Mercurial > hg > early-roguelike
diff rogue5/rogue.doc.in @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue5/rogue.doc.in Mon May 24 20:10:59 2010 +0000 @@ -0,0 +1,858 @@ + + + + + + + + A Guide to the Dungeons of Doom + + + Michael C. Toy + Kenneth C. R. C. Arnold + + + 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 de- + scribes how to play rogue, and gives a few hints for + those who might otherwise get lost in the Dungeons + of Doom. + + + + +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 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. + + 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 +____________________ + UNIX is a trademark of Bell Laboratories + + + + + + + + + + + + +USD:33-2 A Guide to the Dungeons of Doom + + +night sleeping under the open skies. In the morning you +gather your weapons, 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 +keystrokes1 and the results of your commands are displayed +graphically on the screen rather than being explained in +words.2 + + 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. Figure +1 is a sample of what a rogue screen might look like. + +3.1. The bottom line + + 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: + +Level 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. + +Gold The number of gold pieces you have managed to find + and keep with you so far. +____________________ + 1 As opposed to pseudo English sentences. + 2 A minimum screen size of 24 lines by 80 columns is re- +quired. If the screen is larger, only the 24x80 section +will be used for the map. + + + + + + + + + + + + +A Guide to the Dungeons of Doom USD:33-3 + + + +____________________________________________________________ + + + ------------ + |..........+ + |..@....]..| + |....B.....| + |..........| + -----+------ + + + +Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0 + + Figure 1 +____________________________________________________________ + + +Hp Your current and maximum health 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 + health points can reach. + +Str 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 num- + ber, the stronger you are. The number in the paren- + theses is the maximum strength you have attained so + far this game. + +Arm Your current armor protection. This number indicates + how effective your armor is in stopping blows from + unfriendly creatures. The higher this number is, the + 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 expe- + rienced 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 + + + + + + + + + + +USD:33-4 A Guide to the Dungeons of Doom + + +type 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 ring with magic properties + +/ A magical staff or wand + +^ A trap, watch out for these. + +% A staircase to other levels + +: A piece of food. + +A-Z The uppercase letters represent the various inhabitants + of the Dungeons of Doom. Watch out, they can be nasty + and vicious. + +4. Commands + + Commands are given to rogue by typing one or two char- +acters. Most commands can be preceded by a count to repeat +them (e.g. typing "10s" will do ten searches). Commands for +which counts make no sense have the count ignored. To can- +cel a count or a prefix, type <ESCAPE>. 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. + + + + + + + + + + +A Guide to the Dungeons of Doom USD:33-5 + + +? 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, ^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") If you + use the "control" "h", you will continue moving in the + specified direction until you pass something interest- + ing or run into a wall. You should experiment with + this, since it is a very useful command, but very dif- + ficult to describe. This also works for all movement + commands. + +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. + +t Throw an object. This is a prefix command. When fol- + lowed with a direction it throws an object in the spec- + ified direction. (e.g. type "th" to throw something to + the left.) + +f Fight until someone dies. When followed with a direc- + tion this will force you to fight the creature in that + direction until either you or it bites the big one. + +m Move onto something without picking it up. This will + move you one space in the direction you specify and, if + there is an object there you can pick up, it won't do + it. + +z Zap prefix. Point a staff or wand in a given direction + and fire it. Even non-directional staves must be + + + + + + + + + + +USD:33-6 A Guide to the Dungeons of Doom + + + pointed in some direction to be used. + +^ 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 "^" fol- + lowed by the direction that would move you on top of + it. + +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. + +> Climb down a staircase to the next level. Not surpris- + ingly, this can only be done if you are standing on + staircase. + +< Climb up a staircase to the level above. This can't be + done without the Amulet of Yendor in your possession. + +. Rest. This is the "do nothing" command. This is good + for waiting and healing. + +, Pick up something. This picks up whatever you are cur- + rently standing on, if you are standing on anything at + all. + +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 one of the potions you are carrying. + +r Read one of the scrolls in your pack. + +e Eat food from your pack. + +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). + +W Wear armor. You