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.
-