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comparison rogue4/rogue.me.in @ 51:a1dc75e38e73
rogue4: ported to autoconf.
author | elwin |
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date | Tue, 11 Oct 2011 15:20:40 +0000 |
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1 .ds E \s-2<ESCAPE>\s0 | |
2 .ds R \s-2<RETURN>\s0 | |
3 .ds U \s-2UNIX\s0 | |
4 .ie t .ds _ \d\(mi\u | |
5 .el .ds _ _ | |
6 .de Cs | |
7 \&\\$3\*(lq\\$1\*(rq\\$2 | |
8 .. | |
9 .sp 5 | |
10 .ce 1000 | |
11 .ps +4 | |
12 .vs +4p | |
13 .b | |
14 A Guide to the Dungeons of Doom | |
15 .r | |
16 .vs | |
17 .ps | |
18 .sp 2 | |
19 .i | |
20 Michael C. Toy | |
21 Kenneth C. R. C. Arnold | |
22 .r | |
23 .sp 2 | |
24 Computer Systems Research Group | |
25 Department of Electrical Engineering and Computer Science | |
26 University of California | |
27 Berkeley, California 94720 | |
28 .sp 4 | |
29 .i ABSTRACT | |
30 .ce 0 | |
31 .(b I F | |
32 .bi Rogue | |
33 is a visual CRT based fantasy game | |
34 which runs under the \*U\(dg timesharing system. | |
35 .(f | |
36 \fR\(dg\*U is a trademark of Bell Laboratories\fP | |
37 .)f | |
38 This paper describes how to play rogue, | |
39 and gives a few hints | |
40 for those who might otherwise get lost in the Dungeons of Doom. | |
41 .)b | |
42 .he '''\fBA Guide to the Dungeons of Doom\fP' | |
43 .fo ''- % -'' | |
44 .bp 1 | |
45 .sh 1 Introduction | |
46 .pp | |
47 You have just finished your years as a student at the local fighter's guild. | |
48 After much practice and sweat you have finally completed your training | |
49 and are ready to embark upon a perilous adventure. | |
50 As a test of your skills, | |
51 the local guildmasters have sent you into the Dungeons of Doom. | |
52 Your task is to return with the Amulet of Yendor. | |
53 Your reward for the completion of this task | |
54 will be a full membership in the local guild. | |
55 In addition, | |
56 you are allowed to keep all the loot you bring back from the dungeons. | |
57 .pp | |
58 In preparation for your journey, | |
59 you are given an enchanted mace, | |
60 a bow, and a quiver of arrows | |
61 taken from a dragon's hoard in the far off Dark Mountains. | |
62 You are also outfitted with elf-crafted armor | |
63 and given enough food to reach the dungeons. | |
64 You say goodbye to family and friends for what may be the last time | |
65 and head up the road. | |
66 .pp | |
67 You set out on your way to the dungeons | |
68 and after several days of uneventful travel, | |
69 you see the ancient ruins | |
70 that mark the entrance to the Dungeons of Doom. | |
71 It is late at night, | |
72 so you make camp at the entrance | |
73 and spend the night sleeping under the open skies. | |
74 In the morning you gather your mace, | |
75 put on your armor, | |
76 eat what is almost your last food, | |
77 and enter the dungeons. | |
78 .sh 1 "What is going on here?" | |
79 .pp | |
80 You have just begun a game of rogue. | |
81 Your goal is to grab as much treasure as you can, | |
82 find the Amulet of Yendor, | |
83 and get out of the Dungeons of Doom alive. | |
84 On the screen, | |
85 a map of where you have been | |
86 and what you have seen on the current dungeon level is kept. | |
87 As you explore more of the level, | |
88 it appears on the screen in front of you. | |
89 .pp | |
90 Rogue differs from most computer fantasy games in that it is screen oriented. | |
91 Commands are all one or two keystrokes\** | |
92 .(f | |
93 \** As opposed to pseudo English sentences. | |
94 .)f | |
95 and the results of your commands | |
96 are displayed graphically on the screen rather | |
97 than being explained in words. | |
98 .pp | |
99 Another major difference between rogue and other computer fantasy games | |
100 is that once you have solved all the puzzles in a standard fantasy game, | |
101 it has lost most of its excitement and it ceases to be fun. | |
102 Rogue, | |
103 on the other hand, | |
104 generates a new dungeon every time you play it | |
105 and even the author finds it an entertaining and exciting game. | |
