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comparison rogue5/rogue.doc.in @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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8 A Guide to the Dungeons of Doom | |
9 | |
10 | |
11 Michael C. Toy | |
12 Kenneth C. R. C. Arnold | |
13 | |
14 | |
15 Computer Systems Research Group | |
16 Department of Electrical Engineering and Computer Science | |
17 University of California | |
18 Berkeley, California 94720 | |
19 | |
20 | |
21 | |
22 | |
23 ABSTRACT | |
24 | |
25 Rogue is a visual CRT based fantasy game which runs | |
26 under the UNIX timesharing system. This paper de- | |
27 scribes how to play rogue, and gives a few hints for | |
28 those who might otherwise get lost in the Dungeons | |
29 of Doom. | |
30 | |
31 | |
32 | |
33 | |
34 1. Introduction | |
35 | |
36 You have just finished your years as a student at the | |
37 local fighter's guild. After much practice and sweat you | |
38 have finally completed your training and are ready to embark | |
39 upon a perilous adventure. As a test of your skills, the | |
40 local guildmasters have sent you into the Dungeons of Doom. | |
41 Your task is to return with the Amulet of Yendor. Your | |
42 reward for the completion of this task will be a full mem- | |
43 bership in the local guild. In addition, you are allowed to | |
44 keep all the loot you bring back from the dungeons. | |
45 | |
46 In preparation for your journey, you are given an | |
47 enchanted mace, a bow, and a quiver of arrows taken from a | |
48 dragon's hoard in the far off Dark Mountains. You are also | |
49 outfitted with elf-crafted armor and given enough food to | |
50 reach the dungeons. You say goodbye to family and friends | |
51 for what may be the last time and head up the road. | |
52 | |
53 You set out on your way to the dungeons and after sev- | |
54 eral days of uneventful travel, you see the ancient ruins | |
55 that mark the entrance to the Dungeons of Doom. It is late | |
56 at night, so you make camp at the entrance and spend the | |
57 ____________________ | |
58 UNIX is a trademark of Bell Laboratories | |
59 | |
60 | |
61 | |
62 | |
63 | |
64 | |
65 | |
66 | |
67 | |
68 | |
69 | |
70 | |
71 USD:33-2 A Guide to the Dungeons of Doom | |
72 | |
73 | |
74 night sleeping under the open skies. In the morning you | |
75 gather your weapons, put on your armor, eat what is almost | |
76 your last food, and enter the dungeons. | |
77 | |
78 2. What is going on here? | |
79 | |
80 You have just begun a game of rogue. Your goal is to | |
81 grab as much treasure as you can, find the Amulet of Yendor, | |
82 and get out of the Dungeons of Doom alive. On the screen, a | |
83 map of where you have been and what you have seen on the | |
84 current dungeon level is kept. As you explore more of the | |
85 level, it appears on the screen in front of you. | |
86 | |
87 Rogue differs from most computer fantasy games in that | |
88 it is screen oriented. Commands are all one or two | |
89 keystrokes1 and the results of your commands are displayed | |
90 graphically on the screen rather than being explained in | |
91 words.2 | |
92 | |
93 Another major difference between rogue and other com- | |
94 puter fantasy games is that once you have solved all the | |
95 puzzles in a standard fantasy game, it has lost most of its | |
96 excitement and it ceases to be fun. Rogue, on the other | |
97 hand, generates a new dungeon every time you play it and | |
98 even the author finds it an entertaining and exciting game. | |
99 | |
100 3. What do all those things on the screen mean? | |
101 | |
102 In order to understand what is going on in rogue you | |
103 have to first get some grasp of what rogue is doing with the | |
104 screen. The rogue screen is intended to replace the "You | |
105 can see ..." descriptions of standard fantasy games. Figure | |
106 1 is a sample of what a rogue screen might look like. | |
107 | |
108 3.1. The bottom line | |
109 | |
110 At the bottom line of the screen are a few pieces of | |
111 cryptic information describing your current status. Here is | |
112 an explanation of what these things mean: | |
113 | |
114 Level This number indicates how deep you have gone in the | |
115 dungeon. It starts at one and goes up as you go | |
116 deeper into the dungeon. | |
117 | |
