# HG changeset patch # User elwin # Date 1344553128 0 # Node ID 0ed67132cf10828b1e8f148cea7eb890420ec2d3 # Parent 0ef99244acb869c6c06acf5e04e0aa996dc25817 Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490) diff -r 0ef99244acb8 -r 0ed67132cf10 arogue5/LICENSE.TXT --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/LICENSE.TXT Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,178 @@ +Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T +Portions Copyright (C) 1984 Robert D. Kindelberger +Portions Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman +Portions Copyright (C) 2005 Nicholas J. Kisseberth +Portions Copyright (C) 1994 David Burren +All rights reserved. + +=========================================================================== + +Advanced Rogue +Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +3. Neither the name(s) of the author(s) nor the names of other contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. +4. The name "Advanced Rogue" and "ARogue" must not be used to endorse or + promote products derived from this software without prior written + permission. +5. Products derived from this software may not be called "Advanced Rogue" or + "ARogue", nor may "Advanced Rogue" or "ARogue appear in their name, + without prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE AUTHOR(S) AND CONTRIBUTORS ``AS IS'' AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR(S) OR CONTRIBUTORS BE LIABLE +FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +SUCH DAMAGE. + +=========================================================================== + +Portions of this software are based on the work of Robert D. Kindelberger. +Used under license: + +Super-Rogue +Copyright (C) 1984 Robert D. Kindelberger +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +3. Neither the name(s) of the author(s) nor the names of other contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. +4. The name "Super-Rogue" must not be used to endorse or promote products + derived from this software without prior written permission. +5. Products derived from this software may not be called "Super-Rogue", + nor may "Super-Rogue" appear in their name, without prior written + permission. + +THIS SOFTWARE IS PROVIDED BY THE AUTHOR(S) AND CONTRIBUTORS ``AS IS'' AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR(S) OR CONTRIBUTORS BE LIABLE +FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +SUCH DAMAGE. + +=========================================================================== + +Portions of this software are based on the work of Michael Toy, Ken Arnold +and Glenn Wichman. Used under license: + +Rogue: Exploring the Dungeons of Doom +Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +3. Neither the name(s) of the author(s) nor the names of other contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE AUTHOR(S) AND CONTRIBUTORS ``AS IS'' AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR(S) OR CONTRIBUTORS BE LIABLE +FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +SUCH DAMAGE. + +=========================================================================== + +Portions of this software (save/restore game state) are based on the work +of Nicholas J. Kisseberth. Used under license: + +Copyright (C) 2005 Nicholas J. Kisseberth + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +3. Neither the name(s) of the author(s) nor the names of other contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE AUTHOR(S) AND CONTRIBUTORS ``AS IS'' AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR(S) OR CONTRIBUTORS BE LIABLE +FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +SUCH DAMAGE. + +=========================================================================== + +Portions of this software (encryption) are based on the work +of David Burren. Used under license: + +FreeSec: libcrypt + +Copyright (C) 1994 David Burren +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions +are met: +1. Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. +2. Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. +3. Neither the name(s) of the author(s) nor the names of other contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE AUTHOR(S) AND CONTRIBUTORS ``AS IS'' AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR(S) OR CONTRIBUTORS BE LIABLE +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +SUCH DAMAGE. diff -r 0ef99244acb8 -r 0ed67132cf10 arogue5/Makefile --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/Makefile Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,203 @@ +# +# Makefile for rogue +# +# Advanced Rogue +# Copyright (C) 1984, 1985 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. +# + +DISTNAME=arogue5.8.2 +PROGRAM=arogue58 + +O=o + +HDRS = rogue.h mach_dep.h network.h +OBJS1 = chase.$(O) command.$(O) daemon.$(O) daemons.$(O) encumb.$(O) \ + fight.$(O) init.$(O) io.$(O) list.$(O) main.$(O) maze.$(O) mdport.$(O)\ + misc.$(O) monsters.$(O) move.$(O) new_level.$(O) options.$(O) \ + outside.