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.
This commit is contained in:
parent
eab5aa2ec4
commit
c6f7d67623
16 changed files with 133 additions and 2801 deletions
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@ -48,9 +48,9 @@ CFILES= vers.c armor.c chase.c command.c daemon.c daemons.c fight.c \
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MISC_C=
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DOCSRC= rogue.6 rogue.r
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DOCS = $(PROGRAM).doc $(PROGRAM).cat $(PROGRAM).html readme36.html
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DOCS = $(PROGRAM).doc $(PROGRAM).cat
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MISC = Makefile $(MISC_C) LICENSE.TXT $(PROGRAM).sln $(PROGRAM).vcproj $(DOCS)\
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$(DOCSRC)
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$(DOCSRC) rogue36.html readme36.html
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CC = gcc
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CPPFLAGS =@DEFS@
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@ -62,21 +62,43 @@ RM = rm -f
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LD = $(CC)
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LDOUT = -o
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INSTALL=@INSTALL@
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GROFF=@GROFF@
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NROFF=@NROFF@
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COLCRT=@COLCRT@
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TBL=@TBL@
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.SUFFIXES: .obj
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.c.obj:
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$(CC) $(CFLAGS) /c $*.c
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all: $(PROGRAM)$(EXE) docs
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$(PROGRAM)$(EXE): $(HDRS) $(OBJS)
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$(LD) $(LDFLAGS) $(OBJS) $(LIBS) $(LDOUT)$@
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clean:
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$(RM) $(OBJS1)
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$(RM) $(OBJS2)
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$(RM) core $(PROGRAM) $(PROGRAM).exe $(DISTNAME).tar $(DISTNAME).tar.gz
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$(RM) core $(PROGRAM) $(PROGRAM).exe $(DOCS) $(DISTNAME).tar $(DISTNAME).tar.gz
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$(RM) $(DISTNAME).zip
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docs: $(DOCS)
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$(PROGRAM).doc: rogue.r
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if test "x$(GROFF)" != "x" ; then \
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$(GROFF) -P-c -P-b -P-u -t -ms -Tutf8 rogue.r > $(PROGRAM).doc ;\
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elif test "x$(NROFF)" != "x" -a "x$(TBL)" != "x" -a "x$(COLCRT)" != "x" ; then \
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$(TBL) rogue.r | $(NROFF) -ms | $(COLCRT) - > $(PROGRAM).doc ;\
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fi
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$(PROGRAM).cat: rogue.6
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if test "x$(GROFF)" != "x" ; then \
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$(GROFF) -P-c -P-b -P-u -Tascii -man rogue.6 > $(PROGRAM).cat ;\
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elif test "x$(NROFF)" != "x" -a "x$(COLCRT)" != "x" ; then \
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$(NROFF) -man rogue.6 | $(COLCRT) - > $(PROGRAM).cat ;\
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fi
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install: $(PROGRAM)
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-touch test
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-if test ! -f $(DESTDIR)$(SCOREFILE) ; \
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@ -104,12 +126,16 @@ install: $(PROGRAM)
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then mkdir -p $(DESTDIR)$(docdir) ; fi
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-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
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-$(INSTALL) -m 0644 rogue.r $(DESTDIR)$(docdir)/$(PROGRAM).r
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-$(INSTALL) -m 0644 $(PROGRAM).doc $(DESTDIR)$(docdir)/$(PROGRAM).doc
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-$(INSTALL) -m 0644 $(PROGRAM).cat $(DESTDIR)$(docdir)/$(PROGRAM).cat
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-$(RM) test
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uninstall:
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-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
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-$(RM) $(DESTDIR)$(man6dir)/$(PROGRAM).6
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-$(RM) $(DESTDIR)$(docdir)$(PROGRAM)/$(PROGRAM).doc
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-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).r
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-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).doc
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-$(RM) $(DESTDIR)$(docdir)/$(PROGRAM).cat
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-$(RMDIR) $(DESTDIR)$(docdir)$(PROGRAM)
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reinstall: uninstall install
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@ -4,7 +4,6 @@
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AC_PREREQ(2.56)
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AC_INIT([Rogue],[3.6.4], [yendor@rogueforge.net])
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AC_CONFIG_HEADERS([config.h])
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# May not be needed for the documentation
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AC_CONFIG_FILES([Makefile rogue.6 rogue.r])
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# Checks for programs.