118 Gold The number of gold pieces you have managed to find | |
119 and keep with you so far. | |
120 ____________________ | |
121 1 As opposed to pseudo English sentences. | |
122 2 A minimum screen size of 24 lines by 80 columns is re- | |
123 quired. If the screen is larger, only the 24x80 section | |
124 will be used for the map. | |
125 | |
126 | |
127 | |
128 | |
129 | |
130 | |
131 | |
132 | |
133 | |
134 | |
135 | |
136 | |
137 A Guide to the Dungeons of Doom USD:33-3 | |
138 | |
139 | |
140 | |
141 ____________________________________________________________ | |
142 | |
143 | |
144 ------------ | |
145 |..........+ | |
146 |..@....]..| | |
147 |....B.....| | |
148 |..........| | |
149 -----+------ | |
150 | |
151 | |
152 | |
153 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0 | |
154 | |
155 Figure 1 | |
156 ____________________________________________________________ | |
157 | |
158 | |
159 Hp Your current and maximum health points. Health | |
160 points indicate how much damage you can take before | |
161 you die. The more you get hit in a fight, the lower | |
162 they get. You can regain health points by resting. | |
163 The number in parentheses is the maximum number your | |
164 health points can reach. | |
165 | |
166 Str Your current strength and maximum ever strength. | |
167 This can be any integer less than or equal to 31, or | |
168 greater than or equal to three. The higher the num- | |
169 ber, the stronger you are. The number in the paren- | |
170 theses is the maximum strength you have attained so | |
171 far this game. | |
172 | |
173 Arm Your current armor protection. This number indicates | |
174 how effective your armor is in stopping blows from | |
175 unfriendly creatures. The higher this number is, the | |
176 more effective the armor. | |
177 | |
178 Exp These two numbers give your current experience level | |
179 and experience points. As you do things, you gain | |
180 experience points. At certain experience point | |
181 totals, you gain an experience level. The more expe- | |
182 rienced you are, the better you are able to fight and | |
183 to withstand magical attacks. | |
184 | |
185 3.2. The top line | |
186 | |
187 The top line of the screen is reserved for printing | |
188 messages that describe things that are impossible to repre- | |
189 sent visually. If you see a "--More--" on the top line, | |
190 this means that rogue wants to print another message on the | |
191 screen, but it wants to make certain that you have read the | |
192 one that is there first. To read the next message, just | |
193 | |
194 | |
195 | |
196 | |
197 | |
198 | |
199 | |
200 | |
201 | |
202 | |
203 USD:33-4 A Guide to the Dungeons of Doom | |
204 | |
205 | |
206 type a space. | |
207 | |
208 3.3. The rest of the screen | |
209 | |
210 The rest of the screen is the map of the level as you | |
211 have explored it so far. Each symbol on the screen repre- | |
212 sents something. Here is a list of what the various symbols | |
213 mean: | |
214 | |
215 @ This symbol represents you, the adventurer. | |
216 | |
217 -| These symbols represent the walls of rooms. | |
218 | |
219 + A door to/from a room. | |
220 | |
221 . The floor of a room. | |
222 | |
223 # The floor of a passage between rooms. | |
224 | |
225 * A pile or pot of gold. | |
226 | |
227 ) A weapon of some sort. | |
228 | |
229 ] A piece of armor. | |
230 | |
231 ! A flask containing a magic potion. | |
232 | |
233 ? A piece of paper, usually a magic scroll. | |
234 | |
235 = A ring with magic properties | |
236 | |
237 / A magical staff or wand | |
238 | |
239 ^ A trap, watch out for these. | |
240 | |
241 % A staircase to other levels | |
242 | |
243 : A piece of food. | |
244 | |
245 A-Z The uppercase letters represent the various inhabitants | |
246 of the Dungeons of Doom. Watch out, they can be nasty | |
247 and vicious. | |
248 | |
249 4. Commands | |
250 | |
251 Commands are given to rogue by typing one or two char- | |
252 acters. Most commands can be preceded by a count to repeat | |
253 them (e.g. typing "10s" will do ten searches). Commands for | |
254 which counts make no sense have the count ignored. To can- | |
255 cel a count or a prefix, type <ESCAPE>. The list of com- | |
256 mands is rather long, but it can be read at any time during | |
257 the game with the "?" command. Here it is for reference, | |
