changeset 223:0e99eade579c

Generate text documentation from the troff source files. This is done by make, in the 'docs' target, which is now part of the normal build process. Unfortunately, not all the games include troff sources. Getting decent HTML output from groff is still a difficult process which will not be attempted at this time. There are a few bugs in the 'install' and 'uninstall' rules. Not to mention that the documentation is sometimes inaccurate.
author John "Elwin" Edwards
date Sun, 21 Feb 2016 20:47:12 -0500
parents a666e4a034ed
children 4d0f53998e8a
files arogue7/Makefile.in arogue7/arogue77.doc arogue7/configure.ac rogue3/Makefile.in rogue3/configure.ac rogue3/rogue36.cat rogue3/rogue36.doc rogue4/Makefile.in rogue4/configure.ac rogue4/rogue.6.in rogue5/Makefile.in rogue5/configure.ac rogue5/rogue.cat.in rogue5/rogue.doc.in srogue/Makefile.in srogue/configure.ac
diffstat 16 files changed, 133 insertions(+), 2801 deletions(-) [+]
line wrap: on
line diff
--- a/arogue7/Makefile.in	Fri Feb 12 15:12:37 2016 -0500
+++ b/arogue7/Makefile.in	Sun Feb 21 20:47:12 2016 -0500
@@ -57,7 +57,7 @@
 MISC_C=	
 DOCSRC= aguide.mm
 #DOCS  = $(PROGRAM).doc $(PROGRAM).html
-DOCS  = arogue77.doc arogue77.html
+DOCS  = $(PROGRAM).doc arogue77.html
 MISC  =	Makefile $(MISC_C) LICENSE.TXT $(PROGRAM).sln $(PROGRAM).vcproj $(DOCS)\
         $(DOCSRC)
 
@@ -69,15 +69,30 @@
 LIBS =	@LIBS@
 RM    = rm -f
 INSTALL=@INSTALL@
+GROFF=@GROFF@
+NROFF=@NROFF@
+COLCRT=@COLCRT@
+TBL=@TBL@
 
 .SUFFIXES: .obj
 
 .c.obj:
 	$(CC) $(CFLAGS) /c $*.c
     
+all: $(PROGRAM) docs
+
 $(PROGRAM): $(HDRS) $(OBJS)
 	$(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
     
+docs: $(DOCS)
+
+$(PROGRAM).doc: aguide.mm
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -t -mm -Tascii aguide.mm > $(PROGRAM).doc ;\
+	elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
+	$(TBL) aguide.mm | $(NROFF) -mm | $(COLCRT) - > $(PROGRAM).doc ;\
+	fi
+
 install: $(PROGRAM)
 	-touch test
 	-if test ! -f $(DESTDIR)$(SCOREFILE) ; \
@@ -112,7 +127,7 @@
 clean:
 	$(RM) $(OBJS1)
 	$(RM) $(OBJS2)
-	$(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe $(PROGRAM).lck
+	$(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe $(PROGRAM).lck $(PROGRAM).doc
 	$(RM) $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).zip 
     
 dist.src:
--- a/arogue7/arogue77.doc	Fri Feb 12 15:12:37 2016 -0500
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1122 +0,0 @@
-       
-
-
-
-
-
-                           The Dungeons of Doom
-
-                                Toolchest
-
-
-
-
-
-
-       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
-
-            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.
-
-       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
-
-
-
-
-
-
-
-
-                                   - 2 -
-
-
-
-       levels  the  fighter also gets to attack multiple times in a
-       single turn.  This obviously further increases  his  chances
-       at  winning  battles.   Intrinsic  to the fighter class is a
-       robustness which results in 1 to 12  extra  hit  points  for
-       every new experience level.
-
-       2.2  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.
-
-       2.3  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.
-
-            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 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.
-
-            Druids gain from 1 to 8 hit points when  they  gain  an
-       experience level.
-
-       2.5  The Thief
-
-            A thief is exceptionally dextrous and has a good chance
-       to set a trap or rob a monster.
-
-            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
-
-
-
-
-
-
-
-
-                                   - 3 -
-
-
-
-       greatly increases based on his experience level.
-
-            Thieves  gain  from  1 to 6 extra hit points from a new
-       experience level.
-
-       2.6  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.
-
-            Paladins  gain 1 to 10 hit points per experience level.
-
-       2.7  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.
-
-            Rangers gain 1 to 8 hit points per experience level.
-
-       2.8  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.
-
-            Monks gain 1 to 6 hit points per experience level.
-
-       2.9  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.
-
-            Assassins gain 1 to 6 hit points per experience  level.
-
-
-       3.  ATTRIBUTES
-
-
-
-
-
-
-
-
-
-                                   - 4 -
-
-
-
-       3.1  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.
-
-       3.2  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.
-
-       3.3  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.
-
-       3.4  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.
-
-       3.5  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.
-
-       3.6  Charisma
-
-            Charisma is a measure of a characters looks and general
-       likeableness.    It  effects  transactions  when  trying  to
-       purchase things.
-
-       3.7  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
-
-
-
-
-
-
-
-
-                                   - 5 -
-
-
-
-       new prayers.
-
-       3.8  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.
-
-
-       4.  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.
-
-       4.1  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.
-
-       4.2  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.
-
-
-
-
-
-
-
-
-
-                                   - 6 -
-
-
-
-       _         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 ('/').
-
-
-
-
-
-
-
-
-
-
-                                   - 7 -
-
-
-
-       4.3  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 Charisma (Char)
-
-          o Encumberance (Carry)
-
-            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.
-
-            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.
-
-          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, 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.
-
-          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
-
-
-
-
-
-
-
-
-                                   - 8 -
-
-
-
-            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.
-
-
-       5.  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:
-
-       ?   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.
-
-       =   Clarify.   After  typing an '=' 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 sleeping giant rat, a
-           blue potion, and a food ration.
-
-       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.
-
-
-
-
-
-
-
-
-
-                                   - 9 -
-
-
-
-       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 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.
-
-       z   This command 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.
-
-
-
-
-
-
-
-
-
-
-                                  - 10 -
-
-
-
-       e   Eat some food from the player's pack.
-
-       w   Wield a weapon from the player's pack.
-
-       W   Wear  some armor, ring, or miscellaneous magic item from
-           the player's pack.  The player can  wear  a  maximum  of
-           eight rings.
-
-       T   Take off whatever the player is wearing.
-
-       ^U  Use a magic item in the player's pack.
-
-       d   Drop an item from the player's pack.
-
-       P   Pick up the items currently under the player.
-
-       ^N  When  the player types this command, Rogue prompts for a
-           monster or an item from the player's pack and a one-line
-           name.   For  monsters,  the  player can use the movement
-           keys to position the cursor over  the  desired  monster,
-           and  Rogue  will  use  the  given  name to refer to that
-           monster.  For items, Rogue gives all similar items (such
-           as all the blue potions) 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
-           the options or change any or all of them.
-
-       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, Cast it.
-           The  more  complicated  the  spell,  the  more energy it
-           takes.
-
-       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, chant it.
-           The more complicated  the  spell,  the  more  energy  it
-           takes.
-
-       p   This   command,  restricted  to  clerics  and  paladins,
-           produces a listing of  the  character'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.
-
-
-
-
-
-
-
-
-
-
-                                  - 11 -
-
-
-
-       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
-           affect the monster by causing it  to  flee  or  possibly
-           even destroying it.
-
-       *   Count the gold in the player's pack.
-
-       ^   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.
-
-       G   This command is restricted to thieves and assassins.  It
-           causes  Rogue  to  display  all  the gold on the current
-           level.
-
-       D   Dip something into a magic pool.
-
-       ^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 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.
-
-       ^[  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.
-
-
-       6.  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.
-
-
-
-
-
-
-
-
-
-                                  - 12 -
-
-
-
-            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.
-
-
-       7.  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 weapon, and the time  it  takes  to
-       simply  move  a  space  varies  with the type of armor worn.
-       Movement is always faster when flying.
-
-            Since actions take time, some of them can be disrupted.
-       If  the player is casting a spell, for example, and gets hit
-       before finishing it, the  spell  is  lost.   Similarly,  the
-       player  might  choke if hit while trying to eat.  Of course,
-       the same rule applies when the player hits a monster.
-
-            Magical  hasting  (or  slowing)   will   decrease   (or
-       increase) the time it takes to perform an action.
-
-
-       8.  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.
-
-
-       9.  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
-       weapon.  The player cannot release a cursed weapon.
-
-
-
-
-
-
-
-
-                                  - 13 -
-
-
-
-            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.  This corrosive
-       property can also apply to weapons when the player hits such
-       a monster.
-
-
-       10.  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.
-
-
-       11.  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.
-
-
-       12.  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.
-
-
-
-
-
-
-
-
-
-
-
-                                  - 14 -
-
-
-
-       13.  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.
-
-            Food comes in the form of standard  rations  and  as  a
-       variety  of  berries.   Some  berries  have  side effects in
-       addition to satisfying one's hunger.
-
-
-       14.  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  that  sometimes
-       occurs "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.
-
-            The  player  starts  the  game in a trading post with a
-       class-dependent  allotment  of  gold.   Although  there  are
-       restrictions  on  the  use of some items (eg. only fighters,
-       paladins, and rangers  can  wield  two-handed  swords),  the
-       market  will  happily  sell  the player anything that he can
-       afford.
-
-
-
-       15.  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.
-
-
-       16.  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.  These items also can usually be used to the
-       player's  advantage.  However,  care  must  be  taken   when
-       handling  them  for  they  are  intelligent  and will reject
-
-
-
-
-
-
-
-
-                                  - 15 -
-
-
-
-       mishandling or abuse. These items consume  food  and  merely
-       carrying them will result in increased food use.
-
-
-       17.  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.
-
-
-       18.  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.  Some monsters even  use  magical  items,  such  as
-       wands.   Monsters  with distance weapons or magic 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.
-
-            It  is  sometimes  possible  to enlist a monster's aid.
-       Reading a charm monster scroll, for example,  or  singing  a
-       charm monster chant can make a monster believe the player is
-       its friend.  A charmed monster will fight  hostile  monsters
-       for the player as long as they are not of its race.
-
-            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.
-
-
-       19.  OPTIONS
-
-            Rogue  has  several  options  which  may  be set by the
-       player:
-
-
-
-
-
-
-
-
-                                  - 16 -
-
-
-
-       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
-              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.
-
-       pickup This option specifys whether items should  be  picked
-              up  automatically  as  the rogue steps over them.  In
-              the non-automatic mode, the player may still pick  up
-              items   via  the  pickup  (P)  command.   The  option
-              defaults to true.
-
-       name   This string is the player's name and defaults to  the
-              player's account name.
-
-       file   This  string, which defaults to rogue.save, specifies
-              the file to use for saving the game.
-
-       score  This string identifies the top-twenty 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.
-
-       quested item
-              This  option  is  set  by  the  game at the start and
-              cannot be reset by the player.  It is  merely  listed
-              to remind the player of his quest.
-
-            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"  would
-       set the terse, jump, flush, and askme Boolean options, clear
-       the step Boolean option, set the player's name to "Ivan  the
-
-
-
-
-
-
-
-
-                                  - 17 -
-
-
-
-       Terrible,"  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.
-
-
-       20.  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
-       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 twenty 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.   As  an  installation
-       option,  the  game  may  record only one entry per character
-       type and login; this restriction encourages a greater number
-       of different players in the scorechart.
-
-
-       21.  ACKNOWLEDGEMENTS
-
-            This  version  of Rogue is based on a version developed
-       at the University of California.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
--- a/arogue7/configure.ac	Fri Feb 12 15:12:37 2016 -0500
+++ b/arogue7/configure.ac	Sun Feb 21 20:47:12 2016 -0500
@@ -25,6 +25,11 @@
 AC_CHECK_FUNCS([erasechar killchar alarm getpass memset setenv strchr _spawnl spawnl getpwuid loadav strerror setgid setuid getuid getgid])
 AC_PROG_INSTALL
 
