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Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Tue, 13 Oct 2009 13:33:34 +0000 |
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10 A Guide to the Dungeons of Doom | |
11 | |
12 Michael C. Toy | |
13 Computer Systems Research Group | |
14 Department of Electrical Engineering and Computer Science | |
15 University of California | |
16 Berkeley, California 94720 | |
17 | |
18 | |
19 | |
20 ABSTRACT | |
21 | |
22 Rogue is a visual CRT based fantasy game | |
23 which runs under the UNIX timesharing system. | |
24 This paper describes how to play rogue and gives a | |
25 few hints for those who might otherwise get lost | |
26 in the Dungeons of Doom. | |
27 | |
28 | |
29 | |
30 11 July 2006 | |
31 | |
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76 A Guide to the Dungeons of Doom | |
77 | |
78 Michael C. Toy | |
79 Computer Systems Research Group | |
80 Department of Electrical Engineering and Computer Science | |
81 University of California | |
82 Berkeley, California 94720 | |
83 | |
84 | |
85 1. Introduction | |
86 | |
87 You have just finished your years as a student at the | |
88 local fighter's guild. After much practice and sweat you | |
89 have finally completed your training and are ready to embark | |
90 upon a perilous adventure. As a test of your skills, the | |
91 local guildmasters have sent you into the Dungeons of Doom. | |
92 Your task is to return with the Amulet of Yendor. Your | |
93 reward for the completion of this task will be a full mem- | |
94 bership in the local guild. In addition, you are allowed to | |
95 keep all the loot you bring back from the dungeons. | |
96 | |
97 In preparation for your journey, you are given an | |
98 enchanted sword, taken from a dragon's hoard in the far off | |
99 Dark Mountains. You are also outfitted with elf-crafted | |
100 armor and given enough food to reach the dungeons. You say | |
101 goodbye to family and friends for what may be the last time | |
102 and head up the road. | |
103 | |
104 You set out on your way to the dungeons and after sev- | |
105 eral days of uneventful travel, you see the ancient ruins | |
106 that mark the entrance to the Dungeons of Doom. It is late | |
107 at night so you make camp at the entrance and spend the | |
108 night sleeping under the open skies. In the morning you | |
109 gather your sword, put on your armor, eat what is almost | |
110 your last food and enter the dungeons. | |
111 | |
112 2. What is going on here? | |
113 | |
114 You have just begun a game of rogue. Your goal is to | |
115 grab as much treasure as you can, find the Amulet of Yendor, | |
116 and get out of the Dungeons of Doom alive. On the screen, a | |
117 map of where you have been and what you have seen on the | |
118 current dungeon level is kept. As you explore more of the | |
119 level, it appears on the screen in front of you. | |
120 | |
121 Rogue differs from most computer fantasy games in that | |
122 it is screen oriented. Commands are all one or two | |
123 keystrokes and the results of your commands are displayed | |
124 graphically on the screen rather than being explained in | |
125 ----------- | |
126 As opposed to pseudo English sentences. | |
127 | |
128 | |
129 | |
130 - 1 - | |
131 | |
132 | |
133 | |
134 | |
135 | |
136 A Guide to the Dungeons of Doom | |
137 | |
138 | |
139 words. | |
140 | |
141 Another major difference between rogue and other com- | |
142 puter fantasy games is that once you have solved all the | |
143 puzzles in a standard fantasy game, it has lost most of its | |
144 excitement and it ceases to be fun. Rogue on the other hand | |
145 generates a new dungeon every time you play it and even the | |
146 author finds it an entertaining and exciting game. | |
147 | |
148 3. What do all those things on the screen mean? | |
149 | |
150 In order to understand what is going on in rogue you | |
151 have to first get some grasp of what rogue is doing with the | |
