diff rogue4/rogue.me.in @ 51:a1dc75e38e73

rogue4: ported to autoconf.
author elwin
date Tue, 11 Oct 2011 15:20:40 +0000
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+.ds E \s-2<ESCAPE>\s0
+.ds R \s-2<RETURN>\s0
+.ds U \s-2UNIX\s0
+.ie t .ds _ \d\(mi\u
+.el .ds _ _
+.de Cs
+\&\\$3\*(lq\\$1\*(rq\\$2
+..
+.sp 5
+.ce 1000
+.ps +4
+.vs +4p
+.b
+A Guide to the Dungeons of Doom
+.r
+.vs
+.ps
+.sp 2
+.i
+Michael C. Toy
+Kenneth C. R. C. Arnold
+.r
+.sp 2
+Computer Systems Research Group
+Department of Electrical Engineering and Computer Science
+University of California
+Berkeley, California  94720
+.sp 4
+.i ABSTRACT
+.ce 0
+.(b I F
+.bi Rogue
+is a visual CRT based fantasy game
+which runs under the \*U\(dg timesharing system.
+.(f
+\fR\(dg\*U is a trademark of Bell Laboratories\fP
+.)f
+This paper describes how to play rogue,
+and gives a few hints
+for those who might otherwise get lost in the Dungeons of Doom.
+.)b
+.he '''\fBA Guide to the Dungeons of Doom\fP'
+.fo ''- % -''
+.bp 1
+.sh 1 Introduction
+.pp
+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.
+.pp
+In preparation for your journey,
+you are given an enchanted mace,
+a bow, and a quiver of arrows
+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.
+.pp
+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 mace,
+put on your armor,
+eat what is almost your last food,
+and enter the dungeons.
+.sh 1 "What is going on here?"
+.pp
+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.
+.pp
+Rogue differs from most computer fantasy games in that it is screen oriented.
+Commands are all one or two keystrokes\**
+.(f
+\** As opposed to pseudo English sentences.
+.)f
+and the results of your commands
+are displayed graphically on the screen rather
+than being explained in words.
+.pp
+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.
+.sh 1 "What do all those things on the screen mean?"
+.pp
+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 \*(lqYou can see ...\*(rq descriptions
+of standard fantasy games.
+Figure 1 is a sample of what a rogue screen might look like.
+.(z
+.hl
+.nf
+.TS
+center;
+ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
+-	-	-	-	-	-	-	-	-	-	-	-
+|	.	.	.	.	.	.	.	.	.	.	+
+|	.	.	@	.	.	.	.	]	.	.	|
+|	.	.	.	.	B	.	.	.	.	.	|
+|	.	.	.	.	.	.	.	.	.	.	|
+-	-	-	-	-	+	-	-	-	-	-	-
+.TE
+
+
+.ce 1000
+Level: 1  Gold: 0      Hp: 12(12)  Str: 16(16)  Ac: 6  Exp: 1/0
+
+Figure 1
+.ce
+.hl
+.)z
+.sh 2 "The bottom line"
+.pp
+At the bottom line of the screen
+are a few pieces of cryptic information
+describing your current status.
+Here is an explanation of what these things mean:
+.ip Level \w'Level\ \ 'u
+This number indicates how deep you have gone in the dungeon.
+It starts at one and goes up as you go deeper into the dungeon.
+.ip Gold \w'Level\ \ 'u
+The number of gold pieces you have managed to find
+and keep with you so far.
+.ip Hp \w'Level\ \ 'u
+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.
+.ip Str \w'Level\ \ 'u
+Your current strength and maximum ever strength.
+This can be any integer less than or equal to 31,
+or greater than or equal to three.
+The higher the number,
+the stronger you are.
+The number in the parentheses
+is the maximum strength you have attained so far this game.
+.ip Ac \w'Level\ \ 'u
+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.
+.ip Exp \w'Level\ \ 'u
+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.
+.sh 2 "The top line"
+.pp
+The top line of the screen is reserved
+for printing messages that describe things
+that are impossible to represent visually.
+If you see a \*(lq--More--\*(rq 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.
+.sh 2 "The rest of the screen"
+.pp
+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:
+.ip @
+This symbol represents you, the adventurer.
+.ip "-\^|"
+These symbols represent the walls of rooms.
+.ip +
+A door to/from a room.
+.ip .
+The floor of a room.
+.ip #
+The floor of a passage between rooms.
+.ip *
+A pile or pot of gold.
+.ip )
+A weapon of some sort.
+.ip ]
+A piece of armor.
+.ip !
+A flask containing a magic potion.
+.ip ?
+A piece of paper, usually a magic scroll.
+.ip =
+A ring with magic properties
+.ip /
+A magical staff or wand
+.ip ^
+A trap, watch out for these.
+.ip %
+A staircase to other levels
+.ip :
+A piece of food.
+.ip A-Z
+The uppercase letters
+represent the various inhabitants of the Dungeons of Doom.
