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).