106 .sh 1 "What do all those things on the screen mean?" | |
107 .pp | |
108 In order to understand what is going on in rogue | |
109 you have to first get some grasp of what rogue is doing with the screen. | |
110 The rogue screen is intended | |
111 to replace the \*(lqYou can see ...\*(rq descriptions | |
112 of standard fantasy games. | |
113 Figure 1 is a sample of what a rogue screen might look like. | |
114 .(z | |
115 .hl | |
116 .nf | |
117 .TS | |
118 center; | |
119 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce. | |
120 - - - - - - - - - - - - | |
121 | . . . . . . . . . . + | |
122 | . . @ . . . . ] . . | | |
123 | . . . . B . . . . . | | |
124 | . . . . . . . . . . | | |
125 - - - - - + - - - - - - | |
126 .TE | |
127 | |
128 | |
129 .ce 1000 | |
130 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Ac: 6 Exp: 1/0 | |
131 | |
132 Figure 1 | |
133 .ce | |
134 .hl | |
135 .)z | |
136 .sh 2 "The bottom line" | |
137 .pp | |
138 At the bottom line of the screen | |
139 are a few pieces of cryptic information | |
140 describing your current status. | |
141 Here is an explanation of what these things mean: | |
142 .ip Level \w'Level\ \ 'u | |
143 This number indicates how deep you have gone in the dungeon. | |
144 It starts at one and goes up as you go deeper into the dungeon. | |
145 .ip Gold \w'Level\ \ 'u | |
146 The number of gold pieces you have managed to find | |
147 and keep with you so far. | |
148 .ip Hp \w'Level\ \ 'u | |
149 Your current and maximum hit points. | |
150 Hit points indicate how much damage you can take before you die. | |
151 The more you get hit in a fight, | |
152 the lower they get. | |
153 You can regain hit points by resting. | |
154 The number in parentheses | |
155 is the maximum number your hit points can reach. | |
156 .ip Str \w'Level\ \ 'u | |
157 Your current strength and maximum ever strength. | |
158 This can be any integer less than or equal to 31, | |
159 or greater than or equal to three. | |
160 The higher the number, | |
161 the stronger you are. | |
162 The number in the parentheses | |
163 is the maximum strength you have attained so far this game. | |
164 .ip Ac \w'Level\ \ 'u | |
165 Your current armor class. | |
166 This number indicates how effective your armor is | |
167 in stopping blows from unfriendly creatures. | |
168 The lower this number is, | |
169 the more effective the armor. | |
170 .ip Exp \w'Level\ \ 'u | |
171 These two numbers give your current experience level | |
172 and experience points. | |
173 As you do things, | |
174 you gain experience points. | |
175 At certain experience point totals, | |
176 you gain an experience level. | |
177 The more experienced you are, | |
178 the better you are able to fight and to withstand magical attacks. | |
179 .sh 2 "The top line" | |
180 .pp | |
181 The top line of the screen is reserved | |
182 for printing messages that describe things | |
183 that are impossible to represent visually. | |
184 If you see a \*(lq--More--\*(rq on the top line, | |
185 this means that rogue wants to print another message on the screen, | |
186 but it wants to make certain | |
187 that you have read the one that is there first. | |
188 To read the next message, | |
189 just type a space. | |
190 .sh 2 "The rest of the screen" | |
191 .pp | |
192 The rest of the screen is the map of the level | |
193 as you have explored it so far. | |
194 Each symbol on the screen represents something. | |
195 Here is a list of what the various symbols mean: | |
196 .ip @ | |
197 This symbol represents you, the adventurer. | |
198 .ip "-\^|" | |
199 These symbols represent the walls of rooms. | |
200 .ip + | |
201 A door to/from a room. | |
202 .ip . | |
203 The floor of a room. | |
204 .ip # | |
205 The floor of a passage between rooms. | |
206 .ip * | |
207 A pile or pot of gold. | |
208 .ip ) | |
209 A weapon of some sort. | |
210 .ip ] | |
211 A piece of armor. | |
212 .ip ! | |
213 A flask containing a magic potion. | |
214 .ip ? | |
215 A piece of paper, usually a magic scroll. | |
216 .ip = | |
217 A ring with magic properties | |
