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.