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comparison rogue5/rogue.me.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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| 32:2dcd75e6a736 | 33:f502bf60e6e4 |
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| 1 .\" | |
| 2 .\" @(#)rogue.me 6.2 (Berkeley) 4/28/86 | |
| 3 .\" | |
| 4 .\" Rogue: Exploring the Dungeons of Doom | |
| 5 .\" Copyright (C) 1980-1983, 1985, 1986 Michael Toy, Ken Arnold and Glenn Wichman | |
| 6 .\" All rights reserved. | |
| 7 .\" | |
| 8 .\" See the file LICENSE.TXT for full copyright and licensing information. | |
| 9 .\" | |
| 10 .ds E \s-2<ESCAPE>\s0 | |
| 11 .ds R \s-2<RETURN>\s0 | |
| 12 .ds U \s-2UNIX\s0 | |
| 13 .ie t .ds _ \d\(mi\u | |
| 14 .el .ds _ _ | |
| 15 .de Cs | |
| 16 \&\\$3\*(lq\\$1\*(rq\\$2 | |
| 17 .. | |
| 18 .sp 5 | |
| 19 .ce 1000 | |
| 20 .ps +4 | |
| 21 .vs +4p | |
| 22 .b | |
| 23 A Guide to the Dungeons of Doom | |
| 24 .r | |
| 25 .vs | |
| 26 .ps | |
| 27 .sp 2 | |
| 28 .i | |
| 29 Michael C. Toy | |
| 30 Kenneth C. R. C. Arnold | |
| 31 .r | |
| 32 .sp 2 | |
| 33 Computer Systems Research Group | |
| 34 Department of Electrical Engineering and Computer Science | |
| 35 University of California | |
| 36 Berkeley, California 94720 | |
| 37 .sp 4 | |
| 38 .i ABSTRACT | |
| 39 .ce 0 | |
| 40 .(b I F | |
| 41 .bi Rogue | |
| 42 is a visual CRT based fantasy game | |
| 43 which runs under the \*U\(dg timesharing system. | |
| 44 .(f | |
| 45 \fR\(dg\*U is a trademark of Bell Laboratories\fP | |
| 46 .)f | |
| 47 This paper describes how to play rogue, | |
| 48 and gives a few hints | |
| 49 for those who might otherwise get lost in the Dungeons of Doom. | |
| 50 .)b | |
| 51 \".he '''\fBA Guide to the Dungeons of Doom\fP' | |
| 52 \" .fo ''- % -'' | |
| 53 .eh 'USD:33-%''A Guide to the Dungeons of Doom' | |
| 54 .oh 'A Guide to the Dungeons of Doom''USD:33-%' | |
| 55 .sh 1 Introduction | |
| 56 .pp | |
| 57 You have just finished your years as a student at the local fighter's guild. | |
| 58 After much practice and sweat you have finally completed your training | |
| 59 and are ready to embark upon a perilous adventure. | |
| 60 As a test of your skills, | |
| 61 the local guildmasters have sent you into the Dungeons of Doom. | |
| 62 Your task is to return with the Amulet of Yendor. | |
| 63 Your reward for the completion of this task | |
| 64 will be a full membership in the local guild. | |
| 65 In addition, | |
| 66 you are allowed to keep all the loot you bring back from the dungeons. | |
| 67 .pp | |
| 68 In preparation for your journey, | |
| 69 you are given an enchanted mace, | |
| 70 a bow, and a quiver of arrows | |
| 71 taken from a dragon's hoard in the far off Dark Mountains. | |
| 72 You are also outfitted with elf-crafted armor | |
| 73 and given enough food to reach the dungeons. | |
| 74 You say goodbye to family and friends for what may be the last time | |
| 75 and head up the road. | |
| 76 .pp | |
| 77 You set out on your way to the dungeons | |
| 78 and after several days of uneventful travel, | |
| 79 you see the ancient ruins | |
| 80 that mark the entrance to the Dungeons of Doom. | |
| 81 It is late at night, | |
| 82 so you make camp at the entrance | |
| 83 and spend the night sleeping under the open skies. | |
| 84 In the morning you gather your weapons, | |
| 85 put on your armor, | |
| 86 eat what is almost your last food, | |
| 87 and enter the dungeons. | |
| 88 .sh 1 "What is going on here?" | |
| 89 .pp | |
| 90 You have just begun a game of rogue. | |
| 91 Your goal is to grab as much treasure as you can, | |
| 92 find the Amulet of Yendor, | |
| 93 and get out of the Dungeons of Doom alive. | |
| 94 On the screen, | |
| 95 a map of where you have been | |
| 96 and what you have seen on the current dungeon level is kept. | |
| 97 As you explore more of the level, | |
| 98 it appears on the screen in front of you. | |
| 99 .pp | |
| 100 Rogue differs from most computer fantasy games in that it is screen oriented. | |
| 101 Commands are all one or two keystrokes\** | |
| 102 .(f | |
| 103 \** As opposed to pseudo English sentences. | |
| 104 .)f | |
| 105 and the results of your commands | |
