Mercurial > hg > early-roguelike
diff rogue3/rogue36.doc @ 0:527e2150eaf0
Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Tue, 13 Oct 2009 13:33:34 +0000 |
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children | b343f42c1f01 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue3/rogue36.doc Tue Oct 13 13:33:34 2009 +0000 @@ -0,0 +1,660 @@ + + + + + + + + + + A Guide to the Dungeons of Doom + + Michael C. Toy + Computer Systems Research Group + Department of Electrical Engineering and Computer Science + University of California + Berkeley, California 94720 + + + + ABSTRACT + + Rogue is a visual CRT based fantasy game + which runs under the UNIX timesharing system. + This paper describes how to play rogue and gives a + few hints for those who might otherwise get lost + in the Dungeons of Doom. + + + +11 July 2006 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + A Guide to the Dungeons of Doom + + Michael C. Toy + Computer Systems Research Group + Department of Electrical Engineering and Computer Science + University of California + Berkeley, California 94720 + + +1. Introduction + + 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 mem- +bership in the local guild. In addition, you are allowed to +keep all the loot you bring back from the dungeons. + + In preparation for your journey, you are given an +enchanted sword, 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 +goodbye to family and friends for what may be the last time +and head up the road. + + You set out on your way to the dungeons and after sev- +eral 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 sword, put on your armor, eat what is almost +your last food and enter the dungeons. + +2. What is going on here? + + You have just begun a game of rogue. Your goal is to +grab as much treasure as you can, find the Amulet of Yendor, +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. + + Rogue differs from most computer fantasy games in that +it is screen oriented. Commands are all one or two +keystrokes and the results of your commands are displayed +graphically on the screen rather than being explained in +----------- +As opposed to pseudo English sentences. + + + + - 1 - + + + + + + A Guide to the Dungeons of Doom + + +words. + + Another major difference between rogue and other com- +puter 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. + +3. What do all those things on the screen mean? + + 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 "You +can see ..." descriptions of standard fantasy games. Here +is a sample of what a rogue screen might look like. + --------------------- + |...................+ + |...@...........[...| + |........B..........| + |...................| + --------+------------ + + + Level: 1 Gold: 0 Hp: 12(12) Str: 16 Ac: 6 Exp: 1/0 + +3.1. The bottom line + + 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: + +Level This number indicates how deep you have gone in the + dungeon. It starts at one and goes up forever. + +Gold The number of gold pieces you have managed to find + and keep with you so far. + +Hp 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 resting. The + number in parentheses is the maximum number your hit + points can reach. + +Str Your current strength. This can be any integer less + than or equal to eighteen. The higher the number, + the stronger you are. + +Ac Your current armor class. This number indicates how + effective your armor is in stopping blows from + unfriendly creatures. The lower this number is, the +----------- +Or until you get killed or decide to quit. + + + + - 2 - + + + + + + A Guide to the Dungeons of Doom + + + more effective the armor. + +Exp These two numbers give your current experience level + and experience points. As you do things, 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. + +3.2. The top line + + The top line of the screen is reserved for printing +messages that describe things that are impossible to repre- +sent visually. If you see a "--More--" 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. + +3.3. The rest of the screen + + The rest of the screen is the map of the level as you +have explored it so far. Each symbol on the screen repre- +sents something. Here is a list of what the various symbols +mean: + +@ This symbol represents you, the adventurer. + +-| These symbols represent the walls of rooms. + ++ A door to/from a room. + +. The floor of a room. + +# The floor of a passage between rooms. + +* A pile or pot of gold. + +) A weapon of some sort. + +] A piece of armor. + +! A flask containing a magic potion. + +? A piece of paper, usually a magic scroll. + +^ A trap, watch out for these. + +% The passage leading down to the next level. + +: A piece of food. + +A-Z The uppercase letters represent the various inhabi- + tants of the Dungeons of Doom. Watch out, they can be + + + + - 3 - + + + + + + A Guide to the Dungeons of Doom + + + mean. + +4. Commands + + Commands are given to rogue by pressing single letters. +Most commands can be preceded by a count to repeat them +(e.g. typing "10s" will do ten searches) The list of com- +mands is rather long, but it can be read at any time during +the game with the ? command. Here it is for reference, with +a short explanation of each command. + +? The help command. Asks for a character to give help + on. If you type a "*", it will list all the commands, + otherwise it will explain what the character you typed + does. + +/ This is the "What is that on the screen?" command. A + "/" followed by any character that you see on the + level, will tell you what that character is. For + instance, typing "/@" will tell you that the @ symbol + represents you, the player. + +h , H Move left. You move one space to the left. If you + use upper case h, you will continue to move left until + you run into something. This works for all movement + commands (e.g. "L" means run in direction "l") + +j Move down. + +k Move up. + +l Move right. + +y Move diagonally up and left. + +u Move diagonally up and right. + +b Move diagonally down and left. + +n Move diagonally down and right. + +f 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. + +t Throw an object. This is a prefix command. Follow it + with a direction and you throw an object in the speci- + fied direction. (e.g. type "th" to throw something + left.) + +> If you are standing over the passage down to the next + level, this command means to climb down. + + + + + + - 4 - + + + + + + A Guide to the Dungeons of Doom + + +s 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 some- + thing. + + (space) Rest. This