+Watch out, they can be nasty and vicious.
+.sh 1 Commands
+.pp
+Commands are given to rogue by typing one or two characters.
+Most commands can be preceded by a count to repeat them
+(e.g. typing 
+.Cs 10s
+will do ten searches).
+Commands for which counts make no sense
+have the count ignored.
+To cancel a count or a prefix,
+type \*E.
+The list of commands is rather long,
+but it can be read at any time during the game with the
+.Cs ?
+command.
+Here it is for reference,
+with a short explanation of each command.
+.ip ?
+The help command.
+Asks for a character to give help on.
+If you type a
+.Cs * ,
+it will list all the commands,
+otherwise it will explain what the character you typed does.
+.ip /
+This is the \*(lqWhat is that on the screen?\*(rq command.
+A
+.Cs /
+followed by any character that you see on the level,
+will tell you what that character is.
+For instance,
+typing
+.Cs /@
+will tell you that the
+.Cs @
+symbol represents you, the player.
+.ip "h, H"
+Move left.
+You move one space to the left.
+If you use upper case
+.Cs h ,
+you will continue to move left until you run into something.
+This works for all movement commands
+(e.g.
+.Cs L
+means run in direction 
+.Cs l )
+.ip j
+Move down.
+.ip k
+Move up.
+.ip l
+Move right.
+.ip y
+Move diagonally up and left.
+.ip u
+Move diagonally up and right.
+.ip b
+Move diagonally down and left.
+.ip n
+Move diagonally down and right.
+.ip t
+Throw an object.
+This is a prefix command.
+When followed with a direction
+it throws an object in the specified direction.
+(e.g. type
+.Cs th
+to throw
+something to the left.)
+.ip 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.
+You should experiment with this,
+since it is a very useful command,
+but very difficult to describe.
+.ip z
+Zap prefix.
+Point a staff or wand in a given direction
+and fire it.
+Even non-directional staves must be pointed in some direction
+to be used.
+.ip ^
+Identify trap command.
+If a trap is on your map
+and you can't remember what type it is,
+you can get rogue to remind you
+by getting next to it and typing
+.Cs ^
+followed by the direction that would move you on top of it.
+.ip 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 something.
+.ip >
+Climb down a staircase to the next level.
+Not surprisingly, this can only be done if you are standing on staircase.
+.ip <
+Climb up a staircase to the level above.
+This can't be done without the Amulet of Yendor in your posession.
+.ip "."
+Rest.
+This is the \*(lqdo nothing\*(rq command.
+This is good for waiting and healing.
+.ip i
+Inventory.
+List what you are carrying in your pack.
+.ip I
+Selective inventory.
+Tells you what a single item in your pack is.
+.ip q
+Quaff one of the potions you are carrying.
+.ip r
+Read one of the scrolls in your pack.
+.ip e
+Eat food from your pack.
+.ip w
+Wield a weapon.
+Take a weapon out of your pack and carry it for use in combat,
+replacing the one you are currently using (if any).
+.ip W
+Wear armor.
+You can only wear one suit of armor at a time.
+This takes extra time.
+.ip T
+Take armor off.
+You can't remove armor that is cursed.
+This takes extra time.
+.ip P
+Put on a ring.
+You can wear only two rings at a time
+(one on each hand).
+If you aren't wearing any rings,
+this command will ask you which hand you want to wear it on,
+otherwise, it will place it on the unused hand.
+The program assumes that you wield your sword in your right hand.
+.ip R
+Remove a ring.
+If you are only wearing one ring,
+this command takes it off.
+If you are wearing two,
+it will ask you which one you wish to remove,
+.ip d
+Drop an object.
+Take something out of your pack and leave it lying on the floor.
+Only one object can occupy each space.
+You cannot drop a cursed object at all
+if you are wielding or wearing it.
+.ip c
+Call an object something.
+If you have a type of object in your pack
+which you wish to remember something about,
+you can use the call command to give a name to that type of object.
+This is usually used when you figure out what a
+potion, scroll, ring, or staff is
+after you pick it up.
+(See the
+.Cs askme
+option below.)
+.ip D
+Print out which things you've discovered something about.
+This command will ask you what type of thing you are interested in.
+If you type the character for a given type of object
+(\fIe.g.\fP
+.Cs !
+for potion)
+it will tell you which kinds of that type of object you've discovered
+(\fIi.e.\fP, figured out what they are).
+This command works for potions, scrolls, rings, and staves and wands.
+.ip o
+Examine and set options.
+This command is further explained in the section on options.
+.ip ^L
+Redraws the screen.
+Useful if spurious messages or transmission errors
+have messed up the display.
+.ip ^R
+Repeat last message.
+Useful when a message disappears before you can read it.
+This only repeats the last message
+that was not a mistyped command
+so that you don't loose anything by accidentally typing
+the wrong character instead of ^R.
+.ip \*E
+Cancel a command, prefix, or count.
+.ip !
+Escape to a shell for some commands.