| 106 are displayed graphically on the screen rather | |
| 107 than being explained in words.\** | |
| 108 .(f | |
| 109 \** A minimum screen size of 24 lines by 80 columns is required. | |
| 110 If the screen is larger, only the 24x80 section will be used | |
| 111 for the map. | |
| 112 .)f | |
| 113 .pp | |
| 114 Another major difference between rogue and other computer fantasy games | |
| 115 is that once you have solved all the puzzles in a standard fantasy game, | |
| 116 it has lost most of its excitement and it ceases to be fun. | |
| 117 Rogue, | |
| 118 on the other hand, | |
| 119 generates a new dungeon every time you play it | |
| 120 and even the author finds it an entertaining and exciting game. | |
| 121 .sh 1 "What do all those things on the screen mean?" | |
| 122 .pp | |
| 123 In order to understand what is going on in rogue | |
| 124 you have to first get some grasp of what rogue is doing with the screen. | |
| 125 The rogue screen is intended | |
| 126 to replace the \*(lqYou can see ...\*(rq descriptions | |
| 127 of standard fantasy games. | |
| 128 Figure 1 is a sample of what a rogue screen might look like. | |
| 129 .(z | |
| 130 .hl | |
| 131 .nf | |
| 132 .TS | |
| 133 center; | |
| 134 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce. | |
| 135 - - - - - - - - - - - - | |
| 136 | . . . . . . . . . . + | |
| 137 | . . @ . . . . ] . . | | |
| 138 | . . . . B . . . . . | | |
| 139 | . . . . . . . . . . | | |
| 140 - - - - - + - - - - - - | |
| 141 .TE | |
| 142 | |
| 143 | |
| 144 .ce 1000 | |
| 145 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0 | |
| 146 | |
| 147 Figure 1 | |
| 148 .ce | |
| 149 .hl | |
| 150 .)z | |
| 151 .sh 2 "The bottom line" | |
| 152 .pp | |
| 153 At the bottom line of the screen | |
| 154 are a few pieces of cryptic information | |
| 155 describing your current status. | |
| 156 Here is an explanation of what these things mean: | |
| 157 .ip Level \w'Level\ \ 'u | |
| 158 This number indicates how deep you have gone in the dungeon. | |
| 159 It starts at one and goes up as you go deeper into the dungeon. | |
| 160 .ip Gold \w'Level\ \ 'u | |
| 161 The number of gold pieces you have managed to find | |
| 162 and keep with you so far. | |
| 163 .ip Hp \w'Level\ \ 'u | |
| 164 Your current and maximum health points. | |
| 165 Health points indicate how much damage you can take before you die. | |
| 166 The more you get hit in a fight, | |
| 167 the lower they get. | |
| 168 You can regain health points by resting. | |
| 169 The number in parentheses | |
| 170 is the maximum number your health points can reach. | |
| 171 .ip Str \w'Level\ \ 'u | |
| 172 Your current strength and maximum ever strength. | |
| 173 This can be any integer less than or equal to 31, | |
| 174 or greater than or equal to three. | |
| 175 The higher the number, | |
| 176 the stronger you are. | |
| 177 The number in the parentheses | |
| 178 is the maximum strength you have attained so far this game. | |
| 179 .ip Arm \w'Level\ \ 'u | |
| 180 Your current armor protection. | |
| 181 This number indicates how effective your armor is | |
| 182 in stopping blows from unfriendly creatures. | |
| 183 The higher this number is, | |
| 184 the more effective the armor. | |
| 185 .ip Exp \w'Level\ \ 'u | |
| 186 These two numbers give your current experience level | |
| 187 and experience points. | |
| 188 As you do things, | |
| 189 you gain experience points. | |
| 190 At certain experience point totals, | |
| 191 you gain an experience level. | |
| 192 The more experienced you are, | |
| 193 the better you are able to fight and to withstand magical attacks. | |
| 194 .sh 2 "The top line" | |
| 195 .pp | |
| 196 The top line of the screen is reserved | |
| 197 for printing messages that describe things | |
| 198 that are impossible to represent visually. | |
| 199 If you see a \*(lq--More--\*(rq on the top line, | |
| 200 this means that rogue wants to print another message on the screen, | |
| 201 but it wants to make certain | |
| 202 that you have read the one that is there first. | |
| 203 To read the next message, | |
| 204 just type a space. | |
| 205 .sh 2 "The rest of the screen" | |
| 206 .pp | |
| 207 The rest of the screen is the map of the level | |
