# HG changeset patch # User John "Elwin" Edwards # Date 1431481179 14400 # Node ID 6b5fbd7c3ece55c7c118ecbdd36ceabc75477a4d # Parent 66b0263af4247cc0be79928abd42c2bdfe835420# Parent cc5148bdf345d2717969e36ea2b5e81910890e21 Merge arogue7 and xrogue trees. diff -r cc5148bdf345 -r 6b5fbd7c3ece arogue7/LICENSE.TXT --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/LICENSE.TXT Tue May 12 21:39:39 2015 -0400 @@ -0,0 +1,179 @@ +Copyright (C) 1984, 1985, 1986 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, 1986 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 (state.c, mdport.c) are based on the work +of Nicholas J. Kisseberth. Used under license: + +Copyright (C) 2005 Nicholas J. Kisseberth +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 (xcrypt.c) 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 cc5148bdf345 -r 6b5fbd7c3ece arogue7/Makefile --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/Makefile Tue May 12 21:39:39 2015 -0400 @@ -0,0 +1,193 @@ +# +# Makefile for rogue +# +# 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. +# + +# +# Makefile for rogue +# + + +DISTNAME=arogue7.7.1 +PROGRAM=arogue77 + +O=o + +HDRS= rogue.h mach_dep.h network.h + +OBJS1 = vers.$(O) actions.$(O) chase.$(O) command.$(O) daemon.$(O) \ + daemons.$(O) eat.$(O) effects.$(O) encumb.$(O) fight.$(O) init.$(O) \ + io.$(O) list.$(O) main.$(O) maze.$(O) mdport.$(O) misc.$(O) \ + monsters.$(O) +OBJS2 = move.$(O) new_level.$(O) options.$(O) outside.$(O) 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.$(O) weapons.$(O) wear.$(O) wizard.$(O) xcrypt.$(O) +OBJS = $(OBJS1) $(OBJS2) + +CFILES= vers.c actions.c chase.c command.c daemon.c \ + daemons.c eat.c effects.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_C= +DOCSRC= aguide.mm +DOCS = $(PROGRAM).doc $(PROGRAM).html +MISC = Makefile $(MISC_C) LICENSE.TXT $(PROGRAM).sln $(PROGRAM).vcproj $(DOCS)\ + $(DOCSRC) + +CC = gcc +ROPTS = +COPTS = -O3 +CFLAGS= $(COPTS) $(ROPTS) +LIBS = -lcurses +RM = rm -f + +.SUFFIXES: .obj + +.c.obj: + $(CC) $(CFLAGS) /c $*.c + +$(PROGRAM): $(HDRS) $(OBJS) + $(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(LIBS) -o $@ + +clean: + $(RM) $(OBJS1) + $(RM) $(OBJS2) + $(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe $(PROGRAM).lck + $(RM) $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).zip + +dist.src: + make clean + tar cf $(DISTNAME)-src.tar $(CFILES) $(HDRS) $(MISC) + gzip -f $(DISTNAME)-src.tar + +doc.nroff: + tbl aguide.mm | nroff -mm | colcrt - > arogue77.doc + +doc.groff: + groff -P-c -t -mm -Tascii aguide.mm | sed -e 's/.\x08//g' > arogue77.doc + groff -t -mm -Thtml aguide.mm > arogue77.ht + +dist.irix: + make clean + make CC=cc COPTS="-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 COPTS="-qmaxmem=16768 -O3 -qstrict" $(PROGRAM) + tar cf $(DISTNAME)-aix.tar $(PROGRAM) LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-aix.tar + +dist.linux: + make clean + make $(PROGRAM) + tar cf $(DISTNAME)-linux.tar $(PROGRAM) LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-linux.tar + +dist.interix: + @$(MAKE) clean + @$(MAKE) COPTS="-ansi" $(PROGRAM) + tar cf $(DISTNAME)-interix.tar $(PROGRAM) LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-interix.tar + +dist.cygwin: + @$(MAKE) --no-print-directory clean + @$(MAKE) --no-print-directory $(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 LIBS="-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 LIBS="-lcurses" $(PROGRAM) + tar cf $(DISTNAME)-msys.tar $(PROGRAM).exe LICENSE.TXT $(DOCS) + gzip -f $(DISTNAME)-msys.tar + +dist.djgpp: + @$(MAKE) --no-print-directory clean + @$(MAKE) --no-print-directory LDFLAGS="-L$(DJDIR)/LIB" \ + LIBS="-lpdcurses" $(PROGRAM) + rm -f $(DISTNAME)-djgpp.zip + zip $(DISTNAME)-djgpp.zip $(PROGRAM).exe LICENSE.TXT $(DOCS) + +# +# Use NMAKE to build this targer +# +dist.win32: + @$(MAKE) /NOLOGO O="obj" RM="-del" clean + @$(MAKE) /NOLOGO O="obj" CC="CL" \ + LIBS="..\pdcurses\pdcurses.lib shfolder.lib user32.lib Advapi32.lib" \ + COPTS="-nologo -I..\pdcurses \ + -Ox -wd4033 -wd4716" $(PROGRAM) + -del $(DISTNAME)-win32.zip + zip $(DISTNAME)-win32.zip $(PROGRAM).exe LICENSE.TXT $(DOCS) + + +actions.o: rogue.h +chase.o: rogue.h +command.o: rogue.h +command.o: mach_dep.h +daemon.o: rogue.h +daemons.o: rogue.h +eat.o: rogue.h +edit.o: mach_dep.h +edit.o: rogue.h +effects.o: rogue.h +encumb.o: rogue.h +fight.o: rogue.h +init.o: rogue.h +init.o: mach_dep.h +io.o: rogue.h +list.o: rogue.h +main.o: mach_dep.h +main.o: network.h +main.o: rogue.h +maze.o: rogue.h +misc.o: rogue.h +monsters.o: rogue.h +move.o: rogue.h +new_level.o: rogue.h +options.o: rogue.h +outside.o: rogue.h +pack.o: rogue.h +passages.o: rogue.h +player.o: rogue.h +potions.o: rogue.h +rings.o: rogue.h +rip.o: mach_dep.h +rip.o: network.h +rip.o: rogue.h +rogue.o: rogue.h +rooms.o: rogue.h +save.o: rogue.h +save.o: mach_dep.h +scrolls.o: rogue.h +sticks.o: rogue.h +things.o: rogue.h +trader.o: rogue.h +util.o: rogue.h +weapons.o: rogue.h +wear.o: rogue.h +wizard.o: rogue.h diff -r cc5148bdf345 -r 6b5fbd7c3ece arogue7/actions.c --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/actions.c Tue May 12 21:39:39 2015 -0400 @@ -0,0 +1,982 @@ +/* + * actions.c - functions for dealing with monster