+AC_CHECK_PROG([NROFF], [nroff], [nroff],)
+AC_CHECK_PROG([GROFF], [groff], [groff],)
+AC_CHECK_PROG([COLCRT], [colcrt], [colcrt],)
+AC_CHECK_PROG([TBL], [tbl], [tbl],)
+
 AC_ARG_WITH(program-name, AC_HELP_STRING([--with-program-name=NAME],[alternate executable name]),[progname="$withval" ], [progname="arogue7"] )
 PROGRAM=$progname
 AC_SUBST(PROGRAM)
--- a/rogue3/Makefile.in	Fri Feb 12 15:12:37 2016 -0500
+++ b/rogue3/Makefile.in	Sun Feb 21 20:47:12 2016 -0500
@@ -48,9 +48,9 @@
 
 MISC_C=
 DOCSRC= rogue.6 rogue.r
-DOCS  = $(PROGRAM).doc $(PROGRAM).cat $(PROGRAM).html readme36.html
+DOCS  = $(PROGRAM).doc $(PROGRAM).cat
 MISC  =	Makefile $(MISC_C) LICENSE.TXT $(PROGRAM).sln $(PROGRAM).vcproj $(DOCS)\
-	$(DOCSRC)
+	$(DOCSRC) rogue36.html readme36.html
 
 CC    = gcc
 CPPFLAGS =@DEFS@
@@ -62,21 +62,43 @@
 LD    = $(CC)
 LDOUT = -o 
 INSTALL=@INSTALL@
+GROFF=@GROFF@
+NROFF=@NROFF@
+COLCRT=@COLCRT@
+TBL=@TBL@
 
 .SUFFIXES: .obj
 
 .c.obj:
 	$(CC) $(CFLAGS) /c $*.c
 
+all: $(PROGRAM)$(EXE) docs
+
 $(PROGRAM)$(EXE): $(HDRS) $(OBJS)
 	$(LD) $(LDFLAGS) $(OBJS) $(LIBS) $(LDOUT)$@
 
 clean:
 	$(RM) $(OBJS1)
 	$(RM) $(OBJS2)
-	$(RM) core $(PROGRAM) $(PROGRAM).exe $(DISTNAME).tar $(DISTNAME).tar.gz 
+	$(RM) core $(PROGRAM) $(PROGRAM).exe $(DOCS) $(DISTNAME).tar $(DISTNAME).tar.gz 
 	$(RM) $(DISTNAME).zip
 
+docs: $(DOCS)
+
+$(PROGRAM).doc: rogue.r
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -t -ms -Tutf8 rogue.r > $(PROGRAM).doc ;\
+	elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
+	$(TBL) rogue.r | $(NROFF) -ms | $(COLCRT) - > $(PROGRAM).doc ;\
+	fi
+
+$(PROGRAM).cat: rogue.6
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -Tascii -man rogue.6 > $(PROGRAM).cat ;\
+	elif test "x$(NROFF)" != "x" -a "x$(COLCRT)" != "x" ; then \
+	$(NROFF) -man rogue.6 | $(COLCRT) - > $(PROGRAM).cat ;\
+	fi
+
 install: $(PROGRAM)
 	-touch test
 	-if test ! -f $(DESTDIR)$(SCOREFILE) ; \
@@ -104,12 +126,16 @@
 	    then mkdir -p $(DESTDIR)$(docdir) ; fi
 	-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
 	-$(INSTALL) -m 0644 rogue.r $(DESTDIR)$(docdir)/$(PROGRAM).r
+	-$(INSTALL) -m 0644 $(PROGRAM).doc $(DESTDIR)$(docdir)/$(PROGRAM).doc
+	-$(INSTALL) -m 0644 $(PROGRAM).cat $(DESTDIR)$(docdir)/$(PROGRAM).cat
 	-$(RM) test
 
 uninstall:	
 	-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
 	-$(RM) $(DESTDIR)$(man6dir)/$(PROGRAM).6
-	-$(RM) $(DESTDIR)$(docdir)$(PROGRAM)/$(PROGRAM).doc
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).r
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).doc
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).cat
 	-$(RMDIR) $(DESTDIR)$(docdir)$(PROGRAM)
     
 reinstall: uninstall install
--- a/rogue3/configure.ac	Fri Feb 12 15:12:37 2016 -0500
+++ b/rogue3/configure.ac	Sun Feb 21 20:47:12 2016 -0500
@@ -4,7 +4,6 @@
 AC_PREREQ(2.56)
 AC_INIT([Rogue],[3.6.4], [yendor@rogueforge.net])
 AC_CONFIG_HEADERS([config.h])
-# May not be needed for the documentation
 AC_CONFIG_FILES([Makefile rogue.6 rogue.r])
 
 # Checks for programs.
@@ -37,7 +36,6 @@
 AC_CHECK_PROG([GROFF], [groff], [groff],)
 AC_CHECK_PROG([COLCRT], [colcrt], [colcrt],)
 AC_CHECK_PROG([TBL], [tbl], [tbl],)
-AC_CHECK_PROG([SED], [sed], [sed],)
 