| 208 as you have explored it so far. | |
| 209 Each symbol on the screen represents something. | |
| 210 Here is a list of what the various symbols mean: | |
| 211 .ip @ | |
| 212 This symbol represents you, the adventurer. | |
| 213 .ip "-\^|" | |
| 214 These symbols represent the walls of rooms. | |
| 215 .ip + | |
| 216 A door to/from a room. | |
| 217 .ip . | |
| 218 The floor of a room. | |
| 219 .ip # | |
| 220 The floor of a passage between rooms. | |
| 221 .ip * | |
| 222 A pile or pot of gold. | |
| 223 .ip ) | |
| 224 A weapon of some sort. | |
| 225 .ip ] | |
| 226 A piece of armor. | |
| 227 .ip ! | |
| 228 A flask containing a magic potion. | |
| 229 .ip ? | |
| 230 A piece of paper, usually a magic scroll. | |
| 231 .ip = | |
| 232 A ring with magic properties | |
| 233 .ip / | |
| 234 A magical staff or wand | |
| 235 .ip ^ | |
| 236 A trap, watch out for these. | |
| 237 .ip % | |
| 238 A staircase to other levels | |
| 239 .ip : | |
| 240 A piece of food. | |
| 241 .ip A-Z | |
| 242 The uppercase letters | |
| 243 represent the various inhabitants of the Dungeons of Doom. | |
| 244 Watch out, they can be nasty and vicious. | |
| 245 .sh 1 Commands | |
| 246 .pp | |
| 247 Commands are given to rogue by typing one or two characters. | |
| 248 Most commands can be preceded by a count to repeat them | |
| 249 (e.g. typing | |
| 250 .Cs 10s | |
| 251 will do ten searches). | |
| 252 Commands for which counts make no sense | |
| 253 have the count ignored. | |
| 254 To cancel a count or a prefix, | |
| 255 type \*E. | |
| 256 The list of commands is rather long, | |
| 257 but it can be read at any time during the game with the | |
| 258 .Cs ? | |
| 259 command. | |
| 260 Here it is for reference, | |
| 261 with a short explanation of each command. | |
| 262 .ip ? | |
| 263 The help command. | |
| 264 Asks for a character to give help on. | |
| 265 If you type a | |
| 266 .Cs * , | |
| 267 it will list all the commands, | |
| 268 otherwise it will explain what the character you typed does. | |
| 269 .ip / | |
| 270 This is the \*(lqWhat is that on the screen?\*(rq command. | |
| 271 A | |
| 272 .Cs / | |
| 273 followed by any character that you see on the level, | |
| 274 will tell you what that character is. | |
| 275 For instance, | |
| 276 typing | |
| 277 .Cs /@ | |
| 278 will tell you that the | |
| 279 .Cs @ | |
| 280 symbol represents you, the player. | |
| 281 .ip "h, H, ^H" | |
| 282 Move left. | |
| 283 You move one space to the left. | |
| 284 If you use upper case | |
| 285 .Cs h , | |
| 286 you will continue to move left until you run into something. | |
| 287 This works for all movement commands | |
| 288 (e.g. | |
| 289 .Cs L | |
| 290 means run in direction | |
| 291 .Cs l ) | |
| 292 If you use the \*(lqcontrol\*(rq | |
| 293 .Cs h , | |
| 294 you will continue moving in the specified direction | |
| 295 until you pass something interesting or run into a wall. | |
| 296 You should experiment with this, | |
| 297 since it is a very useful command, | |
| 298 but very difficult to describe. | |
| 299 This also works for all movement commands. | |
| 300 .ip j | |
| 301 Move down. | |
| 302 .ip k | |
| 303 Move up. | |
| 304 .ip l | |
| 305 Move right. | |
| 306 .ip y | |
| 307 Move diagonally up and left. | |
| 308 .ip u | |
| 309 Move diagonally up and right. | |
| 310 .ip b | |
| 311 Move diagonally down and left. | |
| 312 .ip n | |
| 313 Move diagonally down and right. | |
| 314 .ip t | |
| 315 Throw an object. | |
| 316 This is a prefix command. | |
| 317 When followed with a direction | |
| 318 it throws an object in the specified direction. | |
| 319 (e.g. type | |
| 320 .Cs th | |
| 321 to throw | |
| 322 something to the left.) | |
| 323 .ip f | |
| 324 Fight until someone dies. | |
| 325 When followed with a direction | |
| 326 this will force you to fight the creature in that direction | |
| 327 until either you or it bites the big one. | |
| 328 .ip m | |
| 329 Move onto something without picking it up. | |
| 330 This will move you one space in the direction you specify and, | |
| 331 if there is an object there you can pick up, | |
| 332 it won't do it. | |
| 333 .ip z | |
| 334 Zap prefix. | |
| 335 Point a staff or wand in a given direction | |