258 with a short explanation of each command. | |
259 | |
260 | |
261 | |
262 | |
263 | |
264 | |
265 | |
266 | |
267 | |
268 | |
269 A Guide to the Dungeons of Doom USD:33-5 | |
270 | |
271 | |
272 ? The help command. Asks for a character to give help | |
273 on. If you type a "*", it will list all the commands, | |
274 otherwise it will explain what the character you typed | |
275 does. | |
276 | |
277 / This is the "What is that on the screen?" command. A | |
278 "/" followed by any character that you see on the | |
279 level, will tell you what that character is. For | |
280 instance, typing "/@" will tell you that the "@" symbol | |
281 represents you, the player. | |
282 | |
283 h, H, ^H | |
284 Move left. You move one space to the left. If you use | |
285 upper case "h", you will continue to move left until | |
286 you run into something. This works for all movement | |
287 commands (e.g. "L" means run in direction "l") If you | |
288 use the "control" "h", you will continue moving in the | |
289 specified direction until you pass something interest- | |
290 ing or run into a wall. You should experiment with | |
291 this, since it is a very useful command, but very dif- | |
292 ficult to describe. This also works for all movement | |
293 commands. | |
294 | |
295 j Move down. | |
296 | |
297 k Move up. | |
298 | |
299 l Move right. | |
300 | |
301 y Move diagonally up and left. | |
302 | |
303 u Move diagonally up and right. | |
304 | |
305 b Move diagonally down and left. | |
306 | |
307 n Move diagonally down and right. | |
308 | |
309 t Throw an object. This is a prefix command. When fol- | |
310 lowed with a direction it throws an object in the spec- | |
311 ified direction. (e.g. type "th" to throw something to | |
312 the left.) | |
313 | |
314 f Fight until someone dies. When followed with a direc- | |
315 tion this will force you to fight the creature in that | |
316 direction until either you or it bites the big one. | |
317 | |
318 m Move onto something without picking it up. This will | |
319 move you one space in the direction you specify and, if | |
320 there is an object there you can pick up, it won't do | |
321 it. | |
322 | |
323 z Zap prefix. Point a staff or wand in a given direction | |
324 and fire it. Even non-directional staves must be | |
325 | |
326 | |
327 | |
328 | |
329 | |
330 | |
331 | |
332 | |
333 | |
334 | |
335 USD:33-6 A Guide to the Dungeons of Doom | |
336 | |
337 | |
338 pointed in some direction to be used. | |
339 | |
340 ^ Identify trap command. If a trap is on your map and | |
341 you can't remember what type it is, you can get rogue | |
342 to remind you by getting next to it and typing "^" fol- | |
343 lowed by the direction that would move you on top of | |
344 it. | |
345 | |
346 s Search for traps and secret doors. Examine each space | |
347 immediately adjacent to you for the existence of a trap | |
348 or secret door. There is a large chance that even if | |
349 there is something there, you won't find it, so you | |
350 might have to search a while before you find something. | |
351 | |
352 > Climb down a staircase to the next level. Not surpris- | |
353 ingly, this can only be done if you are standing on | |
354 staircase. | |
355 | |
356 < Climb up a staircase to the level above. This can't be | |
357 done without the Amulet of Yendor in your possession. | |
358 | |
359 . Rest. This is the "do nothing" command. This is good | |
360 for waiting and healing. | |
361 | |
362 , Pick up something. This picks up whatever you are cur- | |
363 rently standing on, if you are standing on anything at | |
364 all. | |
365 | |
366 i Inventory. List what you are carrying in your pack. | |
367 | |
368 I Selective inventory. Tells you what a single item in | |
369 your pack is. | |
370 | |
371 q Quaff one of the potions you are carrying. | |
372 | |
373 r Read one of the scrolls in your pack. | |
374 | |
375 e Eat food from your pack. | |
376 | |
377 w Wield a weapon. Take a weapon out of your pack and | |
378 carry it for use in combat, replacing the one you are | |
379 currently using (if any). | |
380 | |
381 W Wear armor. You can only wear one suit of armor at a | |
382 time. This takes extra time. | |
383 | |
384 T Take armor off. You can't remove armor that is cursed. | |
385 This takes extra time. | |
386 | |
387 P Put on a ring. You can wear only two rings at a time | |