 AC_ARG_WITH(program-name, AC_HELP_STRING([--with-program-name=NAME],[alternate executable name]),[progname="$withval" ], [progname="rogue3"] )
 PROGRAM=$progname
--- a/rogue3/rogue36.cat	Fri Feb 12 15:12:37 2016 -0500
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,67 +0,0 @@
-ROGUE(6)                                                              ROGUE(6)
-
-
-
-NAME
-       rogue - Exploring The Dungeons of Doom
-
-SYNOPSIS
-       rogue [ -s ] [ save_file ] [ -n playername ]
-
-DESCRIPTION
-       Rogue  is a computer fantasy game with a new twist.  It is crt oriented
-       and the object of the game is to survive the attacks  of  various  mon-
-       sters and get a lot of gold, rather than the puzzle solving orientation
-       of most computer fantasy games.
-
-       To get started you really only need to know two commands.  The  command
-       ?   will  give  you  a list of the available commands and the command /
-       will identify the things you see on the screen.
-
-       To win the game (as opposed to merely playing to  beat  other  people's
-       high  scores)  you  must locate the Amulet of Yendor which is somewhere
-       below the 20th level of  the  dungeon  and  get  it  out.   Nobody  has
-       achieved  this  yet and if somebody does, they will probably go down in
-       history as a hero among heros.
-
-       When the game ends, either by your death, when you quit, or if you  (by
-       some  miracle) manage to win, rogue will give you a list of the top-ten
-       scorers.  The scoring is based entirely upon how  much  gold  you  get.
-       There is a 10% penalty for getting yourself killed.
-
-       For more detailed directions, read the document A Guide to the Dungeons
-       of Doom.
-
-OPTIONS
-       If a save_file argument is given, rogue will attempt to load  a  previ-
-       ously saved game from that file.
-
-       With  the  -n  option,  rogue will load a game with the name playername
-       from a location defined at compile time.  If no such  game  exists,  it
-       will start one.
-
-       The -s option prints the top-ten scores list and exits.
-
-
-FILES
-       /usr/local/games/roguelike/rogue3.scr   Score file
-       ~/rogue3.save                           Default save file
-       /usr/local/games/roguelike/rogue3save   System savefiles
-
-SEE ALSO
-       Michael C. Toy, A Guide to the Dungeons of Doom
-
-BUGS
-       Probably  infinite.   Currently known bugs are: Sometimes you are still
-       hungry even after you eat food and sometimes you get a monster  on  the
-       screen in reverse video which may or may not cause a core dump.
-
-COPYRIGHT
-       Rogue: Exploring the Dungeons of Doom
-       Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
-       All rights reserved.
-       License: 3-clause BSD, see LICENSE.txt for details.
-
-
-
-3rd Berkeley Distribution                                             ROGUE(6)
--- a/rogue3/rogue36.doc	Fri Feb 12 15:12:37 2016 -0500
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,660 +0,0 @@
-
-
-
-
-
-
-
-
-
-              A Guide to the Dungeons of Doom
-
-                       Michael C. Toy
-              Computer Systems Research Group
- Department of Electrical Engineering and Computer Science
-                  University of California
-                Berkeley, California  94720
-
-
-
-                          ABSTRACT
-
-          Rogue  is  a  visual  CRT  based fantasy game
-     which runs  under  the  UNIX  timesharing  system.
-     This paper describes how to play rogue and gives a
-     few hints for those who might otherwise  get  lost
-     in the Dungeons of Doom.
-
-
-
-24 October 2009
-
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-
-              A Guide to the Dungeons of Doom
-
-                       Michael C. Toy
-              Computer Systems Research Group
- Department of Electrical Engineering and Computer Science
-                  University of California
-                Berkeley, California  94720
-
-
-1.  Introduction
-
-     You  have  just finished your years as a student at the
-local fighter's guild.  After much practice  and  sweat  you
-have finally completed your training and are ready to embark
-upon a perilous adventure.  As a test of  your  skills,  the
-local  guildmasters have sent you into the Dungeons of Doom.
-Your task is to return with  the  Amulet  of  Yendor.   Your
-reward  for  the completion of this task will be a full mem-
-bership in the local guild. In addition, you are allowed  to
-keep all the loot you bring back from the dungeons.
-
-     In  preparation  for  your  journey,  you  are given an
-enchanted sword, taken from a dragon's hoard in the far  off
-Dark  Mountains.   You  are  also outfitted with elf-crafted
-armor and given enough food to reach the dungeons.  You  say
-goodbye  to family and friends for what may be the last time
-and head up the road.
-
-     You set out on your way to the dungeons and after  sev-
-eral  days  of  uneventful travel, you see the ancient ruins
-that mark the entrance to the Dungeons of Doom.  It is  late
-at  night  so  you  make  camp at the entrance and spend the
-night sleeping under the open skies.   In  the  morning  you
-gather  your  sword,  put  on your armor, eat what is almost
-your last food and enter the dungeons.
-
-2.  What is going on here?
-
-     You have just begun a game of rogue.  Your goal  is  to
-grab as much treasure as you can, find the Amulet of Yendor,
-and get out of the Dungeons of Doom alive.  On the screen, a
-map  of  where  you  have been and what you have seen on the
-current dungeon level is kept.  As you explore more  of  the
-level, it appears on the screen in front of you.
-
-     Rogue  differs from most computer fantasy games in that
-it  is  screen  oriented.   Commands  are  all  one  or  two
-keystrokes  and  the  results of your commands are displayed
-graphically on the screen rather  than  being  explained  in
------------
-As opposed to pseudo English sentences.
-
-
-
-                            - 1 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-words.
-
-     Another  major  difference between rogue and other com-
-puter fantasy games is that once you  have  solved  all  the
-puzzles  in a standard fantasy game, it has lost most of its
-excitement and it ceases to be fun.  Rogue on the other hand
-generates  a new dungeon every time you play it and even the
-author finds it an entertaining and exciting game.
-
-3.  What do all those things on the screen mean?
-
-     In order to understand what is going on  in  rogue  you
-have to first get some grasp of what rogue is doing with the
-screen.  The rogue screen is intended to  replace  the  "You
-can  see  ..." descriptions of standard fantasy games.  Here
-is a sample of what a rogue screen might look like.
-                            ---------------------
-                            |...................+
-                            |...@...........[...|
-                            |........B..........|
-                            |...................|
-                            --------+------------
-
-
-          Level: 1  Gold: 0      Hp: 12(12)  Str: 16  Ac: 6  Exp: 1/0
-
-3.1.  The bottom line
-
-     At the bottom line of the screen is  a  few  pieces  of
-cryptic  information,  describing your current status.  Here
-is an explanation of what these things mean:
-
-Level   This number indicates how deep you have gone in  the
-        dungeon.  It starts at one and goes up forever.
-
-Gold    The  number  of gold pieces you have managed to find
-        and keep with you so far.
-
-Hp      Your current and maximum  hit  points.   Hit  points
-        indicate  how  much  damage  you can take before you
-        die.  The more you get hit in  a  fight,  the  lower
-        they get.  You can regain hit points by resting. The
-        number in parentheses is the maximum number your hit
-        points can reach.
-
-Str     Your current strength.  This can be any integer less
-        than or equal to eighteen.  The higher  the  number,
-        the stronger you are.
-
-Ac      Your current armor class.  This number indicates how
-        effective your  armor  is  in  stopping  blows  from
-        unfriendly creatures.  The lower this number is, the
------------
-Or until you get killed or decide to quit.
-
-
-
-                            - 2 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-        more effective the armor.
-
-Exp     These two numbers give your current experience level
-        and  experience  points.  As you do things, you gain
-        experience  points.   At  certain  experience  point
-        totals,  you  gain  an  experience  level.  The more
-        experienced you are, the  better  you  are  able  to
-        fight and to withstand magical attacks.
-
-3.2.  The top line
-
-     The  top  line  of  the screen is reserved for printing
-messages that describe things that are impossible to  repre-
-sent  visually.   If  you  see a "--More--" on the top line,
-this means that rogue wants to print another message on  the
-screen,  but it wants to make certain that you have read the
-one that is there first.  To read  the  next  message,  just
-press a space.
-
-3.3.  The rest of the screen
-
-     The  rest  of the screen is the map of the level as you
-have explored it so far.  Each symbol on the  screen  repre-
-sents something.  Here is a list of what the various symbols
-mean:
-
-@    This symbol represents you, the adventurer.
-
--|    These symbols represent the walls of rooms.
-
-+     A door to/from a room.
-
-.     The floor of a room.
-
-#     The floor of a passage between rooms.
-
-*     A pile or pot of gold.
-
-)     A weapon of some sort.
-
-]     A piece of armor.
-
-!     A flask containing a magic potion.
-
-?     A piece of paper, usually a magic scroll.
-
-^     A trap, watch out for these.
-
-%     The passage leading down to the next level.
-
-:     A piece of food.
-
-A-Z   The uppercase letters represent  the  various  inhabi-
-      tants of the Dungeons of Doom.  Watch out, they can be
-
-
-
-                            - 3 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-      mean.
-
-4.  Commands
-
-     Commands are given to rogue by pressing single letters.
-Most  commands  can  be  preceded  by a count to repeat them
-(e.g. typing "10s" will do ten searches) The  list  of  com-
-mands  is rather long, but it can be read at any time during
-the game with the ? command.  Here it is for reference, with
-a short explanation of each command.
-
-?     The  help  command.  Asks for a character to give help
-      on.  If you type a "*", it will list all the commands,
-      otherwise it will explain what the character you typed
-      does.
-
-/     This is the "What is that on the screen?"  command.  A
-      "/"  followed  by  any  character  that you see on the
-      level, will tell you  what  that  character  is.   For
-      instance,  typing "/@" will tell you that the @ symbol
-      represents you, the player.
-
-h , H Move left.  You move one space to the  left.   If  you
-      use upper case h, you will continue to move left until
-      you run into something.  This works for  all  movement
-      commands (e.g. "L" means run in direction "l")
-
-j     Move down.
-
-k     Move up.
-
-l     Move right.
-
-y     Move diagonally up and left.
-
-u     Move diagonally up and right.
-
-b     Move diagonally down and left.
-
-n     Move diagonally down and right.
-
-f     Find prefix.  When followed by a direction it means to
-      continue moving in the specified direction  until  you
-      pass something interesting or run into a wall.
-
-t     Throw an object.  This is a prefix command.  Follow it
-      with a direction and you throw an object in the speci-
-      fied  direction.   (e.g.  type "th" to throw something
-      left.)
-
->     If you are standing over the passage down to the  next
-      level, this command means to climb down.
-
-
-
-
-
-                            - 4 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-s     Search for traps and secret doors.  Examine each space
-      immediately adjacent to you for  the  existence  of  a
-      trap  or  secret  door.   There is a large chance that
-      even if there is something there, you won't find it so
-      you might have to search a while before you find some-
-      thing.
-
-      (space) Rest.  This is the "do nothing" command.  This
-      is good for waiting and healing.
-
-i     Inventory.  List what you are carrying in your pack.
-
-I     Selective  inventory.  Tells you what a single item in
-      your pack is.
-
-q     Quaff.  Drink one of the potions you are carrying.
-
-r     Read.  Read one of the scrolls in your pack.
-
-e     Eat food.  Take some food out of your pack and eat it.
-
-w     Wield  a  weapon.   Take a weapon out of your pack and
-      carry it.  You must be  wielding   weapon  to  use  it
-      (except  to throw things).  To fire an arrow, you must
-      wield the bow.  You can only wield  one  weapon  at  a
-      time.
-
-W     Wear  armor.   Take  a piece of armor out of your pack
-      and put it on.  You can only wear one suit of armor at
-      a time.
-
-T     Take  armor  off.   You  can't  remove  armor  that is
-      cursed.  This takes extra time.
-
-d     Drop an object.  Take something out of your  pack  and
-      leave  it  lying  on  the  floor.  Only one object can
-      occupy each space.
-
-o     Examine and set  options.   This  command  is  further
-      explained in the section on options.
-
-^L    REdraws  the  screen.  Useful  if spurious messages or
-      transmission errors have messed up the display.
-
-v     Prints the program version number.
-
-Q     Quit.  Leave the game.
-
-R     Repeat last message.  Useful when a message disappears
-      before you can read it.
-
-S     Save  the current game in a file.  Caveat: Rogue won't
-      let you start up a  copy  of  a  saved  game,  and  it
-      removes  the  save  file  as  soon  as  you start up a
-
-
-
-                            - 5 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-      restored game.  This is to prevent people from  saving
-      a  game  just  before  a  dangerous  position and then
-      restarting it if they die.  To restore a  saved  game,
-      give the file name as an argument to rogue. As in
-                % rogue save_file
-
-5.  Dealing with objects
-
-     When you find something in the dungeon, it is common to
-want to pick the object up.  This is accomplished  in  rogue
-by  walking  over  the object.  If you are carrying too many
-things, the program will tell you and it won't pick  up  the
-object,  otherwise  it  will  add it to your pack and if the
-notify option is set, tell you what you just picked up.
-
-     Many of the  commands  that  operate  on  objects  must
-prompt you to find out which object you want to use.  If you
-change your mind and don't want to  do  that  command  after
-all, just press an escape and the command will be aborted.
-
-6.  Light
-
-     Rooms  in  the dungeons are either lit or dark.  If you
-walk into a lit room, the entire room will be drawn  on  the
-screen  as soon as you enter.  If you walk into a dark room,
-it will only be displayed as you explore it.  Upon leaving a
-dark  room, all objects inside the room which might move are
-removed from the screen.  In the darkness you can  only  see
-one space in all directions around you.
-
-7.  Fighting
-
-     If  you  see  a  monster and you wish to fight it, just
-attempt to run into it.  Many times a monster you find  will
-mind its own business unless you attack it.  It is often the
-case that discretion is the better part of valor.
-
-8.  Armor
-
-     There are various sorts of armor lying  around  in  the
-dungeon.   Some  of it is enchanted, some is cursed and some
-is just normal.  Different armor types have different  armor
-classes.  The lower the armor class, the more protection the
-armor affords against the blows of monsters.  If a piece  of
-armor is enchanted or cursed, its armor class will be higher
-or lower than normal.  Here is a list of the  various  armor
-types and their normal armor class.
-
-
-
-
-
-
-
-
-
-
-                            - 6 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-           +------------------------------------+
-           |           Type               Class |
-           +----------------------------+-------+
-           |Leather armor               |   8   |
-           |Studded leather / Ring mail |   7   |
-           |Scale mail                  |   6   |
-           |Chain mail                  |   5   |
-           |Banded mail / Splint mail   |   4   |
-           |Plate mail                  |   3   |
-           +----------------------------+-------+
-
-9.  Options
-
-     Due to variations in personal tastes and conceptions of
-the way rogue should do things, there are a set  of  options
-you  can set that cause rogue to behave in various different
-ways.
-
-9.1.  Setting the options
-
-     There are basically two ways to set the  options.   The
-first  is  with the "o" command of rogue, the second is with
-the ROGUEOPTS environment variable.  On Version  6  systems,
-there is no equivalent of the ROGUEOPTS feature.
-
-9.1.1.  Using the "o" command
-
-     When  you  press "o" in rogue, it clears the screen and
-displays the current settings for all the options.  It  then
-places the cursor by the value of the first option and waits
-for you to type.  You can type a RETURN which means to go to
-the  next  option,  a  "-" which means to go to the previous
-option, an escape which means to return to the game, or  you
-can  give  the  option  a  value.   For boolean options this
-merely involves pressing "t" for true or "f" for false.  For
-string options, type the new value followed by a return.
-
-9.1.2.  Using the ROGUEOPTS variable
-
-     The  ROGUEOPTS  variable is a string containing a comma
-separated list of initial values for  the  various  options.
-Boolean variables can be turned on by listing their name and
-turned off by putting a "no" in front of the name.  Thus  to
-set  up an environment variable so that jump is on, terse is
-off, the name is set to "Conan the Barbarian" and the  fruit
-is "mango", use the command
-   % setenv ROGUEOPTS "jump,noterse,name=Conan the Barbarian,fruit=mango"
-   %  setenv  ROGUEOPTS "jump,noterse,name=Conan the Barbar-
-ian,fruit=mango"
-
------------
-For those of you who use  the  bourne  shell,  the
-commands would be
-   $ ROGUEOPTS="jump,noterse,name=Conan the Barbarian,fruit=mango"
-
-
-
-                            - 7 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-9.2.  Option list
-
-     Here  is  a  list  of the options and an explanation of
-what each one  is  for.   The  default  value  for  each  is
-enclosed in square brackets.
-
-terse [noterse]          Useful  for  those who are tired of
-                         the sometimes lengthy  messages  of
-                         rogue.  This is a useful option for
-                         those  on  slow  terminals.    This
-                         option  defaults  to on if your are
-                         on a slow (under 1200 baud)  termi-
-                         nal.
-
-jump [nojump]            If  this  option  is  set,  running
-                         moves will not be  displayed  until
-                         you  reach  the  end  of  the move.
-                         This saves  considerable  cpu  time
-                         and   display  time.   This  option
-                         defaults to on if you are  using  a
-                         slow terminal.
-
-step [nostep]            When  step is set, lists of things,
-                         like inventories or  "*"  responses
-                         to "Which item do you wish to xxxx?
-                         " questions, are displayed one item
-                         at a time on the top of the screen,
-                         rather than  clearing  the  screen,
-                         displaying  the  list, then re-dis-
-                         playing the dungeon level.
-
-flush [noflush]          If flush is set, all  typeahead  is
-                         thrown  away  after  each  round of
-                         battle.  This is useful  for  those
-                         who  type  way  ahead  and watch to
-                         their  dismay  as  a  Kobold  kills
-                         them.
-
-askme [noaskme]          Upon reading a scroll or quaffing a
-                         potion which does not automatically
-                         identify  it  upon  use, rogue will
-                         ask you what to name it so you  can
-                         recognize it in the future.
-
-name [account name]      This is the name of your character.
-                         It is used if you get  on  the  top
-                         ten  scorer's  list.   It should be
-                         less than eighty characters long.
-
-fruit [slime-mold]       This should  hold  the  name  of  a
-                         fruit that you enjoy eating.  It is
-                         basically a whimsy that the program
------------
-   $ export ROGUEOPTS
-
-
-
-                            - 8 -
-
-
-
-
-
-                             A Guide to the Dungeons of Doom
-
-
-                         uses in a couple of places.
-
-file [rogue3.save]       The  default  file  name for saving
-                         the game.  If your phone is hung up
-                         by  accident,  rogue will automati-
-                         cally save the game in  this  file.
-                         The  file name may contain the spe-
-                         cial character "~" which expands to
-                         be your home directory.
-
-10.  Acknowledgements
-
-     Rogue  was originally conceived of by Glenn Wichman and
-Michael Toy.  The help of Ken Arnold in making  the  program
-easier  to  use  and  putting  the  finishing  touches on is
-greatly appreciated.  I  would  also  like  to  thank  Marty
-McNary,  Scott  Nelson,  Daniel  Jensen,  Kipp  Hickman, Joe
-Kalash, Steve Maurer, Bill Joy, Mark Horton and  Jan  Miller
-for their ideas and assistance.
-
-
-
-
-
-
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-                            - 9 -
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-
--- a/rogue4/Makefile.in	Fri Feb 12 15:12:37 2016 -0500
+++ b/rogue4/Makefile.in	Sun Feb 21 20:47:12 2016 -0500
@@ -45,6 +45,7 @@
 	rooms.c save.c scrolls.c state.c sticks.c things.c weapons.c wizard.c \
 	mach_dep.c xcrypt.c mdport.c
 MISC=	Makefile LICENSE.TXT rogue.6 rogue.me
+DOCS=	$(PROGRAM).cat $(PROGRAM).doc
 