+.ip Q
+Quit.
+Leave the game.
+.ip S
+Save the current game in a file.
+It will ask you whether you wish to use the default save file.
+.i 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 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
+.ti +1i
+.nf
+% rogue \fIsave\*_file\fP
+.ip
+To restart from the default save file (see below),
+run
+.ti +1i
+.nf
+% rogue \-r
+.ip v
+Prints the program version number.
+.sh 1 Rooms
+.pp
+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 room,
+all objects inside the room which might move
+or be removed
+are erased from the screen.
+In the darkness you can only see one space
+in all directions around you.
+A corridor is always dark.
+.sh 1 Fighting
+.pp
+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.
+.sh 1 "Objects you can find"
+.pp
+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 tell you what you just picked up.
+.pp
+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 type an \*E and the command will be aborted.
+.pp
+Some objects, like armor and weapons,
+are easily differentiated.
+Others, like scrolls and potions,
+are given labels which vary according to type.
+During a game,
+any two of the same kind of object
+with the same label
+are the same type.
+However,
+the labels will vary from game to game.
+.pp
+When you use one of these labeled objects,
+if its effect is obvious,
+rogue will remember what it is for you.
+If it's effect isn't extremely obvious, you can use the
+.Cs call
+command
+(see above)
+or the
+.Cs askme
+option
+(see below)
+to scribble down something about it
+so you will recognize it later.
+.sh 2 Weapons
+.pp
+Some weapons,
+like arrows,
+come in bunches,
+but most come one at a time.
+In order to use a weapon,
+you must wield it.
+To fire an arrow out of a bow,
+you must first wield the bow,
+then throw the arrow.
+You can only wield one weapon at a time,
+but you can't change weapons if the one
+you are currently wielding is cursed.
+.sh 2 Armor
+.pp
+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.
+Here is a list of the various armor types and their normal armor class:
+.(b
+.TS
+center;
+l r.
+Type	Class
+=
+None	10
+Leather armor	8
+Studded leather / Ring mail	7
+Scale mail	6
+Chain mail	5
+Banded mail / Splint mail	4
+Plate mail	3
+.TE
+.)b
+.lp
+If a piece of armor is enchanted,
+its armor class will be lower than normal.
+If a suit of armor is cursed,
+its armor class will be higher,
+and you will not be able to remove it.
+However, not all armor with a class that is higher than normal is cursed.
+.sh 2 Scrolls
+.pp
+Scrolls come with titles in an unknown tongue.
+After you read a scroll,
+it disappears from your pack.
+.sh 2 Potions
+.pp
+Potions are labeled by the color of the liquid inside the flask.
+They disappear after being quaffed.
+.sh 2 "Staves and Wands"
+.pp
+Staves and wands do the same kinds of things.
+Staves are identified by a type of wood;
+wands by a type of metal or bone.
+They are generally things you want to do to something
+over a long distance,
+so you must point them at what you wish to affect
+to use them.
+Some staves are not affected by the direction they are pointed, though.
+Staves come with multiple magic charges,
+the number being random,
+and when they are used up,
+the staff is just a piece of wood or metal.
+.sh 2 Rings
+.pp
+Rings are very useful items,
+since they are relatively permanent magic,
+unlike the usually fleeting effects of potions, scrolls, and staves.
+Of course,
+the bad rings are also more powerful.
+Most rings also cause you to use up food more rapidly,
+the rate varying with the type of ring.
+Rings are differentiated by their stone settings.
+.sh 1 Options
+.pp
+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.
+.sh 2 "Setting the options"
+.pp
+There are two ways to set the options.
+The first is with the
+.Cs o
+command of rogue;
+the second is with the
+.Cs ROGUEOPTS
+environment variable\**.
+.(f
+\** On Version 6 systems,
+there is no equivalent of the ROGUEOPTS feature.
+.br
+.)f
+.br
+.sh 3 "Using the `o' command"
+.pp
+When you type
+.Cs 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 \*R
+which means to go to the next option,
+a
+.Cs \-
+which means to go to the previous option,
+an \*E
+which means to return to the game,
+or you can give the option a value.
+For boolean options this merely involves typing
+.Cs t
+for true or
+.Cs f
+for false.
+For string options,
+type the new value followed by a \*R.
+.sh 3 "Using the ROGUEOPTS variable"
+.pp
+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
+or turned off by putting a
+.Cs no
+in front of the name.
+Thus to set up an environment variable so that
+.b jump
+is on,
+.b terse
+is off,
+and the
+.b name
+is set to \*(lqBlue Meanie\*(rq,
+use the command
+.nf
+.ti +3n
+% setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\**
+.fi
+.(f
+\**
+For those of you who use the bourne shell, the commands would be
+.in +3
+.nf
+$ ROGUEOPTS="jump,noterse,name=Blue Meanie"
+$ export ROGUEOPTS
+.fi
+.in +0
+.)f
+.sh 2 "Option list"
+.pp
+Here is a list of the options