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Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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+<h1 align=center><b>A Guide to the Dungeons of Doom</b></h1>
+
+<h2 align=center><i>Michael C. Toy</i></h2>
+
+<h3 align=center>
+Computer Systems Research Group<br>
+Department of Electrical Engineering and Computer Science<br>
+University of California<br>
+Berkeley, California 94720</h3>
+
+<h2 align=center><i>ABSTRACT</i></h2>
+
+<blockquote>
+	<blockquote>
+		<p align="justify"><font size="2">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.</font></p>
+	</blockquote>
+</blockquote>
+
+<h2 align="justify"><b>1. Introduction</b></h2>
+
+<p align="justify">You have just finished your years as a
+student at the local fighter&rsquo;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>
+
+<p align="justify">In preparation for your journey, you are
+given an enchanted sword, taken
+from a dragon&rsquo;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.</p>
+
+<p align="justify">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 sword, put on your armor, eat what
+is almost your last food and enter the
+dungeons.</p>
+
+<h2 align="justify"><b>2. What is going on here?</b></h2>
+
+<p align="justify">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.</p>
+
+<p align="justify">Rogue differs from most computer fantasy
+games in that it is screen oriented. Commands are all one or
+two keystrokes<sup>1 </sup>and the
+results of your commands are displayed graphically on the
+screen rather than being explained in words<sup>2</sup>.</p>
+
+<p align="justify">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.</p>
+
+<h2 align="justify"><b>3. What do all those things on the screen mean?</b></h2>
+
+<p align="justify">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 &ldquo;You can see ...&rdquo; descriptions of
+standard fantasy games. Here is a sample of what a 
+rogue screen might look like.</p>
+
+<div align="center"><pre>
+                  ---------------------
+                  |...................+
+                  |...@...........[...|
+                  |........B..........|
+                  |...................|
+                  --------+------------
+
+Level: 1  Gold: 0      Hp: 12(12)  Str: 16  Ac: 6  Exp: 1/0
+</pre></div>
+
+<h3 align="justify"><b>3.1. The bottom line</b></h3>
+
+<p align="justify">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:</p>
+
+<table border="0" width="100%" id="table1" cellspacing="3" cellpadding="3">
+	<tr>
+		<td><p align="justify">Level&nbsp;&nbsp;</p></td>
+		<td><p align="justify">This number indicates how deep you have gone in the 
+		dungeon. It starts at one and goes up forever<sup>2</sup>.</p></td>
+	</tr>
+	<tr>
+		<td><p align="justify">Gold</p></td>
+		<td><p align="justify">The number of gold pieces you have managed to find 
+		and keep with you so far.</td>
+	</tr>
+	<tr>
+		<td><p align="justify">Hp</p></td>
+		<td><p align="justify">Your current and maximum hit points.
+		Health 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 health points by resting. The number in
+		parentheses is the maximum number your hit points can
+		reach.</p></td>
+	</tr>
+	<tr>
+		<td><p align="justify">Str</p></td>
+		<td><p align="justify">Your current strength. This can be any 
+		integer less than or equal to eighteen. The higher the number, 
+		the stronger you are.</td>
+	</tr>
+	<tr>
+		<td><p align="justify">Ac</p></td>
+		<td><p align="justify">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.</p></td>
+	</tr>
+	<tr>
+		<td><p align="justify">Exp</p></td>
+		<td><p align="justify">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.</p></td>
+	</tr>
+</table>
+
+<h3 align="justify"><b>3.2. The top line</b></h3>
+
+<p align="justify">The top line of the screen is reserved for
+printing messages that describe things that are impossible
+to represent visually. If you see a &ldquo;--More--&rdquo;
+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 type a space.</p>
+
+<h3 align="justify"><b>3.3. The rest of the screen</b></h3>
+
+<p align="justify">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:</p>
+
+<table border="0" width="100%" id="table2" cellspacing="3" cellpadding="3">
+	<tr>
+		<td>@</td>
+		<td><p align="justify">This symbol represents you, the adventurer.</p></td>
+	</tr>
+	<tr>
+		<td>- |</td>
+		<td><p align="justify">These symbols represent the walls of rooms.</p></td>
+	</tr>
+	<tr>
+		<td>+</td>
+		<td>
+		<p align="justify">A door to/from a room.</p></td>
+	</tr>
+	<tr>
+		<td>.</td>
+		<td><p align="justify">The floor of a room.</p></td>
+	</tr>
+	<tr>
+		<td>#</td>
+		<td><p align="justify">The floor of a passage between rooms.</p></td>
+	</tr>
+	<tr>
+		<td>*</td>
+		<td><p align="justify">A pile or pot of gold.</p></td>
+	</tr>
+	<tr>
+		<td>)</td>
+		<td><p align="justify">A weapon of some sort.</p></td>
+	</tr>
+	<tr>
+		<td>]</td>
+		<td><p align="justify">A piece of armor.</p></td>
+	</tr>
+	<tr>
+		<td>!</td>
+		<td><p align="justify">A flask containing a magic potion.</p></td>
+	</tr>
+	<tr>
+		<td>?</td>
+		<td><p align="justify">A piece of paper, usually a magic scroll.</p></td>
+	</tr>
+	<tr>
+		<td>^</td>
+		<td><p align="justify">A trap, watch out for these.</p></td>
+	</tr>
+	<tr>
+		<td>%</td>
+		<td><p align="justify">The passage leading down to the next level.</p></td>
+	</tr>
+	<tr>
+		<td>:</td>
+		<td><p align="justify">A piece of food.</p></td>
+	</tr>
+	<tr>
+		<td>A-Z&nbsp;&nbsp;</td>
+		<td><p align="justify">The uppercase letters represent the various 
+		inhabitants of the Dungeons of Doom. Watch out, they can be mean.</p></td>
+	</tr>
+</table>
+
+<h2 align="justify"><b>4. Commands</b></h2>
+
+<p align="justify">Commands are given to rogue by pressing single letters.
