annotate arogue7/aguide.mm @ 237:2236ef808bcb

XRogue: fix some uses of entire structs instead of their members. Some calls to runto() were given a pointer to the player struct instead of to the player's coordinates. A call to death() was passed a pointer to a monster instead of the monster's type number.
author John "Elwin" Edwards
date Tue, 08 Mar 2016 20:47:57 -0500
parents adfa37e67084
children
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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.