Mercurial > hg > early-roguelike
diff srogue/rogue.nr @ 36:2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 25 Nov 2010 12:21:41 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/srogue/rogue.nr Thu Nov 25 12:21:41 2010 +0000 @@ -0,0 +1,636 @@ +.PH +.fp 9 CR +.nr Hu 1 +.nr Pt 0 +.SA 1 +.S +4 C +.ad c +.B "Super-Rogue Version 9.0" +.br +.ad b +.SP 0.45 +.S -4 C +.ad c +.I "Robert D. Kindelberger" +.br +.ad b +.SP 2.6 +.ad c +.I "A Tutorial on the Visual Game of Rogue - Version 9.0" +.br +.ad b +.SP 2 +.P +Rogue is a visual CRT based fantasy game which runs +under the UNIX\*F +.FS +UNIX is a trademark of AT&T Bell Laboratories. +.FE +timesharing system. This paper describes +how to play rogue and gives a few hints for those who might +otherwise get lost (or killed) in the Dungeons of Doom. +.SP 5 +.PH "''- % -''" +.H 1 INTRODUCTION +.P +You have just finished your years as a student +at the local fighter's guild. +After much practice and sweat you have finally completed your training and +are ready to embark upon a perilous adventure. As a test of your skills, +the local guildmasters have sent you into the Dungeons of Doom. Your +task is to return with the Amulet of Yendor. +Your reward for the completion +of this task will be a full membership in the local guild. +In addition, you are +allowed to keep all the loot you bring back from the dungeons. +.P +In preparation for your journey, you are given an enchanted weapon, taken +from a dragon's hoard in the far off Dark Mountains. +You are also outfitted +with elf-crafted armor and given enough food to reach the dungeons. You +say good-bye to family and friends for what may be the last time and head +up the road. +.P +You set out on your way to the dungeons and after +several days of uneventful +travel, you see the ancient ruins that mark the entrance to the Dungeons +of Doom. It is late at night so you make camp at the entrance and spend +the night sleeping under the open skies. In the morning you gather +your weapon, put on your armor, eat what is almost your last food and enter +the dungeons. +.H 1 "WHAT IS GOING ON HERE?" +.P +You have just begun a game of rogue. +Your goal is to grab as much treasure +as you can, find the \f3Amulet of Yendor\f1, and get out of the Dungeons +of Doom alive. +On the screen, a map of where you have been and what you have seen on +the current dungeon level is kept. As you explore more of the level, +it appears on the screen in front of you. +.P +Rogue differs from most computer fantasy games in that it is screen +oriented. Commands are all one or two keystrokes\*F +.FS +As opposed to pseudo English sentences. +.FE +and the results of your commands are displayed +graphically on the screen rather than being explained in words. +.P +Another major difference between rogue and other computer fantasy games +is that once you have solved all the puzzles in a standard fantasy game, +it has lost most of its excitement and it ceases to be fun. Rogue on the +other hand generates a new dungeon every time you play it and +even the author finds it an entertaining and exciting game. +.H 1 "WHAT DO ALL THOSE THINGS ON THE SCREEN MEAN?" +.P +In order to understand what is going on in rogue you have to first get +some grasp of what rogue is doing with the screen. +The rogue screen is intended to replace the \f3You can see ...\f1 descriptions +of standard fantasy games. Here is a sample of what a rogue screen might +look like: +.SP +.DS +\f9 + --------------------- + |...................+###########+ + |...@...........[...| + |........H..........| + |...................| + --------+------------ + #### + + + +Level: 1 Gold: 0 Hp:12(12) Ac: 6 Exp:1/0 Vol:36% +Str:16(16) Exp:12(12) Dex:11(11) Wis:14(14) Con:18(18) Carry:50/170 +\f1 +.DE +.H 1 "THE BOTTOM LINES" +At the bottom line of the screen is a few pieces of cryptic information, +describing your current status. Here is an explanation of what these +things mean: +.SP +.H 2 "LEVEL" +.SP +This number indicates how deep you have gone in the dungeon. It starts +at one and goes up forever.