Mercurial > hg > early-roguelike
diff rogue4/rogue.me.in @ 51:a1dc75e38e73
rogue4: ported to autoconf.
author | elwin |
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date | Tue, 11 Oct 2011 15:20:40 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue4/rogue.me.in Tue Oct 11 15:20:40 2011 +0000 @@ -0,0 +1,787 @@ +.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