actions + * + * 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. + */ + +#include +#include +#include "curses.h" +#include "rogue.h" +#define MAXINT INT_MAX +#define MININT INT_MIN +/* + * Did we disrupt a spell? + */ +dsrpt_monster(tp, always, see_him) +register struct thing *tp; +bool always, see_him; +{ + switch (tp->t_action) { + case A_SUMMON: + case A_MISSILE: + case A_SLOW: + tp->t_action = A_NIL; /* Just make the old fellow start over again */ + tp->t_no_move = movement(tp); + tp->t_using = NULL;/* Just to be on the safe side */ + turn_on(*tp, WASDISRUPTED); + if (see_him) + msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE)); + /* + * maybe choose something else to do next time since player + * is disrupting us + */ + tp->t_summon *= 2; + tp->t_cast /= 2; + return; + } + + /* We may want to disrupt other actions, too */ + if (always) { + tp->t_action = A_NIL; /* Just make the old fellow start over again */ + tp->t_no_move = movement(tp); + tp->t_using = NULL;/* Just to be on the safe side */ + } +} + +dsrpt_player() +{ + int which, action; + struct linked_list *item; + struct object *obj; + + action = player.t_action; + which = player.t_selection; + + switch (action) { + case C_CAST: /* Did we disrupt a spell? */ + case C_PRAY: + case C_CHANT: + { + msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer"); + + /* Charge him anyway */ + if (action == C_CAST) + spell_power += magic_spells[which].s_cost; + else if (action == C_PRAY) + pray_time += cleric_spells[which].s_cost; + else if (action == C_CHANT) + chant_time += druid_spells[which].s_cost; + } + when C_COUNT: /* counting of gold? */ + { + if (purse > 0) { + msg("Your gold goes flying everywhere!"); + do { + item = spec_item(GOLD, NULL, NULL, NULL); + obj = OBJPTR(item); + obj->o_count = min(purse, rnd(10)+1); + purse -= obj->o_count; + obj->o_pos = hero; + fall(item, FALSE); + } while (purse > 0 && rnd(10) != 1); + } + } + when C_EAT: + msg("You gag on your food for a moment."); + del_pack(player.t_using); + + when A_PICKUP: + msg("You drop what you are picking up!"); + + when C_SEARCH: /* searching for traps and secret doors... */ + msg("Oww....You decide to stop searching."); + count = 0; /* don't search again */ + + when C_SETTRAP: + msg("Oww....You can't get a trap set."); + + when A_NIL: + default: + return; + } + player.t_no_move = movement(&player); /* disoriented for a while */ + player.t_action = A_NIL; + player.t_selection = 0; + player.t_using = NULL; +} + +/* + * m_act: + * If the critter isn't doing anything, choose an action for it. + * Otherwise, let it perform its chosen action. + */ + +m_act(tp) +register struct thing *tp; +{ + struct object *obj; + bool flee; /* Are we scared? */ + + /* What are we planning to do? */ + switch (tp->t_action) { + default: + /* An unknown action! */ + msg("Unknown monster action (%d)", tp->t_action); + + /* Fall through */ + + case A_NIL: + /* If the monster is fairly intelligent and about to die, it + * may turn tail and run. But if we are a FRIENDLY creature + * in the hero's service, don't run. + */ + if (off(*tp, ISFLEE) && + tp->t_stats.s_hpt < tp->maxstats.s_hpt && + tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/6) && + (off(*tp, ISFRIENDLY) || tp->t_dest != &hero) && + rnd(25) < tp->t_stats.s_intel) { + turn_on(*tp, ISFLEE); + + /* It is okay to turn tail */ + tp->t_oldpos = tp->t_pos; + } + + /* Should the monster run away? */ + flee = on(*tp, ISFLEE) || + ((tp->t_dest == &hero) && on(player, ISINWALL) && + off(*tp, CANINWALL)); + + m_select(tp, flee); /* Select an action */ + return; + + when A_ATTACK: + /* + * We're trying to attack the player or monster at t_newpos + * if the prey moved, do nothing + */ + obj = tp->t_using ? OBJPTR(tp->t_using) : NULL; + if (ce(tp->t_newpos, hero)) { + attack(tp, obj, FALSE); + } + else if (mvwinch(mw, tp->t_newpos.y, tp->t_newpos.x) && + step_ok(tp->t_newpos.y, tp->t_newpos.x, FIGHTOK, tp)) { + skirmish(tp, &tp->t_newpos, obj, FALSE); + } + + when A_SELL: + /* Is the player still next to us? */ + if (ce(tp->t_newpos, hero)) sell(tp); + + /* The darned player moved away */ + else if (off(player, ISBLIND) && + cansee(unc(tp->t_pos)) && + (off(*tp, ISINVIS) || on(player, CANSEE)) && + (off(*tp, ISSHADOW) || on(player, CANSEE)) && + (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) + msg("%s grunts with frustration",prname(monster_name(tp),TRUE)); + + when A_MOVE: + /* Let's try to move */ + do_chase(tp); + + /* If t_no_move > 0, we found that we have to fight! */ + if (tp->t_no_move > 0) return; + + when A_BREATHE: + /* Breathe on the critter */ + m_breathe(tp); + + when A_SLOW: + /* make him move slower */ + add_slow(); + turn_off(*tp, CANSLOW); + + when A_MISSILE: + /* Start up a magic missile spell */ + m_spell(tp); + + when A_SONIC: + /* Let out a sonic blast! */ + m_sonic(tp); + + when A_THROW: + /* We're throwing something (like an arrow) */ + missile(tp->t_newpos.y, tp->t_newpos.x, tp->t_using, tp); + + when A_SUMMON: + /* We're summoning help */ + m_summon(tp); + + when A_USERELIC: + /* Use our relic */ + m_use_relic(tp); + + when A_USEWAND: + /* use the wand we have */ + m_use_wand(tp); + } + + /* No action now */ + tp->t_action = A_NIL; + tp->t_using = NULL; +} + +/* + * m_breathe: + * Breathe in the chosen direction. + */ + +m_breathe(tp) +register struct thing *tp; +{ + register int damage; + register char *breath; + + damage = tp->t_stats.s_hpt; + turn_off(*tp, CANSURPRISE); + + /* Will it breathe at random */ + if (on(*tp, CANBRANDOM)) { + /* Turn off random breath */ + turn_off(*tp, CANBRANDOM); + + /* Select type of breath */ + switch (rnd(10)) { + case 0: breath = "acid"; + turn_on(*tp, NOACID); + when 1: breath = "flame"; + turn_on(*tp, NOFIRE); + when 2: breath = "lightning bolt"; + turn_on(*tp, NOBOLT); + when 3: breath = "chlorine gas"; + turn_on(*tp, NOGAS); + when 4: breath = "ice"; + turn_on(*tp, NOCOLD); + when 5: breath = "nerve gas"; + turn_on(*tp, NOPARALYZE); + when 6: breath = "sleeping gas"; + turn_on(*tp, NOSLEEP); + when 7: breath = "slow gas"; + turn_on(*tp, NOSLOW); + when 8: breath = "confusion gas"; + turn_on(*tp, ISCLEAR); + when 9: breath = "fear gas"; + turn_on(*tp, NOFEAR); + } + } + + /* Or can it breathe acid? */ + else if (on(*tp, CANBACID)) { + turn_off(*tp, CANBACID); + breath = "acid"; + } + + /* Or can it breathe fire */ + else if (on(*tp, CANBFIRE)) { + turn_off(*tp, CANBFIRE); + breath = "flame"; + } + + /* Or can it breathe electricity? */ + else if (on(*tp, CANBBOLT)) { + turn_off(*tp, CANBBOLT); + breath = "lightning bolt"; + } + + /* Or can it breathe gas? */ + else if (on(*tp, CANBGAS)) { + turn_off(*tp, CANBGAS); + breath = "chlorine gas"; + } + + /* Or can it breathe ice? */ + else if (on(*tp, CANBICE)) { + turn_off(*tp, CANBICE); + breath = "ice"; + } + + else if (on(*tp, CANBPGAS)) { + turn_off(*tp, CANBPGAS); + breath = "nerve gas"; + } + + /* can it breathe sleeping gas */ + else if (on(*tp, CANBSGAS)) { + turn_off(*tp, CANBSGAS); + breath = "sleeping gas"; + } + + /* can it breathe slow gas */ + else if (on(*tp, CANBSLGAS)) { + turn_off(*tp, CANBSLGAS); + breath = "slow gas"; + } + + /* can it breathe confusion gas */ + else if (on(*tp, CANBCGAS)) { + turn_off(*tp, CANBCGAS); + breath = "confusion gas"; + } + + /* can it breathe fear gas */ + else { + turn_off(*tp, CANBFGAS); + breath = "fear gas"; + } + + /* Now breathe -- sets "monst_dead" if it kills someone */ + shoot_bolt(tp, tp->t_pos, tp->t_newpos, FALSE, + tp->t_index, breath, damage); + + running = FALSE; + if (fight_flush) md_flushinp(); +} + +/* + * m_select: + * Select an action for the monster. + */ + +m_select(th, flee) +register struct thing *th; +register bool flee; /* True if running away or player is inaccessible in wall */ +{ + register struct room *rer, *ree; /* room of chaser, room of chasee */ + int dist = MININT; + int mindist = MAXINT, maxdist = MININT; + bool rundoor; /* TRUE means run to a door */ + char sch; + coord *last_door=0, /* Door we just came from */ + this; /* Temporary destination for chaser */ + + rer = roomin(&th->t_pos); /* Find room of chaser */ + ree = roomin(th->t_dest); /* Find room of chasee */ + + /* First see if we want to use an ability or weapon */ + if (m_use_it(th, flee, rer, ree)) return; + + /* + * We don't count monsters on doors as inside rooms here because when + * a monster is in a room and the player is not in that room, the + * monster looks for the best door out. If we counted doors as part + * of the room, the monster would already be on the best door out; + * so he would never move. + */ + if ((sch = CCHAR( mvwinch(stdscr, th->t_pos.y, th->t_pos.x) )) == DOOR || + sch == SECRETDOOR || sch == PASSAGE) { + rer = NULL; + } + this = *th->t_dest; + + /* + * If we are in a room heading for the player and the player is not + * in the room with us, we run to the "best" door. + * If we are in a room fleeing from the player, then we run to the + * "best" door if he IS in the same room. + * + * Note: We don't bother with doors in mazes or if we can walk + * through walls. + */ + if (rer != NULL && levtype != MAZELEV && off(*th, CANINWALL)) { + if (flee) rundoor = (rer == ree); + else rundoor = (rer != ree); + } + else rundoor = FALSE; + + if (rundoor) { + register struct linked_list *exitptr; /* For looping through exits */ + coord *exit, /* A particular door */ + *entrance; /* Place just inside doorway */ + int exity, exitx; /* Door's coordinates */ + char dch='\0'; /* Door character */ + + if (th->t_doorgoal) + dch = CCHAR( mvwinch(stdscr, th->t_doorgoal->y, th->t_doorgoal->x) ); + + /* Do we have a valid goal? */ + if ((dch == PASSAGE || dch == DOOR) && /* A real door */ + (!flee || !ce(*th->t_doorgoal, *th->t_dest))) { /* Prey should not + * be at door if + * we are running + * away + */ + /* Make sure the player is not in the doorway, either */ + entrance = doorway(rer, th->t_doorgoal); + if (!flee || entrance == NULL || !ce(*entrance, *th->t_dest)) { + this = *th->t_doorgoal; + dist = 0; /* Indicate that we have our door */ + } + } + + /* Go through all the doors */ + else for (exitptr = rer->r_exit; exitptr; exitptr = next(exitptr)) { + exit = DOORPTR(exitptr); + exity = exit->y; + exitx = exit->x; + + /* Make sure it is a real door */ + dch = CCHAR( mvwinch(stdscr, exity, exitx) ); + if (dch == PASSAGE || dch == DOOR) { + /* Don't count a door if we are fleeing from someone and + * he is standing on it. Also, don't count it if he is + * standing in the