Mercurial > hg > early-roguelike
annotate arogue5/arogue58.doc @ 155:1af259ac4ed2
arogue7, xrogue: fix save/restore of alchemy jugs.
state.c now saves the fuse that refills alchemy jugs, using the method
of numbering objects previously applied to Advanced Rogue 5. Alchemy
jugs that are empty when the game is saved will continue to function
after it is restored.
Savefile compatibility should not be affected.
author | John "Elwin" Edwards |
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date | Fri, 29 May 2015 17:34:04 -0400 |
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6 The Dungeons of Doom |
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7 |
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8 AT&T Bell Laboratories |
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9 The Dungeons of Doom |
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10 |
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11 |
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12 1. INTRODUCTION |
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13 |
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14 Rogue is a screen-oriented fantasy game set in the |
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15 ever-changing Dungeons of Doom. The game comes complete |
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16 with monsters, spells, weapons, armor, potions, and other |
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17 magical items. The dungeon's geography changes with every |
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18 game, and although many magical items have certain |
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19 identifiable properties, such as turning the player |
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20 invisible, the physical manifestation of the magic changes |
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21 each game. A red potion, for example, will cause the same |
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22 reaction throughout a given game, but it may be a completely |
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23 different potion in a new game. |
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24 |
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25 Entering the dungeon with only a little food, armor, |
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26 and a weapon, the player must develop a good strategy of |
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27 when to fight, when to run, and how to best use any magical |
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28 items found in the dungeon. To make things interesting, the |
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29 player has a quest to return one of several unique |
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30 artifacts, rumored to lie deep in the dungeon's bowels. |
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31 Returning with this artifact brings great glory and the |
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32 title of Complete Winner. But even after finding the |
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33 artifact, the player may wish to continue further to match |
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34 wits with an arch-devil, demon prince, or even a deity found |
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35 far down in the dungeon. Defeating such a creature will |
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36 gain the player many experience points, the basis for |
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37 scoring in Rogue. |
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38 |
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39 It is very difficult to return from the Dungeons of |
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40 Doom. Few people ever make it out alive. Should this |
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41 unlikely event occur, the player would be proclaimed a |
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42 complete winner and handsomely rewarded for any booty |
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43 removed from the dungeon. |
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44 |
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45 |
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46 2. CHARACTER CLASSES AND ATTRIBUTES |
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47 |
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48 Before placing the player in the dungeon, the game |
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49 requests the player to select a character class: a fighter, |
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50 a magic user, a cleric, or a thief. |
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51 |
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52 2.1 The_Fighter |
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53 |
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54 A fighter is very strong and will have a high strength |
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55 rating. This great strength gives a fighter the best odds |
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56 of winning a battle with a monster. At high experience |
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57 levels the fighter also gets to attack multiple times in a |
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58 single turn. This obviously further increases his chances |
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59 at winning battles. Intrinsic to the fighter class is a |
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60 robustness which results in 1 to 10 extra hit points for |
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61 |
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72 - 2 - |
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76 every new experience level. |
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77 |
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78 2.2 The_Magician |
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79 |
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80 A magician's major attribute is intelligence, which |
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81 enables the magician to cast spells. The number and variety |
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82 of spells increases as the magician gains experience and |
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83 intelligence. Other types of characters can cast spells, |
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84 but only if they manage to gain extraordinarily high |
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85 intelligence. Magic users are not as hearty as fighters; |
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86 they receive 1 to 8 extra hit points for every new |
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87 experience level. |
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88 |
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89 2.3 The_Cleric |
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90 |
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91 A cleric has a high wisdom rating and can thus pray. |
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92 The number and variety of prayers which the gods are willing |
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93 to grant to a cleric increase as the cleric gains experience |
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94 and wisdom. Other character types can pray only if they |
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95 manage to gain extraordinary wisdom. |
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96 |
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97 Because of their religious nature, clerics can also |
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98 affect the "undead" beings, like zombies and ghouls, which |
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99 became monsters after they died. If an "undead" creature is |
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100 next to a cleric, the cleric may try to turn it and cause it |
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101 to flee. If the cleric is sufficiently powerful relative to |
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