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@ -37,7 +36,6 @@ AC_CHECK_PROG([NROFF], [nroff], [nroff],)
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AC_CHECK_PROG([GROFF], [groff], [groff],)
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AC_CHECK_PROG([COLCRT], [colcrt], [colcrt],)
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AC_CHECK_PROG([TBL], [tbl], [tbl],)
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AC_CHECK_PROG([SED], [sed], [sed],)
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AC_ARG_WITH(program-name, AC_HELP_STRING([--with-program-name=NAME],[alternate executable name]),[progname="$withval" ], [progname="rogue3"] )
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PROGRAM=$progname
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@ -1,67 +0,0 @@
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ROGUE(6) ROGUE(6)
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NAME
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rogue - Exploring The Dungeons of Doom
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SYNOPSIS
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rogue [ -s ] [ save_file ] [ -n playername ]
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DESCRIPTION
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Rogue is a computer fantasy game with a new twist. It is crt oriented
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and the object of the game is to survive the attacks of various mon-
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sters and get a lot of gold, rather than the puzzle solving orientation
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of most computer fantasy games.
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To get started you really only need to know two commands. The command
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? will give you a list of the available commands and the command /
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will identify the things you see on the screen.
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To win the game (as opposed to merely playing to beat other people's
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high scores) you must locate the Amulet of Yendor which is somewhere
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below the 20th level of the dungeon and get it out. Nobody has
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achieved this yet and if somebody does, they will probably go down in
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history as a hero among heros.
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When the game ends, either by your death, when you quit, or if you (by
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some miracle) manage to win, rogue will give you a list of the top-ten
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scorers. The scoring is based entirely upon how much gold you get.
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There is a 10% penalty for getting yourself killed.
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For more detailed directions, read the document A Guide to the Dungeons
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of Doom.
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OPTIONS
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If a save_file argument is given, rogue will attempt to load a previ-
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ously saved game from that file.
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With the -n option, rogue will load a game with the name playername
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from a location defined at compile time. If no such game exists, it
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will start one.
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The -s option prints the top-ten scores list and exits.
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FILES
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/usr/local/games/roguelike/rogue3.scr Score file
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~/rogue3.save Default save file
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/usr/local/games/roguelike/rogue3save System savefiles
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SEE ALSO
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Michael C. Toy, A Guide to the Dungeons of Doom
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BUGS
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Probably infinite. Currently known bugs are: Sometimes you are still
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hungry even after you eat food and sometimes you get a monster on the
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screen in reverse video which may or may not cause a core dump.
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COPYRIGHT
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Rogue: Exploring the Dungeons of Doom
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Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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All rights reserved.
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License: 3-clause BSD, see LICENSE.txt for details.
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3rd Berkeley Distribution ROGUE(6)
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@ -1,660 +0,0 @@
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A Guide to the Dungeons of Doom
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Michael C. Toy
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Computer Systems Research Group
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Department of Electrical Engineering and Computer Science
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University of California
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Berkeley, California 94720
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ABSTRACT
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Rogue is a visual CRT based fantasy game
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which runs under the UNIX timesharing system.
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This paper describes how to play rogue and gives a
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few hints for those who might otherwise get lost
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in the Dungeons of Doom.
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24 October 2009
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A Guide to the Dungeons of Doom
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Michael C. Toy
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Computer Systems Research Group
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Department of Electrical Engineering and Computer Science
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University of California
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Berkeley, California 94720
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1. Introduction
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You have just finished your years as a student at the
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local fighter's guild. After much practice and sweat you
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have finally completed your training and are ready to embark
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upon a perilous adventure. As a test of your skills, the
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local guildmasters have sent you into the Dungeons of Doom.
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Your task is to return with the Amulet of Yendor. Your
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reward for the completion of this task will be a full mem-
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bership in the local guild. In addition, you are allowed to
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keep all the loot you bring back from the dungeons.
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In preparation for your journey, you are given an
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enchanted sword, taken from a dragon's hoard in the far off
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Dark Mountains. You are also outfitted with elf-crafted
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armor and given enough food to reach the dungeons. You say
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goodbye to family and friends for what may be the last time
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and head up the road.