can only wear one suit of armor at a + time. This takes extra time. + +T Take armor off. You can't remove armor that is cursed. + This takes extra time. + +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. + + + + + + + + + + +A Guide to the Dungeons of Doom USD:33-7 + + + The program assumes that you wield your sword in your + right hand. + +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, + +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. + +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, or when you want to remember + which of those swords in your pack you were wielding. + +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 (e.g. "!" for potion) it will + tell you which kinds of that type of object you've dis- + covered (i.e., figured out what they are). This com- + mand works for potions, scrolls, rings, and staves and + wands. + +o Examine and set options. This command is further + explained in the section on options. + +^R Redraws the screen. Useful if spurious messages or + transmission errors have messed up the display. + +^P Print 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 ^P. + +<ESCAPE> + Cancel a command, prefix, or count. + +! Escape to a shell for some commands. + +Q Quit. Leave the game. + +S Save the current game in a file. It will ask you + whether you wish to use the default save 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 + restored game. This is to prevent people from saving a + + + + + + + + + + +USD:33-8 A Guide to the Dungeons of Doom + + + game just before a dangerous position and then restart- + ing it if they die. To restore a saved game, give the + file name as an argument to rogue. As in + % rogue save_file + + To restart from the default save file (see below), run + % rogue -r + +v Prints the program version number. + +) Print the weapon you are currently wielding + +] Print the armor you are currently wearing + += Print the rings you are currently wearing + +@ Reprint the status line on the message line + +5. Rooms + + 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 monsters inside the room are erased from the +screen. In the darkness you can only see one space in all +directions around you. A corridor is always dark. + +6. 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. + +7. Objects you can find + + 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 (unless you use the "m" prefix, +see above). If you are carrying too many things, the pro- +gram will tell you and it won't pick up the object, other- +wise it will add it to your pack and 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 type an <ESCAPE> and the command will be aborted. + + Some objects, like armor and weapons, are easily dif- +ferentiated. Others, like scrolls and potions, are given +labels which vary according to type. During a game, any two + + + + + + + + + + +A Guide to the Dungeons of Doom USD:33-9 + + +of the same kind of object with the same label are the same +type. However, the labels will vary from game to game. + + 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 will be asked +what you want to scribble on it so you will recognize it +later, or you can use the "call" command (see above). + +7.1. Weapons + + 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. The commands to use +weapons are "w" (wield) and "t" (throw). + +7.2. 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 +protection. The higher the armor protection, the more pro- +tection the armor affords against the blows of monsters. +Here is a list of the various armor types and their normal +armor protection: + + + +-----------------------------------------+ + | Type Protection | + |None 0 | + |Leather armor 2 | + |Studded leather / Ring mail 3 | + |Scale mail 4 | + |Chain mail 5 | + |Banded mail / Splint mail 6 | + |Plate mail 7 | + +-----------------------------------------+ + + +If a piece of armor is enchanted, its armor protection will +be higher than normal. If a suit of armor is cursed, its +armor protection will be lower, and you will not be able to +remove it. However, not all armor with a protection that is +lower than normal is cursed. + + The commands to use weapons are "W" (wear) and "T" +(take off). + + + + + + + + + + + + + +USD:33-10 A Guide to the Dungeons of Doom + + +7.3. Scrolls + + Scrolls come with titles in an unknown tongue3. After +you read a scroll, it disappears from your pack. The com- +mand to use a scroll is "r" (read). + +7.4. Potions + + Potions are labeled by the color of the liquid inside +the flask. They disappear after being quaffed. The command +to use a scroll is "q" (quaff). + +7.5. Staves and Wands + + 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 some- +thing 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. + + The command to use a wand or staff is "z" (zap) + +7.6. Rings + + 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. The com- +mands to use rings are "P" (put on) and "R" (remove). + +7.7. Food + + Food is necessary to keep you going. If you go too +long without eating you will faint, and eventually die of +starvation. The command to use food is "e" (eat). + +8. 