$(O) +OBJS2 = pack.$(O) passages.$(O) player.$(O) potions.$(O) rings.$(O) rip.$(O) \ + rogue.$(O) rooms.$(O) save.$(O) scrolls.$(O) state.$(O) sticks.$(O) \ + things.$(O) trader.$(O) util.$(O) vers.$(O) weapons.$(O) wear.$(O) \ + wizard.$(O) xcrypt.$(O) +OBJS = $(OBJS1) $(OBJS2) +CFILES= \ + vers.c chase.c command.c daemon.c daemons.c encumb.c \ + fight.c init.c io.c list.c main.c maze.c mdport.c misc.c monsters.c \ + move.c new_level.c options.c outside.c pack.c passages.c player.c \ + potions.c rings.c rip.c rogue.c \ + rooms.c save.c scrolls.c state.c sticks.c things.c trader.c util.c \ + weapons.c wear.c wizard.c xcrypt.c + +MISC= Makefile LICENSE.TXT arogue58.sln arogue58.vcproj +DOCS= arogue58.doc arogue58.html + +CC = gcc +CFLAGS= -g +CRLIB = -lcurses +RM = rm -f +TAR = tar +.SUFFIXES: .obj + +.c.obj: + $(CC) $(CFLAGS) /c $*.c + +$(PROGRAM): $(OBJS) + $(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(CRLIB) -o $@ + +tags: $(HDRS) $(CFILES) + ctags -u $? + ed - tags < :ctfix + sort tags -o tags + +lint: + lint -hxbc $(CFILES) $(CRLIB) > linterrs + +clean: + $(RM) $(OBJS1) + $(RM) $(OBJS2) + $(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).zip + +count: + wc -l $(HDRS) $(CFILES) + +realcount: + cc -E $(CFILES) | ssp - | wc -l + +update: + ar uv .SAVE $(CFILES) $(HDRS) $(MISC) + +dist: + @mkdir dist + cp $(CFILES) $(HDRS) $(MISC) dist + +dist.src: + make clean + tar cf $(DISTNAME)-src.tar $(CFILES) $(HDRS) $(MISC) $(DOCS) + gzip -f $(DISTNAME)-src.tar + +dist.irix: + make clean + make CC=cc CFLAGS="-woff 1116 -O3" $(PROGRAM) + tar cf $(DISTNAME)-irix.tar $(PROGRAM) LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-irix.tar + +dist.aix: + make clean + make CC=xlc CFLAGS="-qmaxmem=16768 -O3 -qstrict" $(PROGRAM) + tar cf $(DISTNAME)-aix.tar $(PROGRAM) LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-aix.tar + +debug.linux: + make clean + make CFLAGS="-g -DWIZARD" $(PROGRAM) + +dist.linux: + make clean + make $(PROGRAM) + tar cf $(DISTNAME)-linux.tar $(PROGRAM) LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-linux.tar + +debug.interix: + make clean + make CFLAGS="-g3 -DWIZARD" $(PROGRAM) + +dist.interix: + make clean + make $(PROGRAM) + tar cf $(DISTNAME)-interix.tar $(PROGRAM) LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-interix.tar + +debug.cygwin: + make clean + make CFLAGS="-g3 -DWIZARD" $(PROGRAM) + +dist.cygwin: + make clean + make CRLIB="-static -lcurses" $(PROGRAM) + tar cf $(DISTNAME)-cygwin.tar $(PROGRAM).exe LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-cygwin.tar + +# +# Use MINGW32-MAKE to build this target +# +dist.mingw32: + @$(MAKE) --no-print-directory RM="cmd /c del" clean + @$(MAKE) --no-print-directory CRLIB="-lpdcurses" $(PROGRAM) + cmd /c del $(DISTNAME)-mingw32.zip + zip $(DISTNAME)-mingw32.zip $(PROGRAM).exe LICENSE.TXT $(DOCS) + +dist.msys: + @$(MAKE) --no-print-directory clean + @$(MAKE) --no-print-directory CRLIB="-lcurses" $(PROGRAM) + tar cf $(DISTNAME)-msys.tar $(PROGRAM).exe LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-msys.tar + +debug.djgpp: + make clean + make CFGLAGS="-g3 -DWIZARD" LDFLAGS="-L$(DJDIR)/LIB" CRLIB="-lpdcurses" $(PROGRAM) + +dist.djgpp: + make clean + make LDFLAGS="-L$(DJDIR)/LIB" CRLIB="-lpdcurses" $(PROGRAM) + rm -f $(DISTNAME)-djgpp.zip + zip $(DISTNAME)-djgpp.zip $(PROGRAM).exe LICENSE.TXT $(DOCS) + +# +# Use NMAKE to build this target +# + +debug.win32: + nmake O="obj" RM="-del" clean + nmake O="obj" CC="CL" CRLIB="..\pdcurses\pdcurses.lib shfolder.lib user32.lib Advapi32.lib" CFLAGS="-DWIZARD -nologo -I..\pdcurses -Ox -wd4033 -wd4716" $(PROGRAM) + +dist.win32: + nmake O="obj" RM="-del" clean + nmake O="obj" CC="CL" CRLIB="..\pdcurses\pdcurses.lib shfolder.lib user32.lib Advapi32.lib" CFLAGS="-nologo -I..\pdcurses -Ox -wd4033 -wd4716" $(PROGRAM) + -del $(DISTNAME)-win32.zip + zip $(DISTNAME)-win32.zip $(PROGRAM).exe LICENSE.TXT $(DOCS) + +vers.$(O): vers.c rogue.h +chase.$(O): chase.c rogue.h +command.$(O): command.c rogue.h +daemon.$(O): daemon.c rogue.h +daemons.$(O): daemons.c rogue.h +encumb.$(O): encumb.c rogue.h +fight.$(O): fight.c rogue.h +init.$(O): init.c rogue.h +io.$(O): io.c rogue.h +list.$(O): list.c rogue.h +main.$(O): main.c rogue.h +maze.$(O): maze.c rogue.h +misc.$(O): misc.c rogue.h +monsters.$(O): monsters.c rogue.h +move.$(O): move.c rogue.h +new_level.$(O): new_level.c rogue.h +options.$(O): options.c rogue.h +outside.$(O): outside.c rogue.h +pack.$(O): pack.c rogue.h +passages.$(O): passages.c rogue.h +player.$(O): player.c rogue.h +potions.$(O): potions.c rogue.h +rings.$(O): rings.c rogue.h +rip.$(O): rip.c rogue.h +rogue.$(O): rogue.c rogue.h +rooms.$(O): rooms.c rogue.h +save.$(O): save.c rogue.h +scrolls.$(O): scrolls.c rogue.h +state.$(O): state.c rogue.h +sticks.$(O): sticks.c rogue.h +things.$(O): things.c rogue.h +trader.$(O): trader.c rogue.h +util.$(O): util.c rogue.h +weapons.$(O): weapons.c rogue.h +wear.$(O): wear.c rogue.h +wizard.$(O): wizard.c rogue.h +xcrypt.