218 .ip / | |
219 A magical staff or wand | |
220 .ip ^ | |
221 A trap, watch out for these. | |
222 .ip % | |
223 A staircase to other levels | |
224 .ip : | |
225 A piece of food. | |
226 .ip A-Z | |
227 The uppercase letters | |
228 represent the various inhabitants of the Dungeons of Doom. | |
229 Watch out, they can be nasty and vicious. | |
230 .sh 1 Commands | |
231 .pp | |
232 Commands are given to rogue by typing one or two characters. | |
233 Most commands can be preceded by a count to repeat them | |
234 (e.g. typing | |
235 .Cs 10s | |
236 will do ten searches). | |
237 Commands for which counts make no sense | |
238 have the count ignored. | |
239 To cancel a count or a prefix, | |
240 type \*E. | |
241 The list of commands is rather long, | |
242 but it can be read at any time during the game with the | |
243 .Cs ? | |
244 command. | |
245 Here it is for reference, | |
246 with a short explanation of each command. | |
247 .ip ? | |
248 The help command. | |
249 Asks for a character to give help on. | |
250 If you type a | |
251 .Cs * , | |
252 it will list all the commands, | |
253 otherwise it will explain what the character you typed does. | |
254 .ip / | |
255 This is the \*(lqWhat is that on the screen?\*(rq command. | |
256 A | |
257 .Cs / | |
258 followed by any character that you see on the level, | |
259 will tell you what that character is. | |
260 For instance, | |
261 typing | |
262 .Cs /@ | |
263 will tell you that the | |
264 .Cs @ | |
265 symbol represents you, the player. | |
266 .ip "h, H" | |
267 Move left. | |
268 You move one space to the left. | |
269 If you use upper case | |
270 .Cs h , | |
271 you will continue to move left until you run into something. | |
272 This works for all movement commands | |
273 (e.g. | |
274 .Cs L | |
275 means run in direction | |
276 .Cs l ) | |
277 .ip j | |
278 Move down. | |
279 .ip k | |
280 Move up. | |
281 .ip l | |
282 Move right. | |
283 .ip y | |
284 Move diagonally up and left. | |
285 .ip u | |
286 Move diagonally up and right. | |
287 .ip b | |
288 Move diagonally down and left. | |
289 .ip n | |
290 Move diagonally down and right. | |
291 .ip t | |
292 Throw an object. | |
293 This is a prefix command. | |
294 When followed with a direction | |
295 it throws an object in the specified direction. | |
296 (e.g. type | |
297 .Cs th | |
298 to throw | |
299 something to the left.) | |
300 .ip f | |
301 Find prefix. | |
302 When followed by a direction | |
303 it means to continue moving in the specified direction | |
304 until you pass something interesting or run into a wall. | |
305 You should experiment with this, | |
306 since it is a very useful command, | |
307 but very difficult to describe. | |
308 .ip z | |
309 Zap prefix. | |
310 Point a staff or wand in a given direction | |
311 and fire it. | |
312 Even non-directional staves must be pointed in some direction | |
313 to be used. | |
314 .ip ^ | |
315 Identify trap command. | |
316 If a trap is on your map | |
317 and you can't remember what type it is, | |
318 you can get rogue to remind you | |
319 by getting next to it and typing | |
320 .Cs ^ | |
321 followed by the direction that would move you on top of it. | |
322 .ip s | |
323 Search for traps and secret doors. | |
324 Examine each space immediately adjacent to you | |
325 for the existence of a trap or secret door. | |
326 There is a large chance that even if there is something there, | |
327 you won't find it, | |
328 so you might have to search a while before you find something. | |
329 .ip > | |
330 Climb down a staircase to the next level. | |
331 Not surprisingly, this can only be done if you are standing on staircase. | |
332 .ip < | |
333 Climb up a staircase to the level above. | |
334 This can't be done without the Amulet of Yendor in your posession. | |
335 .ip "." | |
336 Rest. | |
337 This is the \*(lqdo nothing\*(rq command. | |
338 This is good for waiting and healing. | |
339 .ip i | |
340 Inventory. | |
341 List what you are carrying in your pack. | |
342 .ip I | |
343 Selective inventory. | |