152 screen. The rogue screen is intended to replace the "You | |
153 can see ..." descriptions of standard fantasy games. Here | |
154 is a sample of what a rogue screen might look like. | |
155 --------------------- | |
156 |...................+ | |
157 |...@...........[...| | |
158 |........B..........| | |
159 |...................| | |
160 --------+------------ | |
161 | |
162 | |
163 Level: 1 Gold: 0 Hp: 12(12) Str: 16 Ac: 6 Exp: 1/0 | |
164 | |
165 3.1. The bottom line | |
166 | |
167 At the bottom line of the screen is a few pieces of | |
168 cryptic information, describing your current status. Here | |
169 is an explanation of what these things mean: | |
170 | |
171 Level This number indicates how deep you have gone in the | |
172 dungeon. It starts at one and goes up forever. | |
173 | |
174 Gold The number of gold pieces you have managed to find | |
175 and keep with you so far. | |
176 | |
177 Hp Your current and maximum hit points. Hit points | |
178 indicate how much damage you can take before you | |
179 die. The more you get hit in a fight, the lower | |
180 they get. You can regain hit points by resting. The | |
181 number in parentheses is the maximum number your hit | |
182 points can reach. | |
183 | |
184 Str Your current strength. This can be any integer less | |
185 than or equal to eighteen. The higher the number, | |
186 the stronger you are. | |
187 | |
188 Ac Your current armor class. This number indicates how | |
189 effective your armor is in stopping blows from | |
190 unfriendly creatures. The lower this number is, the | |
191 ----------- | |
192 Or until you get killed or decide to quit. | |
193 | |
194 | |
195 | |
196 - 2 - | |
197 | |
198 | |
199 | |
200 | |
201 | |
202 A Guide to the Dungeons of Doom | |
203 | |
204 | |
205 more effective the armor. | |
206 | |
207 Exp These two numbers give your current experience level | |
208 and experience points. As you do things, you gain | |
209 experience points. At certain experience point | |
210 totals, you gain an experience level. The more | |
211 experienced you are, the better you are able to | |
212 fight and to withstand magical attacks. | |
213 | |
214 3.2. The top line | |
215 | |
216 The top line of the screen is reserved for printing | |
217 messages that describe things that are impossible to repre- | |
218 sent visually. If you see a "--More--" on the top line, | |
219 this means that rogue wants to print another message on the | |
220 screen, but it wants to make certain that you have read the | |
221 one that is there first. To read the next message, just | |
222 press a space. | |
223 | |
224 3.3. The rest of the screen | |
225 | |
226 The rest of the screen is the map of the level as you | |
227 have explored it so far. Each symbol on the screen repre- | |
228 sents something. Here is a list of what the various symbols | |
229 mean: | |
230 | |
231 @ This symbol represents you, the adventurer. | |
232 | |
233 -| These symbols represent the walls of rooms. | |
234 | |
235 + A door to/from a room. | |
236 | |
237 . The floor of a room. | |
238 | |
239 # The floor of a passage between rooms. | |
240 | |
241 * A pile or pot of gold. | |
242 | |
243 ) A weapon of some sort. | |
244 | |
245 ] A piece of armor. | |
246 | |
247 ! A flask containing a magic potion. | |
248 | |
249 ? A piece of paper, usually a magic scroll. | |
250 | |
251 ^ A trap, watch out for these. | |
252 | |
253 % The passage leading down to the next level. | |
254 | |
255 : A piece of food. | |
256 | |
257 A-Z The uppercase letters represent the various inhabi- | |
258 tants of the Dungeons of Doom. Watch out, they can be | |
259 | |
260 | |
261 | |
262 - 3 - | |
263 | |
264 | |
265 | |
266 | |
267 | |
268 A Guide to the Dungeons of Doom | |
269 | |
270 | |
271 mean. | |
272 | |
273 4. Commands | |
274 | |
275 Commands are given to rogue by pressing single letters. | |
276 Most commands can be preceded by a count to repeat them | |
277 (e.g. typing "10s" will do ten searches) The list of com- | |