$(O): xcrypt.c + diff -r 0ef99244acb8 -r 0ed67132cf10 arogue5/arogue58.doc --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/arogue58.doc Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,1025 @@ + + + + + + The Dungeons of Doom + + AT&T Bell Laboratories + The Dungeons of Doom + + + 1. INTRODUCTION + + 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. + + 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. + + 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. + + + 2. CHARACTER CLASSES AND ATTRIBUTES + + 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. + + 2.1 The_Fighter + + 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 + + + + + + + + + + + + - 2 - + + + + every new experience level. + + 2.2 The_Magician + + 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. + + 2.3 The_Cleric + + 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. + + 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. + + Clerics can gain from 1 to 8 extra hit points on + reaching a new experience level. + + 2.4 The_Thief + + A thief is exceptionally dextrous and has a good chance + to set a trap or rob a monster. Any type of character can + try to set a trap or steal from a monster standing next to + the character, but the chances of success are low compared + to a thief's chances. + + 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. + + Thieves gain from 1 to 6 extra hit points from a new + experience level. + + + + + + + + + + + + - 3 - + + + + 2.5 Constitution + + 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. + + 2.6 Experience_Levels + + 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. Magicians + receive new spells, and clerics receive new prayers. + + Thieves have the lowest threshold for gaining + experience levels, followed by clerics. Fighters are next, + and magicians have the highest threshold. + + + 3. THE SCREEN + + During the normal course of play, the screen consists + of three separate sections: the top line of the terminal, + the bottom two lines of the terminal, and the remaining + middle lines. The top line reports actions which occur + during the game, the middle section depicts the dungeon, and + the bottom lines describe the player's current condition. + + 3.1 The_Top_Line + + Whenever anything happens to the player, such as + finding a scroll or hitting or being hit by a monster, a + short report of the occurrence appears on the top line of + the screen. When such reports occur quickly, one right + after another, the game displays the notice followed by the + prompt '--More--.' After reading this notice, the player + can press a space to display the next message. At such a + point, the game ignores all commands until the player + presses a space. + + + + + + + + + + + + + + + + + + - 4 - + + + + 3.2 The_Dungeon_Section + + The large middle section of the screen displays the + player's surroundings using the following symbols: + + | A wall of a room. + + - A wall of a room. + + * A pile of gold. + + % A way to the next level. + + + A doorway. + + . The floor in a room. + + @ The player. + + _ The player, when invisible. + + # The floor in a passageway. + + ! A flask containing a potion. + + ? A sealed scroll. + + : Some food. + + ) A weapon. + + Solid rock (denoted by a space). + + ] Some armor. + + ; A miscellaneous magic item + + , An artifact + + = A ring. + + / A wand or a staff. + + ^ The entrance to a trading post + + > A trapdoor leading to the next level + + { An arrow trap + + $ A sleeping gas trap + + + + + + + + + + + + + - 5 - + + + + } A beartrap + + ~ A trap that teleports you somewhere else + + ` A poison dart trap + + " A shimmering magic pool + + ' An entrance to a maze + + $ Any magical item. (During magic detection) + + > A blessed magical item. (During magic detection) + + < A cursed magical item. (During magic detection) + + A letter A monster. Note that a given letter may signify + multiple monsters, depending on the level of the + dungeon. The player can always identify a current + monster by using the identify command ('/'). + + 3.3 The_Status_Section + + The bottom two lines of the screen describe the + player's current status. The first line gives the player's + characteristics: + + o Intelligence (Int) + + o Strength (Str) + + o Wisdom (Wis) + + o Dexterity (Dxt) + + o Constitution (Const) + + o Encumbrance (Carry) + + Intelligence, strength, wisdom, dexterity, and + constitution have a normal maximum of 25, but can be higher + when augmented by a ring. Encumbrance is a measurement of + how much the player can carry versus how much he is + currently carrying. The more you carry relative to your + maximum causes you to use more food. + + The second status line provides the following + information: + + o The current level (Lvl) in the dungeon. This number + increases as the player goes further down. + + + + + + + + + + + + - 6 - + + + + o How much gold (Au) the player is carrying. + + o The player's current number of hit points (Hp), + followed in parentheses by the player's current