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 +____________________ + 3 Actually, it's a dialect spoken only by the twenty-sev- +en members of a tribe in Outer Mongolia, but you're not sup- +posed to know that. + + + + + + + + + + + + +A Guide to the Dungeons of Doom USD:33-11 + + +ways. + +8.1. Setting the options + + There are two ways to set the options. The first is +with the "o" command of rogue; the second is with the +"ROGUEOPTS" environment variable4. + +8.1.1. Using the `o' command + + When you type "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 typing "t" for true or "f" for false. For +string options, type the new value followed by a <RETURN>. + +8.1.2. 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 or +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, and the name is set to "Blue Meanie", use the command + % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"5 + +8.2. 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. For character string options, +input over fifty characters will be ignored. + +terse [noterse] + Useful for those who are tired of the sometimes lengthy + messages of rogue. This is a useful option for playing + on slow terminals, so this option defaults to terse if + you are on a slow (1200 baud or under) terminal. + + +____________________ + 4 On Version 6 systems, there is no equivalent of the +ROGUEOPTS feature. + 5 For those of you who use the Bourne shell sh (1), the +commands would be + $ ROGUEOPTS="jump,noterse,name=Blue Meanie" + $ export ROGUEOPTS + + + + + + + + + + + + +USD:33-12 A Guide to the Dungeons of Doom + + +jump [nojump] + If this option is set, running moves will not be dis- + played until you reach the end of the move. This saves + considerable cpu and display time. This option + defaults to jump if you are using a slow terminal. + +flush [noflush] + All typeahead is thrown away after each round of bat- + tle. This is useful for those who type far ahead and + then watch in dismay as a Bat kills them. + +seefloor [seefloor] + Display the floor around you on the screen as you move + through dark rooms. Due to the amount of characters + generated, this option defaults to noseefloor if you + are using a slow terminal. + +passgo [nopassgo] + Follow turnings in passageways. If you run in a pas- + sage and you run into stone or a wall, rogue will see + if it can turn to the right or left. If it can only + turn one way, it will turn that way. If it can turn + either or neither, it will stop. This algorithm can + sometimes lead to slightly confusing occurrences which + is why it defaults to nopassgo. + +tombstone [tombstone] + Print out the tombstone at the end if you get killed. + This is nice but slow, so you can turn it off if you + like. + +inven [overwrite] + Inventory type. This can have one of three values: + overwrite, slow, or clear. With overwrite the top + lines of the map are overwritten with the list when + inventory is requested or when "Which item do you wish + to . . .? " questions are answered with a "*". How- + ever, if the list is longer than a screenful, the + screen is cleared. With slow, lists are displayed one + item at a time on the top of the screen, and with + clear, the screen is cleared, the list is displayed, + and then the dungeon level is re-displayed. Due to + speed considerations, clear is the default for termi- + nals without clear-to-end-of-line capabilities. + +name [account name] + This is the name of your character. It is used if you + get on the top ten scorer's list. + +fruit [slime-mold] + This should hold the name of a fruit that you enjoy + eating. It is basically a whimsey that rogue uses in a + couple of places. + + + + + + + + + + +A Guide to the Dungeons of Doom USD:33-13 + + +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 start + with the special character "~" which expands to be your + home directory. + +9. Scoring + + Rogue usually maintains a list of the top scoring peo- +ple or scores on your machine. Depending on how it is set +up, it can post either the top scores or the top players. +In the latter case, each account on the machine can post +only one non-winning score on this list. If you score +higher than someone else on this list, or better your previ- +ous score on the list, you will be inserted in the proper +place under your current name. How many scores are kept can +also be set up by whoever installs it on your machine. + + If you quit the game, you get out with all of your gold +intact. If, however, you get killed in the Dungeons of +Doom, your body is forwarded to your next-of-kin, along with +90% of your gold; ten percent of your gold is kept by the +Dungeons' wizard as a fee6. This should make you consider +whether you want to take one last hit at that monster and +possibly live, or quit and thus stop with whatever you have. +If you quit, you do get all your gold, but if you swing and +live, you might find more. + + If you just want to see what the current top play- +ers/games list is, you can type + % @PROGRAM@ -s + +10. Acknowledgements + + Rogue was originally conceived of by Glenn Wichman and +Michael Toy. Ken Arnold and Michael Toy then smoothed out +the user interface, and added jillions of new features. We +would like to thank Bob Arnold, Michelle Busch, Andy +Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy, +Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and +Scott Nelson for their ideas and assistance; and also the +teeming multitudes who graciously ignored work, school, and +social life to play rogue and send us bugs, complaints, sug- +gestions, and just plain flames. And also Mom. + + + +____________________ + 6 The Dungeon's wizard is named Wally the Wonder Badger. +Invocations should be accompanied by a sizable donation. + + + + + + + +