838 lines
24 KiB
Plaintext
838 lines
24 KiB
Plaintext
.\" $NetBSD: rogue.me,v 1.2 1995/04/22 10:28:50 cgd Exp $
|
|
.\"
|
|
.\" Copyright (c) 1986, 1993
|
|
.\" The Regents of the University of California. All rights reserved.
|
|
.\"
|
|
.\" Redistribution and use in source and binary forms, with or without
|
|
.\" modification, are permitted provided that the following conditions
|
|
.\" are met:
|
|
.\" 1. Redistributions of source code must retain the above copyright
|
|
.\" notice, this list of conditions and the following disclaimer.
|
|
.\" 2. Redistributions in binary form must reproduce the above copyright
|
|
.\" notice, this list of conditions and the following disclaimer in the
|
|
.\" documentation and/or other materials provided with the distribution.
|
|
.\" 3. All advertising materials mentioning features or use of this software
|
|
.\" must display the following acknowledgement:
|
|
.\" This product includes software developed by the University of
|
|
.\" California, Berkeley and its contributors.
|
|
.\" 4. Neither the name of the University nor the names of its contributors
|
|
.\" may be used to endorse or promote products derived from this software
|
|
.\" without specific prior written permission.
|
|
.\"
|
|
.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
|
|
.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
|
|
.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
|
.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
|
|
.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
|
|
.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
|
.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
|
.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
.\" SUCH DAMAGE.
|
|
.\"
|
|
.\" @(#)rogue.me 8.1 (Berkeley) 6/8/93
|
|
.\"
|
|
.ds E \s-2<ESCAPE>\s0
|
|
.ds R \s-2<RETURN>\s0
|
|
.ds U \s-2UNIX\s0
|
|
.ie t .ds _ \d\(mi\u
|
|
.el .ds _ _
|
|
.de Cs
|
|
\&\\$3\*(lq\\$1\*(rq\\$2
|
|
..
|
|
.sp 5
|
|
.ce 1000
|
|
.ps +4
|
|
.vs +4p
|
|
.b
|
|
A Guide to the Dungeons of Doom
|
|
.r
|
|
.vs
|
|
.ps
|
|
.sp 2
|
|
.i
|
|
Michael C. Toy
|
|
Kenneth C. R. C. Arnold
|
|
.r
|
|
.sp 2
|
|
Computer Systems Research Group
|
|
Department of Electrical Engineering and Computer Science
|
|
University of California
|
|
Berkeley, California 94720
|
|
.sp 4
|
|
.i ABSTRACT
|
|
.ce 0
|
|
.(b I F
|
|
.bi Rogue
|
|
is a visual CRT based fantasy game
|
|
which runs under the \*U\(dg timesharing system.
|
|
.(f
|
|
\fR\(dg\*U is a trademark of Bell Laboratories\fP
|
|
.)f
|
|
This paper describes how to play rogue,
|
|
and gives a few hints
|
|
for those who might otherwise get lost in the Dungeons of Doom.
|
|
.)b
|
|
\".he '''\fBA Guide to the Dungeons of Doom\fP'
|
|
\" .fo ''- % -''
|
|
.eh 'USD:30-%''A Guide to the Dungeons of Doom'
|
|
.oh 'A Guide to the Dungeons of Doom''USD:30-%'
|
|
.sh 1 Introduction
|
|
.pp
|
|
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 membership in the local guild.
|
|
In addition,
|
|
you are allowed to keep all the loot you bring back from the dungeons.
|
|
.pp
|
|
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.
|
|
.pp
|
|
You set out on your way to the dungeons
|
|
and after several 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 weapons,
|
|
put on your armor,
|
|
eat what is almost your last food,
|
|
and enter the dungeons.
|
|
.sh 1 "What is going on here?"
|
|
.pp
|
|
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.
|
|
.pp
|
|
Rogue differs from most computer fantasy games in that it is screen oriented.