 CFLAGS=
 CPPFLAGS=@DEFS@
@@ -56,6 +57,10 @@
 CHGRP=chgrp
 CHMOD=chmod
 INSTALL=@INSTALL@
+GROFF=@GROFF@
+NROFF=@NROFF@
+COLCRT=@COLCRT@
+TBL=@TBL@
 
 SF=
 NAMELIST=
@@ -70,7 +75,9 @@
 #	@cc -c $(CFLAGS) x.c
 #	@mv x.o $*.o
 
-@PROGRAM@: $(HDRS) $(OBJS) # xs.o
+all: $(PROGRAM) docs
+
+$(PROGRAM): $(HDRS) $(OBJS) # xs.o
 #	@rm -f x.c
 #	$(CC) $(LDFLAGS) xs.o $(OBJS) $(CRLIB) 
 	$(CC) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
@@ -100,8 +107,24 @@
 prob.o: prob.c rogue.h
 	$(CC) -O -c prob.c
 
+docs: $(DOCS)
+
+$(PROGRAM).cat: rogue.6
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -Tascii -man rogue.6 > $(PROGRAM).cat ;\
+	elif test "x$(NROFF)" != "x" -a "x$(COLCRT)" != "x" ; then \
+	$(NROFF) -man rogue.6 | colcrt - > $(PROGRAM).cat ;\
+	fi
+
+$(PROGRAM).doc: rogue.me
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -t -me -Tutf8 rogue.me > $(PROGRAM).doc ;\
+	elif test "x$(NROFF)" != "x" -a "x$(COLCRT)" != "x" -a "x$(TBL)" != "x" ; then \
+	$(TBL) rogue.me | $(NROFF) -me | $(COLCRT) - > $(PROGRAM).doc ;\
+	fi
+
 clean:
-	rm -f $(POBJS) $(OBJS) core a.out p.out @PROGRAM@ strings make.out rogue.tar vgrind.* x.c x.o xs.c xs.o linterrs findpw distmod.o xs.po xstr rogue rogue.exe rogue.tar.gz rogue.cat rogue.doc xstr.exe
+	rm -f $(POBJS) $(OBJS) core a.out p.out $(PROGRAM) strings make.out rogue.tar vgrind.* x.c x.o xs.c xs.o linterrs findpw distmod.o xs.po xstr rogue rogue.exe rogue.tar.gz $(DOCS) xstr.exe
 
 maintainer-clean:
 	make clean
@@ -137,6 +160,8 @@
 	    then $(MKDIR) -p $(DESTDIR)$(docdir) ; fi
 	-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
 	-$(INSTALL) -m 0644 rogue.me $(DESTDIR)$(docdir)/$(PROGRAM).me
+	-$(INSTALL) -m 0644 $(PROGRAM).doc $(DESTDIR)$(docdir)/$(PROGRAM).doc
+	-$(INSTALL) -m 0644 $(PROGRAM).cat $(DESTDIR)$(docdir)/$(PROGRAM).cat
 	-if test "x$(LOCKFILE)" != "x" && test ! -f $(DESTDIR)$(LOCKFILE) ; then \
 	    $(INSTALL) -m 0666 test $(DESTDIR)$(LOCKFILE)  ; \
 	    $(RM) $(DESTDIR)$(LOCKFILE) ; \
@@ -146,7 +171,9 @@
 uninstall:	
 	-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
 	-$(RM) $(DESTDIR)$(man6dir)/$(PROGRAM).6
-	-$(RM) $(DESTDIR)$(docdir)$(PROGRAM)/$(PROGRAM).doc
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).doc
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).cat
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).me
 	-$(RM) $(DESTDIR)$(LOCKFILE)
 	-$(RMDIR) $(DESTDIR)$(docdir)$(PROGRAM)
     
