Mercurial > hg > early-roguelike
annotate rogue3/rogue.r.in @ 262:c7c6c5a7d840
UltraRogue: fix a segfault related to restoring monsters.
The functions for restoring saved games failed to properly correct the
t_chasee pointer of monsters chasing the player. Such monsters would
attempt to chase NULL instead, with predictable results.
author | John "Elwin" Edwards |
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date | Tue, 14 Feb 2017 20:42:33 -0500 |
parents | 07c4d4883ef2 |
children |
rev | line source |
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1 .RP |
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2 .ds RH A Guide to the Dungeons of Doom |
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3 .ds CH |
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4 .ds CF - % - |
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5 .TL |
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6 A Guide to the Dungeons of Doom |
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7 .AU |
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8 Michael C. Toy |
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9 .AI |
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10 Computer Systems Research Group |
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11 Department of Electrical Engineering and Computer Science |
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12 University of California |
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13 Berkeley, California 94720 |
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14 .AB |
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15 Rogue is a visual CRT based fantasy game which runs |
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16 under the UNIX timesharing system. This paper describes |
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17 how to play rogue and gives a few hints for those who might |
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18 otherwise get lost in the Dungeons of Doom. |
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19 .AE |
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20 .NH |
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21 Introduction |
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22 .PP |
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23 You have just finished your years as a student at the local fighter's guild. |
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24 After much practice and sweat you have finally completed your training and |
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25 are ready to embark upon a perilous adventure. As a test of your skills, |
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26 the local guildmasters have sent you into the Dungeons of Doom. Your |
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27 task is to return with the Amulet of Yendor. Your reward for the completion |
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28 of this task will be a full membership in the local guild. In addition, you are |
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29 allowed to keep all the loot you bring back from the dungeons. |
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30 .PP |
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31 In preparation for your journey, you are given an enchanted sword, taken |
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32 from a dragon's hoard in the far off Dark Mountains. You are also outfitted |
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33 with elf-crafted armor and given enough food to reach the dungeons. You |
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34 say goodbye to family and friends for what may be the last time and head |
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35 up the road. |
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36 .PP |
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37 You set out on your way to the dungeons and after several days of uneventful |
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38 travel, you see the ancient ruins that mark the entrance to the Dungeons |
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39 of Doom. It is late at night so you make camp at the entrance and spend |
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40 the night sleeping under the open skies. In the morning you gather |
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41 your sword, put on your armor, eat what is almost your last food and enter |
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42 the dungeons. |
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43 .NH |
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44 What is going on here? |
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45 .PP |
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46 You have just begun a game of rogue. Your goal is to grab as much treasure |
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47 as you can, find the Amulet of Yendor, and get out of the Dungeons of Doom |
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48 alive. On the screen, a map of where you have been and what you have seen on |
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49 the current dungeon level is kept. As you explore more of the level, |
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50 it appears on the screen in front of you. |
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51 .PP |
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52 Rogue differs from most computer fantasy games in that it is screen |
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53 oriented. Commands are all one or two keystrokes\(dg |
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54 .FS |
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55 \(dgAs opposed to pseudo English sentences. |
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56 .FE |
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57 and the results of your commands are displayed |
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58 graphically on the screen rather than being explained in words. |
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59 .PP |
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60 Another major difference between rogue and other computer fantasy games |
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61 is that once you have solved all the puzzles in a standard fantasy game, |
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62 it has lost most of its excitement and it ceases to be fun. Rogue on the |
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63 other hand generates a new dungeon every time you play it and |
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64 even the author finds it an entertaining and exciting game. |
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65 .NH |
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66 What do all those things on the screen mean? |
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67 .PP |
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68 In order to understand what is going on in rogue you have to first get |
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69 some grasp of what rogue is doing with the screen. |
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70 The rogue screen is intended to replace the "You can see ..." descriptions |
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71 of standard fantasy games. Here is a sample of what a rogue screen might |
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72 look like. |
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73 .in +1i |
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74 .nf |
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75 .cs R 15 |
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76 --------------------- |
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77 |...................+ |
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78 |...@...........[...| |
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79 |........B..........| |
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80 |...................| |
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81 --------+------------ |
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82 |
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83 |
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84 .cs R |
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85 Level: 1 Gold: 0 Hp: 12(12) Str: 16 Ac: 6 Exp: 1/0 |
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86 .fi |
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87 .in 0 |
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88 .NH 2 |
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89 The bottom line |
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90 .PP |
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91 At the bottom line of the screen is a few pieces of cryptic information, |
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92 describing your current status. Here is an explanation of what these |
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93 things mean: |
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94 .IP Level 8 |
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95 This number indicates how deep you have gone in the dungeon. It starts |
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96 at one and goes up forever\(dg. |
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97 .FS |
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98 \(dgOr until you get killed or decide to quit. |
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99 .FE |
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100 .IP Gold |