maximum + number of hit points. Hit points express the player's + health. As a player heals by resting, the player's + current hit points gradually increase until reaching + the current maximum. This maximum increases each time + a player attains a new experience level. If the + player's current hit points reach 0, the player dies. + + o The player's armor class (Ac). This number describes + the amount of protection provided by the armor and + rings currently worn by the player. Wearing no armor + is equivalent to an armor class of 10. The protection + level increases as the armor class decreases. + + o The player's current experience level (Exp) followed by + the player's experience points. The player can gain + experience points by killing monsters, successfully + stealing from monsters, and turning monsters. When a + player gains enough experience points to surpass a + threshold that depends on the player's character type, + the player reaches a new experience level. A new + experience level brings extra hit points and possibly + added abilities, such as a new spell for a magician or + a new prayer for a cleric. + + o A description of the player's character. This + description depends on the player's character type and + experience level. + + + 4. COMMANDS + + A player can invoke most Rogue commands by typing a + single character. Some commands, however, require a + direction, in which case the player types the command + character followed by a directional command. Many commands + can be prefaced by a number, indicating how many times the + command should be executed. + + When the player invokes a command referring to an item + in the player's pack (such as reading a scroll), the game + prompts for the item. The player should then type the + letter associated with the item, as displayed by the + inventory command. Typing a '*' at this point produces a + list of the eligible items. + + Rogue understands the following commands: + + + + + + + + + + + + + - 7 - + + + + ? Preceding a command by a '?' produces a brief + explanation of the command. The command '?*' gives an + explanation of all the commands. + + / Preceding a symbol by a '/' identifies the symbol. + + h Move one position to the left. + + j Move one position down. + + k Move one position up. + + l Move one position to the right. + + y Move one position to the top left. + + u Move one position to the top right. + + b Move one position to the bottom left. + + n Move one position to the bottom right. + + H Run to the left until reaching something interesting. + + J Run down until reaching something interesting. + + K Run up until reaching something interesting. + + L Run to the right until reaching something interesting. + + Y Run to the top left until reaching something + interesting. + + U Run to the top right until reaching something + interesting. + + B Run to the bottom left until reaching something + interesting. + + N Run to the bottom right until reaching something + interesting. + + t This command, followed by a directional command, prompts + for an object from the players pack. The player then + throws the object in the specified direction. + + f When this command precedes a directional command, the + player moves in the specified direction until passing + something interesting. + + + + + + + + + + + + + + - 8 - + + + + z This command must be followed by a directional command. + Rogue then prompts for a wand or staff from the player's + pack and zaps it in the specified direction. + + > Go down to the next level. + + < Go up to the next level. + + s Search for a secret door or a trap in the circle + surrounding the player. + + . This command (a dot) causes the player to rest a turn. + + i Display an inventory of the player's pack. + + I This command prompts for an item from the player's pack + and displays the inventory information for that item. + + q Quaff a potion from the player's pack. + + r Read a scroll from the player's pack. + + e Eat some food from the player's pack. + + w Wield a weapon from the player's pack. + + W Wear some armor or miscellaneous magic item from the + player's pack. + + T Take off whatever the player is wearing. + + P Put on a ring from the player's pack. The player can + wear a maximum of eight rings. + + R Remove a ring from the player's hand. + + ^U Uuse a miscellaneous magic item in the player's pack. + + d Drop an item from the player's pack. + + c When the player types this command, Rogue prompts for an + item from the player's pack and a one-line name. Rogue + then calls all similar items (such as all the blue + potions) by the specified name. + + m When the player types this command, Rogue prompts for an + item from the player's pack and a one-line name. Rogue + then marks the specified item with the given name. + + o Typing this command causes Rogue to display all the + settable options. The player can then merely examine + + + + + + + + + + + + - 9 - + + + + the options or change any or all of them. + + C This command, restricted