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Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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+              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
+
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+USD:33-2                     A Guide to the Dungeons of Doom
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+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.
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+A Guide to the Dungeons of Doom                     USD:33-3
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+____________________________________________________________
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+                        ------------
+                        |..........+
+                        |..@....]..|
+                        |....B.....|
+                        |..........|
+                        -----+------
+
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+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
+
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+USD:33-4                     A Guide to the Dungeons of Doom
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+type a space.
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+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.
+
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+A Guide to the Dungeons of Doom                     USD:33-5
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+?    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
+
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+USD:33-6                     A Guide to the Dungeons of Doom
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+     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.
+
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+A Guide to the Dungeons of Doom                     USD:33-7
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+     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
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+USD:33-8                     A Guide to the Dungeons of Doom
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+     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
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+A Guide to the Dungeons of Doom                     USD:33-9
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+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).
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+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).