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101 The number of gold pieces you have managed to find and keep with |
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102 you so far. |
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103 .IP Hp |
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104 Your current and maximum hit points. Hit points indicate how much |
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105 damage you can take before you die. The more you get hit in a |
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106 fight, the lower they |
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107 get. You can regain hit points by resting. The number in parentheses is |
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108 the maximum number your hit points can reach. |
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109 .IP Str |
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110 Your current strength. This can be any integer less than or |
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111 equal to eighteen. The higher the number, the stronger you are. |
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112 .IP Ac |
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113 Your current armor class. This number indicates how effective |
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114 your armor is in stopping blows from unfriendly creatures. The lower |
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115 this number is, the more effective the armor. |
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116 .IP Exp |
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117 These two numbers give your current experience level and experience points. |
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118 As you do things, you gain experience points. At certain experience point |
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119 totals, you gain an experience level. The more experienced you are, the |
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120 better you are able to fight and to withstand magical attacks. |
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121 .NH 2 |
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122 The top line |
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123 .PP |
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124 The top line of the screen is reserved for printing messages that describe |
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125 things that are impossible to represent visually. If you see a |
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126 "--More--" on the top line, this means that rogue wants to print another |
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127 message on the screen, but it wants to make certain that you have read |
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128 the one that is there first. To read the next message, just press a |
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129 space. |
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130 .NH 2 |
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131 The rest of the screen |
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132 .PP |
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133 The rest of the screen is the map of the level as you have explored it so far. |
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134 Each symbol on the screen represents something. Here is a list of what |
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135 the various symbols mean: |
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136 .IP @ |
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137 This symbol represents you, the adventurer. |
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138 .IP "-|" 6 |
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139 These symbols represent the walls of rooms. |
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140 .IP + |
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141 A door to/from a room. |
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142 .IP . |
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143 The floor of a room. |
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144 .IP # |
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145 The floor of a passage between rooms. |
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146 .IP * |
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147 A pile or pot of gold. |
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148 .IP ) |
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149 A weapon of some sort. |
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150 .IP ] |
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151 A piece of armor. |
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152 .IP ! |
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153 A flask containing a magic potion. |
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154 .IP ? |
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155 A piece of paper, usually a magic scroll. |
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156 .IP ^ |
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157 A trap, watch out for these. |
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158 .IP % |
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159 The passage leading down to the next level. |
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160 .IP : |
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161 A piece of food. |
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162 .IP A-Z |
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163 The uppercase letters represent the various inhabitants of the |
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164 Dungeons of Doom. Watch out, they can be mean. |
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165 .NH |
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166 Commands |
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167 .PP |
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168 Commands are given to rogue by pressing single letters. Most commands can |
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169 be preceded by a count to repeat them (e.g. typing "10s" will do ten searches) |
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170 The list of commands is rather long, but it can be read at any time during |
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171 the game with the ? command. Here it is for reference, with a short |
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172 explanation of each command. |
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173 .IP ? 6 |
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174 The help command. Asks for a character to give help on. If you type |
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175 a "*", it will list all the commands, otherwise it will explain what the |
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176 character you typed does. |
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177 .IP / |
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178 This is the "What is that on the screen?" command. A "/" followed by any |
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179 character that you see on the level, will tell you what that character |
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180 is. For instance, typing "/@" will tell you that the @ symbol represents |
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181 you, the player. |
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182 .IP "h , H" |
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183 Move left. You move one space to the left. If you use upper case |
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184 h, you will continue to move left until you run into something. This |
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185 works for all movement commands (e.g. "L" means run in direction "l") |
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186 .IP j |
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187 Move down. |
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188 .IP k |
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189 Move up. |
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190 .IP l |
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191 Move right. |
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192 .IP y |
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193 Move diagonally up and left. |
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194 .IP u |
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195 Move diagonally up and right. |
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196 .IP b |
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197 Move diagonally down and left. |
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198 .IP n |
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199 Move diagonally down and right. |
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200 .IP f |
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201 Find prefix. When followed by a direction it means to continue moving |
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202 in the specified direction until you pass something interesting or |
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203 run into a wall. |
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204 .IP t |
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205 Throw an object. This is a prefix command. Follow it with a direction and |
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206 you throw an object in the specified direction. (e.g. type "th" to throw |
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207 something left.) |