to magicians and characters + with exceptionally high intelligence, produces a listing + of the magician's current supply of spells. The player + can select one of the displayed spells and, if the + player's energy level is sufficiently high, cast it. + The more complicated the spell, the more energy it + takes. + + p This command, restricted to clerics and characters with + exceptionally high wisdom, produces a listing of the + cleric's known prayers. The player can then offer one + of these prayers to the character's deity. Deities are + not known for favoring characters which continually pray + to them, and they are most likely to answer the least + "ambitious" prayers. + + a This command is restricted to clerics and characters + with exceptionally high wisdom and must be followed by a + directional command. If there is an "undead" monster + standing next to the player in the specified direction, + there is a chance the player will affect the monster by + causing it to flee or possibly even destroying it. + + ^ This command sets a trap and is most likely to succeed + for a character with a high dexterity, such as a thief. + If the character is successful, Rogue prompts the player + for a type of trap and sets it where the player is + standing. + + G This command is restricted to thieves. It causes Rogue + to display all the gold on the current level. + + D Dip something into a magic pool. + + ^T This command is most likely to succeed for a character + with a high dexterity, such as a thief, and it must be + followed by a directional command. If there is a + monster standing next to the player in the specified + direction, the player tries to steal an item from the + monster's pack. If the player is successful, the + monster does not notice anything, but if the player is + unsuccessful, there is a chance the monster will wake + up. + + ^L Redraw the screen. + + ^R Repeat the last message that was displayed on the top + line of the screen. + + + + + + + + + + + + + - 10 - + + + + ^[ Typing an escape will usually cause Rogue to cancel the + current command. + + v Print the current Rogue version number. + + ! Escape to the shell. + + S Quit and save the game for resumption at a later time. + + Q Quit without saving the game. + + + 5. IMPLICIT COMMANDS + + There is no "attack" command. If a player wishes to + attack a monster, the player simply tries to move onto the + spot where the monster is standing. The game then assumes + that the player wishes to attack the monster with whatever + weapon the player is wielding. + + When the player moves onto an item, the game + automatically places the object into the player's pack. If + there is no room left in the pack, the game announces that + fact and leaves the item on the floor. + + + 6. LIGHT + + Some rooms in the dungeon possess a natural light + source. In other rooms and in corridors the player can see + only those things within a one space radius from the player. + These dark rooms can be lit with magical light or by a fire + beetle. + + + 7. WEAPONS AND ARMOR + + The player can wield exactly one weapon at a time. + When the player attacks a monster, the amount of damage + depends on the particular weapon the player is wielding. To + fire a projectile weapon, such as a crossbow or a short bow, + the player should wield the bow and "throw" the bolt or + arrow at the monster. + + A weapon may be cursed or blessed, affecting the + likelihood of hitting a monster with the weapon and the + damage the weapon will inflict on the monster. If the + player has identified a weapon, the "to hit" and "to damage" + bonuses appear in that order before the weapon's name in an + inventory listing. A positive bonus indicates a blessed + weapon, and a negative bonus usually indicates a cursed + + + + + + + + + + + + - 11 - + + + + weapon. The player cannot release a cursed weapon. + + Without any armor the player has an armor class of 10. + The lower the player's armor class, the harder it is for a + monster to hit the player, so wearing armor can improve the + player's armor class. A cursed suit of armor, however, + offers poor protection and may sometimes be worse than no + armor at all. + + After the player has identified a suit of armor, the + protection bonus appears before the armor's name in an + inventory listing. If the bonus is positive the armor is + blessed, and if it is negative, the armor is usually cursed. + The player cannot remove a cursed suit of armor. + + Some monsters can corrode armor when they hit it. If + such a monster hits the player when the player is wearing + metal armor, the armor loses some of its protection value, + but the corrosion does not curse the armor. + + + 8. POTIONS AND SCROLLS + + The player can frequently find potions and scrolls in + the dungeon. In any given dungeon, the player can + distinguish among the different types of potions by a + potion's color and among the different types of scrolls by a + scroll's name. Quaffing a potion or reading a scroll + usually