Mercurial > hg > early-roguelike
annotate rogue5/rogue.doc.in @ 131:796e2a10cd41
arogue7: call nonl() during initialization.
| author | John "Elwin" Edwards |
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| date | Tue, 12 May 2015 10:28:05 -0400 |
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8 A Guide to the Dungeons of Doom |
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9 |
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10 |
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11 Michael C. Toy |
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12 Kenneth C. R. C. Arnold |
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13 |
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14 |
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15 Computer Systems Research Group |
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16 Department of Electrical Engineering and Computer Science |
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17 University of California |
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18 Berkeley, California 94720 |
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19 |
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22 |
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23 ABSTRACT |
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24 |
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25 Rogue is a visual CRT based fantasy game which runs |
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26 under the UNIX timesharing system. This paper de- |
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27 scribes how to play rogue, and gives a few hints for |
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28 those who might otherwise get lost in the Dungeons |
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29 of Doom. |
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30 |
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33 |
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34 1. Introduction |
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35 |
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36 You have just finished your years as a student at the |
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37 local fighter's guild. After much practice and sweat you |
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38 have finally completed your training and are ready to embark |
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39 upon a perilous adventure. As a test of your skills, the |
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40 local guildmasters have sent you into the Dungeons of Doom. |
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41 Your task is to return with the Amulet of Yendor. Your |
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42 reward for the completion of this task will be a full mem- |
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43 bership in the local guild. In addition, you are allowed to |
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44 keep all the loot you bring back from the dungeons. |
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45 |
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46 In preparation for your journey, you are given an |
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47 enchanted mace, a bow, and a quiver of arrows taken from a |
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48 dragon's hoard in the far off Dark Mountains. You are also |
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49 outfitted with elf-crafted armor and given enough food to |
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50 reach the dungeons. You say goodbye to family and friends |
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51 for what may be the last time and head up the road. |
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52 |
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53 You set out on your way to the dungeons and after sev- |
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54 eral days of uneventful travel, you see the ancient ruins |
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55 that mark the entrance to the Dungeons of Doom. It is late |
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56 at night, so you make camp at the entrance and spend the |
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57 ____________________ |
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58 UNIX is a trademark of Bell Laboratories |
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59 |
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60 |
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69 |
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70 |
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71 USD:33-2 A Guide to the Dungeons of Doom |
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72 |
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73 |
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74 night sleeping under the open skies. In the morning you |
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75 gather your weapons, put on your armor, eat what is almost |
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76 your last food, and enter the dungeons. |
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77 |
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78 2. What is going on here? |
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79 |
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80 You have just begun a game of rogue. Your goal is to |
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81 grab as much treasure as you can, find the Amulet of Yendor, |
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82 and get out of the Dungeons of Doom alive. On the screen, a |
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83 map of where you have been and what you have seen on the |
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84 current dungeon level is kept. As you explore more of the |
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85 level, it appears on the screen in front of you. |
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86 |
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87 Rogue differs from most computer fantasy games in that |
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88 it is screen oriented. Commands are all one or two |
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89 keystrokes1 and the results of your commands are displayed |
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90 graphically on the screen rather than being explained in |
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91 words.2 |
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92 |
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93 Another major difference between rogue and other com- |
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94 puter fantasy games is that once you have solved all the |
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95 puzzles in a standard fantasy game, it has lost most of its |
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96 excitement and it ceases to be fun. Rogue, on the other |
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97 hand, generates a new dungeon every time you play it and |
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98 even the author finds it an entertaining and exciting game. |
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99 |
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100 3. What do all those things on the screen mean? |
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101 |
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102 In order to understand what is going on in rogue you |
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103 have to first get some grasp of what rogue is doing with the |
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104 screen. The rogue screen is intended to replace the "You |
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