|
|
Commands are all one or two keystrokes\**
|
|
.(f
|
|
\** As opposed to pseudo English sentences.
|
|
.)f
|
|
and the results of your commands
|
|
are displayed graphically on the screen rather
|
|
than being explained in words.\**
|
|
.(f
|
|
\** A minimum screen size of 24 lines by 80 columns is required.
|
|
If the screen is larger, only the 24x80 section will be used
|
|
for the map.
|
|
.)f
|
|
.pp
|
|
Another major difference between rogue and other computer 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.
|
|
.sh 1 "What do all those things on the screen mean?"
|
|
.pp
|
|
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 \*(lqYou can see ...\*(rq descriptions
|
|
of standard fantasy games.
|
|
Figure 1 is a sample of what a rogue screen might look like.
|
|
.(z
|
|
.hl
|
|
.nf
|
|
.TS
|
|
center;
|
|
ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce.
|
|
- - - - - - - - - - - -
|
|
| . . . . . . . . . . +
|
|
| . . @ . . . . ] . . |
|
|
| . . . . B . . . . . |
|
|
| . . . . . . . . . . |
|
|
- - - - - + - - - - - -
|
|
.TE
|
|
|
|
|
|
.ce 1000
|
|
Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
|
|
|
|
Figure 1
|
|
.ce
|
|
.hl
|
|
.)z
|
|
.sh 2 "The bottom line"
|
|
.pp
|
|
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:
|
|
.ip Level \w'Level\ \ 'u
|
|
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.
|
|
.ip Gold \w'Level\ \ 'u
|
|
The number of gold pieces you have managed to find
|
|
and keep with you so far.
|
|
.ip Hp \w'Level\ \ 'u
|
|
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.
|
|
.ip Str \w'Level\ \ 'u
|
|
Your current strength and maximum ever strength.
|
|
This can be any integer less than or equal to 99,
|
|
or greater than or equal to 1.
|
|
The higher the number,
|
|
the stronger you are.
|
|
The number in the parentheses
|
|
is the maximum strength you have attained so far this game.
|
|
.ip Arm \w'Level\ \ 'u
|
|
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.
|
|
.ip Exp \w'Level\ \ 'u
|
|
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.
|
|
.sh 2 "The top line"
|
|
.pp
|
|
The top line of the screen is reserved
|
|
for printing messages that describe things
|
|
that are impossible to represent visually.
|
|
If you see a \*(lq--More--\*(rq 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 type a space.
|
|
.sh 2 "The rest of the screen"
|
|
.pp
|
|
The rest of the screen is the map of the level
|
|
as you have explored it so far.
|
|
Each symbol on the screen represents something.
|
|
Here is a list of what the various symbols mean:
|
|
.ip @
|
|
This symbol represents you, the adventurer.
|
|
.ip "-\^|"
|
|
These symbols represent the walls of rooms.
|
|
.ip +
|
|
A door to/from a room.
|
|
.ip .
|
|
The floor of a room.
|
|
.ip #
|
|
The floor of a passage between rooms.
|
|
.ip *
|
|
A pile or pot of gold.
|
|
.ip )
|
|
A weapon of some sort.
|
|
.ip ]
|
|
A piece of armor.
|
|
.ip !
|
|
A flask containing a magic potion.
|
|
.ip ?
|
|
A piece of paper, usually a magic scroll.
|
|
.ip =
|
|
A ring with magic properties
|
|
.ip /
|
|
A magical staff or wand
|
|
.ip ^
|
|
A trap, watch out for these.
|
|
.ip %
|
|
A staircase to other levels
|
|
.ip :
|
|
A piece of food.
|
|
.ip A-Z
|
|
The uppercase letters
|
|
represent the various inhabitants of the Dungeons of Doom.
|
|
Watch out, they can be nasty and vicious.
|
|
.sh 1 Commands
|
|
.pp
|
|
Commands are given to rogue by typing one or two characters.