causes some magical occurrence. Most potions and + scrolls may be cursed or blessed. + + + 9. RINGS + + The player can wear a maximum of eight rings, and they + have a magical effect on the player as long as they are + worn. Some rings also speed up the player's metabolism, + making the player require food more often. Many rings can + be cursed or blessed, and the player cannot remove a cursed + ring. The player can distinguish among different types of + rings by a ring's jewel. + + + 10. WANDS AND STAVES + + Wands and staves affect the player's environment. The + player can zap a wand or staff at something and perhaps + shoot a bolt of lightning at it or teleport it away. All + wands or staves of the same type are constructed with the + same type of wood. Some wands and staves may be cursed or + blessed. + + + + + + + + + + + + - 12 - + + + + 11. FOOD + + The player must be careful not to run out of food since + moving through the dungeon fighting monsters consumes a lot + of energy. Starving results in the player's fainting for + increasingly longer periods of time, during which any nearby + monster can attack the player freely. + + + 12. GOLD + + Gold has one use in a dungeon: buying things. One can + buy things in two ways, either in a trading post or from a + quartermaster. A trading post is a place "between levels" + of the dungeon and can be entered by stepping on the + entrance. A quartermaster is a person who will sometimes + appear and will try to sell the player some of his wares. + These wares are never cursed and frequently blessed, though + blessed goods cost more than normal goods. If the player + chooses to buy one of the quartermaster's items, the + quartermaster trades the item for the specified amount of + gold and disappears. Attacking a quartermaster causes him + to vanish without offering a trade. + + + 13. MISCELLANEOUS MAGIC ITEMS + + Miscellaneous items such as a pair of boots or a book + may be found within the dungeon. These items can usually be + used to the player's advantage (assuming they are not + cursed). Some of these items can be worn, such as a cloak, + while others are to be used, such as a book. + + + 14. ARTIFACTS + + Some monsters down in the depths of the dungeon carry + unique artifacts. The game begins as a quest to retrieve + one of these items. Each artifact appears only on its + owner's person. + + + 15. TRAPS + + A variety of traps, including trap doors, bear traps, + and sleeping traps, are hidden in the dungeon. They remain + hidden until sprung by a monster or the player. A sprung + trap continues to function, but since it is visible, an + intelligent monster is not likely to tread on it. + + + + + + + + + + + + + + - 13 - + + + + 16. THE MONSTERS + + Each monster except for the merchant quartermaster + appears in a limited range of dungeon levels. All monsters + of the same type share the same abilities; all giant rats, + for example, can give the player a disease, and all + jackalweres can put the player to sleep. Monsters of the + same type can vary, however, such that one kobold may be + much more difficult to kill than another one. In general, + the more difficult it is to kill a monster, the more + experience points the monster is worth. + + Most monsters attack by biting and clawing, but some + monsters carry weapons, including such projectile weapons as + short bows and crossbows, and some monsters have breath + weapons. These latter monsters can attack the player from + across a room or down a corridor. + + Some monsters are more intelligent than others, and the + more intelligent a monster, the more likely that the monster + will run away if it is about to die. A fleeing monster will + not attack the player unless cornered. + + As the player moves down in the dungeon, the monsters + get more powerful. Deep down in the dungeon there exist + some one-of-a-kind monsters. These monsters are greatly + feared. However, once a "unique monster" is killed, the + player will not find another in the current dungeon. + + + 17. OPTIONS + + Rogue has several options which may be set by the + player: + + terse Setting this Boolean option results in shorter + messages appearing on the top line of the screen. + + jump Setting this Boolean option results in waiting until + the player has finished running to draw the player's + path. Otherwise the game always displays the path + one step at a time. + + step Setting this Boolean option results in most listings, + such as an inventory, appearing one item at a time on + the top line of the screen. When this option is not + set, the game clears the screen, displays the list, + and then redraws the dungeon. + + flush Setting this Boolean option results in flushing all + typeahead (pending) commands when the player + + + + + + + + + + + + - 14 - + + + + encounters a monster. + + askme Setting this Boolean option results in the game + prompting the player for a name upon encountering a + new type of scroll, potion, ring, staff, or wand. + + name This string