Mercurial > hg > early-roguelike
annotate arogue7/aguide.mm @ 306:057c5114e244
Super-Rogue: fix some out-of-range constants.
Constants K_ARROW etc., for causes of death other than monsters, are in
the 240-255 range. They were often passed to functions taking char,
which is usually signed, making the values out of range.
The function declarations have been changed to unsigned char, which is
also the type used by the scoreboard code.
author | John "Elwin" Edwards |
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date | Sat, 17 Apr 2021 15:41:12 -0400 |
parents | adfa37e67084 |
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rev | line source |
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1 .\" |
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2 .\" aguide.mm |
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3 .\" |
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4 .\" Advanced Rogue |
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5 .\" Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 .\" All rights reserved. |
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7 .\" |
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8 .\" Based on "Rogue: Exploring the Dungeons of Doom" |
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9 .\" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 .\" All rights reserved. |
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11 .\" |
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12 .\" See the file LICENSE.TXT for full copyright and licensing information. |
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13 .\" |
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14 .tr ~ |
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15 .nr Pt 1 |
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16 .ds HF 3 2 2 2 2 2 2 |
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17 .TL |
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18 The Dungeons of Doom |
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19 .AF Toolchest |
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20 .AU " " |
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21 .AS 1 |
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22 .P |
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23 Rogue was introduced at the University of California at Berkeley as a |
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24 screen-oriented fantasy game. |
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25 The game had 26 types of monsters that the player could meet while |
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26 exploring a dungeon generated by the computer. |
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27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the |
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28 player to battle these monsters and to gain gold, the basis for scoring. |
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29 .P |
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30 The version of Rogue described in this guide has been expanded to include |
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31 over 110 monsters with many new capabilities. |
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32 Many of the monsters are intelligent, and they, like the player, must avoid |
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33 traps and decide when it is better to fight or to run. |
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34 The player chooses a character class at the beginning of the game which |
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35 defines the player's abilities. |
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36 Experience, rather than gold, decides the player's score. |
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37 .AE |
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38 .MT 4 |
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39 .H 1 INTRODUCTION |
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40 Rogue is a screen-oriented fantasy game set in the ever-changing |
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41 \fIDungeons of Doom\fR. |
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42 The game comes complete with monsters, spells, weapons, armor, potions, |
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43 and other magical items. |
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44 The dungeon's geography changes with every game, and although many magical |
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45 items have certain identifiable properties, such as turning the player |
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46 invisible, the physical manifestation of the magic changes each game. |
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47 A red potion, for example, will cause the same reaction throughout |
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48 a given game, but it may be a completely different potion in a new game. |
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49 .P |
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50 Entering the dungeon with only a little food, armor, and a weapon, the player |
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51 must develop a good strategy of when |
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52 to fight, when to run, and how to best use any magical items found |
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53 in the dungeon. |
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54 To make things interesting, the player has a quest to return one of |
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55 several unique artifacts, rumored to lie deep in the dungeon's bowels. |
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56 Returning with this artifact brings great glory and the title of |
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57 \fIComplete Winner\fR. |
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58 But even after finding the artifact, the player may wish to continue |
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59 further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a |
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60 \fIdeity\fR found far down in the dungeon. |
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61 Defeating such a creature will gain the player many experience points, |
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62 the basis for scoring in Rogue. |
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63 .P |
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64 It is very difficult to return from the \fIDungeons of Doom\fR. |
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65 Few people ever make it out alive. |
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66 Should this unlikely event occur, the player would be proclaimed a |
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67 complete winner and handsomely rewarded for any booty removed from the |
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68 dungeon. |
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69 .H 1 "CHARACTER CLASSES" |
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70 Before placing the player in the dungeon, the game requests the player |
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71 to select what type of character they would like to be:~ a fighter, a magic user, a cleric, |
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72 a druid, a thief, a paladin, a ranger, a monk, or an assassin. |
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73 .H 2 "The Fighter" |
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74 A fighter is very strong and will have a high strength rating. |
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75 This great strength gives a fighter the best odds of |
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76 winning a battle with a monster. |
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77 At high experience levels the \fIfighter\fR also gets to attack |
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78 multiple times in a single turn. |
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79 This obviously further increases his chances at winning battles. |
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80 Intrinsic to the fighter class is a robustness which results in |
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81 1 to 12 extra hit points for every new experience |
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82 level. |
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83 .H 2 "The Magician" |
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84 A Magician is able to "cast" spells. |
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85 The number and variety of spells increases as |
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86 the magician gains experience and intelligence. |
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87 Magic users are not as hearty as fighters; |
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88 they receive 1 to 6 extra hit |
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89 points for every new experience level. |