doorway. + */ + if (flee) { + if (ce(*exit, *th->t_dest)) continue; + + entrance = doorway(rer, exit); + if (entrance != NULL && ce(*entrance, *th->t_dest)) + continue; + } + + /* Were we just on this door? */ + if (ce(*exit, th->t_oldpos)) last_door = exit; + + else { + dist = DISTANCE(th->t_dest->y, th->t_dest->x, exity, exitx); + + /* If fleeing, we want to maximize distance from door to + * what we flee, and minimize distance from door to us. + */ + if (flee) + dist -= DISTANCE(th->t_pos.y, th->t_pos.x, exity, exitx); + + /* Maximize distance if fleeing, otherwise minimize it */ + if ((flee && (dist > maxdist)) || + (!flee && (dist < mindist))) { + th->t_doorgoal = exit; /* Use this door */ + this = *exit; + mindist = maxdist = dist; + } + } + } + } + + /* Could we not find a door? */ + if (dist == MININT) { + /* If we were on a door, go ahead and use it */ + if (last_door) { + th->t_doorgoal = last_door; + this = th->t_oldpos; + dist = 0; /* Indicate that we found a door */ + } + else th->t_doorgoal = NULL; /* No more door goal */ + } + + /* Indicate that we do not want to flee from the door */ + if (dist != MININT) flee = FALSE; + } + else th->t_doorgoal = 0; /* Not going to any door */ + + /* Now select someplace to go and start the action */ + chase(th, &this, rer, ree, flee); +} + +/* + * m_sonic: + * The monster is sounding a sonic blast. + */ + +m_sonic(tp) +register struct thing *tp; +{ + register int damage; + static struct object blast = + { + MISSILE, {0, 0}, "", 0, "", "150" , NULL, 0, 0, 0, 0 + }; + + turn_off(*tp, CANSONIC); + turn_off(*tp, CANSURPRISE); + do_motion(&blast, tp->t_newpos.y, tp->t_newpos.x, tp); + damage = 150; + if (save(VS_BREATH, &player, -3)) + damage /= 2; + msg ("%s's sonic blast hits you", prname(monster_name(tp), TRUE)); + if ((pstats.s_hpt -= damage) <= 0) + death(tp->t_index); + + running = FALSE; + if (fight_flush) md_flushinp(); + dsrpt_player(); +} + +/* + * m_spell: + * The monster casts a spell. Currently this is limited to + * magic missile. + */ +m_spell(tp) +register struct thing *tp; +{ + static struct object missile = + { + MISSILE, {0, 0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1 + }; + + sprintf(missile.o_hurldmg, "%dd4", tp->t_stats.s_lvl); + do_motion(&missile, tp->t_newpos.y, tp->t_newpos.x, tp); + hit_monster(unc(missile.o_pos), &missile, tp); + turn_off(*tp, CANMISSILE); + turn_off(*tp, CANSURPRISE); + + running = FALSE; + if (fight_flush) md_flushinp(); +} + +/* + * m_summon: + * Summon aid. + */ + +m_summon(tp) +register struct thing *tp; +{ + register char *helpname, *mname; + int fail, numsum; + register int which, i; + + /* Let's make sure our prey is still here */ + if (!cansee(unc(tp->t_pos)) || fallpos(&hero, FALSE, 2) == NULL) return; + + /* + * Non-uniques can only summon once. Uniques get fewer + * creatures with each successive summoning. Also, the + * probability of summoning goes down + */ + if (off(*tp, ISUNIQUE)) + turn_off(*tp, CANSUMMON); + + turn_off(*tp, CANSURPRISE); + mname = monster_name(tp); + helpname = monsters[tp->t_index].m_typesum; + which = findmindex(helpname); + + if ((off(*tp, ISINVIS) || on(player, CANSEE)) && + (off(*tp, ISSHADOW) || on(player, CANSEE)) && + (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { + if (monsters[which].m_normal == FALSE) { /* genocided? */ + msg("%s appears dismayed", prname(mname, TRUE)); + monsters[tp->t_index].m_numsum = 0; + } + else { + msg("%s summons %ss for help", prname(mname, TRUE), helpname); + } + } + else { + if (monsters[which].m_normal == FALSE) /* genocided? */ + monsters[tp->t_index].m_numsum = 0; + else { + msg("%ss seem to appear from nowhere!", helpname); + } + } + numsum = monsters[tp->t_index].m_numsum; + if (numsum && on(*tp, ISUNIQUE)) { /* UNIQUEs summon less each time */ + monsters[tp->t_index].m_numsum--; + tp->t_summon *= 2; /* cut probability in half */ + } + + /* + * try to make all the creatures around player but remember + * if unsuccessful + */ + for (i=0, fail=0; it_dest, *er = &tp->t_pos; + coord *shoot_dir; + struct linked_list *weapon; + struct thing *prey; + bool dest_player; /* Are we after the player? */ + + /* + * If we are fleeing, there's a chance, depending on our + * intelligence, that we'll just run in terror. + */ + if (flee && rnd(25) >= tp->t_stats.s_intel) return(FALSE); + + /* + * Make sure that we have a living destination, and record whether + * it is the player. + */ + if (ee != NULL) { + if (ce(*ee, hero)) { + dest_player = TRUE; + prey = &player; + } + else { + struct linked_list *item; + + dest_player = FALSE; + + /* What is the monster we're chasing? */ + item = find_mons(ee->y, ee->x); + if (item != NULL) prey = THINGPTR(item); + else return(FALSE); + } + } + else return(FALSE); + + /* + * If we are friendly to the hero, we don't do anything. + */ + if (on(*tp, ISFRIENDLY) && dest_player) return(FALSE); + + /* + * Also, for now, if our prey is in a wall, we won't do + * anything. The prey must be in the same room as we are OR + * we must have a straight shot at him. Note that + * shoot_dir must get set before rer is checked so + * that we get a valid value. + */ + if (on(*prey, ISINWALL) || + ((shoot_dir = can_shoot(er, ee)) == NULL && + (rer == NULL || rer != ree))) + return(FALSE); + + /* + * If we can't see the prey then forget it + */ + if (on(*prey, ISINVIS) && off(*tp, CANSEE)) + return(FALSE); + + /* How far are we from our prey? */ + dist = DISTANCE(er->y, er->x, ee->y, ee->x); + + /* + * Shall we summon aid so we don't have to get our hands dirty? + * For now, we will only summon aid against the player. + * We'll wait until he's within 2 dots of a missile length. + */ + if (on(*tp, CANSUMMON) && dest_player && + dist < (BOLT_LENGTH+2)*(BOLT_LENGTH+2) && + rnd(tp->t_summon) < tp->t_stats.s_lvl && + monsters[tp->t_index].m_numsum > 0 && + fallpos(&hero, FALSE, 2) != NULL) { + tp->t_action = A_SUMMON; /* We're going to summon help */ + tp->t_no_move = movement(tp); /* It takes time! */ + return(TRUE); + } + + /* + * If the creature can cast a slow spell and if the prey is within + * 2 dots of a missile fire, then see whether we will cast it. + * if next to player, lessen chance because we don't like being + * disrupted + */ + if (on(*tp, CANSLOW) && dest_player && + dist < (BOLT_LENGTH+5)*(BOLT_LENGTH+5) && + rnd(100) < (dist > 3 ? tp->t_cast : tp->t_cast/2)) { + tp->t_action = A_SLOW; /* We're going to slow him */ + tp->t_no_move = 3 * movement(tp); /* Takes time! */ + debug("casting slow spell!"); + return(TRUE); + } + + /* + * If we have a special magic item, we might use it. We will restrict + * this options to uniques with relics and creatures with wands for now. + * Also check for the quartermaster. Don't want him shooting wands.... + */ + if ((on(*tp, ISUNIQUE) || on(*tp, CARRYSTICK)) && + off(*tp, CANSELL) && dest_player && + m_use_pack(tp, er, ee, dist, shoot_dir)) { + return(TRUE); + } + + /* From now on, we must have a direct shot at the prey */ + if (shoot_dir == NULL) return(FALSE); + + /* We may use a sonic blast if we can, only on the player */ + if (on(*tp, CANSONIC) && + dest_player && + (dist < BOLT_LENGTH*2) && + (rnd(100) < tp->t_breathe)) { + tp->t_newpos = *shoot_dir; /* Save the direction */ + tp->t_action = A_SONIC; /* We're going to sonic blast */ + tp->t_no_move = 2 * movement(tp); /* Takes 2 movement periods */ + } + + /* If we can breathe, we may do so */ + else if (on(*tp, CANBREATHE) && + (dist < BOLT_LENGTH*BOLT_LENGTH) && + (rnd(100) < tp->t_breathe)) { + tp->t_newpos = *shoot_dir; /* Save the direction */ + tp->t_action = A_BREATHE; /* We're going to breathe */ + tp->t_no_move = movement(tp); /* It takes 1 movement period */ + } + + /* + * We may shoot missiles if we can + * if next to player, lessen chance so we don't get disrupted as often + */ + else if (on(*tp,CANMISSILE) && + rnd(100) < (dist > 3 ? tp->t_cast : tp->t_cast/2)){ + tp->t_newpos = *shoot_dir; /* Save the direction */ + tp->t_action = A_MISSILE; /* We're going to shoot MM's */ + tp->t_no_move = 3 * movement(tp); /* Takes time! */ + } + + /* + * If we can shoot or throw something, we might do so. + * If next to player, then forget it + */ + else if ((on(*tp,CANSHOOT) || on(*tp,CARRYWEAPON) || + on(*tp,CARRYDAGGER) || on(*tp, CARRYAXE)) && + dist > 3 && + off(*tp, CANSELL) && + (weapon = get_hurl(tp))) { + tp->t_newpos = *shoot_dir; /* Save the direction */ + tp->t_action = A_THROW; /* We're going to throw something */ + tp->t_using = weapon; /* Save our weapon */ + tp->t_no_move = 2 * movement(tp); /* Takes 2 movement periods */ + } + + /* We couldn't find anything to do */ + else return(FALSE); + + return(TRUE); + +} + +/* + * runners: + * Make all the awake monsters try to do something. + */ + +runners(segments) +int segments; /* Number of segments since last called */ +{ + register struct linked_list *item; + register struct thing *tp; + register min_time = 20; /* Minimum time until a monster can act */ + + /* + * loop thru the list of running (wandering) monsters and see what + * each one will do this time. + * + * Note: the special case that one of this buggers kills another. + * if this happens than we have to see if the monster killed + * himself or someone else. In case its himself we have to get next + * one immediately. If it wasn't we have to get next one at very + * end in case he killed the next one. + */ + + for (item = mlist; item != NULL; item = next(item)) { + tp = THINGPTR(item); + turn_on(*tp, ISREADY); + } + + for (;;) { + + for (item = mlist; item != NULL; item = next(item)) { + tp = THINGPTR(item); + + if (on(*tp, ISREADY)) + break; + } + + if (item == NULL) + break; + + turn_off(*tp, ISREADY); + + /* If we are not awake, just skip us */ + if (off(*tp, ISRUN) && off(*tp, ISHELD)) continue; + + /* See if it's our turn */ + tp->t_no_move -= segments; + if (tp->t_no_move > 0) { + if (tp->t_no_move < min_time) min_time = tp->t_no_move; + continue; + } + + /* If we were frozen, we're moving now */ + if (tp->t_action == A_FREEZE) tp->t_action = A_NIL; + + if (on(*tp, ISHELD)) { + /* Make sure the action and using are nil */ + tp->t_action = A_NIL; + tp->t_using = NULL; + + /* Can we break free? */ + if (rnd(tp->t_stats.s_lvl) > 11) { + turn_off(*tp, ISHELD); + runto(tp, &hero); + if (cansee(tp->t_pos.y, tp->t_pos.x)) + msg("%s breaks free from the hold spell", + prname(monster_name(tp), TRUE)); + } + + /* Too bad -- try again later */ + else tp->t_no_move = movement(tp); + } + + /* Heal the creature if it's