is the player's name and defaults to the + player's account name. + + fruit This string identifies the player's favorite fruit, + sometimes encountered in the dungeon. It defaults to + slime-mold. + + file This string, which defaults to rogue.save, specifies + the file to use for saving the game. + + score This string identifies the top-ten score file to use + for the game. + + class This option specifies the character class of the + rogue. It can be set only in the ROGUEOPTS + environment variable. + + The player can set options at the beginning of a game + via the ROGUEOPTS environment variable. Naming a Boolean + option sets it, and preceding the Boolean option name by + "no" clears it. The syntax "stringoption=name" sets a + string option to "name." So setting ROGUEOPTS to "terse, + jump, nostep, flush, askme, name=Ivan the Terrible, + fruit=pomegranate" would set the terse, jump, flush, and + askme Boolean options, clear the step Boolean option, set + the player's name to "Ivan the Terrible," set the player's + favorite fruit to a pomegranate, and use the defaults for + the save file and the score file. + + The player may change an option at any time during the + game via the option command, which results in a listing of + the current options. Typing a new value changes the option, + a RETURN moves to the next option, a '-' moves to the + previous option, and an ESCAPE returns the player to the + dungeon. + + + 18. SCORING + + The player receives experience points for stealing + items from monsters, turning monsters (a clerical ability), + and killing monsters. When the player gets killed, the + player's score equals the player's experience points. A + player who quits gets a score equal to the player's + experience points and gold. If the player makes it back up + + + + + + + + + + + + - 15 - + + + + out of the dungeon, the player's score equals the player's + experience points plus the gold the player carried and the + gold received from selling the player's possessions. Rogue + maintains a list of the top ten scores to date, together + with the name of the player obtaining the score, the level + where the player finished, and the manner in which the + player ended the game. + + + 19. ACKNOWLEDGEMENTS + This version of Rogue is based on a version developed + at the University of California at Berkeley by Michael Toy + and Ken Arnold. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + The Dungeons of Doom + + AT&T Bell Laboratories + The Dungeons of Doom + + + ABSTRACT + + + + 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. + + The version of Rogue described in this guide has been + expanded to include over 110 monsters with many new capabil- + ities. 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 abili- + ties. Experience, rather than gold, decides the player's + score. + + + diff -r 0ef99244acb8 -r 0ed67132cf10 arogue5/arogue58.html --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/arogue58.html Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,953 @@ + + + + + + + + + + + +
+ Advanced Rogue + Copyright (C) 1984, 1985 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.
++
ABSTRACT
+++++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.
+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.
+
+ 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.
++ 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.
++ 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.
++ 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.
+2.1 The Fighter
++ 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.
+2.2 The Magician
++ 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.
+2.3 The Cleric
++ 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.
++ 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.
++ Clerics can gain from 1 to 8 extra hit points on reaching a new experience + level.
+2.4 The Thief
++ A thief is exceptionally dextrous and has a good chance to set a trap or rob + a monster. Any type of character can try to set a trap or steal from a + monster standing next to the character, but the chances of success are low + compared to a thief's chances. +
++ 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.
++ Thieves gain from 1 to 6 extra hit points from a new experience level. +
+2.5 +CONSTITUTION
+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.
+2.6 Experience Levels
++ 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. Magicians receive new spells, and clerics receive new + prayers.
++ Thieves have the lowest threshold for gaining experience levels, followed by + clerics. Fighters are next, and magicians have the highest threshold.
++ During the normal course of play, the screen consists of three separate + sections: the top line of the terminal, the bottom two lines of the + terminal, and the remaining middle lines. The top line reports actions which + occur during the game, the middle section depicts the dungeon, and the + bottom lines describe the player's current condition.