\*F +.FS +Or until you get killed or decide to quit. Level 500 is really the +maximum, but almost impossible. +.FE +.SP +.H 2 "GOLD" +.SP +The number of gold pieces you have managed to attain. +.SP +.H 2 "HP" +.SP +Your current and maximum hit points. Hit points indicate how much +damage you can take before you die. The more you get hit in a +fight, the lower they +get. You can regain hit points by moving around. The number in +parentheses is the maximum number of hit points you can regain. +.SP +.H 2 "AC" +.SP +Your current armor class. This number indicates how effective +your armor is in stopping blows from unfriendly creatures. The lower +this number is, the more effective the armor. Armor class can get +lower than zero. +.SP +.H 2 "EXP" +.SP +These two numbers give your current experience level and experience points. +As you kill monsters, you gain experience points. At certain experience +point totals, you gain an experience level. The more experienced you are, +the better you are able to fight and to withstand magical attacks. You +must gain 10 experience points to advance to the 2nd experience level. +Now you must double the previous experience point total to advance +to the next experience level. (i.e. 20 to get to level 3, 40 to 4...) +Every time you advance to a new experience level, your hit points +will increase. This is random, so don't expect a lot every time. +.SP +.H 2 "VOL" +.SP +This is the percentage of what your pack contains. \f3100%\f1 +means that your pack is full. +.SP +.H 2 "STR" +.SP +Your current strength. This can be any integer from 0 to 24. +The larger the number, the stronger you are. +.SP +.H 2 "DEX" +.SP +This is your dexterity. Dexterity gives you the ability to dodge arrow +and dart traps more effectively. It also gives you the ability to dodge +attacks from monters (maximum of 18). +.SP +.H 2 "WIS" +.SP +This is your wisdom. If you are smarter than the monsters, +then you have a better chance of defeating them (maximum of 18). +.SP +.H 2 "CON" +.SP +This is your constitution. Constitution makes up your ability to +regain your hit points, once you have been battered. The higher +your constitution (maximum of 18), the faster you will gain back +the hit points you have lost. +.SP +.H 2 "CARRY" +.SP +This is similar to your volume, but tells you the maximum of what +you can carry and what you are currently carrying in weight. +.H 1 "THE TOP LINE" +.P +The top line of the screen is reserved for printing messages that describe +things that are impossible to represent visually. If you see a +\f3-- More --\f1 on the top line, this means that rogue wants to print another +message on the screen, but it wants to make certain that you have read +the one that is there first. To read the next message, just press a +space. +.H 1 "THE REST OF THE SCREEN" +.P +The rest of the screen is the map of the level +as you have explored it so far. +Each symbol on the screen represents something. Here is a list of what +the various symbols mean: +.bp +.DS +.B "@ " "This symbol represents you, the adventurer." + +.B "| " "A wall running north/south." + +.B "- " "A wall running east/west." + +.B "+ " "A door to/from a room." + +.B "\. " "The floor of a room." + +.B "# " "The floor of a passage between rooms." + +.B "* " "A pile or pot of gold." + +.B ") " "A weapon of some sort." + +.B "] " "A suit of armor." + +.B "! " "A flask containing a magic potion." + +.B "? " "A piece of paper, usually a magic scroll." + +.B "/ " "A wand or staff of magic." + +.B "= " "A magical ring. Can be good or bad." + +.B "{ " "An arrow trap. Loss of hit points." + +.B "} " "A bear trap. Holds you for awhile." + +.B "~ " "A teleportation trap. Teleports you to a random room." + +.B "` " "A dart trap. Loss of strength." + +.B "$ " "A sleeping gas trap, watch out for these." + +.B "> " "A trap door leading down to the next level." + +.B "^ " "A flee market to exchange gold for objects, or vice-versa." + +.B "\e " "A trap door that leads down to an invisible maze." + +\f3"\f1 A magical pool that does strange things to wielded objects. + +.B "% " "The staircase leading down to the next level." + +.B ": " "A piece of food or zany fruit." + +.B ", AMULET OF YENDOR." + +.B "a-Z " "There are 52 inhabitants of the Dungeons of Doom." +.DE +.bp +.H 1 COMMANDS +.P +Commands are given to rogue by pressing single letters. Some commands can +be preceded by a count to repeat them +(i.e. typing \f310s\f1 will do ten searches) +The list of commands is rather long, but it can be read at any time during +the game with the \f3?