Mercurial > hg > early-roguelike
annotate arogue7/arogue77.doc @ 212:12e070d1a780
rogue3: replace alarm() calls with a portable function.
Calls to alarm() in main.c are replaced with md_start_checkout_timer(),
so the #ifdefs around nonportable code can be confined to mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 22 Jan 2016 19:19:48 -0500 |
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7 The Dungeons of Doom |
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8 |
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9 Toolchest |
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16 1. INTRODUCTION |
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17 |
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18 Rogue is a screen-oriented fantasy game set in the |
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19 ever-changing Dungeons of Doom. The game comes complete |
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20 with monsters, spells, weapons, armor, potions, and other |
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21 magical items. The dungeon's geography changes with every |
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22 game, and although many magical items have certain |
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23 identifiable properties, such as turning the player |
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24 invisible, the physical manifestation of the magic changes |
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25 each game. A red potion, for example, will cause the same |
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26 reaction throughout a given game, but it may be a completely |
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27 different potion in a new game. |
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28 |
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29 Entering the dungeon with only a little food, armor, |
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30 and a weapon, the player must develop a good strategy of |
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31 when to fight, when to run, and how to best use any magical |
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32 items found in the dungeon. To make things interesting, the |
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33 player has a quest to return one of several unique |
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34 artifacts, rumored to lie deep in the dungeon's bowels. |
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35 Returning with this artifact brings great glory and the |
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36 title of Complete Winner. But even after finding the |
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37 artifact, the player may wish to continue further to match |
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38 wits with an arch-devil, demon prince, or even a deity found |
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39 far down in the dungeon. Defeating such a creature will |
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40 gain the player many experience points, the basis for |
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41 scoring in Rogue. |
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42 |
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43 It is very difficult to return from the Dungeons of |
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44 Doom. Few people ever make it out alive. Should this |
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45 unlikely event occur, the player would be proclaimed a |
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46 complete winner and handsomely rewarded for any booty |
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47 removed from the dungeon. |
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48 |
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49 |
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50 2. CHARACTER CLASSES |
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51 |
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52 Before placing the player in the dungeon, the game |
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53 requests the player to select what type of character they |
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54 would like to be: a fighter, a magic user, a cleric, a |
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55 druid, a thief, a paladin, a ranger, a monk, or an assassin. |
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56 |
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57 2.1 The Fighter |
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58 |
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59 A fighter is very strong and will have a high strength |
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60 rating. This great strength gives a fighter the best odds |
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61 of winning a battle with a monster. At high experience |
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62 |
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70 - 2 - |
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73 |
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74 levels the fighter also gets to attack multiple times in a |
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75 single turn. This obviously further increases his chances |
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76 at winning battles. Intrinsic to the fighter class is a |
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77 robustness which results in 1 to 12 extra hit points for |
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78 every new experience level. |
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79 |
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80 2.2 The Magician |
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81 |
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82 A Magician is able to "cast" spells. The number and |
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83 variety of spells increases as the magician gains experience |
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84 and intelligence. Magic users are not as hearty as |
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85 fighters; they receive 1 to 6 extra hit points for every new |
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86 experience level. |
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87 |
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88 2.3 The Cleric |
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89 |
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