| 336 and fire it. | |
| 337 Even non-directional staves must be pointed in some direction | |
| 338 to be used. | |
| 339 .ip ^ | |
| 340 Identify trap command. | |
| 341 If a trap is on your map | |
| 342 and you can't remember what type it is, | |
| 343 you can get rogue to remind you | |
| 344 by getting next to it and typing | |
| 345 .Cs ^ | |
| 346 followed by the direction that would move you on top of it. | |
| 347 .ip s | |
| 348 Search for traps and secret doors. | |
| 349 Examine each space immediately adjacent to you | |
| 350 for the existence of a trap or secret door. | |
| 351 There is a large chance that even if there is something there, | |
| 352 you won't find it, | |
| 353 so you might have to search a while before you find something. | |
| 354 .ip > | |
| 355 Climb down a staircase to the next level. | |
| 356 Not surprisingly, this can only be done if you are standing on staircase. | |
| 357 .ip < | |
| 358 Climb up a staircase to the level above. | |
| 359 This can't be done without the Amulet of Yendor in your possession. | |
| 360 .ip "." | |
| 361 Rest. | |
| 362 This is the \*(lqdo nothing\*(rq command. | |
| 363 This is good for waiting and healing. | |
| 364 .ip , | |
| 365 Pick up something. | |
| 366 This picks up whatever you are currently standing on, | |
| 367 if you are standing on anything at all. | |
| 368 .ip i | |
| 369 Inventory. | |
| 370 List what you are carrying in your pack. | |
| 371 .ip I | |
| 372 Selective inventory. | |
| 373 Tells you what a single item in your pack is. | |
| 374 .ip q | |
| 375 Quaff one of the potions you are carrying. | |
| 376 .ip r | |
| 377 Read one of the scrolls in your pack. | |
| 378 .ip e | |
| 379 Eat food from your pack. | |
| 380 .ip w | |
| 381 Wield a weapon. | |
| 382 Take a weapon out of your pack and carry it for use in combat, | |
| 383 replacing the one you are currently using (if any). | |
| 384 .ip W | |
| 385 Wear armor. | |
| 386 You can only wear one suit of armor at a time. | |
| 387 This takes extra time. | |
| 388 .ip T | |
| 389 Take armor off. | |
| 390 You can't remove armor that is cursed. | |
| 391 This takes extra time. | |
| 392 .ip P | |
| 393 Put on a ring. | |
| 394 You can wear only two rings at a time | |
| 395 (one on each hand). | |
| 396 If you aren't wearing any rings, | |
| 397 this command will ask you which hand you want to wear it on, | |
| 398 otherwise, it will place it on the unused hand. | |
| 399 The program assumes that you wield your sword in your right hand. | |
| 400 .ip R | |
| 401 Remove a ring. | |
| 402 If you are only wearing one ring, | |
| 403 this command takes it off. | |
| 404 If you are wearing two, | |
| 405 it will ask you which one you wish to remove, | |
| 406 .ip d | |
| 407 Drop an object. | |
| 408 Take something out of your pack and leave it lying on the floor. | |
| 409 Only one object can occupy each space. | |
| 410 You cannot drop a cursed object at all | |
| 411 if you are wielding or wearing it. | |
| 412 .ip c | |
| 413 Call an object something. | |
| 414 If you have a type of object in your pack | |
| 415 which you wish to remember something about, | |
| 416 you can use the call command to give a name to that type of object. | |
| 417 This is usually used when you figure out what a | |
| 418 potion, scroll, ring, or staff is | |
| 419 after you pick it up, | |
| 420 or when you want to remember | |
| 421 which of those swords in your pack you were wielding. | |
| 422 .ip D | |
| 423 Print out which things you've discovered something about. | |
| 424 This command will ask you what type of thing you are interested in. | |
| 425 If you type the character for a given type of object | |
| 426 (\fIe.g.\fP | |
| 427 .Cs ! | |
| 428 for potion) | |
| 429 it will tell you which kinds of that type of object you've discovered | |
| 430 (\fIi.e.\fP, figured out what they are). | |
| 431 This command works for potions, scrolls, rings, and staves and wands. | |
| 432 .ip o | |
| 433 Examine and set options. | |
| 434 This command is further explained in the section on options. | |
| 435 .ip ^R | |
| 436 Redraws the screen. | |
| 437 Useful if spurious messages or transmission errors | |
| 438 have messed up the display. | |