\f1 command. Here it is for reference, with a short +explanation of each command: +.SP +.DS +\f3?\f1 The help command. Asks for a character to give help on. + If you type a \f3*\f1, it will list all the commands, otherwise + it will explain what the character you type does. + +\f3/\f1 This is the \f3What is that on the screen\f1? command. + A \f3/\f1 followed by any character that you see on the level, + will tell you what that character is. For instance, typing + \f3/@\f1 will tell you that the \f3@\f1 symbol represents you, + the player. + +\f3h, H\f1 Move left. You move one space to the left. If you use + upper case, \f3H,\f1 you will continue to move left until you + run into something. This works for all movement commands. + (i.e. \f3L\f1 means run in direction \f3l\f1) + +.B "j, J " "Move down." + +.B "k, K " "Move up." + +.B "l, L " "Move right." + +.B "y, Y " "Move diagonally up and left." + +.B "u, U " "Move diagonally up and right." + +.B "b, B " "Move diagonally down and left." + +.B "n, N " "Move diagonally down and right." + +\f3f\f1 Find prefix. When followed by a direction it means to + continue moving in the specified direction until you pass + something interesting or run into a wall. + +\f3t\f1 Throw an object. This is a prefix command. Follow it + with a direction and you throw an object in the specified + direction. (i.e. type \f3th\f1 to throw something left.) + +\f3p\f1 Zap an object with a staff or wand. This is a prefix + command. Follow it with a direction and you will zap in the + specified direction. (i.e. type \f3ph\f1 to zap something left.) +.DE +.bp +.DS +\f3z\f1 Zap an object with no direction. This means that you + could be zapped with it as well. + +.B "D " "Dip an object in the magic pool." + +\f3>\f1 If you are standing over the passage down to the next + level, this command means to climb down. + +\f3<\f1 If you have found the \f3Amulet of Yendor\f1, then + you have the ability to climb back up a level, hopefully on + your way out. + +\f3s\f1 Search for traps and secret doors. Examine each space + immediately adjacent to you for the existence of a trap or + secret door. There is a large chance that even if there is + something there, you won't find it so you might have to + search a while before you find something. + +.B "\. " "Rest. This is the \f3do nothing\f1 command. This is + good for waiting and healing." + +.B "i " "Inventory. List what you are carrying in your pack." + +\f3I\f1 Selective inventory. Tells you what a single item in + your pack is. + +.B "q " "Quaff. Drink one of the potions you are carrying." + +.B "r " "Read. Read one of the scrolls in your pack." + +.B "e " "Eat food. Take some food out of your pack and eat it." + +\f3w\f1 Wield a weapon. Take a weapon out of your pack and carry + it. You must be wielding a weapon to use it (except to + throw things). To fire an arrow, you must wield the bow. + You can only wield one weapon at a time. + +\f3W\f1 Wear armor. Take a piece of armor out of your pack and + put it on. You can only wear one suit of armor at a time. + +.B "T " "Take armor off. You can't remove armor that is cursed." + +\f3P\f1 Put a ring on your finger. You can only wear two rings + at a time. + +\f3R\f1 Remove a ring from your finger. Cursed rings are hard + to remove. + +\f3d\f1 Drop an object. Take something out of your pack and + leave it lying on the floor. Only one object can occupy + each space. +.DE +.bp +.DS +\f3O\f1 Examine and set options. This command is further + explained in the section on options. + +\f3^l\f1 Redraws the screen. Useful if spurious messages or + transmission errors have messed up the display. + +\f3^r\f1 Repeat last message. Useful when a message disappears + before you can read it. + +.B "^[ " "This is the escape key. This will cancel the last command." + +\f3a\f1 Reports your encumbrance. This is the weight factor of + your pack. The heavier your pack is weighted down with + objects, the less effective you are in an attack and the + more food you'll eat. + +.B "c " "Call an object. You can call an object anything you like." + +.B "v " "Prints the program version number." + +.B "Q " "Quit. Leave the game. This is the chicken-way out." + +\f3!