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208 .IP > |
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209 If you are standing over the passage down to the next level, this command |
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210 means to climb down. |
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211 .IP s |
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212 Search for traps and secret doors. Examine each space immediately adjacent |
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213 to you for the existence of a trap or secret door. There is a large chance |
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214 that even if there is something there, you won't find it so you might |
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215 have to search a while before you find something. |
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216 .IP " " |
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217 (space) Rest. This is the "do nothing" command. |
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218 This is good for waiting and healing. |
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219 .IP i |
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220 Inventory. List what you are carrying in your pack. |
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221 .IP I |
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222 Selective inventory. Tells you what a single item in your pack is. |
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223 .IP q |
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224 Quaff. Drink one of the potions you are carrying. |
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225 .IP r |
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226 Read. Read one of the scrolls in your pack. |
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227 .IP e |
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228 Eat food. Take some food out of your pack and eat it. |
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229 .IP w |
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230 Wield a weapon. Take a weapon out of your pack and carry it. You must be |
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231 wielding weapon to use it (except to throw things). To fire an arrow, |
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232 you must wield the bow. You can only wield one weapon at a time. |
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233 .IP W |
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234 Wear armor. Take a piece of armor out of your pack and put it on. You can |
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235 only wear one suit of armor at a time. |
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236 .IP T |
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237 Take armor off. You can't remove armor that is cursed. |
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238 This takes extra time. |
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239 .IP d |
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240 Drop an object. Take something out of your pack and leave it lying |
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241 on the floor. Only one object can occupy each space. |
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242 .IP o |
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243 Examine and set options. This command is further explained in the section |
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244 on options. |
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245 .IP ^L |
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246 REdraws the screen. Useful if spurious messages or transmission errors |
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247 have messed up the display. |
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248 .IP v |
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249 Prints the program version number. |
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250 .IP Q |
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251 Quit. Leave the game. |
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252 .IP R |
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253 Repeat last message. Useful when a message disappears before you can |
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254 read it. |
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255 .IP S |
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256 Save the current game in a file. Caveat: Rogue won't let you start |
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257 up a copy of a saved game, and it removes the save file as soon as |
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258 you start up a restored game. This is to prevent people from saving |
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259 a game just before a dangerous position and then restarting it |
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260 if they die. To restore a saved game, give the file name as an argument |
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261 to rogue. As in |
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262 .ti +1i |
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263 .nf |
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264 % rogue save_file |
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265 .NH |
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266 Dealing with objects |
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267 .PP |
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268 When you find something in the dungeon, it is common to want to pick the |
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269 object up. This is accomplished in rogue by walking over the object. If |
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270 you are carrying too many things, the program will tell you and it won't pick |
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271 up the object, otherwise it will add it to your pack and if the notify |
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272 option is set, tell you what you just picked up. |
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273 .PP |
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274 Many of the commands that operate on objects must prompt you to find |
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275 out which object you want to use. If you change your mind and don't want to |
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276 do that command after all, just press an escape and the command will be |
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277 aborted. |
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278 .NH |
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279 Light |
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280 .PP |
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281 Rooms in the dungeons are either lit or dark. If you walk into a lit room, |
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282 the entire room will be drawn on the screen as soon as you enter. If you |
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283 walk into a dark room, it will only be displayed as you explore it. Upon |
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284 leaving a dark room, all objects inside the room which might move are |
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285 removed from the screen. In the darkness you can only see one space |
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286 in all directions around you. |
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287 .NH |
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288 Fighting |
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289 .PP |
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290 If you see a monster and you wish to fight it, just attempt to run into it. |
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291 Many times a monster you find will mind its own business unless you attack |
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292 it. It is often the case that discretion is the better part of valor. |
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293 .NH |
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294 Armor |
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295 .PP |
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296 There are various sorts of armor lying around in the dungeon. Some of it |
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297 is enchanted, some is cursed and some is just normal. Different armor |
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298 types have different armor classes. The lower the armor class, the |
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299 more protection the armor affords against the blows of monsters. |
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300 If a piece of armor is enchanted or |
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301 cursed, its armor class will be higher or lower than normal. Here is |
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302 a list of the various armor types and their normal armor class. |
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303 .TS |
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304 center box; |
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305 c c |
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306 l | c. |
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307 Type Class |
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308 = |
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309 Leather armor 8 |
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310 Studded leather / Ring mail 7 |