| 439 .ip ^P | |
| 440 Print last message. | |
| 441 Useful when a message disappears before you can read it. | |
| 442 This only repeats the last message | |
| 443 that was not a mistyped command | |
| 444 so that you don't loose anything by accidentally typing | |
| 445 the wrong character instead of ^P. | |
| 446 .ip \*E | |
| 447 Cancel a command, prefix, or count. | |
| 448 .ip ! | |
| 449 Escape to a shell for some commands. | |
| 450 .ip Q | |
| 451 Quit. | |
| 452 Leave the game. | |
| 453 .ip S | |
| 454 Save the current game in a file. | |
| 455 It will ask you whether you wish to use the default save file. | |
| 456 .i Caveat : | |
| 457 Rogue won't let you start up a copy of a saved game, | |
| 458 and it removes the save file as soon as you start up a restored game. | |
| 459 This is to prevent people from saving a game just before a dangerous position | |
| 460 and then restarting it if they die. | |
| 461 To restore a saved game, | |
| 462 give the file name as an argument to rogue. | |
| 463 As in | |
| 464 .ti +1i | |
| 465 .nf | |
| 466 % rogue \fIsave\*_file\fP | |
| 467 .ip | |
| 468 To restart from the default save file (see below), | |
| 469 run | |
| 470 .ti +1i | |
| 471 .nf | |
| 472 % rogue \-r | |
| 473 .ip v | |
| 474 Prints the program version number. | |
| 475 .ip ) | |
| 476 Print the weapon you are currently wielding | |
| 477 .ip ] | |
| 478 Print the armor you are currently wearing | |
| 479 .ip = | |
| 480 Print the rings you are currently wearing | |
| 481 .ip @ | |
| 482 Reprint the status line on the message line | |
| 483 .sh 1 Rooms | |
| 484 .pp | |
| 485 Rooms in the dungeons are either lit or dark. | |
| 486 If you walk into a lit room, | |
| 487 the entire room will be drawn on the screen as soon as you enter. | |
| 488 If you walk into a dark room, | |
| 489 it will only be displayed as you explore it. | |
| 490 Upon leaving a room, | |
| 491 all monsters inside the room | |
| 492 are erased from the screen. | |
| 493 In the darkness you can only see one space | |
| 494 in all directions around you. | |
| 495 A corridor is always dark. | |
| 496 .sh 1 Fighting | |
| 497 .pp | |
| 498 If you see a monster and you wish to fight it, | |
| 499 just attempt to run into it. | |
| 500 Many times a monster you find will mind its own business | |
| 501 unless you attack it. | |
| 502 It is often the case that discretion is the better part of valor. | |
| 503 .sh 1 "Objects you can find" | |
| 504 .pp | |
| 505 When you find something in the dungeon, | |
| 506 it is common to want to pick the object up. | |
| 507 This is accomplished in rogue by walking over the object | |
| 508 (unless you use the | |
| 509 .Cs m | |
| 510 prefix, see above). | |
| 511 If you are carrying too many things, | |
| 512 the program will tell you and it won't pick up the object, | |
| 513 otherwise it will add it to your pack | |
| 514 and tell you what you just picked up. | |
| 515 .pp | |
| 516 Many of the commands that operate on objects must prompt you | |
| 517 to find out which object you want to use. | |
| 518 If you change your mind and don't want to do that command after all, | |
| 519 just type an \*E and the command will be aborted. | |
| 520 .pp | |
| 521 Some objects, like armor and weapons, | |
| 522 are easily differentiated. | |
| 523 Others, like scrolls and potions, | |
| 524 are given labels which vary according to type. | |
| 525 During a game, | |
| 526 any two of the same kind of object | |
| 527 with the same label | |
| 528 are the same type. | |
| 529 However, | |
| 530 the labels will vary from game to game. | |
| 531 .pp | |
| 532 When you use one of these labeled objects, | |
| 533 if its effect is obvious, | |
| 534 rogue will remember what it is for you. | |
| 535 If it's effect isn't extremely obvious | |
| 536 you will be asked what you want to scribble on it | |
| 537 so you will recognize it later, | |
| 538 or you can use the | |
| 539 .Cs call | |
| 540 command | |
| 541 (see above). | |
| 542 .sh 2 Weapons | |
| 543 .pp | |
| 544 Some weapons, | |
| 545 like arrows, | |
| 546 come in bunches, | |
| 547 but most come one at a time. | |
| 548 In order to use a weapon, | |
| 549 you must wield it. | |
| 550 To fire an arrow out of a bow, | |