--- a/rogue4/configure.ac	Fri Feb 12 15:12:37 2016 -0500
+++ b/rogue4/configure.ac	Sun Feb 21 20:47:12 2016 -0500
@@ -5,7 +5,6 @@
 AC_INIT([Rogue],[5.2.2], [yendor@rogueforge.net])
 AC_CONFIG_SRCDIR([armor.c])
 AC_CONFIG_HEADERS([config.h])
-# May not be needed for the documentation
 AC_CONFIG_FILES([Makefile rogue.6 rogue.me])
 
 # Checks for programs.
@@ -36,7 +35,6 @@
 AC_CHECK_PROG([GROFF], [groff], [groff],)
 AC_CHECK_PROG([COLCRT], [colcrt], [colcrt],)
 AC_CHECK_PROG([TBL], [tbl], [tbl],)
-AC_CHECK_PROG([SED], [sed], [sed],)
 
 AC_ARG_WITH(program-name, AC_HELP_STRING([--with-program-name=NAME],[alternate executable name]),[progname="$withval" ], [progname="rogue4"] )
 PROGRAM=$progname
--- a/rogue4/rogue.6.in	Fri Feb 12 15:12:37 2016 -0500
+++ b/rogue4/rogue.6.in	Sun Feb 21 20:47:12 2016 -0500
@@ -3,7 +3,7 @@
 .SH NAME
 rogue \- Exploring The Dungeons of Doom
 .SH SYNOPSIS
-.B rogue
+.B @PROGRAM@
 [
 .I save_file
 ]
--- a/rogue5/Makefile.in	Fri Feb 12 15:12:37 2016 -0500
+++ b/rogue5/Makefile.in	Sun Feb 21 20:47:12 2016 -0500
@@ -46,9 +46,6 @@
 #COLCRT=colcrt
 COLCRT = @COLCRT@
 
-#SED=sed
-SED   = @SED@
-
 #SCOREFILE=rogue54.scr
 SCOREFILE = @SCOREFILE@
 
@@ -119,11 +116,10 @@
            rooms.c save.c scrolls.c state.c sticks.c things.c \
            weapons.c wizard.c xcrypt.c
 MISC_C   = findpw.c scedit.c scmisc.c
-DOCSRC   = rogue.me.in rogue.6.in rogue.doc.in rogue.html.in rogue.cat.in
-DOCS     = $(PROGRAM).doc $(PROGRAM).html $(PROGRAM).cat $(PROGRAM).me \
-           $(PROGRAM).6
+DOCSRC   = rogue.me.in rogue.6.in rogue.html.in
+DOCS     = $(PROGRAM).doc $(PROGRAM).cat
 AFILES   = configure Makefile.in configure.ac config.h.in config.sub config.guess \
-           install-sh rogue.6.in rogue.me.in rogue.html.in rogue.doc.in rogue.cat.in
+           install-sh rogue.6.in rogue.me.in rogue.html.in
 MISC     = Makefile.std LICENSE.TXT rogue54.sln rogue54.vcproj rogue.spec \
            rogue.png rogue.desktop
 
@@ -134,6 +130,8 @@
     
 .c.o:
 	$(CC) $(CFLAGS) $(CPPFLAGS) -c $*.c
+
+all: $(PROGRAM) docs
     
 $(PROGRAM): $(HDRS) $(OBJS)
 	$(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
@@ -143,6 +141,7 @@
 	$(RM) $(OBJS2)
 	$(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe
 	$(RM) $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).zip 
+	$(RM) $(DOCS)
 	$(RM) $(DISTNAME)/*
 	-rmdir $(DISTNAME)
     
@@ -154,6 +153,8 @@
 	$(RM) config.log
 	$(RM) $(PROGRAM).scr $(PROGRAM).lck
 
+docs: $(DOCS)
+
 stddocs:
 	sed -e 's/@PROGRAM@/rogue/' -e 's/@SCOREFILE@/rogue.scr/' rogue.6.in > rogue.6
 	sed -e 's/@PROGRAM@/rogue/' -e 's/@SCOREFILE@/rogue.scr/' rogue.me.in > rogue.me
@@ -179,16 +180,21 @@
 	$(CC) -O -c $(SF) $*.c
 
 $(PROGRAM).doc: rogue.me
-	if test "x$(GROFF)" != "x" -a "x$(SED)" != "x" ; then \
-	$(GROFF) -P-c -t -me -Tascii rogue.me | $(SED) -e 's/.\x08//g' > $(PROGRAM).doc ;\
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -t -me -Tutf8 rogue.me > $(PROGRAM).doc ;\
 	elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
         tbl rogue.me | $(NROFF) -me | colcrt - > $(PROGRAM).doc ;\
 	fi
 
+#$(PROGRAM).html: rogue.me
+#	if test "x$(GROFF)" != "x" ; then \
+#	$(GROFF) -t -me -Thtml -P-l rogue.me > $(PROGRAM).html ;\
+#	fi
+
 $(PROGRAM).cat: rogue.6
-	if test "x$(GROFF)" != "x" -a "x$(SED)" != "x" ; then \
-	$(GROFF) -Tascii -man rogue.6 | $(SED) -e 's/.\x08//g' > $(PROGRAM).cat ;\
-	elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -Tascii -man rogue.6 > $(PROGRAM).cat ;\
+	elif test "x$(NROFF)" != "x" -a "x$(COLCRT)" != "x" ; then \
 	$(NROFF) -man rogue.6 | $(COLCRT) - > $(PROGRAM).cat ;\
 	fi
 
@@ -196,7 +202,7 @@
 	tar cf $(DISTFILE).tar $(PROGRAM) LICENSE.TXT $(DOCS)
 	gzip -f $(DISTFILE).tar
 
-install: $(PROGRAM)
+install: all
 	-$(TOUCH) test
 	-if test ! -f $(DESTDIR)$(SCOREFILE) ; then $(INSTALL) -m 0664 test $(DESTDIR)$(SCOREFILE) ; fi
 	-if test "x$(LOGFILE)" != "x" && test ! -f $(DESTDIR)$(LOGFILE) ; then \
@@ -216,9 +222,9 @@
          fi
 	-if test -d $(DESTDIR)$(man6dir) ; then $(INSTALL) -m 0644 rogue.6 $(DESTDIR)$(man6dir)/$(PROGRAM).6 ; fi
 	-if test ! -d $(DESTDIR)$(man6dir) ; then $(INSTALL) -m 0644 rogue.6 $(DESTDIR)$(mandir)/$(PROGRAM).6 ; fi
-	-$(INSTALL) -m 0644 rogue.doc $(DESTDIR)$(docdir)/$(PROGRAM).doc
+	-$(INSTALL) -m 0644 $(PROGRAM).doc $(DESTDIR)$(docdir)/$(PROGRAM).doc
 	-$(INSTALL) -m 0644 rogue.html $(DESTDIR)$(docdir)/$(PROGRAM).html
-	-$(INSTALL) -m 0644 rogue.cat $(DESTDIR)$(docdir)/$(PROGRAM).cat
+	-$(INSTALL) -m 0644 $(PROGRAM).cat $(DESTDIR)$(docdir)/$(PROGRAM).cat
 	-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
 	-$(INSTALL) -m 0644 rogue.me $(DESTDIR)$(docdir)/$(PROGRAM).me
 	-if test "x$(LOCKFILE)" != "x" && test ! -f $(DESTDIR)$(LOCKFILE) ; then \
@@ -230,7 +236,10 @@
 uninstall:	
 	-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
 	-$(RM) $(DESTDIR)$(man6dir)/$(PROGRAM).6
-	-$(RM) $(DESTDIR)$(docdir)$(PROGRAM)/$(PROGRAM).doc
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).doc
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).cat
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).me
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).html
 	-$(RM) $(DESTDIR)$(LOCKFILE)
 	-$(RMDIR) $(DESTDIR)$(docdir)$(PROGRAM)
     
--- a/rogue5/configure.ac	Fri Feb 12 15:12:37 2016 -0500
+++ b/rogue5/configure.ac	Sun Feb 21 20:47:12 2016 -0500
@@ -5,7 +5,7 @@
 AC_INIT([Rogue],[5.4.5], [yendor@rogueforge.net])
 AC_CONFIG_SRCDIR([armor.c])
 AC_CONFIG_HEADER([config.h])
-AC_CONFIG_FILES([Makefile rogue.6 rogue.cat rogue.doc rogue.html rogue.me])
+AC_CONFIG_FILES([Makefile rogue.6 rogue.me rogue.html])
 
 # Checks for programs.
 AC_PROG_CC
@@ -38,7 +38,6 @@
 AC_CHECK_PROG([GROFF], [groff], [groff],)
 AC_CHECK_PROG([COLCRT], [colcrt], [colcrt],)
 AC_CHECK_PROG([TBL], [tbl], [tbl],)
-AC_CHECK_PROG([SED], [sed], [sed],)
 