344 Tells you what a single item in your pack is. | |
345 .ip q | |
346 Quaff one of the potions you are carrying. | |
347 .ip r | |
348 Read one of the scrolls in your pack. | |
349 .ip e | |
350 Eat food from your pack. | |
351 .ip w | |
352 Wield a weapon. | |
353 Take a weapon out of your pack and carry it for use in combat, | |
354 replacing the one you are currently using (if any). | |
355 .ip W | |
356 Wear armor. | |
357 You can only wear one suit of armor at a time. | |
358 This takes extra time. | |
359 .ip T | |
360 Take armor off. | |
361 You can't remove armor that is cursed. | |
362 This takes extra time. | |
363 .ip P | |
364 Put on a ring. | |
365 You can wear only two rings at a time | |
366 (one on each hand). | |
367 If you aren't wearing any rings, | |
368 this command will ask you which hand you want to wear it on, | |
369 otherwise, it will place it on the unused hand. | |
370 The program assumes that you wield your sword in your right hand. | |
371 .ip R | |
372 Remove a ring. | |
373 If you are only wearing one ring, | |
374 this command takes it off. | |
375 If you are wearing two, | |
376 it will ask you which one you wish to remove, | |
377 .ip d | |
378 Drop an object. | |
379 Take something out of your pack and leave it lying on the floor. | |
380 Only one object can occupy each space. | |
381 You cannot drop a cursed object at all | |
382 if you are wielding or wearing it. | |
383 .ip c | |
384 Call an object something. | |
385 If you have a type of object in your pack | |
386 which you wish to remember something about, | |
387 you can use the call command to give a name to that type of object. | |
388 This is usually used when you figure out what a | |
389 potion, scroll, ring, or staff is | |
390 after you pick it up. | |
391 (See the | |
392 .Cs askme | |
393 option below.) | |
394 .ip D | |
395 Print out which things you've discovered something about. | |
396 This command will ask you what type of thing you are interested in. | |
397 If you type the character for a given type of object | |
398 (\fIe.g.\fP | |
399 .Cs ! | |
400 for potion) | |
401 it will tell you which kinds of that type of object you've discovered | |
402 (\fIi.e.\fP, figured out what they are). | |
403 This command works for potions, scrolls, rings, and staves and wands. | |
404 .ip o | |
405 Examine and set options. | |
406 This command is further explained in the section on options. | |
407 .ip ^L | |
408 Redraws the screen. | |
409 Useful if spurious messages or transmission errors | |
410 have messed up the display. | |
411 .ip ^R | |
412 Repeat last message. | |
413 Useful when a message disappears before you can read it. | |
414 This only repeats the last message | |
415 that was not a mistyped command | |
416 so that you don't loose anything by accidentally typing | |
417 the wrong character instead of ^R. | |
418 .ip \*E | |
419 Cancel a command, prefix, or count. | |
420 .ip ! | |
421 Escape to a shell for some commands. | |
422 .ip Q | |
423 Quit. | |
424 Leave the game. | |
425 .ip S | |
426 Save the current game in a file. | |
427 It will ask you whether you wish to use the default save file. | |
428 .i Caveat : | |
429 Rogue won't let you start up a copy of a saved game, | |
430 and it removes the save file as soon as you start up a restored game. | |
431 This is to prevent people from saving a game just before a dangerous position | |
432 and then restarting it if they die. | |
433 To restore a saved game, | |
434 give the file name as an argument to rogue. | |
435 As in | |
436 .ti +1i | |
437 .nf | |
438 % rogue \fIsave\*_file\fP | |
439 .ip | |
440 To restart from the default save file (see below), | |
441 run | |
442 .ti +1i | |
443 .nf | |
444 % rogue \-r | |
445 .ip v | |
446 Prints the program version number. | |
447 .sh 1 Rooms | |
448 .pp | |
449 Rooms in the dungeons are either lit or dark. | |
450 If you walk into a lit room, | |
451 the entire room will be drawn on the screen as soon as you enter. | |
452 If you walk into a dark room, | |
453 it will only be displayed as you explore it. | |