+3.1 The Top Line +
+ Whenever anything happens to the player, such as finding a scroll or hitting + or being hit by a monster, a short report of the occurrence appears on the + top line of the screen. When such reports occur quickly, one right after + another, the game displays the notice followed by the prompt '--More--.' + After reading this notice, the player can press a space to display the next + message. At such a point, the game ignores all commands until the player + presses a space.
++ + 3.2 The Dungeon Section +
+ The large middle section of the screen displays the player's surroundings using + the following symbols: +
++
| | ++ | +A wall of a room. | +
- | ++ | A wall of a room. | +
* | ++ | A pile of gold. | +
% | ++ | A way to the next level. | +
+ | ++ | A doorway. | +
. | ++ | The floor in a room. | +
@ | ++ | The player. | +
_ | ++ | The player, when invisible. | +
# | ++ | The floor in a passageway. | +
! | ++ | A flask containing a potion. | +
? | ++ | A sealed scroll. | +
: | ++ | Some food. | +
) | ++ | A weapon. | +
+ | + | Solid rock (denoted by a space). | +
] | ++ | Some armor. | +
; | ++ | A miscellaneous magic item. | +
, | ++ | An artifact. | +
= | ++ | A ring. | +
/ | ++ | A wand or a staff. | +
^ | ++ | The entrance to a trading post. | +
> | ++ | A trapdoor leading to the next level | +
{ | ++ | An arrow trap | +
$ | ++ | A sleeping gas trap | +
} | ++ | A beartrap | +
~ | ++ | A trap that teleports you somewhere else | +
` | ++ | A poison dart trap | +
" | ++ | a shimmering magic pool | +
' | ++ | An entrance to a maze | +
$ | ++ | Any magical item. (During magic detection) | +
> | ++ | A blessed magical item. (During magic detection) | +
< | ++ | A cursed magical item. (During magic detection) | +
A letter | ++ | A monster. Note that a given letter may signify + multiple monsters, depending on the level of the + dungeon. The player can always identify a current + monster by using the identify command ('/'). |
+
3.3 The Status Section
++ The bottom two lines of the screen describe the player's current status. The + first line gives the player's characteristics: +
+Intelligence (Int)
+Strength (Str)
+Wisdom (Wis)
+Dexterity (Dxt)
+Constitution (Const)
+Charisma (Char)
+Encumbrance (Carry)
++ Intelligence, strength, wisdom, dexterity, and constitution have a normal + maximum of 25, but can be higher when augmented by a ring. Encumbrance is a + measurement of how much the player can carry versus how much he is currently + carrying. The more you carry relative to your maximum causes you to use more + food.
++ The second status line provides the following information: +
+The current level (Lvl) in the dungeon. This number + increases as the player goes further down.
+How much gold (Au) the player is carrying.
+The player's current number of hit points (Hp), followed + in parentheses by the player's current maximum number of hit points. Hit + points express the player's health. As a player heals by resting, the + player's current hit points gradually increase until reaching the current + maximum. This maximum increases each time a player attains a new experience + level. If the player's current hit points reach 0, the player dies.
+The player's armor class (Ac). This number describes the + amount of protection provided by the armor and rings currently worn by the + player. Wearing no armor is equivalent to an armor class of 10. The + protection level increases as the armor class decreases.
+The player's current experience level (Exp) followed by + the player's experience points. The player can gain experience points by + killing monsters, successfully stealing from monsters, and turning monsters. + When a player gains enough experience points to surpass a threshold that + depends on the player's character type, the player reaches a new experience + level. A new experience level brings extra hit points and possibly added + abilities, such as a new spell for a magician or a new prayer for a cleric.
+A description of the player's character. This description + depends on the player's character type and experience level.
++ A player can invoke most Rogue commands by typing a single character. Some + commands, however, require a direction, in which case the player types the + command character followed by a directional command. Many commands can be + prefaced by a number, indicating how many times the command should be + executed.
++ When the player invokes a command referring to an item in the player's pack + (such as reading a scroll), the game prompts for the item. The player should + then type the letter associated with the item, as displayed by the inventory + command. Typing a '*' at this point produces a list of the eligible items.
+Rogue understands the following commands:
++
? | ++ | Preceding a command by a '?' produces a brief explanation of the command. The + command '?*' gives an explanation of all the commands. |