278 mands is rather long, but it can be read at any time during | |
279 the game with the ? command. Here it is for reference, with | |
280 a short explanation of each command. | |
281 | |
282 ? The help command. Asks for a character to give help | |
283 on. If you type a "*", it will list all the commands, | |
284 otherwise it will explain what the character you typed | |
285 does. | |
286 | |
287 / This is the "What is that on the screen?" command. A | |
288 "/" followed by any character that you see on the | |
289 level, will tell you what that character is. For | |
290 instance, typing "/@" will tell you that the @ symbol | |
291 represents you, the player. | |
292 | |
293 h , H Move left. You move one space to the left. If you | |
294 use upper case h, you will continue to move left until | |
295 you run into something. This works for all movement | |
296 commands (e.g. "L" means run in direction "l") | |
297 | |
298 j Move down. | |
299 | |
300 k Move up. | |
301 | |
302 l Move right. | |
303 | |
304 y Move diagonally up and left. | |
305 | |
306 u Move diagonally up and right. | |
307 | |
308 b Move diagonally down and left. | |
309 | |
310 n Move diagonally down and right. | |
311 | |
312 f Find prefix. When followed by a direction it means to | |
313 continue moving in the specified direction until you | |
314 pass something interesting or run into a wall. | |
315 | |
316 t Throw an object. This is a prefix command. Follow it | |
317 with a direction and you throw an object in the speci- | |
318 fied direction. (e.g. type "th" to throw something | |
319 left.) | |
320 | |
321 > If you are standing over the passage down to the next | |
322 level, this command means to climb down. | |
323 | |
324 | |
325 | |
326 | |
327 | |
328 - 4 - | |
329 | |
330 | |
331 | |
332 | |
333 | |
334 A Guide to the Dungeons of Doom | |
335 | |
336 | |
337 s Search for traps and secret doors. Examine each space | |
338 immediately adjacent to you for the existence of a | |
339 trap or secret door. There is a large chance that | |
340 even if there is something there, you won't find it so | |
341 you might have to search a while before you find some- | |
342 thing. | |
343 | |
344 (space) Rest. This is the "do nothing" command. This | |
345 is good for waiting and healing. | |
346 | |
347 i Inventory. List what you are carrying in your pack. | |
348 | |
349 I Selective inventory. Tells you what a single item in | |
350 your pack is. | |
351 | |
352 q Quaff. Drink one of the potions you are carrying. | |
353 | |
354 r Read. Read one of the scrolls in your pack. | |
355 | |
356 e Eat food. Take some food out of your pack and eat it. | |
357 | |
358 w Wield a weapon. Take a weapon out of your pack and | |
359 carry it. You must be wielding weapon to use it | |
360 (except to throw things). To fire an arrow, you must | |
361 wield the bow. You can only wield one weapon at a | |
362 time. | |
363 | |
364 W Wear armor. Take a piece of armor out of your pack | |
365 and put it on. You can only wear one suit of armor at | |
366 a time. | |
367 | |
368 T Take armor off. You can't remove armor that is | |
369 cursed. This takes extra time. | |
370 | |
371 d Drop an object. Take something out of your pack and | |
372 leave it lying on the floor. Only one object can | |
373 occupy each space. | |
374 | |
375 o Examine and set options. This command is further | |
376 explained in the section on options. | |
377 | |
378 ^L REdraws the screen. Useful if spurious messages or | |
379 transmission errors have messed up the display. | |
380 | |
381 v Prints the program version number. | |
382 | |
383 Q Quit. Leave the game. | |
384 | |
385 R Repeat last message. Useful when a message disappears | |
386 before you can read it. | |
387 | |
388 S Save the current game in a file. Caveat: Rogue won't | |
389 let you start up a copy of a saved game, and it | |
390 removes the save file as soon as you start up a | |
391 | |
392 | |
393 | |
394 - 5 - | |
395 | |
396 | |
397 | |
398 | |
399 | |
400 A Guide to the Dungeons of Doom | |