454 Upon leaving a room, | |
455 all objects inside the room which might move | |
456 or be removed | |
457 are erased from the screen. | |
458 In the darkness you can only see one space | |
459 in all directions around you. | |
460 A corridor is always dark. | |
461 .sh 1 Fighting | |
462 .pp | |
463 If you see a monster and you wish to fight it, | |
464 just attempt to run into it. | |
465 Many times a monster you find will mind its own business | |
466 unless you attack it. | |
467 It is often the case that discretion is the better part of valor. | |
468 .sh 1 "Objects you can find" | |
469 .pp | |
470 When you find something in the dungeon, | |
471 it is common to want to pick the object up. | |
472 This is accomplished in rogue by walking over the object. | |
473 If you are carrying too many things, | |
474 the program will tell you and it won't pick up the object, | |
475 otherwise it will add it to your pack | |
476 and tell you what you just picked up. | |
477 .pp | |
478 Many of the commands that operate on objects must prompt you | |
479 to find out which object you want to use. | |
480 If you change your mind and don't want to do that command after all, | |
481 just type an \*E and the command will be aborted. | |
482 .pp | |
483 Some objects, like armor and weapons, | |
484 are easily differentiated. | |
485 Others, like scrolls and potions, | |
486 are given labels which vary according to type. | |
487 During a game, | |
488 any two of the same kind of object | |
489 with the same label | |
490 are the same type. | |
491 However, | |
492 the labels will vary from game to game. | |
493 .pp | |
494 When you use one of these labeled objects, | |
495 if its effect is obvious, | |
496 rogue will remember what it is for you. | |
497 If it's effect isn't extremely obvious, you can use the | |
498 .Cs call | |
499 command | |
500 (see above) | |
501 or the | |
502 .Cs askme | |
503 option | |
504 (see below) | |
505 to scribble down something about it | |
506 so you will recognize it later. | |
507 .sh 2 Weapons | |
508 .pp | |
509 Some weapons, | |
510 like arrows, | |
511 come in bunches, | |
512 but most come one at a time. | |
513 In order to use a weapon, | |
514 you must wield it. | |
515 To fire an arrow out of a bow, | |
516 you must first wield the bow, | |
517 then throw the arrow. | |
518 You can only wield one weapon at a time, | |
519 but you can't change weapons if the one | |
520 you are currently wielding is cursed. | |
521 .sh 2 Armor | |
522 .pp | |
523 There are various sorts of armor lying around in the dungeon. | |
524 Some of it is enchanted, | |
525 some is cursed, | |
526 and some is just normal. | |
527 Different armor types have different armor classes. | |
528 The lower the armor class, | |
529 the more protection the armor affords against the blows of monsters. | |
530 Here is a list of the various armor types and their normal armor class: | |
531 .(b | |
532 .TS | |
533 center; | |
534 l r. | |
535 Type Class | |
536 = | |
537 None 10 | |
538 Leather armor 8 | |
539 Studded leather / Ring mail 7 | |
540 Scale mail 6 | |
541 Chain mail 5 | |
542 Banded mail / Splint mail 4 | |
543 Plate mail 3 | |
544 .TE | |
545 .)b | |
546 .lp | |
547 If a piece of armor is enchanted, | |
548 its armor class will be lower than normal. | |
549 If a suit of armor is cursed, | |
550 its armor class will be higher, | |
551 and you will not be able to remove it. | |
552 However, not all armor with a class that is higher than normal is cursed. | |
553 .sh 2 Scrolls | |
554 .pp | |
555 Scrolls come with titles in an unknown tongue. | |
556 After you read a scroll, | |
557 it disappears from your pack. | |
558 .sh 2 Potions | |
559 .pp | |
560 Potions are labeled by the color of the liquid inside the flask. | |
561 They disappear after being quaffed. | |
562 .sh 2 "Staves and Wands" | |
563 .pp | |
564 Staves and wands do the same kinds of things. | |
565 Staves are identified by a type of wood; | |
566 wands by a type of metal or bone. | |
567 They are generally things you want to do to something | |
568 over a long distance, | |