not in the middle of some action */ + if (tp->t_action == A_NIL) doctor(tp); + + while (off(*tp,ISELSEWHERE) && + off(*tp,ISDEAD) && + tp->t_no_move <= 0 && off(*tp, ISHELD) && on(*tp, ISRUN)) { + /* Let's act (or choose an action if t_action = A_NIL) */ + m_act(tp); + } + + if (off(*tp,ISELSEWHERE) && off(*tp,ISDEAD)) { + if (tp->t_no_move < min_time) min_time = tp->t_no_move; + if (tp->t_quiet < 0) tp->t_quiet = 0; + } + } + return(min_time); +} + +/* + * See if a monster has some magic it can use. Return TRUE if so. + * Only care about relics and wands for now. + */ +bool +m_use_pack(monster, monst_pos, defend_pos, dist, shoot_dir) +register struct thing *monster; +register coord *monst_pos, *defend_pos; +register int dist; +register coord *shoot_dir; +{ + register struct object *obj; + register struct linked_list *pitem, *relic, *stick; + register int units = -1; + + relic = stick = NULL; + + for (pitem=monster->t_pack; pitem; pitem=next(pitem)) { + obj = OBJPTR(pitem); + if (obj->o_flags & ISCURSED) continue; + if (obj->o_type == RELIC) { + switch (obj->o_which) { + case MING_STAFF: + if (shoot_dir != NULL) { + units = 2; /* Use 2 time units */ + relic = pitem; + } + + when EMORI_CLOAK: + if (obj->o_charges != 0 && + shoot_dir != NULL) { + units = 2; /* Use 2 time units */ + relic = pitem; + } + + when ASMO_ROD: + /* The bolt must be able to reach the defendant */ + if (shoot_dir != NULL && + dist < BOLT_LENGTH * BOLT_LENGTH) { + units = 2; /* Use 2 time units */ + relic = pitem; + } + + when BRIAN_MANDOLIN: + /* The defendant must be the player and within 4 spaces */ + if (ce(*defend_pos, hero) && + dist < 25 && + player.t_action != A_FREEZE) { + units = 4; + relic = pitem; + } + + when GERYON_HORN: + /* The defendant must be the player and within 5 spaces */ + if (ce(*defend_pos, hero) && + dist < 25 && + (off(player,ISFLEE)|| player.t_dest!=&monster->t_pos)) { + units = 3; + relic = pitem; + } + } + } + if (obj->o_type == STICK) { + if (obj->o_charges < 1) continue; + switch(obj->o_which) { + case WS_ELECT: + case WS_FIRE: + case WS_COLD: + /* The bolt must be able to reach the defendant */ + if (shoot_dir != NULL && + dist < BOLT_LENGTH * BOLT_LENGTH) { + units = 3; + stick = pitem; + } + + when WS_MISSILE: + case WS_SLOW_M: + case WS_CONFMON: + case WS_PARALYZE: + case WS_MDEG: + case WS_FEAR: + if (shoot_dir != NULL) { + units = 3; + stick = pitem; + } + + otherwise: + break; + } + } + } + + /* use relics in preference to all others */ + if (relic) debug("chance to use relic = %d%%", monster->t_artifact); + if (stick) debug("chance to use stick = %d%%", monster->t_wand); + if (relic && rnd(100) < monster->t_artifact) { + monster->t_action = A_USERELIC; + pitem = relic; + } + else if (stick && rnd(100) < monster->t_wand) { + /* + * see if the monster will use the wand + */ + pitem = stick; + monster->t_action = A_USEWAND; + } + else { + return(FALSE); + } + + monster->t_no_move = units * movement(monster); + monster->t_using = pitem; + monster->t_newpos = *shoot_dir; + return(TRUE); +} diff -r cc5148bdf345 -r 6b5fbd7c3ece arogue7/aguide.mm --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/aguide.mm Tue May 12 21:39:39 2015 -0400 @@ -0,0 +1,799 @@ +.\" +.\" aguide.mm +.\" +.\" 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. +.\" +.tr ~ +.nr Pt 1 +.ds HF 3 2 2 2 2 2 2 +.TL +The Dungeons of Doom +.AF Toolchest +.AU " " +.AS 1 +.P +Rogue was introduced 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 +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. +.AE +.MT 4 +.H 1 INTRODUCTION +Rogue is a screen-oriented fantasy game set in the ever-changing +\fIDungeons of Doom\fR. +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 +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 +\fIComplete Winner\fR. +But even after finding the artifact, the player may wish to continue +further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a +\fIdeity\fR found far down in the dungeon. +Defeating such a creature will gain the player many experience points, +the basis for scoring in Rogue. +.P +It is very difficult to return from the \fIDungeons of Doom\fR. +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. +.H 1 "CHARACTER CLASSES" +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. +.H 2 "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 \fIfighter\fR 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. +.H 2 "The Magician" +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. +.H 2 "The Cleric" +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 +Because of their religious nature, clerics can also affect the "undead" +beings, like \fIzombies\fR and \fIghouls\fR, 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 +Clerics can gain from 1 to 8 extra hit points on +reaching a new experience level. +.H 2 "The Druid" +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 +Druids gain from 1 to 8 hit points when they gain an experience level. +.H 2 "The Thief" +A thief is exceptionally dextrous and has a good chance to +set a trap or rob a monster. +.P +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 \fIthief\fR manages to sneak up on a creature without waking it, he +will get a chance to \fIbackstab\fR the