|
|
Most commands can be preceded by a count to repeat them
|
|
(e.g. typing
|
|
.Cs 10s
|
|
will do ten searches).
|
|
Commands for which counts make no sense
|
|
have the count ignored.
|
|
To cancel a count or a prefix,
|
|
type \*E.
|
|
The list of commands is rather long,
|
|
but it can be read at any time during the game with the
|
|
.Cs ?
|
|
command.
|
|
Here it is for reference,
|
|
with a short explanation of each command.
|
|
.ip ?
|
|
The help command.
|
|
Asks for a character to give help on.
|
|
If you type a
|
|
.Cs * ,
|
|
it will list all the commands,
|
|
otherwise it will explain what the character you typed does.
|
|
.ip /
|
|
This is the \*(lqWhat is that on the screen?\*(rq command.
|
|
A
|
|
.Cs /
|
|
followed by any character that you see on the level,
|
|
will tell you what that character is.
|
|
For instance,
|
|
typing
|
|
.Cs /@
|
|
will tell you that the
|
|
.Cs @
|
|
symbol represents you, the player.
|
|
.ip "h, H, ^H"
|
|
Move left.
|
|
You move one space to the left.
|
|
If you use upper case
|
|
.Cs h ,
|
|
you will continue to move left until you run into something.
|
|
This works for all movement commands
|
|
(e.g.
|
|
.Cs L
|
|
means run in direction
|
|
.Cs l )
|
|
If you use the \*(lqcontrol\*(rq
|
|
.Cs h ,
|
|
you will continue moving in the specified direction
|
|
until you pass something interesting or run into a wall.
|
|
You should experiment with this,
|
|
since it is a very useful command,
|
|
but very difficult to describe.
|
|
This also works for all movement commands.
|
|
.ip j
|
|
Move down.
|
|
.ip k
|
|
Move up.
|
|
.ip l
|
|
Move right.
|
|
.ip y
|
|
Move diagonally up and left.
|
|
.ip u
|
|
Move diagonally up and right.
|
|
.ip b
|
|
Move diagonally down and left.
|
|
.ip n
|
|
Move diagonally down and right.
|
|
.ip t
|
|
Throw an object.
|
|
This is a prefix command.
|
|
When followed with a direction
|
|
it throws an object in the specified direction.
|
|
(e.g. type
|
|
.Cs th
|
|
to throw
|
|
something to the left.)
|
|
.ip f
|
|
Fight until someone dies.
|
|
When followed with a direction
|
|
this will force you to fight the creature in that direction
|
|
until either you or it bites the big one.
|
|
.ip 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.
|
|
.ip z
|
|
Zap prefix.
|
|
Point a staff or wand in a given direction
|
|
and fire it.
|
|
Even non-directional staves must be pointed in some direction
|
|
to be used.
|
|
.ip ^
|
|
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
|
|
.Cs ^
|
|
followed by the direction that would move you on top of it.
|
|
.ip 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.
|
|
.ip >
|
|
Climb down a staircase to the next level.
|
|
Not surprisingly, this can only be done if you are standing on staircase.
|
|
.ip <
|
|
Climb up a staircase to the level above.
|
|
This can't be done without the Amulet of Yendor in your possession.
|
|
.ip "."
|
|
Rest.
|
|
This is the \*(lqdo nothing\*(rq command.
|
|
This is good for waiting and healing.
|
|
.ip ,
|
|
Pick up something.
|
|
This picks up whatever you are currently standing on,
|
|
if you are standing on anything at all.
|
|
.ip i
|
|
Inventory.
|
|
List what you are carrying in your pack.
|
|
.ip I
|
|
Selective inventory.
|
|
Tells you what a single item in your pack is.
|
|
.ip q
|
|
Quaff one of the potions you are carrying.
|
|
.ip r
|
|
Read one of the scrolls in your pack.