569 so you must point them at what you wish to affect | |
570 to use them. | |
571 Some staves are not affected by the direction they are pointed, though. | |
572 Staves come with multiple magic charges, | |
573 the number being random, | |
574 and when they are used up, | |
575 the staff is just a piece of wood or metal. | |
576 .sh 2 Rings | |
577 .pp | |
578 Rings are very useful items, | |
579 since they are relatively permanent magic, | |
580 unlike the usually fleeting effects of potions, scrolls, and staves. | |
581 Of course, | |
582 the bad rings are also more powerful. | |
583 Most rings also cause you to use up food more rapidly, | |
584 the rate varying with the type of ring. | |
585 Rings are differentiated by their stone settings. | |
586 .sh 1 Options | |
587 .pp | |
588 Due to variations in personal tastes | |
589 and conceptions of the way rogue should do things, | |
590 there are a set of options you can set | |
591 that cause rogue to behave in various different ways. | |
592 .sh 2 "Setting the options" | |
593 .pp | |
594 There are two ways to set the options. | |
595 The first is with the | |
596 .Cs o | |
597 command of rogue; | |
598 the second is with the | |
599 .Cs ROGUEOPTS | |
600 environment variable\**. | |
601 .(f | |
602 \** On Version 6 systems, | |
603 there is no equivalent of the ROGUEOPTS feature. | |
604 .br | |
605 .)f | |
606 .br | |
607 .sh 3 "Using the `o' command" | |
608 .pp | |
609 When you type | |
610 .Cs o | |
611 in rogue, | |
612 it clears the screen | |
613 and displays the current settings for all the options. | |
614 It then places the cursor by the value of the first option | |
615 and waits for you to type. | |
616 You can type a \*R | |
617 which means to go to the next option, | |
618 a | |
619 .Cs \- | |
620 which means to go to the previous option, | |
621 an \*E | |
622 which means to return to the game, | |
623 or you can give the option a value. | |
624 For boolean options this merely involves typing | |
625 .Cs t | |
626 for true or | |
627 .Cs f | |
628 for false. | |
629 For string options, | |
630 type the new value followed by a \*R. | |
631 .sh 3 "Using the ROGUEOPTS variable" | |
632 .pp | |
633 The ROGUEOPTS variable is a string | |
634 containing a comma separated list of initial values | |
635 for the various options. | |
636 Boolean variables can be turned on by listing their name | |
637 or turned off by putting a | |
638 .Cs no | |
639 in front of the name. | |
640 Thus to set up an environment variable so that | |
641 .b jump | |
642 is on, | |
643 .b terse | |
644 is off, | |
645 and the | |
646 .b name | |
647 is set to \*(lqBlue Meanie\*(rq, | |
648 use the command | |
649 .nf | |
650 .ti +3n | |
651 % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\** | |
652 .fi | |
653 .(f | |
654 \** | |
655 For those of you who use the bourne shell, the commands would be | |
656 .in +3 | |
657 .nf | |
658 $ ROGUEOPTS="jump,noterse,name=Blue Meanie" | |
659 $ export ROGUEOPTS | |
660 .fi | |
661 .in +0 | |
662 .)f | |
663 .sh 2 "Option list" | |
664 .pp | |
665 Here is a list of the options | |
666 and an explanation of what each one is for. | |
667 The default value for each is enclosed in square brackets. | |
668 For character string options, | |
669 input over fifty characters will be ignored. | |
670 .ip "\fBterse\fP [\fI\^noterse\^\fP]" | |
671 Useful for those who are tired of the sometimes lengthy messages of rogue. | |
672 This is a useful option for playing on slow terminals, | |
673 so this option defaults to | |
674 .b terse | |
675 if your | |
676 are on a slow (1200 baud or under) terminal. | |
677 .ip "\fBjump\fP [\fI\^nojump\^\fP]" | |
678 If this option is set, | |
679 running moves will not be displayed | |
680 until you reach the end of the move. | |
681 This saves considerable cpu and display time. | |
682 This option defaults to | |
683 .b jump | |
684 if you are using a slow terminal. | |
685 .ip "\fBstep\fP [\fI\^nostep\^\fP]" | |
686 When | |
687 .b step | |
688 is set, | |
689 lists of things, | |