| 551 you must first wield the bow, | |
| 552 then throw the arrow. | |
| 553 You can only wield one weapon at a time, | |
| 554 but you can't change weapons if the one | |
| 555 you are currently wielding is cursed. | |
| 556 The commands to use weapons are | |
| 557 .Cs w | |
| 558 (wield) | |
| 559 and | |
| 560 .Cs t | |
| 561 (throw). | |
| 562 .sh 2 Armor | |
| 563 .pp | |
| 564 There are various sorts of armor lying around in the dungeon. | |
| 565 Some of it is enchanted, | |
| 566 some is cursed, | |
| 567 and some is just normal. | |
| 568 Different armor types have different armor protection. | |
| 569 The higher the armor protection, | |
| 570 the more protection the armor affords against the blows of monsters. | |
| 571 Here is a list of the various armor types and their normal armor protection: | |
| 572 .(b | |
| 573 .TS | |
| 574 box center; | |
| 575 l r. | |
| 576 \ \ \fIType Protection\fP | |
| 577 None 0 | |
| 578 Leather armor 2 | |
| 579 Studded leather / Ring mail 3 | |
| 580 Scale mail 4 | |
| 581 Chain mail 5 | |
| 582 Banded mail / Splint mail 6 | |
| 583 Plate mail 7 | |
| 584 .TE | |
| 585 .)b | |
| 586 .lp | |
| 587 If a piece of armor is enchanted, | |
| 588 its armor protection will be higher than normal. | |
| 589 If a suit of armor is cursed, | |
| 590 its armor protection will be lower, | |
| 591 and you will not be able to remove it. | |
| 592 However, not all armor with a protection that is lower than normal is cursed. | |
| 593 .pp | |
| 594 The commands to use weapons are | |
| 595 .Cs W | |
| 596 (wear) | |
| 597 and | |
| 598 .Cs T | |
| 599 (take off). | |
| 600 .sh 2 Scrolls | |
| 601 .pp | |
| 602 Scrolls come with titles in an unknown tongue\**. | |
| 603 .(f | |
| 604 \** Actually, it's a dialect spoken only by the twenty-seven members | |
| 605 of a tribe in Outer Mongolia, | |
| 606 but you're not supposed to | |
| 607 .i know | |
| 608 that. | |
| 609 .)f | |
| 610 After you read a scroll, | |
| 611 it disappears from your pack. | |
| 612 The command to use a scroll is | |
| 613 .Cs r | |
| 614 (read). | |
| 615 .sh 2 Potions | |
| 616 .pp | |
| 617 Potions are labeled by the color of the liquid inside the flask. | |
| 618 They disappear after being quaffed. | |
| 619 The command to use a scroll is | |
| 620 .Cs q | |
| 621 (quaff). | |
| 622 .sh 2 "Staves and Wands" | |
| 623 .pp | |
| 624 Staves and wands do the same kinds of things. | |
| 625 Staves are identified by a type of wood; | |
| 626 wands by a type of metal or bone. | |
| 627 They are generally things you want to do to something | |
| 628 over a long distance, | |
| 629 so you must point them at what you wish to affect | |
| 630 to use them. | |
| 631 Some staves are not affected by the direction they are pointed, though. | |
| 632 Staves come with multiple magic charges, | |
| 633 the number being random, | |
| 634 and when they are used up, | |
| 635 the staff is just a piece of wood or metal. | |
| 636 .pp | |
| 637 The command to use a wand or staff is | |
| 638 .Cs z | |
| 639 (zap) | |
| 640 .sh 2 Rings | |
| 641 .pp | |
| 642 Rings are very useful items, | |
| 643 since they are relatively permanent magic, | |
| 644 unlike the usually fleeting effects of potions, scrolls, and staves. | |
| 645 Of course, | |
| 646 the bad rings are also more powerful. | |
| 647 Most rings also cause you to use up food more rapidly, | |
| 648 the rate varying with the type of ring. | |
| 649 Rings are differentiated by their stone settings. | |
| 650 The commands to use rings are | |
| 651 .Cs P | |
| 652 (put on) | |
| 653 and | |
| 654 .Cs R | |
| 655 (remove). | |
| 656 .sh 2 Food | |
| 657 .pp | |
| 658 Food is necessary to keep you going. | |
| 659 If you go too long without eating you will faint, | |
| 660 and eventually die of starvation. | |
| 661 The command to use food is | |
| 662 .Cs e | |
| 663 (eat). | |
| 664 .sh 1 Options | |
| 665 .pp | |
| 666 Due to variations in personal tastes | |
| 667 and conceptions of the way rogue should do things, | |
| 668 there are a set of options you can set | |
| 669 that cause rogue to behave in various different ways. | |
| 670 .sh 2 "Setting the options" | |
| 671 .pp | |
| 672 There are two ways to set the options. | |