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You set out on your way to the dungeons and after sev-
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eral days of uneventful travel, you see the ancient ruins
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that mark the entrance to the Dungeons of Doom. It is late
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at night so you make camp at the entrance and spend the
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night sleeping under the open skies. In the morning you
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gather your sword, put on your armor, eat what is almost
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your last food and enter the dungeons.
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2. What is going on here?
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You have just begun a game of rogue. Your goal is to
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grab as much treasure as you can, find the Amulet of Yendor,
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and get out of the Dungeons of Doom alive. On the screen, a
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map of where you have been and what you have seen on the
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current dungeon level is kept. As you explore more of the
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level, it appears on the screen in front of you.
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Rogue differs from most computer fantasy games in that
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it is screen oriented. Commands are all one or two
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keystrokes and the results of your commands are displayed
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graphically on the screen rather than being explained in
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-----------
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As opposed to pseudo English sentences.
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- 1 -
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A Guide to the Dungeons of Doom
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words.
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Another major difference between rogue and other com-
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puter fantasy games is that once you have solved all the
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puzzles in a standard fantasy game, it has lost most of its
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excitement and it ceases to be fun. Rogue on the other hand
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generates a new dungeon every time you play it and even the
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author finds it an entertaining and exciting game.
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3. What do all those things on the screen mean?
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In order to understand what is going on in rogue you
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have to first get some grasp of what rogue is doing with the
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screen. The rogue screen is intended to replace the "You
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can see ..." descriptions of standard fantasy games. Here
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is a sample of what a rogue screen might look like.
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---------------------
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|...................+
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|...@...........[...|
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|........B..........|
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|...................|
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--------+------------
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Level: 1 Gold: 0 Hp: 12(12) Str: 16 Ac: 6 Exp: 1/0
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3.1. The bottom line
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At the bottom line of the screen is a few pieces of
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cryptic information, describing your current status. Here
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is an explanation of what these things mean:
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Level This number indicates how deep you have gone in the
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dungeon. It starts at one and goes up forever.
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Gold The number of gold pieces you have managed to find
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and keep with you so far.
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Hp Your current and maximum hit points. Hit points
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indicate how much damage you can take before you
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die. The more you get hit in a fight, the lower
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they get. You can regain hit points by resting. The
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number in parentheses is the maximum number your hit
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points can reach.
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Str Your current strength. This can be any integer less
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than or equal to eighteen. The higher the number,
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the stronger you are.
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Ac Your current armor class. This number indicates how
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effective your armor is in stopping blows from
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unfriendly creatures. The lower this number is, the
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-----------
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||||
Or until you get killed or decide to quit.
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||||
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||||
- 2 -
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||||
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||||
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||||
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||||
A Guide to the Dungeons of Doom
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more effective the armor.
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||||
Exp These two numbers give your current experience level
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and experience points. As you do things, you gain
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experience points. At certain experience point
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totals, you gain an experience level. The more
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||||
experienced you are, the better you are able to
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fight and to withstand magical attacks.
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3.2. The top line
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||||
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The top line of the screen is reserved for printing
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||||
messages that describe things that are impossible to repre-
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sent visually. If you see a "--More--" on the top line,
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||||
this means that rogue wants to print another message on the
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||||
screen, but it wants to make certain that you have read the
|
||||
one that is there first. To read the next message, just
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||||
press a space.
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||||
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||||
3.3. The rest of the screen
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||||
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||||
The rest of the screen is the map of the level as you
|
||||
have explored it so far. Each symbol on the screen repre-
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||||
sents something. Here is a list of what the various symbols
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||||
mean:
|
||||
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||||
@ This symbol represents you, the adventurer.
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||||
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||||
-| These symbols represent the walls of rooms.
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||||
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||||
+ A door to/from a room.
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||||
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||||
. The floor of a room.
|
||||
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||||
# The floor of a passage between rooms.
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||||
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||||
* A pile or pot of gold.
|
||||
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||||
) A weapon of some sort.
|
||||
|
||||
] A piece of armor.
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||||
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||||
! A flask containing a magic potion.
|
||||
|
||||
? A piece of paper, usually a magic scroll.
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||||
|
||||
^ A trap, watch out for these.
|
||||
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||||
% The passage leading down to the next level.
|
||||
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||||
: A piece of food.
|
||||
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||||
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.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
- 9 -
|
||||
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue