Mercurial > hg > early-roguelike
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. -