| 673 The first is with the | |
| 674 .Cs o | |
| 675 command of rogue; | |
| 676 the second is with the | |
| 677 .Cs ROGUEOPTS | |
| 678 environment variable\**. | |
| 679 .(f | |
| 680 \** On Version 6 systems, | |
| 681 there is no equivalent of the ROGUEOPTS feature. | |
| 682 .br | |
| 683 .)f | |
| 684 .br | |
| 685 .sh 3 "Using the `o' command" | |
| 686 .pp | |
| 687 When you type | |
| 688 .Cs o | |
| 689 in rogue, | |
| 690 it clears the screen | |
| 691 and displays the current settings for all the options. | |
| 692 It then places the cursor by the value of the first option | |
| 693 and waits for you to type. | |
| 694 You can type a \*R | |
| 695 which means to go to the next option, | |
| 696 a | |
| 697 .Cs \- | |
| 698 which means to go to the previous option, | |
| 699 an \*E | |
| 700 which means to return to the game, | |
| 701 or you can give the option a value. | |
| 702 For boolean options this merely involves typing | |
| 703 .Cs t | |
| 704 for true or | |
| 705 .Cs f | |
| 706 for false. | |
| 707 For string options, | |
| 708 type the new value followed by a \*R. | |
| 709 .sh 3 "Using the ROGUEOPTS variable" | |
| 710 .pp | |
| 711 The ROGUEOPTS variable is a string | |
| 712 containing a comma separated list of initial values | |
| 713 for the various options. | |
| 714 Boolean variables can be turned on by listing their name | |
| 715 or turned off by putting a | |
| 716 .Cs no | |
| 717 in front of the name. | |
| 718 Thus to set up an environment variable so that | |
| 719 .b jump | |
| 720 is on, | |
| 721 .b terse | |
| 722 is off, | |
| 723 and the | |
| 724 .b name | |
| 725 is set to \*(lqBlue Meanie\*(rq, | |
| 726 use the command | |
| 727 .nf | |
| 728 .ti +3n | |
| 729 % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\** | |
| 730 .fi | |
| 731 .(f | |
| 732 \** | |
| 733 For those of you who use the Bourne shell sh (1), the commands would be | |
| 734 .in +3 | |
| 735 .nf | |
| 736 $ ROGUEOPTS="jump,noterse,name=Blue Meanie" | |
| 737 $ export ROGUEOPTS | |
| 738 .fi | |
| 739 .in +0 | |
| 740 .)f | |
| 741 .sh 2 "Option list" | |
| 742 .pp | |
| 743 Here is a list of the options | |
| 744 and an explanation of what each one is for. | |
| 745 The default value for each is enclosed in square brackets. | |
| 746 For character string options, | |
| 747 input over fifty characters will be ignored. | |
| 748 .ip "\fBterse\fP [\fI\^noterse\^\fP]" | |
| 749 Useful for those who are tired of the sometimes lengthy messages of rogue. | |
| 750 This is a useful option for playing on slow terminals, | |
| 751 so this option defaults to | |
| 752 .i terse | |
| 753 if you | |
| 754 are on a slow (1200 baud or under) terminal. | |
| 755 .ip "\fBjump\fP [\fI\^nojump\^\fP]" | |
| 756 If this option is set, | |
| 757 running moves will not be displayed | |
| 758 until you reach the end of the move. | |
| 759 This saves considerable cpu and display time. | |
| 760 This option defaults to | |
| 761 .i jump | |
| 762 if you are using a slow terminal. | |
| 763 .ip "\fBflush\fP [\fI\^noflush\^\fP]" | |
| 764 All typeahead is thrown away after each round of battle. | |
| 765 This is useful for those who type far ahead | |
| 766 and then watch in dismay as a Bat kills them. | |
| 767 .ip "\fBseefloor\fP [\fI\^seefloor\^\fP]" | |
| 768 Display the floor around you on the screen | |
| 769 as you move through dark rooms. | |
| 770 Due to the amount of characters generated, | |
| 771 this option defaults to | |
| 772 .i noseefloor | |
| 773 if you are using a slow terminal. | |
| 774 .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]" | |
| 775 Follow turnings in passageways. | |
| 776 If you run in a passage | |
| 777 and you run into stone or a wall, | |
| 778 rogue will see if it can turn to the right or left. | |
| 779 If it can only turn one way, | |
| 780 it will turn that way. | |
| 781 If it can turn either or neither, | |
| 782 it will stop. | |
| 783 This algorithm can sometimes lead to slightly confusing occurrences | |
| 784 which is why it defaults to \fInopassgo\fP. | |
| 785 .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]" | |
| 786 Print out the tombstone at the end if you get killed. | |