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311 Scale mail 6 |
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312 Chain mail 5 |
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313 Banded mail / Splint mail 4 |
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314 Plate mail 3 |
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315 .TE |
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316 .NH |
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317 Options |
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318 .PP |
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319 Due to variations in personal tastes and conceptions of the way rogue |
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320 should do things, there are a set of options you can set that cause |
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321 rogue to behave in various different ways. |
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322 .NH 2 |
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323 Setting the options |
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324 .PP |
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325 There are basically two ways to set the options. The first is with the |
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326 "o" command of rogue, the second is with the ROGUEOPTS environment |
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327 variable. On Version 6 systems, there is no equivalent of |
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328 the ROGUEOPTS feature. |
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329 .NH 3 |
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330 Using the "o" command |
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331 .PP |
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332 When you press "o" in rogue, it clears the screen and displays the current |
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333 settings for all the options. It then places the cursor by the value of the |
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334 first option and waits for you to type. You can type a RETURN which means to |
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335 go to the next option, a "\-" which means to go to the previous option, an |
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336 escape which means to return to the game, or you can give the option a |
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337 value. For boolean options this merely involves pressing "t" for true or |
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338 "f" for false. For string options, type the new value followed by a |
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339 return. |
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340 .NH 3 |
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341 Using the ROGUEOPTS variable |
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342 .PP |
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343 The ROGUEOPTS variable is a string containing a comma separated list of |
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344 initial values for the various options. Boolean variables can be turned |
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345 on by listing their name and turned off by putting a "no" in front of the |
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346 name. Thus to set up an environment variable so that jump is on, terse is |
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347 off, the name is set to "Conan the Barbarian" and the fruit is "mango", |
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348 use the command |
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349 .nf |
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350 .nf |
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351 .ti +3 |
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352 % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" \(dg |
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353 .fi |
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354 .ti +3 |
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355 % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" \(dg |
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356 .fi |
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357 .FS |
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358 \(dgFor those of you who use the bourne shell, the commands would be |
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359 .in +3 |
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360 .nf |
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361 $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango" |
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362 $ export ROGUEOPTS |
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363 .fi |
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364 .in +0 |
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365 .FE |
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366 .NH 2 |
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367 Option list |
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368 .PP |
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369 Here is a list of the options and an explanation of what each one is for. |
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370 The default value for each is enclosed in square brackets. |
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371 .IP "terse [noterse]" 25 |
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372 Useful for those who are tired of the sometimes lengthy messages of rogue. |
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373 This is a useful option for those on slow terminals. This option defaults to |
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374 on if your are on a slow (under 1200 baud) terminal. |
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375 .IP "jump [nojump]" |
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376 If this option is set, running moves will not be displayed until you |
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377 reach the end of the move. This saves considerable cpu time and |
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378 display time. This option defaults to on if you are using a slow terminal. |
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379 .IP "step [nostep] |
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380 When step is set, lists of things, like inventories or "*" responses to |
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381 "Which item do you wish to xxxx? " questions, are displayed one item |
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382 at a time on the top of the screen, rather than clearing the screen, |
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383 displaying the list, then re-displaying the dungeon level. |
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384 .IP "flush [noflush]" |
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385 If flush is set, all typeahead is thrown away after each round of battle. |
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386 This is useful for those who type way ahead and watch to their dismay as |
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387 a Kobold kills them. |
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388 .IP "askme [noaskme]" |
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389 Upon reading a scroll or quaffing a potion which does not automatically |
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390 identify it upon use, rogue will ask you what to name it so you can |
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391 recognize it in the future. |
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392 .IP "name [account name]" |
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393 This is the name of your character. It is used if you get on the top ten |
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394 scorer's list. It should be less than eighty characters long. |
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395 .IP "fruit [slime-mold]" |
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396 This should hold the name of a fruit that you enjoy eating. It is basically |
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397 a whimsy that the program uses in a couple of places. |
10 | 398 .IP "file [rogue3.save]" |
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399 The default file name for saving the game. If your phone is hung up by |
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400 accident, rogue will automatically save the game in this file. The |
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401 file name may contain the special character "~" which expands to be |
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402 your home directory. |
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403 .NH |
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404 Acknowledgements |
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405 .PP |
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406 Rogue was originally conceived of by Glenn Wichman and Michael Toy. The |
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407 help of Ken Arnold in making the program easier to use and putting the |
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408 finishing touches on is greatly appreciated. I would also like to thank |
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409 Marty McNary, Scott Nelson, Daniel Jensen, Kipp Hickman, Joe Kalash, |
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410 Steve Maurer, Bill Joy, Mark Horton and Jan Miller for their ideas |
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411 and assistance. |