Mercurial > hg > early-roguelike
view arogue7/arogue77.html @ 254:e940e6c00751
Add some braces to a loop in parse_opts().
A for loop had no braces around its body, which was a single if-else
statement. In Advanced Rogue 5, another statement had been added,
accidentally removing the if-else from the loop. This could have
resulted in an out-of-bounds access to the options array.
In the other games, the added braces are only for clarity.
| author | John "Elwin" Edwards |
|---|---|
| date | Fri, 10 Feb 2017 09:02:58 -0500 |
| 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&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> <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 reaching a new experience level.</p> <p align="justify"><strong><span style="font-variant: small-caps">2.4 The Druid</span></strong></p> <p align="justify"> The druid is a cleric of sorts but worships nature rather than a god. The druid is able to "chant" and thereby recieve certain types of spells. Most of the chants are targeted more towards the elements and nature. </p> <p align=justify> Druids gain from 1 to 8 hit points when they gain an experience level. </p> <p align="justify"><strong><span style="font-variant: small-caps">2.5 The Thief</span></strong></p> <p align="justify"> A thief is exceptionally dextrous and has a good chance to set a trap or rob a monster. </p> <p align=justify> By their nature, thieves can automatically detect all the gold on the current level of the dungeon. They are also good at detecting hidden traps. Because thieves slink along, they are not as likely as other characters to wake sleeping monsters. If a thief manages to sneak up on a creature without waking it, he will get a chance to backstab the monster. When this is done, the damage done by the thief greatly increases based on his experience level. </p> <p align=justify> Thieves gain from 1 to 6 extra hit points from a new experience level. </p> <p align="justify"><strong><span style="font-variant: small-caps">2.6 The Paladin</span></strong></p> <p align="justify"> The paladin is a type of holy warrior. Somewhat of a cross between a fighter and a cleric. He is able to pray and turn undead as a cleric, (but to a lesser degree) but fights as a fighter. He is on the side of all that is good and righteous. Therefore he would never attack a creature that would not attack him first. If he does kill a non-violent creature inadvertantly he will feel "uneasy" and his god may retaliate by making him a mere fighter. </p> <p align=justify> Paladins gain 1 to 10 hit points per experience level. </p> <p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p> <p align="justify"> The ranger is somewhat of a cross between a druid and a fighter. He too is on the side of righteousness and good. Therefore, the same same restrictions apply to his as they do to a paladin. The ranger can "chant" and "cast" but to a lesser degree than the druid and magician. </p> <p align=justify> Rangers gain 1 to 8 hit points per experience level. </p> <p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p> <p align="justify"> The Monk is a martial arts expert. He wears no armor but has an effective armor class based on his ability to dodge attacks. He does not need a weapon in combat for his hands and feet are a formidable weapon. His ability to dodge and use his hands as weapons increases as he gains in level. </p> <p align=justify> Monks gain 1 to 6 hit points per experience level. </p> <p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p> <p align="justify"> The assassin is a person trained in the art of killing people by surprise. He has most of the abilities of the thief except the "backstab". Instead, the assassin has the chance to kill an opponent outright with one strike. He is also a ruthless character and trained in the use of poison. He can recognize poison on sight and can coat his weapon with it thereby making his next attack an exceptionally lethal one. </p> <p align=justify> Assassins gain 1 to 6 hit points per experience level. </p> <h3 align="justify">3. ATTRIBUTES</h3> <p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p> <p align="justify">Intelligence is the primary attribute associated with casting spells. With higher intelligence comes the knowledge of more spells, the ability to cast more spells, and faster recovery of spells that have been cast. </p> <p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p> <p align="justify">This is, of course, the measure of a character's physical strength. With higher strength a character can carry more, cause more damage when striking, have a better chance to strike an opponent, and move about more quickly when carrying a load. </p> <p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p> <p align="justify">Wisdom is the primary attribute associated with Praying to a god. With higher wisdom comes the knowledge of more prayers, the ability to pray more often, and faster recovery of prayer ability. </p> <p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p> <p align="justify">Dexterity is a measure of a character's agility. With higher dexterity a character is harder to hit, can hit a opponent more easily, and can move about more quickly when carrying a load. </p> <p align="justify"><strong><span style="font-variant: small-caps">3.5 Constitution</span></strong></p> <p align="justify">Every character has a constitution rating. A character with an exceptionally good constitution will gain more than the normal amount of hit points associated with the character's class when the character reaches a new experience level. Exceptional constitution also provides better protection versus poison-based attacks and diseases. </p> <p align="justify"><strong><span style="font-variant: small-caps">3.6 Charisma</span></strong></p> <p align="justify">Charisma is a measure of a characters looks and general likeableness. It effects transactions when trying to purchase things. </p> <p align="justify"><strong><span style="font-variant: small-caps">3.7 Experience Levels</span></strong></p> <p align="justify"> Characters gain experience for killing monsters, stealing from monsters, and turning monsters. Each character class has a set of thresholds associated with it. When a character reaches a threshold, the character attains the next experience level. This new level brings extra hit points and a greater chance of success in performing the abilities associated with the character's class. For example, magicians receive new spells, and clerics receive new prayers. </p> <p align="justify"> <strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong> </p> <p align="justify"> The player starts with 72 "attribute points" to create a character and can distribute them in any manner among the six attributes described above. When prompting the player for each attribute, the game displays the minimum and maximum allowable values for that attribute. The player can type a backspace (control-H) to go back and change a value; typing an escape (ESC) sets the remaining attributes to the maximum value possible given the remaining attribute points.