 AC_ARG_WITH(program-name, AC_HELP_STRING([--with-program-name=NAME],[alternate executable name]),[progname="$withval" ], [progname="rogue5"] )
 PROGRAM=$progname
--- a/rogue5/rogue.cat.in	Fri Feb 12 15:12:37 2016 -0500
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,61 +0,0 @@
-ROGUE(6)                                                              ROGUE(6)
-
-
-
-NAME
-       rogue - Exploring The Dungeons of Doom
-
-SYNOPSIS
-       @PROGRAM@ [ -r ] [ save_file ] [ -s ] [ -d ]
-
-DESCRIPTION
-       Rogue  is a computer fantasy game with a new twist.  It is crt oriented
-       and the object of the game is to survive the attacks  of  various  mon-
-       sters and get a lot of gold, rather than the puzzle solving orientation
-       of most computer fantasy games.
-
-       To get started you really only need to know two commands.  The  command
-       ?   will  give  you  a list of the available commands and the command /
-       will identify the things you see on the screen.
-
-       To win the game (as opposed to merely playing to  beat  other  people's
-       high  scores)  you  must locate the Amulet of Yendor which is somewhere
-       below the 20th level of  the  dungeon  and  get  it  out.   Nobody  has
-       achieved  this  yet and if somebody does, they will probably go down in
-       history as a hero among heroes.
-
-       When the game ends, either by your death, when you quit, or if you  (by
-       some  miracle) manage to win, rogue will give you a list of the top-ten
-       scorers.  The scoring is based entirely upon how  much  gold  you  get.
-       There is a 10% penalty for getting yourself killed.
-
-       If  save_file  is  specified, rogue will be restored from the specified
-       saved game file.  If the -r option is used, the save game file is  pre-
-       sumed to be the default.
-
-       The -s option will print out the list of scores.
-
-       The -d option will kill you and try to add you to the score file.
-
-       For more detailed directions, read the document A Guide to the Dungeons
-       of Doom.
-
-AUTHORS
-       Michael C. Toy, Kenneth C. R. C. Arnold, Glenn Wichman
-
-FILES
-       @SCOREFILE@                   Score file
-       ~/rogue.save                Default save file
-
-SEE ALSO
-       Michael C. Toy and Kenneth C. R. C. Arnold, A guide to the Dungeons  of
-       Doom
-
-BUGS
-       Probably  infinite  (although  countably  infinite).  However, that Ice
-       Monsters sometimes transfix you permanently is not a bug.  It's a  fea-
-       ture.
-
-
-
-4th Berkeley Distribution         May 6, 1986                         ROGUE(6)
--- a/rogue5/rogue.doc.in	Fri Feb 12 15:12:37 2016 -0500
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,858 +0,0 @@
-
-
-
-
-
-
-
-              A Guide to the Dungeons of Doom
-
-
-                       Michael C. Toy
-                  Kenneth C. R. C. Arnold
-
-
-              Computer Systems Research Group
- Department of Electrical Engineering and Computer Science
-                  University of California
-                Berkeley, California  94720
-
-
-
-
-                          ABSTRACT
-
-    Rogue  is a visual CRT based fantasy game which runs
-    under the UNIX timesharing system.  This  paper  de-
-    scribes how to play rogue, and gives a few hints for
-    those who might otherwise get lost in  the  Dungeons
-    of Doom.
-
-
-
-
-1.  Introduction
-
-     You  have  just finished your years as a student at the
-local fighter's guild.  After much practice  and  sweat  you
-have finally completed your training and are ready to embark
-upon a perilous adventure.  As a test of  your  skills,  the
-local  guildmasters have sent you into the Dungeons of Doom.
-Your task is to return with  the  Amulet  of  Yendor.   Your
-reward  for  the completion of this task will be a full mem-
-bership in the local guild.  In addition, you are allowed to
-keep all the loot you bring back from the dungeons.
-
-     In  preparation  for  your  journey,  you  are given an
-enchanted mace, a bow, and a quiver of arrows taken  from  a
-dragon's  hoard in the far off Dark Mountains.  You are also
-outfitted with elf-crafted armor and given  enough  food  to
-reach  the  dungeons.  You say goodbye to family and friends
-for what may be the last time and head up the road.
-
-     You set out on your way to the dungeons and after  sev-
-eral  days  of  uneventful travel, you see the ancient ruins
-that mark the entrance to the Dungeons of Doom.  It is  late
-at  night,  so  you  make camp at the entrance and spend the
-____________________
-   UNIX is a trademark of Bell Laboratories
-
-
-
-
-
-
-
-
-
-
-
-
-USD:33-2                     A Guide to the Dungeons of Doom
-
-
-night sleeping under the open skies.   In  the  morning  you
-gather  your  weapons, put on your armor, eat what is almost
-your last food, and enter the dungeons.
-
-2.  What is going on here?
-
-     You have just begun a game of rogue.  Your goal  is  to
-grab as much treasure as you can, find the Amulet of Yendor,
-and get out of the Dungeons of Doom alive.  On the screen, a
-map  of  where  you  have been and what you have seen on the
-current dungeon level is kept.  As you explore more  of  the
-level, it appears on the screen in front of you.
-
-     Rogue  differs from most computer fantasy games in that
-it  is  screen  oriented.   Commands  are  all  one  or  two
-keystrokes1  and  the results of your commands are displayed
-graphically on the screen rather  than  being  explained  in
-words.2
-
-     Another  major  difference between rogue and other com-
-puter fantasy games is that once you  have  solved  all  the
-puzzles  in a standard fantasy game, it has lost most of its
-excitement and it ceases to be fun.   Rogue,  on  the  other
-hand,  generates  a  new  dungeon every time you play it and
-even the author finds it an entertaining and exciting  game.
-
-3.  What do all those things on the screen mean?
-
-     In  order  to  understand what is going on in rogue you
-have to first get some grasp of what rogue is doing with the
-screen.   The  rogue  screen is intended to replace the "You
-can see ..." descriptions of standard fantasy games.  Figure
-1 is a sample of what a rogue screen might look like.
-
-3.1.  The bottom line
-
-     At  the  bottom  line of the screen are a few pieces of
-cryptic information describing your current status.  Here is
-an explanation of what these things mean:
-
-Level  This  number  indicates how deep you have gone in the
-       dungeon.  It starts at one and  goes  up  as  you  go
-       deeper into the dungeon.
-
-Gold   The  number  of  gold pieces you have managed to find
-       and keep with you so far.
-____________________
-   1 As opposed to pseudo English sentences.
-   2  A minimum screen size of 24 lines by 80 columns is re-
-quired.  If the screen is larger,  only  the  24x80  section
-will be used for the map.
-
-
-
-
-
-
-
-
-
-
-
-
-A Guide to the Dungeons of Doom                     USD:33-3
-
-
-
-____________________________________________________________
-
-
-                        ------------
-                        |..........+
-                        |..@....]..|
-                        |....B.....|
-                        |..........|
-                        -----+------
-
-
-
-Level: 1  Gold: 0      Hp: 12(12)  Str: 16(16)  Arm: 4  Exp: 1/0
-
-                          Figure 1
-____________________________________________________________
-
-
-Hp     Your  current  and  maximum  health  points.   Health
-       points  indicate  how much damage you can take before
-       you die.  The more you get hit in a fight, the  lower
-       they  get.   You can regain health points by resting.
-       The number in parentheses is the maximum number  your
-       health points can reach.
-
-Str    Your  current  strength  and  maximum  ever strength.
-       This can be any integer less than or equal to 31,  or
-       greater  than or equal to three.  The higher the num-
-       ber, the stronger you are.  The number in the  paren-
-       theses  is  the maximum strength you have attained so
-       far this game.
-
-Arm    Your current armor protection.  This number indicates
-       how  effective  your  armor is in stopping blows from
-       unfriendly creatures.  The higher this number is, the
-       more effective the armor.
-
-Exp    These  two numbers give your current experience level
-       and experience points.  As you do  things,  you  gain
-       experience   points.   At  certain  experience  point
-       totals, you gain an experience level.  The more expe-
-       rienced you are, the better you are able to fight and
-       to withstand magical attacks.
-
-3.2.  The top line
-
-     The top line of the screen  is  reserved  for  printing
-messages  that describe things that are impossible to repre-
-sent visually.  If you see a "--More--"  on  the  top  line,
-this  means that rogue wants to print another message on the
-screen, but it wants to make certain that you have read  the
-one  that  is  there  first.  To read the next message, just
-
-
-
-
-
-
-
-
-
-
-USD:33-4                     A Guide to the Dungeons of Doom
-
-
-type a space.
-
-3.3.  The rest of the screen
-
-     The rest of the screen is the map of the level  as  you
-have  explored  it so far.  Each symbol on the screen repre-
-sents something.  Here is a list of what the various symbols
-mean:
-
-@    This symbol represents you, the adventurer.
-
--|   These symbols represent the walls of rooms.
-
-+    A door to/from a room.
-
-.    The floor of a room.
-
-#    The floor of a passage between rooms.
-
-*    A pile or pot of gold.
-
-)    A weapon of some sort.
-
-]    A piece of armor.
-
-!    A flask containing a magic potion.
-
-?    A piece of paper, usually a magic scroll.
-
-=    A ring with magic properties
-
-/    A magical staff or wand
-
-^    A trap, watch out for these.
-
-%    A staircase to other levels
-
-:    A piece of food.
-
-A-Z  The uppercase letters represent the various inhabitants
-     of the Dungeons of Doom.  Watch out, they can be  nasty
-     and vicious.
-
-4.  Commands
-
-     Commands  are given to rogue by typing one or two char-
-acters.  Most commands can be preceded by a count to  repeat
-them (e.g. typing "10s" will do ten searches).  Commands for
-which counts make no sense have the count ignored.  To  can-
-cel  a  count  or a prefix, type <ESCAPE>.  The list of com-
-mands is rather long, but it can be read at any time  during
-the  game  with the "?"  command.  Here it is for reference,
-with a short explanation of each command.
-
-
-
-
-
-
-
-
-
-
-A Guide to the Dungeons of Doom                     USD:33-5
-
-
-?    The help command.  Asks for a character  to  give  help
-     on.   If you type a "*", it will list all the commands,
-     otherwise it will explain what the character you  typed
-     does.
-
-/    This  is  the "What is that on the screen?" command.  A
-     "/" followed by any  character  that  you  see  on  the
-     level,  will  tell  you  what  that  character is.  For
-     instance, typing "/@" will tell you that the "@" symbol
-     represents you, the player.
-
-h, H, ^H
-     Move left.  You move one space to the left.  If you use
-     upper case "h", you will continue to  move  left  until
-     you  run  into  something.  This works for all movement
-     commands (e.g.  "L" means run in direction "l") If  you
-     use  the "control" "h", you will continue moving in the
-     specified direction until you pass something  interest-
-     ing  or  run  into  a wall.  You should experiment with
-     this, since it is a very useful command, but very  dif-
-     ficult  to  describe.  This also works for all movement
-     commands.
-
-j    Move down.
-
-k    Move up.
-
-l    Move right.
-
-y    Move diagonally up and left.
-
-u    Move diagonally up and right.
-
-b    Move diagonally down and left.
-
-n    Move diagonally down and right.
-
-t    Throw an object.  This is a prefix command.  When  fol-
-     lowed with a direction it throws an object in the spec-
-     ified direction.  (e.g. type "th" to throw something to
-     the left.)
-
-f    Fight  until someone dies.  When followed with a direc-
-     tion this will force you to fight the creature in  that
-     direction until either you or it bites the big one.
-
-m    Move  onto  something without picking it up.  This will
-     move you one space in the direction you specify and, if
-     there  is  an object there you can pick up, it won't do
-     it.
-
-z    Zap prefix.  Point a staff or wand in a given direction
-     and  fire  it.   Even  non-directional  staves  must be
-
-
-
-
-
-
-
-
-
-
-USD:33-6                     A Guide to the Dungeons of Doom
-
-
-     pointed in some direction to be used.
-
-^    Identify trap command.  If a trap is on  your  map  and
-     you  can't  remember what type it is, you can get rogue
-     to remind you by getting next to it and typing "^" fol-
-     lowed  by  the  direction that would move you on top of
-     it.
-
-s    Search for traps and secret doors.  Examine each  space
-     immediately adjacent to you for the existence of a trap
-     or secret door.  There is a large chance that  even  if
-     there  is  something  there,  you won't find it, so you
-     might have to search a while before you find something.
-
->    Climb down a staircase to the next level.  Not surpris-
-     ingly, this can only be done if  you  are  standing  on
-     staircase.
-
-<    Climb up a staircase to the level above.  This can't be
-     done without the Amulet of Yendor in your possession.
-
-.    Rest.  This is the "do nothing" command.  This is  good
-     for waiting and healing.
-
-,    Pick up something.  This picks up whatever you are cur-
-     rently standing on, if you are standing on anything  at
-     all.
-
-i    Inventory.  List what you are carrying in your pack.
-
-I    Selective  inventory.   Tells you what a single item in
-     your pack is.
-
-q    Quaff one of the potions you are carrying.
-
-r    Read one of the scrolls in your pack.
-
-e    Eat food from your pack.
-
-w    Wield a weapon.  Take a weapon out  of  your  pack  and
-     carry  it  for use in combat, replacing the one you are
-     currently using (if any).
-
-W    Wear armor.  You can only wear one suit of armor  at  a
-     time.  This takes extra time.
-
-T    Take armor off.  You can't remove armor that is cursed.
-     This takes extra time.
-
-P    Put on a ring.  You can wear only two rings at  a  time
-     (one  on  each hand).  If you aren't wearing any rings,
-     this command will ask you which hand you want  to  wear
-     it  on, otherwise, it will place it on the unused hand.
-
-
-
-
-
-
-
-
-
-
-A Guide to the Dungeons of Doom                     USD:33-7
-
-
-     The program assumes that you wield your sword  in  your
-     right hand.
-
-R    Remove  a ring.  If you are only wearing one ring, this
-     command takes it off.  If you are wearing two, it  will
-     ask you which one you wish to remove,
-
-d    Drop  an  object.   Take something out of your pack and
-     leave it lying on  the  floor.   Only  one  object  can
-     occupy  each space.  You cannot drop a cursed object at
-     all if you are wielding or wearing it.
-
-c    Call an object something.  If you have a type of object
