diff srogue/rogue.nr @ 36:2128c7dc8a40

Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 25 Nov 2010 12:21:41 +0000
parents
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+.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.