+Most commands can be preceded by a count to repeat them
+(e.g. typing &quot;10s&quot; will do ten searches) The list
+of commands 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.</p>
+
+<div align="center">
+<table border="0" cellspacing="3" cellpadding="3" id="table3">
+	<tr>
+		<td>?</td>
+		<td><p align="justify">The help command. Asks for a character to give help 
+		on. If you type a &quot;*&quot;, it will list all the commands,
+		otherwise it will explain what the character you typed
+		does.</p></td>
+	</tr>
+	<tr>
+		<td>/</td>
+		<td align="justify"><p>This is the &quot;What is that on the screen?&quot;
+		command. A &quot;/&quot; followed by any character that you
+		see on the level, will tell you what that character is. For
+		instance, typing &quot;/@&quot; will tell you that the @
+		symbol represents you, the player.</p></td>
+	</tr>
+	<tr>
+		<td colspan="2">h, H</td>
+	</tr>
+	<tr>
+		<td>&nbsp;</td>
+		<td><p align="justify">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. &quot;L&quot; means run in direction
+		&quot;l&quot;)</p></td>
+	</tr>
+	<tr>
+		<td>j</td>
+		<td><p align="justify">Move down.</p></td>
+	</tr>
+	<tr>
+		<td>k</td>
+		<td><p align="justify">Move up.</p></td>
+	</tr>
+	<tr>
+		<td>l</td>
+		<td><p align="justify">Move right.</p></td>
+	</tr>
+	<tr>
+		<td>y</td>
+		<td><p align="justify">Move diagonally up and left.</p></td>
+	</tr>
+	<tr>
+		<td>u</td>
+		<td><p align="justify">Move diagonally up and right.</p></td>
+	</tr>
+	<tr>
+		<td>b</td>
+		<td><p align="justify">Move diagonally down and left.</p></td>
+	</tr>
+	<tr>
+		<td>n</td>
+		<td><p align="justify">Move diagonally down and right.</p></td>
+	</tr>
+	<tr>
+		<td>t</td>
+		<td><p align="justify">Throw an object. This is a prefix command. When 
+		followed with a direction it throws an object in the specified direction. 
+		(e.g. type &ldquo;th&rdquo; to throw something to the left.)</p></td>
+	</tr>
+	<tr>
+		<td>f</td>
+		<td><p align="justify">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.</p></td>
+	</tr>
+	<tr>
+		<td>t</td>
+		<td><p align="justify">Throw an object. This is a prefix command. Follow it
+		with a direction and you throw an object in the specified
+		direction. (e.g. type &quot;th&quot; to throw something
+		left.)</p></td>
+	</tr>
+	<tr>
+		<td>&gt;</td>
+		<td><p align="justify">If you are standing over the passage down to the next
+		level, this command means to climb down.</p></td>
+		</tr>
+	<tr>
+		<td>s</td>
+		<td><p align="justify">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&rsquo;t find it so you might have
+		to search a while before you find something.</p></td>
+	</tr>
+	<tr>
+		<td>&nbsp;</td>
+		<td><p align="justify">(space) Rest. This is the &quot;do nothing&quot;
+		command. This is good for waiting and healing.</p></td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>i</td>
+		<td align="justify">
+		<p>Inventory. List what you are carrying in your pack.</td>
+	</tr>
+	<tr>
+		<td>I</td>
+		<td><p align="justify">Selective inventory. Tells you what a single item in
+		your pack is.</p></td>
+	</tr>
+	<tr>
+		<td>q</td>
+		<td><p align="justify">Quaff. Drink one of the potions you are 
+		carrying.</p></td>
+	</tr>
+	<tr>
+		<td>r</td>
+		<td><p align="justify">Read. Read one of the scrolls in your pack.</p></td>
+	</tr>
+	<tr>
+		<td>e</td>
+		<td><p align="justify">Eat food. Take some food out of your pack and eat
+		it.</p></td>
+	</tr>
+	<tr>
+		<td>w</td>
+		<td><p align="justify">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.</p></td>
+	</tr>
+	<tr>
+		<td>W</td>
+		<td><p align="justify">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.</td>
+	</tr>
+	<tr>
+		<td>T</td>
+		<td><p align="justify">Take armor off. You can&rsquo;t remove armor that is
+		cursed. This takes extra time.</p></td>
+	</tr>
+	<tr>
+		<td>d</td>
+		<td><p align="justify">Drop an object. Take something out of your pack and
+		leave it lying on the floor. Only one object can occupy each
+		space.</p></td>
+	</tr>
+	<tr>
+		<td>o</td>
+		<td><p align="justify">Examine and set options. This command is further
+		explained in the section on options.</p></td>
+	</tr>
+	<tr>
+		<td>^L</td>
+		<td><p align="justify">Redraws the screen. Useful if spurious messages or