monster. When this is done, +the damage done by the \fIthief\fR greatly increases based on his experience +level. +.P +Thieves gain from 1 to 6 extra hit points from a new experience level. +.H 2 "The Paladin" +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 +Paladins gain 1 to 10 hit points per experience level. +.H 2 "The Ranger" +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 +Rangers gain 1 to 8 hit points per experience level. +.H 2 "The Monk" +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 +Monks gain 1 to 6 hit points per experience level. +.H 2 "The Assassin" +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 +Assassins gain 1 to 6 hit points per experience level. +.H 1 "ATTRIBUTES" +.H 2 "Intelligence" +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. +.H 2 "Strength" +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. +.H 2 "Wisdom" +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. +.H 2 "Dexterity" +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. +.H 2 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. +.H 2 "Charisma" +Charisma is a measure of a characters looks and general likeableness. +It effects transactions when trying to purchase things. +.H 2 "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. +For example, magicians receive new spells, and clerics receive new prayers. +.P +.H 2 "Allocating Attributes" +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. +.H 1 "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. +.H 2 "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 '\(emMore\(em.'~ +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. +.H 2 "The Dungeon Section" +The large middle section of the screen displays the player's surroundings using +the following symbols: +.tr ~~ +.VL 10 +.LI | +A wall of a room. +.LI - +A wall of a room. +.LI * +A pile of gold. +.LI % +A way to the next level. +.LI + +A doorway. +.LI . +The floor in a room. +.LI @ +The player. +.LI _ +The player, when invisible. +.LI # +The floor in a passageway. +.LI ! +A flask containing a potion. +.LI ? +A sealed scroll. +.LI : +Some food. +.LI ) +A weapon. +.LI \ +Solid rock (denoted by a space). +.LI ] +Some armor. +.LI ; +A miscellaneous magic item +.LI , +An artifact +.LI = +A ring. +.LI / +A wand or a staff. +.LI ^ +The entrance to a trading post +.LI > +A trapdoor leading to the next level +.LI { +An arrow trap +.LI $ +A sleeping gas trap +.LI } +A beartrap +.LI ~ +A trap that teleports you somewhere else +.LI \` +A poison dart trap +.LI \fR"\fR +A shimmering magic pool +.LI \' +An entrance to a maze +.LI $ +Any magical item. (During magic detection) +.LI > +A blessed magical item. (During magic detection) +.LI < +A cursed magical item. (During magic detection) +.LI 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 ('\fB/\fR'). +.LE +.tr ~ +.H 2 "The Status Section" +The bottom two lines of the screen describe the player's current status. +The first line gives the player's characteristics: +.BL +.LI +Intelligence (\fBInt\fR) +.LI +Strength (\fBStr\fR) +.LI +Wisdom (\fBWis\fR) +.LI +Dexterity (\fBDxt\fR) +.LI +Constitution (\fBConst\fR) +.LI +Charisma (\fBChar\fR) +.LI +Encumberance (\fBCarry\fR) +.LE +.P +Intelligence, strength, wisdom, dexterity, charisma, and constitution have a +normal maximum of 25, but can be higher when augmented by a ring. +Encumberance 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. +.P +The second status line provides the following information: +.BL +.LI +The current level (\fBLvl\fR) in the dungeon. This number increases as the +player goes further down. +.LI +The player's current number of hit points (\fBHp\fR), 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. +.LI +The player's armor class (\fBAc\fR). +This number describes the amount of protection provided by the armor, cloaks, +and/or rings currently worn by the player. +It is also affected by high or low dexterity. +Wearing no armor is equivalent to an armor class of 10. +The protection level increases as the armor class decreases. +.LI +The player's current experience level (\fBExp\fR) 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. +.LI +A description of the player's character. +This description depends on the player's character type and experience +level. +.LE +.H 1 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. +.P +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 \fBinventory\fR command. +Typing a '*' at this point produces a list of the eligible items. +.P +Rogue understands the following commands:~ +.VL 4 +.LI ? +Preceding a command by a '\fB?\fR' produces a brief explanation of the command. +The command '\fB?