-     in  your  pack  which  you  wish  to remember something
-     about, you can use the call command to give a  name  to
-     that  type  of  object.   This is usually used when you
-     figure out what a potion, scroll,  ring,  or  staff  is
-     after  you  pick  it  up,  or when you want to remember
-     which of those swords in your pack you were wielding.
-
-D    Print out  which  things  you've  discovered  something
-     about.   This  command  will ask you what type of thing
-     you are interested in.  If you type the character for a
-     given  type  of  object (e.g.  "!"  for potion) it will
-     tell you which kinds of that type of object you've dis-
-     covered  (i.e.,  figured out what they are).  This com-
-     mand works for potions, scrolls, rings, and staves  and
-     wands.
-
-o    Examine  and  set  options.   This  command  is further
-     explained in the section on options.
-
-^R   Redraws the screen.  Useful  if  spurious  messages  or
-     transmission errors have messed up the display.
-
-^P   Print  last  message.  Useful when a message disappears
-     before you can read it.  This  only  repeats  the  last
-     message  that  was  not  a mistyped command so that you
-     don't loose anything by accidentally typing  the  wrong
-     character instead of ^P.
-
-<ESCAPE>
-     Cancel a command, prefix, or count.
-
-!    Escape to a shell for some commands.
-
-Q    Quit.  Leave the game.
-
-S    Save  the  current  game  in  a  file.  It will ask you
-     whether you wish to use the default save file.  Caveat:
-     Rogue  won't  let  you start up a copy of a saved game,
-     and it removes the save file as soon as you start up  a
-     restored game.  This is to prevent people from saving a
-
-
-
-
-
-
-
-
-
-
-USD:33-8                     A Guide to the Dungeons of Doom
-
-
-     game just before a dangerous position and then restart-
-     ing  it if they die.  To restore a saved game, give the
-     file name as an argument to rogue.  As in
-               % rogue save_file
-
-     To restart from the default save file (see below), run
-               % rogue -r
-
-v    Prints the program version number.
-
-)    Print the weapon you are currently wielding
-
-]    Print the armor you are currently wearing
-
-=    Print the rings you are currently wearing
-
-@    Reprint the status line on the message line
-
-5.  Rooms
-
-     Rooms in the dungeons are either lit or dark.   If  you
-walk  into  a lit room, the entire room will be drawn on the
-screen as soon as you enter.  If you walk into a dark  room,
-it will only be displayed as you explore it.  Upon leaving a
-room, all monsters inside  the  room  are  erased  from  the
-screen.   In  the darkness you can only see one space in all
-directions around you.  A corridor is always dark.
-
-6.  Fighting
-
-     If you see a monster and you wish  to  fight  it,  just
-attempt  to run into it.  Many times a monster you find will
-mind its own business unless you attack it.  It is often the
-case that discretion is the better part of valor.
-
-7.  Objects you can find
-
-     When you find something in the dungeon, it is common to
-want to pick the object up.  This is accomplished  in  rogue
-by  walking  over the object (unless you use the "m" prefix,
-see above).  If you are carrying too many things,  the  pro-
-gram  will  tell you and it won't pick up the object, other-
-wise it will add it to your pack and tell you what you  just
-picked up.
-
-     Many  of  the  commands  that  operate  on objects must
-prompt you to find out which object you want to use.  If you
-change  your  mind  and  don't want to do that command after
-all, just type an <ESCAPE> and the command will be  aborted.
-
-     Some  objects,  like armor and weapons, are easily dif-
-ferentiated.  Others, like scrolls and  potions,  are  given
-labels which vary according to type.  During a game, any two
-
-
-
-
-
-
-
-
-
-
-A Guide to the Dungeons of Doom                     USD:33-9
-
-
-of the same kind of object with the same label are the  same
-type.  However, the labels will vary from game to game.
-
-     When  you  use  one  of  these  labeled objects, if its
-effect is obvious, rogue will remember what it is  for  you.
-If  it's  effect  isn't  extremely obvious you will be asked
-what you want to scribble on it so  you  will  recognize  it
-later, or you can use the "call" command (see above).
-
-7.1.  Weapons
-
-     Some  weapons,  like  arrows, come in bunches, but most
-come one at a time.  In order to  use  a  weapon,  you  must
-wield  it.   To  fire  an arrow out of a bow, you must first
-wield the bow, then throw the arrow.  You can only wield one
-weapon  at  a  time, but you can't change weapons if the one
-you are currently wielding is cursed.  The commands  to  use
-weapons are "w" (wield) and "t" (throw).
-
-7.2.  Armor
-
-     There  are  various  sorts of armor lying around in the
-dungeon.  Some of it is enchanted, some is cursed, and  some
-is  just normal.  Different armor types have different armor
-protection.  The higher the armor protection, the more  pro-
-tection  the  armor  affords  against the blows of monsters.
-Here is a list of the various armor types and  their  normal
-armor protection:
-
-
-           +-----------------------------------------+
-           |  Type                        Protection |
-           |None                                   0 |
-           |Leather armor                          2 |
-           |Studded leather / Ring mail            3 |
-           |Scale mail                             4 |
-           |Chain mail                             5 |
-           |Banded mail / Splint mail              6 |
-           |Plate mail                             7 |
-           +-----------------------------------------+
-
-
-If  a piece of armor is enchanted, its armor protection will
-be higher than normal.  If a suit of armor  is  cursed,  its
-armor  protection will be lower, and you will not be able to
-remove it.  However, not all armor with a protection that is
-lower than normal is cursed.
-
-     The  commands  to  use  weapons  are "W" (wear) and "T"
-(take off).
-
-
-
-
-
-
-
-
-
-
-
-
-
-USD:33-10                    A Guide to the Dungeons of Doom
-
-
-7.3.  Scrolls
-
-     Scrolls come with titles in an unknown tongue3.   After
-you  read  a scroll, it disappears from your pack.  The com-
-mand to use a scroll is "r" (read).
-
-7.4.  Potions
-
-     Potions are labeled by the color of the  liquid  inside
-the flask.  They disappear after being quaffed.  The command
-to use a scroll is "q" (quaff).
-
-7.5.  Staves and Wands
-
-     Staves and wands do the same kinds of  things.   Staves
-are  identified  by a type of wood; wands by a type of metal
-or bone.  They are generally things you want to do to  some-
-thing  over  a long distance, so you must point them at what
-you wish to  affect  to  use  them.   Some  staves  are  not
-affected  by the direction they are pointed, though.  Staves
-come with multiple magic charges, the number  being  random,
-and when they are used up, the staff is just a piece of wood
-or metal.
-
-     The command to use a wand or staff is "z" (zap)
-
-7.6.  Rings
-
-     Rings are very useful items, since they are  relatively
-permanent  magic,  unlike  the  usually  fleeting effects of
-potions, scrolls, and staves.  Of course, the bad rings  are
-also  more  powerful.   Most  rings also cause you to use up
-food more rapidly, the rate varying with the type  of  ring.
-Rings  are differentiated by their stone settings.  The com-
-mands to use rings are "P" (put on) and "R" (remove).
-
-7.7.  Food
-
-     Food is necessary to keep you going.   If  you  go  too
-long  without  eating  you will faint, and eventually die of
-starvation.  The command to use food is "e" (eat).
-
-8.  Options
-
-     Due to variations in personal tastes and conceptions of
-the  way  rogue should do things, there are a set of options
-you can set that cause rogue to behave in various  different
-____________________
-   3 Actually, it's a dialect spoken only by the twenty-sev-
-en members of a tribe in Outer Mongolia, but you're not sup-
-posed to know that.
-
-
-
-
-
-
-
-
-
-
-
-
-A Guide to the Dungeons of Doom                    USD:33-11
-
-
-ways.
-
-8.1.  Setting the options
-
-     There  are  two  ways to set the options.  The first is
-with the "o" command  of  rogue;  the  second  is  with  the
-"ROGUEOPTS" environment variable4.
-
-8.1.1.  Using the `o' command
-
-     When you type "o" in rogue, it clears  the  screen  and
-displays  the current settings for all the options.  It then
-places the cursor by the value of the first option and waits
-for  you to type.  You can type a <RETURN> which means to go
-to the next option, a "-" which means to go to the  previous
-option,  an  <ESCAPE>  which means to return to the game, or
-you can give the option a value.  For boolean  options  this
-merely  involves  typing "t" for true or "f" for false.  For
-string options, type the new value followed by a <RETURN>.
-
-8.1.2.  Using the ROGUEOPTS variable
-
-     The ROGUEOPTS variable is a string containing  a  comma
-separated  list  of  initial values for the various options.
-Boolean variables can be turned on by listing their name  or
-turned  off by putting a "no" in front of the name.  Thus to
-set up an environment variable so that jump is on, terse  is
-off, and the name is set to "Blue Meanie", use the command
-   % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"5
-
-8.2.  Option list
-
-     Here is a list of the options  and  an  explanation  of
-what  each  one  is  for.   The  default  value  for each is
-enclosed in square brackets.  For character string  options,
-input over fifty characters will be ignored.
-
-terse [noterse]
-     Useful for those who are tired of the sometimes lengthy
-     messages of rogue.  This is a useful option for playing
-     on  slow terminals, so this option defaults to terse if
-     you are on a slow (1200 baud or under) terminal.
-
-
-____________________
-   4  On  Version  6  systems, there is no equivalent of the
-ROGUEOPTS feature.
-   5  For  those of you who use the Bourne shell sh (1), the
-commands would be
-   $ ROGUEOPTS="jump,noterse,name=Blue Meanie"
-   $ export ROGUEOPTS
-
-
-
-
-
-
-
-
-
-
-
-
-USD:33-12                    A Guide to the Dungeons of Doom
-
-
-jump [nojump]
-     If this option is set, running moves will not  be  dis-
-     played until you reach the end of the move.  This saves
-     considerable  cpu  and  display  time.    This   option
-     defaults to jump if you are using a slow terminal.
-
-flush [noflush]
-     All  typeahead  is thrown away after each round of bat-
-     tle.  This is useful for those who type far  ahead  and
-     then watch in dismay as a Bat kills them.
-
-seefloor [seefloor]
-     Display  the floor around you on the screen as you move
-     through dark rooms.  Due to the  amount  of  characters
-     generated,  this  option  defaults to noseefloor if you
-     are using a slow terminal.
-
-passgo [nopassgo]
-     Follow turnings in passageways.  If you run in  a  pas-
-     sage  and  you run into stone or a wall, rogue will see
-     if it can turn to the right or left.  If  it  can  only
-     turn  one  way,  it will turn that way.  If it can turn
-     either or neither, it will stop.   This  algorithm  can
-     sometimes  lead to slightly confusing occurrences which
-     is why it defaults to nopassgo.
-
-tombstone [tombstone]
-     Print out the tombstone at the end if you  get  killed.
-     This  is  nice  but slow, so you can turn it off if you
-     like.
-
-inven [overwrite]
-     Inventory type.  This can have  one  of  three  values:
-     overwrite,  slow,  or  clear.   With  overwrite the top
-     lines of the map are overwritten  with  the  list  when
-     inventory  is requested or when "Which item do you wish
-     to . . .? " questions are answered with  a  "*".   How-
-     ever,  if  the  list  is  longer  than a screenful, the
-     screen is cleared.  With slow, lists are displayed  one
-     item  at  a  time  on  the  top of the screen, and with
-     clear, the screen is cleared, the  list  is  displayed,
-     and  then  the  dungeon  level is re-displayed.  Due to
-     speed considerations, clear is the default  for  termi-
-     nals without clear-to-end-of-line capabilities.
-
-name [account name]
-     This  is the name of your character.  It is used if you
-     get on the top ten scorer's list.
-
-fruit [slime-mold]
-     This should hold the name of a  fruit  that  you  enjoy
-     eating.  It is basically a whimsey that rogue uses in a
-     couple of places.
-
-
-
-
-
-
-
-
-
-
-A Guide to the Dungeons of Doom                    USD:33-13
-
-
-file [~/rogue.save]
-     The default file name for saving  the  game.   If  your
-     phone  is hung up by accident, rogue will automatically
-     save the game in this file.  The file  name  may  start
-     with the special character "~" which expands to be your
-     home directory.
-
-9.  Scoring
-
-     Rogue usually maintains a list of the top scoring  peo-
-ple  or  scores on your machine.  Depending on how it is set
-up, it can post either the top scores or  the  top  players.
-In  the  latter  case,  each account on the machine can post
-only one non-winning score  on  this  list.   If  you  score
-higher than someone else on this list, or better your previ-
-ous score on the list, you will be inserted  in  the  proper
-place under your current name.  How many scores are kept can
-also be set up by whoever installs it on your machine.
-
-     If you quit the game, you get out with all of your gold
-intact.   If,  however,  you  get  killed in the Dungeons of
-Doom, your body is forwarded to your next-of-kin, along with
-90%  of  your  gold; ten percent of your gold is kept by the
-Dungeons'  wizard  as a fee6.  This should make you consider
-whether you want to take one last hit at  that  monster  and
-possibly live, or quit and thus stop with whatever you have.
-If you quit, you do get all your gold, but if you swing  and
-live, you might find more.
-
-     If  you  just  want  to  see what the current top play-
-ers/games list is, you can type
-          % @PROGRAM@ -s
-
-10.  Acknowledgements
-
-     Rogue was originally conceived of by Glenn Wichman  and
-Michael  Toy.   Ken Arnold and Michael Toy then smoothed out
-the user interface, and added jillions of new features.   We
-would  like  to  thank  Bob  Arnold,  Michelle  Busch,  Andy
-Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill Joy,
-Joe  Kalash,  Steve  Maurer,  Marty  McNary, Jan Miller, and
-Scott Nelson for their ideas and assistance;  and  also  the
-teeming  multitudes who graciously ignored work, school, and
-social life to play rogue and send us bugs, complaints, sug-
-gestions, and just plain flames.  And also Mom.
-
-
-
-____________________
-   6 The Dungeon's wizard is named Wally the Wonder  Badger.
-Invocations should be accompanied by a sizable donation.
-
-
-
-
-
-
-
-
--- a/srogue/Makefile.in	Fri Feb 12 15:12:37 2016 -0500
+++ b/srogue/Makefile.in	Sun Feb 21 20:47:12 2016 -0500
@@ -39,6 +39,7 @@
       rings.c rip.c rooms.c save.c scrolls.c state.c sticks.c things.c \
       trader.c weapons.c wizard.c xcrypt.c
 