\f1 This is the shell escape key. Use this to get back to + shell level. To get back to the game, just hit \f3^d\f1. + +\f3S\f1 Save the current game in a file. Rogue won't let + you start up a copy of a saved game, and it removes the + save file as soon as you start up a restored game. This + is to prevent people from saving a game just before a + dangerous position and then restarting it, if they die. + Sorry no linking, copying, moving, or anything. +.DE +.bp +.H 1 "DEALING WITH OBJECTS" +.P +When you find something in the dungeon, it is common to want to pick the +object up. This is accomplished in rogue by walking over the object. +If you are carrying too many things, you won't be able to pick the +object up. Otherwise, the object will be added to your pack and you +will be notified of what you just picked up. +.P +Many of the commands that operate on objects must prompt you to find +out which object you want to use. +If you change your mind and don't want to +do that command after all, just press an \f3escape\f1 key and the command +will be aborted. +.H 1 ROOMS +.P +Rooms in the dungeons are either lit or dark. +If you walk into a lit room, +the entire room will be drawn on the screen as soon as you enter. If you +walk into a dark room, you will only be able to see the spaces immediately +next to you. +Upon leaving a dark room, all objects inside the room are +removed from the screen. +.H 1 FIGHTING +.P +If you see a monster and you wish to fight it, just attempt to run into it. +You also may throw things at it or zap it with a wand or staff. +Many times a monster you find will mind its own business unless you attack +it. It is often the case that discretion is the better part of valor. +.P +Smart monsters have the ability to run when they realize that their +lives are endangered. This will be denoted that you have wounded +the monster. +.P +Monsters will avoid lit traps. You can use this to your +advantage, if you figure out how. If the traps are not lit, they can +fall through them as you would. The hard part is trying to get them to +fall through a trap that you don't know is there. +.bp +.H 1 ARMOR +.P +There are various sorts of armor lying around in the dungeon. Some of it +is enchanted, some is cursed and some is just normal. Different armor +types have different armor classes. The lower the armor class, the +more protection the armor affords against the blows of monsters. +If a piece of armor is enchanted or +cursed, its armor class will be higher or lower than normal. Here is +a list of the various armor types and their normal armor class: +.DS 3 +.TS +box; +c|c +l|l. +TYPE CLASS += +LEATHER ARMOR 8 +RING MAIL 7 +STUDDED LEATHER ARMOR 7 +SCALE MAIL 6 +PADDED ARMOR 6 +CHAIN MAIL 5 +SPLINT MAIL 4 +BANDED MAIL 4 +PLATE MAIL 3 +PLATE ARMOR 2 +.TE +.DE +.H 1 WEAPONS +.P +There may be many different types of weapons lying around in the dungeon, +probably left there when their previous owners ran into a monster they +couldn't handle. In order to fire arrows and crossbow bolts you must be +wielding the bow or the crossbow. Rocks are effective when thrown but +can be even more dangerous when hurled with a sling. Daggers can be used +as stabbing weapons or they can be thrown. Beware of cursed weapons, +they will not work as well as normal or enchanted weapons and once you +wield them, you will be stuck with them until you can get the curse +removed. Staffs and wands are special weapons. They need not be +wielded for you to use them. +.bp +.H 1 "POTIONS AND SCROLLS" +.P +Left by the wizard Yendor, the potions and scrolls found in the dungeon +constitute a mixed blessing. By drinking or reading these magical items, +the intelligent adventurer can greatly increase his chances of survival. +A few of them can backfire on the unwary rogue, causing everything from +a weakening sickness to the creation of an angry monster. +.H 1 OPTIONS +.P +Due to variations