401 | |
402 | |
403 restored game. This is to prevent people from saving | |
404 a game just before a dangerous position and then | |
405 restarting it if they die. To restore a saved game, | |
406 give the file name as an argument to rogue. As in | |
407 % rogue save_file | |
408 | |
409 5. Dealing with objects | |
410 | |
411 When you find something in the dungeon, it is common to | |
412 want to pick the object up. This is accomplished in rogue | |
413 by walking over the object. If you are carrying too many | |
414 things, the program will tell you and it won't pick up the | |
415 object, otherwise it will add it to your pack and if the | |
416 notify option is set, tell you what you just picked up. | |
417 | |
418 Many of the commands that operate on objects must | |
419 prompt you to find out which object you want to use. If you | |
420 change your mind and don't want to do that command after | |
421 all, just press an escape and the command will be aborted. | |
422 | |
423 6. Light | |
424 | |
425 Rooms in the dungeons are either lit or dark. If you | |
426 walk into a lit room, the entire room will be drawn on the | |
427 screen as soon as you enter. If you walk into a dark room, | |
428 it will only be displayed as you explore it. Upon leaving a | |
429 dark room, all objects inside the room which might move are | |
430 removed from the screen. In the darkness you can only see | |
431 one space in all directions around you. | |
432 | |
433 7. Fighting | |
434 | |
435 If you see a monster and you wish to fight it, just | |
436 attempt to run into it. Many times a monster you find will | |
437 mind its own business unless you attack it. It is often the | |
438 case that discretion is the better part of valor. | |
439 | |
440 8. Armor | |
441 | |
442 There are various sorts of armor lying around in the | |
443 dungeon. Some of it is enchanted, some is cursed and some | |
444 is just normal. Different armor types have different armor | |
445 classes. The lower the armor class, the more protection the | |
446 armor affords against the blows of monsters. If a piece of | |
447 armor is enchanted or cursed, its armor class will be higher | |
448 or lower than normal. Here is a list of the various armor | |
449 types and their normal armor class. | |
450 | |
451 | |
452 | |
453 | |
454 | |
455 | |
456 | |
457 | |
458 | |
459 | |
460 - 6 - | |
461 | |
462 | |
463 | |
464 | |
465 | |
466 A Guide to the Dungeons of Doom | |
467 | |
468 | |
469 +------------------------------------+ | |
470 | Type Class | | |
471 +----------------------------+-------+ | |
472 |Leather armor | 8 | | |
473 |Studded leather / Ring mail | 7 | | |
474 |Scale mail | 6 | | |
475 |Chain mail | 5 | | |
476 |Banded mail / Splint mail | 4 | | |
477 |Plate mail | 3 | | |
478 +----------------------------+-------+ | |
479 | |
480 9. Options | |
481 | |
482 Due to variations in personal tastes and conceptions of | |
483 the way rogue should do things, there are a set of options | |
484 you can set that cause rogue to behave in various different | |
485 ways. | |
486 | |
487 9.1. Setting the options | |
488 | |
489 There are basically two ways to set the options. The | |
490 first is with the "o" command of rogue, the second is with | |
491 the ROGUEOPTS environment variable. On Version 6 systems, | |
492 there is no equivalent of the ROGUEOPTS feature. | |
493 | |
494 9.1.1. Using the "o" command | |
495 | |
496 When you press "o" in rogue, it clears the screen and | |
497 displays the current settings for all the options. It then | |
498 places the cursor by the value of the first option and waits | |
499 for you to type. You can type a RETURN which means to go to | |
500 the next option, a "-" which means to go to the previous | |
501 option, an escape which means to return to the game, or you | |
502 can give the option a value. For boolean options this | |
503 merely involves pressing "t" for true or "f" for false. For | |
504 string options, type the new value followed by a return. | |