388 (one on each hand). If you aren't wearing any rings, | |
389 this command will ask you which hand you want to wear | |
390 it on, otherwise, it will place it on the unused hand. | |
391 | |
392 | |
393 | |
394 | |
395 | |
396 | |
397 | |
398 | |
399 | |
400 | |
401 A Guide to the Dungeons of Doom USD:33-7 | |
402 | |
403 | |
404 The program assumes that you wield your sword in your | |
405 right hand. | |
406 | |
407 R Remove a ring. If you are only wearing one ring, this | |
408 command takes it off. If you are wearing two, it will | |
409 ask you which one you wish to remove, | |
410 | |
411 d Drop an object. Take something out of your pack and | |
412 leave it lying on the floor. Only one object can | |
413 occupy each space. You cannot drop a cursed object at | |
414 all if you are wielding or wearing it. | |
415 | |
416 c Call an object something. If you have a type of object | |
417 in your pack which you wish to remember something | |
418 about, you can use the call command to give a name to | |
419 that type of object. This is usually used when you | |
420 figure out what a potion, scroll, ring, or staff is | |
421 after you pick it up, or when you want to remember | |
422 which of those swords in your pack you were wielding. | |
423 | |
424 D Print out which things you've discovered something | |
425 about. This command will ask you what type of thing | |
426 you are interested in. If you type the character for a | |
427 given type of object (e.g. "!" for potion) it will | |
428 tell you which kinds of that type of object you've dis- | |
429 covered (i.e., figured out what they are). This com- | |
430 mand works for potions, scrolls, rings, and staves and | |
431 wands. | |
432 | |
433 o Examine and set options. This command is further | |
434 explained in the section on options. | |
435 | |
436 ^R Redraws the screen. Useful if spurious messages or | |
437 transmission errors have messed up the display. | |
438 | |
439 ^P Print last message. Useful when a message disappears | |
440 before you can read it. This only repeats the last | |
441 message that was not a mistyped command so that you | |
442 don't loose anything by accidentally typing the wrong | |
443 character instead of ^P. | |
444 | |
445 <ESCAPE> | |
446 Cancel a command, prefix, or count. | |
447 | |
448 ! Escape to a shell for some commands. | |
449 | |
450 Q Quit. Leave the game. | |
451 | |
452 S Save the current game in a file. It will ask you | |
453 whether you wish to use the default save file. Caveat: | |
454 Rogue won't let you start up a copy of a saved game, | |
455 and it removes the save file as soon as you start up a | |
456 restored game. This is to prevent people from saving a | |
457 | |
458 | |
459 | |
460 | |
461 | |
462 | |
463 | |
464 | |
465 | |
466 | |
467 USD:33-8 A Guide to the Dungeons of Doom | |
468 | |
469 | |
470 game just before a dangerous position and then restart- | |
471 ing it if they die. To restore a saved game, give the | |
472 file name as an argument to rogue. As in | |
473 % rogue save_file | |
474 | |
475 To restart from the default save file (see below), run | |
476 % rogue -r | |
477 | |
478 v Prints the program version number. | |
479 | |
480 ) Print the weapon you are currently wielding | |
481 | |
482 ] Print the armor you are currently wearing | |
483 | |
484 = Print the rings you are currently wearing | |
485 | |
486 @ Reprint the status line on the message line | |
487 | |
488 5. Rooms | |
489 | |
490 Rooms in the dungeons are either lit or dark. If you | |
491 walk into a lit room, the entire room will be drawn on the | |
492 screen as soon as you enter. If you walk into a dark room, | |
493 it will only be displayed as you explore it. Upon leaving a | |
494 room, all monsters inside the room are erased from the | |
495 screen. In the darkness you can only see one space in all | |
496 directions around you. A corridor is always dark. | |
497 | |
498 6. Fighting | |
499 | |
500 If you see a monster and you wish to fight it, just | |
501 attempt to run into it. Many times a monster you find will | |
502 mind its own business unless you attack it. It is often the | |
503 case that discretion is the better part of valor. | |
504 | |
505 7. Objects you can find | |
506 | |
507 When you find something in the dungeon, it is common to | |
508 want to pick the object up. This is accomplished in rogue | |