|
|
.ip e
|
|
Eat food from your pack.
|
|
.ip 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).
|
|
.ip W
|
|
Wear armor.
|
|
You can only wear one suit of armor at a time.
|
|
This takes extra time.
|
|
.ip T
|
|
Take armor off.
|
|
You can't remove armor that is cursed.
|
|
This takes extra time.
|
|
.ip 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.
|
|
The program assumes that you wield your sword in your right hand.
|
|
.ip 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,
|
|
.ip 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.
|
|
.ip 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 but before it is truly identified. Each type of
|
|
scroll and potion will become identified after its first use.
|
|
.ip o
|
|
Examine and set options.
|
|
This command is further explained in the section on options.
|
|
.ip ^R
|
|
Redraws the screen.
|
|
Useful if spurious messages or transmission errors
|
|
have messed up the display.
|
|
.ip ^P
|
|
Print last message.
|
|
Useful when a message disappears before you can read it.
|
|
Consecutive repetitions of this command will reveal the last
|
|
five messages.
|
|
.ip \*E
|
|
Cancel a command, prefix, or count.
|
|
.ip !
|
|
Escape to a shell for some commands.
|
|
.ip Q
|
|
Quit.
|
|
Leave the game.
|
|
.ip S
|
|
Save the current game in a file.
|
|
It will ask you whether you wish to use the default save file.
|
|
.i 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 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
|
|
.ti +1i
|
|
.nf
|
|
% rogue \fIsave\*_file\fP
|
|
.ip v
|
|
Prints the program version number.
|
|
.ip )
|
|
Print the weapon you are currently wielding
|
|
.ip ]
|
|
Print the armor you are currently wearing
|
|
.ip =
|
|
Print the rings you are currently wearing
|
|
.sh 1 Rooms
|
|
.pp
|
|
Rooms in the dungeons are lit as you enter them.
|
|
Upon leaving a room,
|
|
all monsters inside the room are erased from the screen.
|
|
In the darkness of a corridor, you can only see one space
|
|
in all directions around you.
|
|
.sh 1 Fighting
|
|
.pp
|
|
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.
|
|
.sh 1 "Objects you can find"
|
|
.pp
|
|
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
|
|
.Cs m
|
|
prefix, see above).
|
|
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 tell you what you just picked up.
|
|
.pp
|
|
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 \*E and the command will be aborted.
|
|
.pp
|
|
Some objects, like armor and weapons,
|
|
are easily differentiated.
|
|
Others, like scrolls and potions,
|
|
are given labels which vary according to type.
|
|
During a game,
|
|
any two of the same kind of object
|
|
with the same label
|
|
are the same type.
|
|
However,
|
|
the labels will vary from game to game.
|
|
.pp
|
|
When you use one of these labeled objects,
|
|
if its effect may be obvious. Potions or scrolls will
|
|
become identified at this point, but not other items.
|
|
You may want to call these other items something
|
|
so you will recognize it later,
|
|
you can use the
|
|
.Cs call
|
|
command
|
|
(see above).
|
|
.sh 2 Weapons
|
|
.pp
|
|
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
|
|
.Cs w
|
|
(wield)
|
|
and
|
|
.Cs t
|
|
(throw).
|
|
.sh 2 Armor
|
|
.pp
|
|
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 protection the armor affords against the blows of monsters.
|
|
Here is a list of the various armor types and their normal armor protection:
|
|
.(b
|
|
.TS
|
|
box center;
|
|
l r.
|
|
\ \ \fIType Protection\fP
|
|
None 0
|
|
Leather armor 2
|
|
Studded leather / Ring mail 3
|
|
Scale mail 4
|
|
Chain mail 5
|
|
Banded mail / Splint mail 6
|
|
Plate mail 7
|
|
.TE
|
|
.)b
|
|
.lp
|
|
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.
|
|
.pp
|
|
The commands to use weapons are
|
|
.Cs W
|
|
(wear)
|
|
and
|
|
.Cs T
|
|
(take off).