690 like inventories or | |
691 .Cs * | |
692 responses to | |
693 \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions, | |
694 are displayed one item at a time on the top of the screen, | |
695 rather than clearing the screen, | |
696 displaying the list, | |
697 then re-displaying the dungeon level. | |
698 .ip "\fBflush\fP [\fI\^noflush\^\fP]" | |
699 All typeahead is thrown away after each round of battle. | |
700 This is useful for those who type far ahead | |
701 and then watch in dismay as a Kobold kills them. | |
702 .ip "\fBaskme\fP [\fI\^noaskme\^\fP]" | |
703 Upon reading a scroll or quaffing a potion | |
704 which does not automatically identify itself upon use, | |
705 rogue will ask you what to name it | |
706 so you can recognize it if you encounter it again. | |
707 .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]" | |
708 Follow turnings in passageways. | |
709 If you run in a passage | |
710 and you run into stone or a wall, | |
711 rogue will see if it can turn to the right or left. | |
712 If it can only turn one way, | |
713 it will turn that way. | |
714 If it can turn either or neither, | |
715 it will stop. | |
716 This is followed strictly, | |
717 which can sometimes lead to slightly confusing occurrences | |
718 (which is why it defaults to being off). | |
719 The | |
720 .Cs f | |
721 prefix still works. | |
722 .ip "\fBname\fP [account name]" | |
723 This is the name of your character. | |
724 It is used if you get on the top ten scorer's list. | |
725 .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]" | |
726 This should hold the name of a fruit that you enjoy eating. | |
727 It is basically a whimsey that the program uses in a couple of places. | |
728 .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]" | |
729 The default file name for saving the game. | |
730 If your phone is hung up by accident, | |
731 rogue will automatically save the game in this file. | |
732 The file name may contain the special character | |
733 .Cs ~ | |
734 which expands to be your home directory. | |
735 .sh 1 Scoring | |
736 .pp | |
737 Rogue usually maintains a list | |
738 of the top ten scoring people on your machine. | |
739 Some installations limit each account on the machine | |
740 to post only one non-winning score on this list, however | |
741 this is no longer considered the default behavior. | |
742 If you score higher than someone else on this list, | |
743 or better your previous score on the list, | |
744 you will be inserted in the proper place | |
745 under your current name. | |
746 .pp | |
747 If you quit the game, you get out with all of your gold intact. | |
748 If, however, you get killed in the Dungeons of Doom, | |
749 your body is forwarded to your next-of-kin, | |
750 along with 90% of your gold; | |
751 ten percent of your gold is kept by the Dungeons' wizard as a fee. | |
752 This should make you consider whether you want to take one last hit | |
753 at that monster and possibly live, | |
754 or quit and thus stop with whatever you have. | |
755 If you quit, you do get all your gold, | |
756 but if you swing and live, you might find more. | |
757 .pp | |
758 If you just want to see what the current top ten list is, | |
759 you can type | |
760 .ti +1i | |
761 .nf | |
762 % rogue \-s | |
763 .br | |
764 .sh 1 Acknowledgements | |
765 .pp | |
766 Rogue was originally conceived of by Glenn Wichman and Michael Toy. | |
767 Ken Arnold and Michael Toy then smoothed out the user interface, | |
768 and added jillions of new features. | |
769 We would like to thank | |
770 Bob Arnold, | |
771 Michelle Busch, | |
772 Andy Hatcher, | |
773 Kipp Hickman, | |
774 Mark Horton, | |
775 Daniel Jensen, | |
776 Bill Joy, | |
777 Joe Kalash, | |
778 Steve Maurer, | |
779 Marty McNary, | |
780 Jan Miller, | |
781 and | |
782 Scott Nelson | |
783 for their ideas and assistance, | |
784 and also the teeming multitudes | |
785 who graciously ignored work, school, and social life to play rogue | |
786 and send us bugs, complaints, suggestions, and just plain flames. | |
787 And also Mom. |