509 by walking over the object (unless you use the "m" prefix, | |
510 see above). If you are carrying too many things, the pro- | |
511 gram will tell you and it won't pick up the object, other- | |
512 wise it will add it to your pack and tell you what you just | |
513 picked up. | |
514 | |
515 Many of the commands that operate on objects must | |
516 prompt you to find out which object you want to use. If you | |
517 change your mind and don't want to do that command after | |
518 all, just type an <ESCAPE> and the command will be aborted. | |
519 | |
520 Some objects, like armor and weapons, are easily dif- | |
521 ferentiated. Others, like scrolls and potions, are given | |
522 labels which vary according to type. During a game, any two | |
523 | |
524 | |
525 | |
526 | |
527 | |
528 | |
529 | |
530 | |
531 | |
532 | |
533 A Guide to the Dungeons of Doom USD:33-9 | |
534 | |
535 | |
536 of the same kind of object with the same label are the same | |
537 type. However, the labels will vary from game to game. | |
538 | |
539 When you use one of these labeled objects, if its | |
540 effect is obvious, rogue will remember what it is for you. | |
541 If it's effect isn't extremely obvious you will be asked | |
542 what you want to scribble on it so you will recognize it | |
543 later, or you can use the "call" command (see above). | |
544 | |
545 7.1. Weapons | |
546 | |
547 Some weapons, like arrows, come in bunches, but most | |
548 come one at a time. In order to use a weapon, you must | |
549 wield it. To fire an arrow out of a bow, you must first | |
550 wield the bow, then throw the arrow. You can only wield one | |
551 weapon at a time, but you can't change weapons if the one | |
552 you are currently wielding is cursed. The commands to use | |
553 weapons are "w" (wield) and "t" (throw). | |
554 | |
555 7.2. Armor | |
556 | |
557 There are various sorts of armor lying around in the | |
558 dungeon. Some of it is enchanted, some is cursed, and some | |
559 is just normal. Different armor types have different armor | |
560 protection. The higher the armor protection, the more pro- | |
561 tection the armor affords against the blows of monsters. | |
562 Here is a list of the various armor types and their normal | |
563 armor protection: | |
564 | |
565 | |
566 +-----------------------------------------+ | |
567 | Type Protection | | |
568 |None 0 | | |
569 |Leather armor 2 | | |
570 |Studded leather / Ring mail 3 | | |
571 |Scale mail 4 | | |
572 |Chain mail 5 | | |
573 |Banded mail / Splint mail 6 | | |
574 |Plate mail 7 | | |
575 +-----------------------------------------+ | |
576 | |
577 | |
578 If a piece of armor is enchanted, its armor protection will | |
579 be higher than normal. If a suit of armor is cursed, its | |
580 armor protection will be lower, and you will not be able to | |
581 remove it. However, not all armor with a protection that is | |
582 lower than normal is cursed. | |
583 | |
584 The commands to use weapons are "W" (wear) and "T" | |
585 (take off). | |
586 | |
587 | |
588 | |
589 | |
590 | |
591 | |
592 | |
593 | |
594 | |
595 | |
596 | |
597 | |
598 | |
599 USD:33-10 A Guide to the Dungeons of Doom | |
600 | |
601 | |
602 7.3. Scrolls | |
603 | |
604 Scrolls come with titles in an unknown tongue3. After | |
605 you read a scroll, it disappears from your pack. The com- | |
606 mand to use a scroll is "r" (read). | |
607 | |
608 7.4. Potions | |
609 | |
610 Potions are labeled by the color of the liquid inside | |
611 the flask. They disappear after being quaffed. The command | |
612 to use a scroll is "q" (quaff). | |
613 | |
614 7.5. Staves and Wands | |
615 | |
616 Staves and wands do the same kinds of things. Staves | |
617 are identified by a type of wood; wands by a type of metal | |
618 or bone. They are generally things you want to do to some- | |
619 thing over a long distance, so you must point them at what | |
620 you wish to affect to use them. Some staves are not | |
621 affected by the direction they are pointed, though. Staves | |
622 come with multiple magic charges, the number being random, | |
623 and when they are used up, the staff is just a piece of wood | |
624 or metal. | |
625 | |
626 The command to use a wand or staff is "z" (zap) | |
627 | |
628 7.6. Rings | |
629 | |
630 Rings are very useful items, since they are relatively | |
