Mercurial > hg > early-roguelike
view arogue5/arogue58.html @ 134:cfa9d1609b78
xrogue: fix definition of struct delayed_action.
Arrays of struct delayed_action were declared before the definition.
Also, daemon.c and state.c defined it differently. The state.c
definition, in which d_arg is a union, is now used everywhere.
This is the least bad option, but fuses and daemons are still a
disheartening morass that undoubtedly shelters more bugs.
| author | John "Elwin" Edwards |
|---|---|
| date | Tue, 21 Apr 2015 10:11:02 -0400 |
| parents | 0ed67132cf10 |
| children |
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<!-- Advanced Rogue --> <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T --> <!-- All rights reserved. --> <!-- --> <!-- Based on "Rogue: Exploring the Dungeons of Doom" --> <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman --> <!-- All rights reserved. --> <!-- --> <!-- See the file LICENSE.TXT for full copyright and licensing information. --> <!-- Creator : groff version 1.18.1 --> <!-- CreationDate: Sat Jan 21 09:55:23 2006 --> <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of Doom</a></h1> <br> <h2 align="center">AT&T Bell Laboratories</h2> <h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3> <br> <table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center"> <tr> <td nowrap> Advanced Rogue<br> Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br> All rights reserved. </td> </tr> <tr> <td nowrap> Based on "Rogue: Exploring the Dungeons of Doom"<br> Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br> All rights reserved. </td> </tr> </table> <p align="center">See the file LICENSE.TXT for full copyright and licensing information.</p> <p align="center"> </p> <p align="center"><b>ABSTRACT</b></p> <blockquote> <blockquote> <p align="justify">Rogue was first introduced by Michael Toy at the University of California at Berkeley as a screen-oriented fantasy game. The game had 26 types of monsters that the player could meet while exploring a dungeon generated by the computer. Scrolls, potions, rings, wands, staves, armor, and weapons helped the player to battle these monsters and to gain gold, the basis for scoring.</p> <p align="justify">The version of Rogue described in this guide has been expanded to include over 110 monsters with many new capabilities. Many of the monsters are intelligent, and they, like the player, must avoid traps and decide when it is better to fight or to run. The player chooses a character class at the beginning of the game which defines the player's abilities. Experience, rather than gold, decides the player's score.</p> </blockquote> </blockquote> <h2 align="justify"> </h2> <h3 align="justify">1. INTRODUCTION</h3> <p align="justify"> Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of Doom. The game comes complete with monsters, spells, weapons, armor, potions, and other magical items. The dungeon's geography changes with every game, and although many magical items have certain identifiable properties, such as turning the player invisible, the physical manifestation of the magic changes each game. A red potion, for example, will cause the same reaction throughout a given game, but it may be a completely different potion in a new game.</p> <p align="justify"> Entering the dungeon with only a little food, armor, and a weapon, the player must develop a good strategy of when to fight, when to run, and how to best use any magical items found in the dungeon. To make things interesting, the player has a quest to return one of several unique artifacts, rumored to lie deep in the dungeon's bowels. Returning with this artifact brings great glory and the title of Complete Winner. But even after finding the artifact, the player may wish to continue further to match wits with an arch-devil, demon prince, or even a deity found far down in the dungeon. Defeating such a creature will gain the player many experience points, the basis for scoring in Rogue.</p> <p align="justify"> It is very difficult to return from the Dungeons of Doom. Few people ever make it out alive. Should this unlikely event occur, the player would be proclaimed a complete winner and handsomely rewarded for any booty removed from the dungeon.</p> <h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3> <p align="justify"> Before placing the player in the dungeon, the game requests the player to select a character class: a fighter, a magic user, a cleric, or a thief.</p> <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p> <p align="justify"> A fighter is very strong and will have a high strength rating. This great strength gives a fighter the best odds of winning a battle with a monster. At high experience levels the fighter also gets to attack multiple times in a single turn. This obviously further increases his chances at winning battles. Intrinsic to the fighter class is a robustness which results in 1 to 10 extra hit points for every new experience level.</p> <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p> <p align="justify"> A magician's major attribute is intelligence, which enables the magician to cast spells. The number and variety of spells increases as the magician gains experience and intelligence. Other types of characters can cast spells, but only if they manage to gain extraordinarily high intelligence. Magic users are not as hearty as fighters; they receive 1 to 8 extra hit points for every new experience level.</p> <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p> <p align="justify"> A cleric has a high wisdom rating and can thus pray. The number and variety of prayers which the gods are willing to grant to a cleric increase as the cleric gains experience and wisdom. Other character types can pray only if they manage to gain extraordinary wisdom.</p> <p align="justify"> Because of their religious nature, clerics can also affect the "undead" beings, like zombies and ghouls, which became monsters after they died. If