is the "do nothing" command. This + is good for waiting and healing. + +i Inventory. List what you are carrying in your pack. + +I Selective inventory. Tells you what a single item in + your pack is. + +q Quaff. Drink one of the potions you are carrying. + +r Read. Read one of the scrolls in your pack. + +e Eat food. Take some food out of your pack and eat it. + +w Wield a weapon. Take a weapon out of your pack and + carry it. You must be wielding 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. + +W 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. + +T Take armor off. You can't remove armor that is + cursed. This takes extra time. + +d Drop an object. Take something out of your pack and + leave it lying on the floor. Only one object can + occupy each space. + +o Examine and set options. This command is further + explained in the section on options. + +^L REdraws the screen. Useful if spurious messages or + transmission errors have messed up the display. + +v Prints the program version number. + +Q Quit. Leave the game. + +R Repeat last message. Useful when a message disappears + before you can read it. + +S Save the current game in a file. Caveat: 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 + + + + - 5 - + + + + + + A Guide to the Dungeons of Doom + + + restored game. This is to prevent people from saving + a game just before a dangerous position and then + restarting it if they die. To restore a saved game, + give the file name as an argument to rogue. As in + % rogue save_file + +5. Dealing with objects + + 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, the program will tell you and it won't pick up the +object, otherwise it will add it to your pack and if the +notify option is set, tell you what you just picked up. + + 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 escape and the command will be aborted. + +6. Light + + 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, +it will only be displayed as you explore it. Upon leaving a +dark room, all objects inside the room which might move are +removed from the screen. In the darkness you can only see +one space in all directions around you. + +7. Fighting + + If you see a monster and you wish to fight it, just +attempt to run into it. 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. + +8. Armor + + 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. + + + + + + + + + + + - 6 - + + + + + + A Guide to the Dungeons of Doom + + + +------------------------------------+ + | Type Class | + +----------------------------+-------+ + |Leather armor | 8 | + |Studded leather / Ring mail | 7 | + |Scale mail | 6 | + |Chain mail | 5 | + |Banded mail / Splint mail | 4 | + |Plate mail | 3 | + +----------------------------+-------+ + +9. Options + + 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. + +9.1. Setting the options + + There are basically two ways to set the options. The +first is with the "o" command of rogue, the second is with +the ROGUEOPTS environment variable. On Version 6 systems, +there is no equivalent of the ROGUEOPTS feature. + +9.1.1. Using the "o" command + + When you press "o" 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 RETURN which means to go to +the next option, a "-" 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 boolean options this +merely involves pressing "t" for true or "f" for false. For +string options, type the new value followed by a return. + +9.1.2. Using the ROGUEOPTS variable + + The ROGUEOPTS variable is a string containing a comma +separated list of initial values for the various options. +Boolean variables can be turned on by listing their name and +turned off by putting a "no" in front of the name. Thus to +set up an environment variable so that jump is on, terse is +off, the name is set to "Conan the Barbarian" and the fruit +is "mango", use the command + % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango" + % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbar- +ian,fruit=mango" + +----------- +For those of you who use the bourne shell, the +commands would be + $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango" + + + + - 7 - + + + + + + A Guide to the Dungeons of Doom + + +9.2. Option list + + Here is a list of the options and an explanation of +what each one is for. The default value for each is +enclosed in square brackets. + +terse [noterse] Useful for those who are tired of + the sometimes lengthy messages of + rogue. This is a useful option for + those on slow terminals. This + option defaults to on if your are + on a slow (under 1200 baud) termi- + nal. + +jump [nojump] If this option is set, running + moves will not be displayed until + you reach the end of the move. + This saves considerable cpu time + and display time. This option + defaults to on if you are using a + slow terminal. + +step [nostep] When step is set, lists of things, + like inventories or "*" responses + to "Which item do you wish to xxxx? + " questions, are displayed one item + at a time on the top of the screen, + rather than clearing the screen, + displaying the list, then re-dis- + playing the dungeon level. + +flush [noflush] If flush is set, all typeahead is + thrown away after each round of + battle. This is useful for those + who type way ahead and watch to + their dismay as a Kobold kills + them. + +askme [noaskme] Upon reading a scroll or quaffing a + potion which does not automatically + identify it upon use, rogue will + ask you what to name it so you can + recognize it in the future. + +name [account 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. + +fruit [slime-mold] This should hold the name of a + fruit that you enjoy eating. It is + basically a whimsy that the program +----------- + $ export ROGUEOPTS + + + + - 8 - + + + + + + A Guide to the Dungeons of Doom + + + uses in a couple of places. + +file [rogue.save] The default file name for saving + the game. If your phone is hung up + by accident, rogue will automati- + cally save the game in this file. + The file name may contain the spe- + cial character "~" which expands to + be your home directory. + +10. Acknowledgements + + Rogue was originally conceived of by Glenn Wichman and +Michael Toy. The help of Ken Arnold in making the program +easier to use and putting the finishing touches on is +greatly appreciated. I would also like to thank Marty +McNary, Scott Nelson, Daniel Jensen, Kipp Hickman, Joe +Kalash, Steve Maurer, Bill Joy, Mark Horton and Jan Miller +for their ideas and assistance. + + + + + + + + + + + + + + + + + + + + + + + + + + +