| 787 This is nice but slow, so you can turn it off if you like. | |
| 788 .ip "\fBinven\fP [\fI\^overwrite\^\fP]" | |
| 789 Inventory type. | |
| 790 This can have one of three values: | |
| 791 .i overwrite , | |
| 792 .i slow , | |
| 793 or | |
| 794 .i clear . | |
| 795 With | |
| 796 .i overwrite | |
| 797 the top lines of the map are overwritten | |
| 798 with the list | |
| 799 when inventory is requested | |
| 800 or when | |
| 801 \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions | |
| 802 are answered with a | |
| 803 .Cs * . | |
| 804 However, if the list is longer than a screenful, | |
| 805 the screen is cleared. | |
| 806 With | |
| 807 .i slow , | |
| 808 lists are displayed one item at a time on the top of the screen, | |
| 809 and with | |
| 810 .i clear , | |
| 811 the screen is cleared, | |
| 812 the list is displayed, | |
| 813 and then the dungeon level is re-displayed. | |
| 814 Due to speed considerations, | |
| 815 .i clear | |
| 816 is the default for terminals without | |
| 817 clear-to-end-of-line capabilities. | |
| 818 .ip "\fBname\fP [account name]" | |
| 819 This is the name of your character. | |
| 820 It is used if you get on the top ten scorer's list. | |
| 821 .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]" | |
| 822 This should hold the name of a fruit that you enjoy eating. | |
| 823 It is basically a whimsey that rogue uses in a couple of places. | |
| 824 .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]" | |
| 825 The default file name for saving the game. | |
| 826 If your phone is hung up by accident, | |
| 827 rogue will automatically save the game in this file. | |
| 828 The file name may start with the special character | |
| 829 .Cs ~ | |
| 830 which expands to be your home directory. | |
| 831 .sh 1 Scoring | |
| 832 .pp | |
| 833 Rogue usually maintains a list | |
| 834 of the top scoring people or scores on your machine. | |
| 835 Depending on how it is set up, | |
| 836 it can post either the top scores | |
| 837 or the top players. | |
| 838 In the latter case, | |
| 839 each account on the machine | |
| 840 can post only one non-winning score on this list. | |
| 841 If you score higher than someone else on this list, | |
| 842 or better your previous score on the list, | |
| 843 you will be inserted in the proper place | |
| 844 under your current name. | |
| 845 How many scores are kept | |
| 846 can also be set up by whoever installs it on your machine. | |
| 847 .pp | |
| 848 If you quit the game, you get out with all of your gold intact. | |
| 849 If, however, you get killed in the Dungeons of Doom, | |
| 850 your body is forwarded to your next-of-kin, | |
| 851 along with 90% of your gold; | |
| 852 ten percent of your gold is kept by the Dungeons' wizard as a fee\**. | |
| 853 .(f | |
| 854 \** The Dungeon's wizard is named Wally the Wonder Badger. | |
| 855 Invocations should be accompanied by a sizable donation. | |
| 856 .)f | |
| 857 This should make you consider whether you want to take one last hit | |
| 858 at that monster and possibly live, | |
| 859 or quit and thus stop with whatever you have. | |
| 860 If you quit, you do get all your gold, | |
| 861 but if you swing and live, you might find more. | |
| 862 .pp | |
| 863 If you just want to see what the current top players/games list is, | |
| 864 you can type | |
| 865 .ti +1i | |
| 866 .nf | |
| 867 % @PROGRAM@ \-s | |
| 868 .br | |
| 869 .sh 1 Acknowledgements | |
| 870 .pp | |
| 871 Rogue was originally conceived of by Glenn Wichman and Michael Toy. | |
| 872 Ken Arnold and Michael Toy then smoothed out the user interface, | |
| 873 and added jillions of new features. | |
| 874 We would like to thank | |
| 875 Bob Arnold, | |
| 876 Michelle Busch, | |
| 877 Andy Hatcher, | |
| 878 Kipp Hickman, | |
| 879 Mark Horton, | |
| 880 Daniel Jensen, | |
| 881 Bill Joy, | |
| 882 Joe Kalash, | |
| 883 Steve Maurer, | |
| 884 Marty McNary, | |
| 885 Jan Miller, | |
| 886 and | |
| 887 Scott Nelson | |
| 888 for their ideas and assistance; | |
| 889 and also the teeming multitudes | |
| 890 who graciously ignored work, school, and social life to play rogue | |
| 891 and send us bugs, complaints, suggestions, and just plain flames. | |
| 892 And also Mom. |