*\fR' gives an explanation of all the commands. +.LI / +Preceding a symbol by a '\fB/\fR' identifies the symbol. +.LI = +Clarify. +After typing an '\fB=\fR' sign, the player can use the movement keys to +position the cursor anywhere on the current level. +As long as the player can normally see the selected position, Rogue will +identify whatever is at that space. +Examples include a \fIsleeping giant rat\fR, a \fIblue potion\fR, and a \fIfood +ration\fR. +.LI h +Move one position to the left. +.LI j +Move one position down. +.LI k +Move one position up. +.LI l +Move one position to the right. +.LI y +Move one position to the top left. +.LI u +Move one position to the top right. +.LI b +Move one position to the bottom left. +.LI n +Move one position to the bottom right. +.LI H +Run to the left until reaching something interesting. +.LI J +Run down until reaching something interesting. +.LI K +Run up until reaching something interesting. +.LI L +Run to the right until reaching something interesting. +.LI Y +Run to the top left until reaching something interesting. +.LI U +Run to the top right until reaching something interesting. +.LI B +Run to the bottom left until reaching something interesting. +.LI N +Run to the bottom right until reaching something interesting. +.LI t +This command prompts for an object from the players pack. +The player then \fBt\fRhrows the object in the specified direction. +.LI f +When this command precedes a directional command, the player moves +in the specified direction until passing something interesting. +.LI z +This command prompts for a wand or staff from the player's pack and +\fBz\fRaps it in the specified direction. +.LI > +Go down to the next level. +.LI < +Go up to the next level. +.LI s +\fBS\fRearch for a secret door or a trap in the circle surrounding the player. +.LI . +This command (a dot) causes the player to rest a turn. +.LI i +Display an \fBi\fRnventory of the player's pack. +.LI I +This command prompts for an item from the player's pack and displays +the \fBi\fRnventory information for that item. +.LI q +\fBQ\fRuaff a potion from the player's pack. +.LI r +\fBR\fRead a scroll from the player's pack. +.LI e +\fBE\fRat some food from the player's pack. +.LI w +\fBW\fRield a weapon from the player's pack. +.LI W +\fBW\fRear some armor, ring, or miscellaneous magic item from the player's pack. +The player can wear a maximum of eight rings. +.LI T +\fBT\fRake off whatever the player is wearing. +.LI ^U +\fBU\fRse a magic item in the player's pack. +.LI d +\fBD\fRrop an item from the player's pack. +.LI P +\fBP\fRick up the items currently under the player. +.LI ^N +When the player types this command, Rogue prompts for a monster or an item +from the player's pack and a one-line \fBn\fRame. +For monsters, the player can use the movement keys to position the cursor +over the desired monster, and Rogue will use the given \fBn\fRame to refer +to that monster. +For items, Rogue gives all similar items (such as all the blue potions) +the specified \fBn\fRame. +.LI m +When the player types this command, Rogue prompts for an item from the +player's pack and a one-line name. +Rogue then \fBm\fRarks the specified item with the given name. +.LI o +Typing this command causes Rogue to display all the settable \fBo\fRptions. +The player can then merely examine the options or change any or all of them. +.LI C +This command, restricted to magicians and rangers +produces a listing of the current supply of spells. +The player can select one of the displayed spells and, if the player's +energy level is sufficiently high, \fBC\fRast it. +The more complicated the spell, the more energy it takes. +.LI c +This command, restricted to druids and rangers +produces a listing of the current supply of chants. +The player can select one of the displayed chants and, if the player's +energy level is sufficiently high, \fBc\fRhant it. +The more complicated the spell, the more energy it takes. +.LI p +This command, restricted to clerics and paladins, +produces a listing of the character's known \fBp\fRrayers. +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. +.LI a +This command is restricted to clerics and paladins +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 \fBa\fRffect the +monster by causing it to flee or possibly even destroying it. +.LI * +Count the gold in the player's pack. +.LI ^ +This command sets a trap and is limited to thieves and assassins. +If the character is successful, Rogue prompts the player for a type of trap +and sets it where the player is standing. +.LI G +This command is restricted to thieves and assassins. +It causes Rogue to display all the gold on the current level. +.LI D +\fBD\fRip something into a magic pool. +.LI ^T +This command is restricted to thieves and assassins. +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 \fBs\fRteal 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. +.LI ^L +Redraw the screen. +.LI ^R +\fBR\fRepeat the last message that was displayed on the top line of the screen. +.LI ^[ +Typing an escape will usually cause Rogue to cancel the current command. +.LI v +Print the current Rogue \fBv\fRersion number. +.LI ! +Escape to the shell. +.LI S +Quit and \fBs\fRave the game for resumption at a later time. +.LI Q +\fBQ\fRuit without saving the game. +.LE +.H 1 "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. +.P +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. +.H 1 TIME +All actions except for purely bookkeeping commands, such as taking an +inventory, take time. +The amount of time varies with the command. +Swinging a weapon, for example, takes more time than simply moving; +so a monster could move several spaces in the time it takes the player +to make one attack. +The time it takes to swing a weapon also varies based on the bulk of the