in personal tastes and conceptions of the way rogue +should do things, there are a set of options you can set that cause +rogue to behave in various different ways. +.H 2 "SETTING THE OPTIONS" +.P +There are basically two ways to set the options. The first is with the +\f3O\f1 command of rogue, the second is with the \f3ROGUEOPTS\f1 environment +variable. +.H 2 "USING THE O COMMAND" +.P +When you press \f3O\f1 in rogue, it clears the screen and displays the +current settings for all the options. +It then places the cursor by the value of the +first option and waits for you to type. +You can type a \f3RETURN\f1 which means to +go to the next option, a \f3-\f1 which means to go to the previous option, +an escape which means to return to the game, or you can give the option a +value. For string options, type the new value followed by a return. +.H 2 "USING THE ROGUEOPTS VARIABLE" +.P +The \f3ROGUEOPTS\f1 variable is a string containing a comma +separated list of initial values for the various options. +Thus to set up an environment variable so that the name is +set to \f3Rapid Robert\f1, the fruit is \f3cherry\f1, +and your save file is \f3fun\f1, use the command: +.SP 2 +.DS +ROGUEOPTS="name=Rapid Robert,fruit=cherry,file=fun" +export ROGUEOPTS +.DE +.bp +.H 2 "OPTION LIST" +.P +Here is a list of the options and an explanation for each one. +The default value for each is enclosed in square brackets: +.BL +.LI +.B "NAME [LOGIN NAME]" +This is the name of your character. It is used if you get on the top ten +scorer's list. It should be less than eighty characters long. +.LI +.B "FRUIT [JUICY-FRUIT]" +This should hold the name of a +fruit that you enjoy eating. It is basically +a whimsy that the program uses in a couple of places. +.LI +.B "FILE [.ROGUE.SAVE]" +The default file name for saving the game. If your phone is hung up by +accident, rogue will automatically save the game in this file. The +file name may contain the special character \f3~\f1 which expands to be +your home directory. +.LE +.H 1 "SAVED GAMES" +.P +This is how one would restore a saved game: +.SP +.DS 1 +.B "rogue .rogue.save" +.DE +.SP +This is how one would read the top ten score list of rogue: +.SP +.DS 1 +.B "rogue -s" +.DE +.SP +.bp +.H 1 SYNOPSIS +.B Rogue +is a video oriented game with the object being to survive the attacks +of various monsters and gather a lot of gold. +To get started, you really only need to know two commands. The command +.B ? +will give you a list of the available commands and the command +.B / +will identify the things you see on the screen. +.P +To win the game (as opposed to merely playing to beat other people high +scores) you must locate the +.B "Amulet of Yendor" +which is somewhere below +the \f335th\f1 level of the dungeon and get it out. +.P +When the game ends, either by your death, when you chicken-out by +quitting, or if you (by some miracle) manage to win, +.B rogue +will give you a list of what was in your pack and +will give you a list of the top ten scorers. The scoring is based +upon how much gold you get. +If for some reason you manage to win, then the stuff in your +pack is also worth points. The better the stuff, the more points you'll +get. There is a \f310%\f1 penalty for getting yourself killed. +.H 1 ACKNOWLEDGEMENTS +Rogue was originally conceived of by Glenn Wichman and Michael Toy. The +version of Super-Rogue 9.0 has been established +through the persistence of a co-worker, who would like to remain nameless. +He conceived the idea of 52 monsters, magic pools, the Flea Market, +and mazes. Many bug fixes and joys of Super-Rogue 9.0 wouldn't +be here without the savage attack that he has put on this game. +.H 1 FILES +.BL +.LI +\f3srogue:\f1 Rogue game (object) +.LI +\f3Rogue score file search for as follows:\f1 +\f3$ROGUEHOME/srogue.scr \f1 +.br +\f3/var/games/roguelike/srogue.scr \f1 +.br +\f3/var/lib/roguelike/srogue.scr \f1 +.br +\f3/var/roguelike/srogue.scr \f1 +.br .br +\f3/usr/games/lib/srogue.scr \f1 +.br +\f3/games/roguelik/srogue.scr \f1 +.br +\f3srogue.scr:\f1 +.LI +\f3srogue.sav (user defineable):\f1 Rogue save file +.LE +.H 1 BUGS +As of the release of this memo, there are no known bugs.