631 permanent magic, unlike the usually fleeting effects of | |
632 potions, scrolls, and staves. Of course, the bad rings are | |
633 also more powerful. Most rings also cause you to use up | |
634 food more rapidly, the rate varying with the type of ring. | |
635 Rings are differentiated by their stone settings. The com- | |
636 mands to use rings are "P" (put on) and "R" (remove). | |
637 | |
638 7.7. Food | |
639 | |
640 Food is necessary to keep you going. If you go too | |
641 long without eating you will faint, and eventually die of | |
642 starvation. The command to use food is "e" (eat). | |
643 | |
644 8. Options | |
645 | |
646 Due to variations in personal tastes and conceptions of | |
647 the way rogue should do things, there are a set of options | |
648 you can set that cause rogue to behave in various different | |
649 ____________________ | |
650 3 Actually, it's a dialect spoken only by the twenty-sev- | |
651 en members of a tribe in Outer Mongolia, but you're not sup- | |
652 posed to know that. | |
653 | |
654 | |
655 | |
656 | |
657 | |
658 | |
659 | |
660 | |
661 | |
662 | |
663 | |
664 | |
665 A Guide to the Dungeons of Doom USD:33-11 | |
666 | |
667 | |
668 ways. | |
669 | |
670 8.1. Setting the options | |
671 | |
672 There are two ways to set the options. The first is | |
673 with the "o" command of rogue; the second is with the | |
674 "ROGUEOPTS" environment variable4. | |
675 | |
676 8.1.1. Using the `o' command | |
677 | |
678 When you type "o" in rogue, it clears the screen and | |
679 displays the current settings for all the options. It then | |
680 places the cursor by the value of the first option and waits | |
681 for you to type. You can type a <RETURN> which means to go | |
682 to the next option, a "-" which means to go to the previous | |
683 option, an <ESCAPE> which means to return to the game, or | |
684 you can give the option a value. For boolean options this | |
685 merely involves typing "t" for true or "f" for false. For | |
686 string options, type the new value followed by a <RETURN>. | |
687 | |
688 8.1.2. Using the ROGUEOPTS variable | |
689 | |
690 The ROGUEOPTS variable is a string containing a comma | |
691 separated list of initial values for the various options. | |
692 Boolean variables can be turned on by listing their name or | |
693 turned off by putting a "no" in front of the name. Thus to | |
694 set up an environment variable so that jump is on, terse is | |
695 off, and the name is set to "Blue Meanie", use the command | |
696 % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"5 | |
697 | |
698 8.2. Option list | |
699 | |
700 Here is a list of the options and an explanation of | |
701 what each one is for. The default value for each is | |
702 enclosed in square brackets. For character string options, | |
703 input over fifty characters will be ignored. | |
704 | |
705 terse [noterse] | |
706 Useful for those who are tired of the sometimes lengthy | |
707 messages of rogue. This is a useful option for playing | |
708 on slow terminals, so this option defaults to terse if | |
709 you are on a slow (1200 baud or under) terminal. | |
710 | |
711 | |
712 ____________________ | |
713 4 On Version 6 systems, there is no equivalent of the | |
714 ROGUEOPTS feature. | |
715 5 For those of you who use the Bourne shell sh (1), the | |
716 commands would be | |
717 $ ROGUEOPTS="jump,noterse,name=Blue Meanie" | |
718 $ export ROGUEOPTS | |
719 | |
720 | |
721 | |
722 | |
723 | |
724 | |
725 | |
726 | |
727 | |
728 | |
729 | |
730 | |
731 USD:33-12 A Guide to the Dungeons of Doom | |
732 | |
733 | |
734 jump [nojump] | |
735 If this option is set, running moves will not be dis- | |
736 played until you reach the end of the move. This saves | |
737 considerable cpu and display time. This option | |
738 defaults to jump if you are using a slow terminal. | |
739 | |
740 flush [noflush] | |
741 All typeahead is thrown away after each round of bat- | |
742 tle. This is useful for those who type far ahead and | |
743 then watch in dismay as a Bat kills them. | |
744 | |
745 seefloor [seefloor] | |
746 Display the floor around you on the screen as you move | |
747 through dark rooms. Due to the amount of characters | |
748 generated, this option defaults to noseefloor if you | |
749 are using a slow terminal. | |
750 | |