+DOCS=	$(PROGRAM).doc
 MISC=	Makefile LICENSE.TXT rogue.nr
 
 CC    = gcc
@@ -48,6 +49,12 @@
 RM    = rm -f
 TAR   = tar
 INSTALL=@INSTALL@
+GROFF=@GROFF@
+NROFF=@NROFF@
+COLCRT=@COLCRT@
+TBL=@TBL@
+
+all: $(PROGRAM) docs
 
 $(PROGRAM): $(HDRS) $(OBJS)
 	$(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(CRLIB) -o $@
@@ -62,7 +69,16 @@
 
 clean:
 	rm -f $(OBJS) core 
-	rm -f $(PROGRAM) $(PROGRAM).exe $(PROGRAM) $(PROGRAM).exe $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).doc
+	rm -f $(PROGRAM) $(PROGRAM).exe $(PROGRAM) $(PROGRAM).exe $(PROGRAM).tar $(PROGRAM).tar.gz $(DOCS)
+
+docs: $(DOCS)
+
+$(PROGRAM).doc: rogue.nr
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -t -mm -Tascii rogue.nr >$(PROGRAM).doc ;\
+	elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
+	$(TBL) rogue.nr | $(NROFF) -mm | $(COLCRT) - > $(PROGRAM).doc ;\
+	fi
 
 install: $(PROGRAM)
 	-touch test
@@ -87,12 +103,14 @@
 	    then mkdir -p $(DESTDIR)$(docdir) ; fi
 	-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
 	-$(INSTALL) -m 0644 rogue.nr $(DESTDIR)$(docdir)/$(PROGRAM).nr
+	-$(INSTALL) -m 0644 $(PROGRAM).doc $(DESTDIR)$(docdir)/$(PROGRAM).doc
 	-$(RM) test
 
 uninstall:	
 	-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
 	-$(RM) $(DESTDIR)$(docdir)/LICENSE.TXT
 	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).nr
+	-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).doc
 	-rmdir $(DESTDIR)$(docdir)
     
 reinstall: uninstall install
--- a/srogue/configure.ac	Fri Feb 12 15:12:37 2016 -0500
+++ b/srogue/configure.ac	Sun Feb 21 20:47:12 2016 -0500
@@ -27,6 +27,11 @@
 AC_CHECK_FUNCS([erasechar killchar alarm getpass memset setenv strchr nlist _spawnl spawnl getpwuid loadav getloadavg strerror setgid setuid getuid getgid lrand48 random srand48 srandom])
 AC_PROG_INSTALL
 
+AC_CHECK_PROG([NROFF], [nroff], [nroff],)
+AC_CHECK_PROG([GROFF], [groff], [groff],)
+AC_CHECK_PROG([COLCRT], [colcrt], [colcrt],)
+AC_CHECK_PROG([TBL], [tbl], [tbl],)
+
 AC_ARG_WITH(program-name, AC_HELP_STRING([--with-program-name=NAME],[alternate executable name]),[progname="$withval" ], [progname="srogue"] )
 PROGRAM=$progname
 AC_SUBST(PROGRAM)