505 | |
506 9.1.2. Using the ROGUEOPTS variable | |
507 | |
508 The ROGUEOPTS variable is a string containing a comma | |
509 separated list of initial values for the various options. | |
510 Boolean variables can be turned on by listing their name and | |
511 turned off by putting a "no" in front of the name. Thus to | |
512 set up an environment variable so that jump is on, terse is | |
513 off, the name is set to "Conan the Barbarian" and the fruit | |
514 is "mango", use the command | |
515 % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" | |
516 % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbar- | |
517 ian,fruit=mango" | |
518 | |
519 ----------- | |
520 For those of you who use the bourne shell, the | |
521 commands would be | |
522 $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango" | |
523 | |
524 | |
525 | |
526 - 7 - | |
527 | |
528 | |
529 | |
530 | |
531 | |
532 A Guide to the Dungeons of Doom | |
533 | |
534 | |
535 9.2. Option list | |
536 | |
537 Here is a list of the options and an explanation of | |
538 what each one is for. The default value for each is | |
539 enclosed in square brackets. | |
540 | |
541 terse [noterse] Useful for those who are tired of | |
542 the sometimes lengthy messages of | |
543 rogue. This is a useful option for | |
544 those on slow terminals. This | |
545 option defaults to on if your are | |
546 on a slow (under 1200 baud) termi- | |
547 nal. | |
548 | |
549 jump [nojump] If this option is set, running | |
550 moves will not be displayed until | |
551 you reach the end of the move. | |
552 This saves considerable cpu time | |
553 and display time. This option | |
554 defaults to on if you are using a | |
555 slow terminal. | |
556 | |
557 step [nostep] When step is set, lists of things, | |
558 like inventories or "*" responses | |
559 to "Which item do you wish to xxxx? | |
560 " questions, are displayed one item | |
561 at a time on the top of the screen, | |
562 rather than clearing the screen, | |
563 displaying the list, then re-dis- | |
564 playing the dungeon level. | |
565 | |
566 flush [noflush] If flush is set, all typeahead is | |
567 thrown away after each round of | |
568 battle. This is useful for those | |
569 who type way ahead and watch to | |
570 their dismay as a Kobold kills | |
571 them. | |
572 | |
573 askme [noaskme] Upon reading a scroll or quaffing a | |
574 potion which does not automatically | |
575 identify it upon use, rogue will | |
576 ask you what to name it so you can | |
577 recognize it in the future. | |
578 | |
579 name [account name] This is the name of your character. | |
580 It is used if you get on the top | |
581 ten scorer's list. It should be | |
582 less than eighty characters long. | |
583 | |
584 fruit [slime-mold] This should hold the name of a | |
585 fruit that you enjoy eating. It is | |
586 basically a whimsy that the program | |
587 ----------- | |
588 $ export ROGUEOPTS | |
589 | |
590 | |
591 | |
592 - 8 - | |
593 | |
594 | |
595 | |
596 | |
597 | |
598 A Guide to the Dungeons of Doom | |
599 | |
600 | |
601 uses in a couple of places. | |
602 | |
603 file [rogue.save] The default file name for saving | |
604 the game. If your phone is hung up | |
605 by accident, rogue will automati- | |
606 cally save the game in this file. | |
607 The file name may contain the spe- | |
608 cial character "~" which expands to | |
609 be your home directory. | |
610 | |
611 10. Acknowledgements | |
612 | |
613 Rogue was originally conceived of by Glenn Wichman and | |
614 Michael Toy. The help of Ken Arnold in making the program | |
615 easier to use and putting the finishing touches on is | |
616 greatly appreciated. I would also like to thank Marty | |
617 McNary, Scott Nelson, Daniel Jensen, Kipp Hickman, Joe | |
618 Kalash, Steve Maurer, Bill Joy, Mark Horton and Jan Miller | |
619 for their ideas and assistance. | |
620 | |
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655 | |
656 | |
657 | |
658 - 9 - | |
659 | |
660 |