751 passgo [nopassgo] | |
752 Follow turnings in passageways. If you run in a pas- | |
753 sage and you run into stone or a wall, rogue will see | |
754 if it can turn to the right or left. If it can only | |
755 turn one way, it will turn that way. If it can turn | |
756 either or neither, it will stop. This algorithm can | |
757 sometimes lead to slightly confusing occurrences which | |
758 is why it defaults to nopassgo. | |
759 | |
760 tombstone [tombstone] | |
761 Print out the tombstone at the end if you get killed. | |
762 This is nice but slow, so you can turn it off if you | |
763 like. | |
764 | |
765 inven [overwrite] | |
766 Inventory type. This can have one of three values: | |
767 overwrite, slow, or clear. With overwrite the top | |
768 lines of the map are overwritten with the list when | |
769 inventory is requested or when "Which item do you wish | |
770 to . . .? " questions are answered with a "*". How- | |
771 ever, if the list is longer than a screenful, the | |
772 screen is cleared. With slow, lists are displayed one | |
773 item at a time on the top of the screen, and with | |
774 clear, the screen is cleared, the list is displayed, | |
775 and then the dungeon level is re-displayed. Due to | |
776 speed considerations, clear is the default for termi- | |
777 nals without clear-to-end-of-line capabilities. | |
778 | |
779 name [account name] | |
780 This is the name of your character. It is used if you | |
781 get on the top ten scorer's list. | |
782 | |
783 fruit [slime-mold] | |
784 This should hold the name of a fruit that you enjoy | |
785 eating. It is basically a whimsey that rogue uses in a | |
786 couple of places. | |
787 | |
788 | |
789 | |
790 | |
791 | |
792 | |
793 | |
794 | |
795 | |
796 | |
797 A Guide to the Dungeons of Doom USD:33-13 | |
798 | |
799 | |
800 file [~/rogue.save] | |
801 The default file name for saving the game. If your | |
802 phone is hung up by accident, rogue will automatically | |
803 save the game in this file. The file name may start | |
804 with the special character "~" which expands to be your | |
805 home directory. | |
806 | |
807 9. Scoring | |
808 | |
809 Rogue usually maintains a list of the top scoring peo- | |
810 ple or scores on your machine. Depending on how it is set | |
811 up, it can post either the top scores or the top players. | |
812 In the latter case, each account on the machine can post | |
813 only one non-winning score on this list. If you score | |
814 higher than someone else on this list, or better your previ- | |
815 ous score on the list, you will be inserted in the proper | |
816 place under your current name. How many scores are kept can | |
817 also be set up by whoever installs it on your machine. | |
818 | |
819 If you quit the game, you get out with all of your gold | |
820 intact. If, however, you get killed in the Dungeons of | |
821 Doom, your body is forwarded to your next-of-kin, along with | |
822 90% of your gold; ten percent of your gold is kept by the | |
823 Dungeons' wizard as a fee6. This should make you consider | |
824 whether you want to take one last hit at that monster and | |
825 possibly live, or quit and thus stop with whatever you have. | |
826 If you quit, you do get all your gold, but if you swing and | |
827 live, you might find more. | |
828 | |
829 If you just want to see what the current top play- | |
830 ers/games list is, you can type | |
831 % @PROGRAM@ -s | |
832 | |
833 10. Acknowledgements | |
834 | |
835 Rogue was originally conceived of by Glenn Wichman and | |
836 Michael Toy. Ken Arnold and Michael Toy then smoothed out | |
837 the user interface, and added jillions of new features. We | |
838 would like to thank Bob Arnold, Michelle Busch, Andy | |
839 Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy, | |
840 Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and | |
841 Scott Nelson for their ideas and assistance; and also the | |
842 teeming multitudes who graciously ignored work, school, and | |
843 social life to play rogue and send us bugs, complaints, sug- | |
844 gestions, and just plain flames. And also Mom. | |
845 | |
846 | |
847 | |
848 ____________________ | |
849 6 The Dungeon's wizard is named Wally the Wonder Badger. | |
850 Invocations should be accompanied by a sizable donation. | |
851 | |
852 | |
853 | |
854 | |
855 | |
856 | |
857 | |
858 |