+		transmission errors have messed up the display.</p></td>
+	</tr>
+	<tr>
+		<td>v</td>
+		<td><p align="justify">Prints the program version number.</p></td>
+	</tr>
+	<tr>
+		<td>Q</td>
+		<td><p align="justify">Quit. Leave the game.</p></td>
+	</tr>
+	<tr>
+		<td>R</td>
+		<td><p align="justify">Repeat last message. Useful when a message disappears
+		before you can read it.</p></td>
+	</tr>
+	<tr>
+		<td>S</td>
+		<td><p align="justify">Save the current game in a file. Caveat: Rogue
+		won&rsquo;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. To restore a saved game, give the file name as an
+		argument to rogue. As in % rogue36 save_file</p></td>
+	</tr>
+</table>
+</div>
+
+<h2 align="justify"><b>5. Dealing with objects</b></h2>
+
+<p align="justify">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&rsquo;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.</p>
+
+<p align="justify">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&rsquo;t want to do that command after all,
+just press an escape and the command will be aborted.</p>
+
+<h2 align="justify"><b>6. Light</b></h2>
+
+<p align="justify">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.</p>
+
+<h2 align="justify"><b>7. Fighting</b></h2>
+<p align="justify">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.</p>
+
+<h2 align="justify">8<b>. Armor</b></h2>
+
+<p align="justify">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.</p>
+
+<div align="center">
+	<table border="1" cellspacing="3" cellpadding="3" id="table4" style="border-collapse: collapse">
+		<tr>
+			<th><i>Type</i></th>
+			<th><i>Class</i></th>
+		</tr>
+		<tr>
+			<td>Leather armor</td>
+			<td align="center">8</td>
+		</tr>
+		<tr>
+			<td>Studded leather / Ring mail</td>
+			<td align="center">7</td>
+		</tr>
+		<tr>
+			<td>Scale mail </td>
+			<td align="center">6</td>
+		</tr>
+		<tr>
+			<td>Chain mail&nbsp; </td>
+			<td align="center">5</td>
+		</tr>
+		<tr>
+			<td>Banded mail / Splint mail</td>
+			<td align="center">4</td>
+		</tr>
+		<tr>
+			<td>Plate mail</td>
+			<td align="center">3</td>
+		</tr>
+	</table>
+</div>
+
+<h2 align="justify">9<b>. Options</b></h2>
+
+<p align="justify">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.</p>
+
+<h3 align="justify"><b>9.1 Setting the options</b></h3>
+
+<p align="justify">There are basically two ways to set the options. The
+first is with the &quot;o&quot; command of rogue, the second
+is with the ROGUEOPTS environment variable. On Version 6
+systems, there is no equivalent of the ROGUEOPTS
+feature.</p>
+
+<h3 align="justify"><b>9.1.1. Using the &quot;o&quot; command</b></h3>
+
+<p align="justify">When you press &quot;o&quot; 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 &quot;&minus;&quot;
+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
+&quot;t&quot; for true or &quot;f&quot; for false. For
+string options, type the new value followed by a return.</p>
+
+<h3 align="justify">9<b>.1.2. Using the ROGUEOPTS variable</b></h3>
+
+<p align="justify">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 &quot;no&quot; 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 &quot;Conan the
+Barbarian&quot; and the fruit is &quot;mango&quot;, use the
+command</p>
+
+<div align="justify"><pre>
+   % setenv ROGUEOPTS &quot;jump,noterse,name=Conan the Barbarian,fruit=mango&quot;<sup>3</sup>
+</pre></div>
+
+<h3 align="justify"><b>9.2. Option list</b></h3>
+
+<p align="justify">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.</p>
+
+<p align="justify"><b>terse</b>[<i>noterse</i>]</p>
+<blockquote>
+	<p align="justify">
+	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) terminal.</p>
+</blockquote>
+
+<p align="justify"><b>jump</b>[<i>nojump</i>]</p>
+<blockquote>
+	<p align="justify">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.</p>
+</blockquote>
+
+<p align="justify"><b>step</b>[<i>nostep</i>]</p>
+<blockquote>
+	<p align="justify">When step is set, lists of things, like inventories or
+	&quot;*&quot; responses to &quot;Which item do you wish to
+	xxxx? &quot; questions, are displayed one item at a time on
+	the top of the screen, rather than clearing the screen,
+	displaying the list, then re-displaying the dungeon
+	level.</p>