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Use C stdio functions for score files and save files. Switching from Unix file descriptor operations to C standard FILE* functions will reduce portability problems.
author John "Elwin" Edwards
date Fri, 15 Sep 2017 19:57:54 -0400
parents adfa37e67084
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">Toolchest</h2>
<h3 align="center">http://roguelike.sourceforge.net/arogue77</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, 1986 Michael Morgan, Ken Dalka and AT&amp;T<br>
		All rights reserved.
	</td>
</tr>
<tr>
	<td nowrap>
		Based on &quot;Rogue: Exploring the Dungeons of Doom&quot;<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>

<h2 align="justify">1. Introduction</h2>

<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</h3>

<p align="justify">
       Before placing the player  in  the  dungeon,  the  game
       requests  the  player  to select what type of character they
       would like to be:  a fighter, a  magic  user,  a  cleric,  a
       druid, a thief, a paladin, a ranger, a monk, or an assassin.
</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 12  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  is  able to "cast" spells.  The number and
       variety of spells increases as the magician gains experience
       and   intelligence.   Magic  users  are  not  as  hearty  as
       fighters; they receive 1 to 6 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  is  able to "pray" to his god for help.  The
       number and variety of prayers which the gods are willing  to
       grant  to  a  cleric increase as the cleric gains experience
       and 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 an "undead" creature is
       next to a cleric, the cleric may try to turn it and cause it
       to flee.  If the cleric is sufficiently powerful relative to
       the  monster,  the  cleric  will  destroy  it.  This ability
       increases as the character gains experience levels.
</p>

<p align=justify>
       Clerics can gain from  1  to  8  extra  hit  points  on