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annotate arogue5/arogue58.doc @ 120:d6b7c3fb37ea
srogue: add and use more md_* portable functions.
Privileges and memory usage checks are now more portable.
author | John "Elwin" Edwards |
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date | Fri, 02 May 2014 15:06:23 -0700 |
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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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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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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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