ; wallify_detail : WALLIFY_ID ; ladder_detail : LADDER_ID `:` coordinate `,` UP_OR_DOWN ; stair_detail : STAIR_ID `:` coordinate `,` UP_OR_DOWN ; stair_region : STAIR_ID `:` lev_region `,` lev_region `,` UP_OR_DOWN ; portal_region : PORTAL_ID `:` lev_region `,` lev_region `,` string ; teleprt_region : TELEPRT_ID `:` lev_region `,` lev_region teleprt_detail ; branch_region : BRANCH_ID `:` lev_region `,` lev_region ; teleprt_detail : /* empty */ | `,` UP_OR_DOWN ; lev_region : region | LEV `(` INTEGER `,` INTEGER `,` INTEGER `,` INTEGER `)` ; fountain_detail : FOUNTAIN_ID `:` coordinate ; sink_detail : SINK_ID `:` coordinate ; pool_detail : POOL_ID `:` coordinate ; diggable_detail : NON_DIGGABLE_ID `:` region ; passwall_detail : NON_PASSWALL_ID `:` region ; region_detail : REGION_ID `:` region `,` light_state `,` room_type prefilled ; altar_detail : ALTAR_ID `:` coordinate `,` alignment `,` altar_type ; gold_detail : GOLD_ID `:` amount `,` coordinate ; engraving_detail: ENGRAVING_ID `:` coordinate `,` engraving_type `,` string ; monster_c : monster | RANDOM_TYPE | m_register ; object_c : object | RANDOM_TYPE | o_register ; m_name : string | RANDOM_TYPE ; o_name : string | RANDOM_TYPE ; trap_name : string | RANDOM_TYPE ; room_type : string | RANDOM_TYPE ; prefilled : /* empty */ | `,` FILLING | `,` FILLING `,` BOOLEAN ; coordinate : coord | p_register | RANDOM_TYPE ; door_state : DOOR_STATE | RANDOM_TYPE ; light_state : LIGHT_STATE | RANDOM_TYPE ; alignment : ALIGNMENT | a_register | RANDOM_TYPE ; altar_type : ALTAR_TYPE | RANDOM_TYPE ; p_register : P_REGISTER `[` INTEGER `]` ; o_register : O_REGISTER `[` INTEGER `]` ; m_register : M_REGISTER `[` INTEGER `]` ; a_register : A_REGISTER `[` INTEGER `]` ; place : coord ; monster : CHAR ; object : CHAR ; string : STRING ; amount : INTEGER | RANDOM_TYPE ; chance : /* empty */ | PERCENT ; engraving_type : ENGRAVING_TYPE | RANDOM_TYPE ; coord : `(` INTEGER `,` INTEGER `)` ; region : `(` INTEGER `,` INTEGER `,` INTEGER `,` INTEGER `)` ;

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

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 `W` water (yes, different from a pool) `T` a tree `F` iron bars `#` a corridor `.` a normal room location (unlit unless lit in a REGION declaration) ` ` stone

 

EXAMPLE

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

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

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

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

AUTHOR

Jean-Christophe Collet, David Cohrs.  

SEE ALSO

dgn_comp(6), nethack(6)  

BUGS

Probably infinite. Most importantly, still needs additional bounds checking.

lineart

NAME

testlinear, lineart - test a linear frame buffer  

SYNOPSIS

testlinear

 

DESCRIPTION

Program to test linear addressing on Cirrus cards and on Mach32 (and other cards which may support it).

Selects 640x480x256 and tries to enable a linear frame buffer (its virtual address is printed). Fills the screen in some color, then draws pixels in random positions.

For Cirrus cards some direct hardware access is then made for highspeed screen access. Except for the last (Cirrus only) test no speeds are printed, but you are welcome to use `time` to measure it. The program draws 714400 one byte pixels plus a forced 1s delay and various rand() calls for the pixels.

The testlinear demo needs a few presses of <Return> after each minimal demo step. Even when it does not prompt for it. When it appears to be stuck, just press <Return>.

The lineart demo is the same, but it accepts a command line with an arbitrary number of modes. The modes may be either mode numbers or names, or both. For example,

lineart 11 17 G800x600x32k 22

will give a display of mode 11. If a key is pressed mode 17 will appear, followed by mode 20 and 22 as succesive keys are pressed.

This demo is part of svgalib and can be found in the demos/ subdirectory of the original svgalib distribution. However, it is not installed in the system by default, s.t. it is unclear where you can find it if your svgalib was installed by some linux distribution. Even then, when you have the demo on your system, you probably won`t have the sources s.t. it is only of limited use for you.

In case of any such problem, simply get an svgalib distribution from the net. You even don`t need to install it. Just make in the demos/ subdirecty. As of this writing, svgalib-1.2.12.tar.gz is the latest version and can be retrieved by ftp from sunsite.unc.edu at /pub/Linux/libs/graphics and tsx-11.mit.edu at /pub/linux/sources/libs which will most probably be mirrored by a site close to you.

 

SEE ALSO

svgalib(7), vgagl(7), libvga.config(5), threed(6), accel(6), bg_test(6), eventtest(6), forktest(6), fun(6), keytest(6), mousetest(6), scrolltest(6), speedtest(6), spin(6), testaccel(6), testgl(6), vgatest(6), plane(6), wrapdemo(6)

 

AUTHOR

This manual page was edited by Michael Weller <eowmob@exp-math.uni-essen.de>. The exact source of the referenced demo as well as of the original documentation is unknown.

It is very likely that both are at least to some extent are due to Harm Hanemaayer <H.Hanemaayer@inter.nl.net>.

Occasionally this might be wrong. I hereby asked to be excused by the original author and will happily accept any additions or corrections to this first version of the svgalib manual.


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