|
|
.sh 2 Scrolls
|
|
.pp
|
|
Scrolls come with titles in an unknown tongue\**.
|
|
.(f
|
|
\** Actually, it's a dialect spoken only by the twenty-seven members
|
|
of a tribe in Outer Mongolia,
|
|
but you're not supposed to
|
|
.i know
|
|
that.
|
|
.)f
|
|
After you read a scroll,
|
|
it disappears from your pack.
|
|
The command to use a scroll is
|
|
.Cs r
|
|
(read).
|
|
.sh 2 Potions
|
|
.pp
|
|
Potions are labeled by the color of the liquid inside the flask.
|
|
They disappear after being quaffed.
|
|
The command to use a scroll is
|
|
.Cs q
|
|
(quaff).
|
|
.sh 2 "Staves and Wands"
|
|
.pp
|
|
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 something
|
|
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.
|
|
.pp
|
|
The command to use a wand or staff is
|
|
.Cs z
|
|
(zap)
|
|
.sh 2 Rings
|
|
.pp
|
|
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 commands to use rings are
|
|
.Cs P
|
|
(put on)
|
|
and
|
|
.Cs R
|
|
(remove).
|
|
.sh 2 Food
|
|
.pp
|
|
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
|
|
.Cs e
|
|
(eat).
|
|
.sh 1 Options
|
|
.pp
|
|
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.
|
|
.sh 2 "Setting the options"
|
|
.pp
|
|
There are two ways to set the options.
|
|
The first is with the
|
|
.Cs o
|
|
command of rogue;
|
|
the second is with the
|
|
.Cs ROGUEOPTS
|
|
environment variable\**.
|
|
.(f
|
|
\** On Version 6 systems,
|
|
there is no equivalent of the ROGUEOPTS feature.
|
|
.br
|
|
.)f
|
|
.br
|
|
.sh 3 "Using the `o' command"
|
|
.pp
|
|
When you type
|
|
.Cs 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 \*R
|
|
which means to go to the next option,
|
|
a
|
|
.Cs \-
|
|
which means to go to the previous option,
|
|
an \*E
|
|
which means to return to the game,
|
|
or you can give the option a value.
|
|
For boolean options this merely involves typing
|
|
.Cs t
|
|
for true or
|
|
.Cs f
|
|
for false.
|
|
For string options,
|
|
type the new value followed by a \*R.
|
|
.sh 3 "Using the ROGUEOPTS variable"
|
|
.pp
|
|
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
|
|
.Cs no
|
|
in front of the name.
|
|
Thus to set up an environment variable so that
|
|
.b jump
|
|
is on,
|
|
.b passgo
|
|
is off,
|
|
and the
|
|
.b name
|
|
is set to \*(lqBlue Meanie\*(rq,
|
|
use the command
|
|
.nf
|
|
.ti +3n
|
|
% setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"\**
|
|
.fi
|
|
.(f
|
|
\**
|
|
For those of you who use the Bourne shell sh (1), the commands would be
|
|
.in +3
|
|
.nf
|
|
$ ROGUEOPTS="jump,nopassgo,name=Blue Meanie"
|
|
$ export ROGUEOPTS
|
|
.fi
|
|
.in +0
|
|
.)f
|
|
.sh 2 "Option list"
|
|
.pp
|
|
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 forty characters will be ignored.
|
|
.ip "\fBjump\fP [\fI\^nojump\^\fP]"
|
|
If this option is set,
|
|
running moves will not be displayed
|
|
until you reach the end of the move.
|
|
This saves considerable cpu and display time.
|
|
This option defaults to
|
|
.i jump
|
|
if you are using a slow terminal.
|
|
.ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]"
|
|
Follow turnings in passageways.
|
|
If you run in a passage
|
|
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 \fInopassgo\fP.
|
|
.ip "\fBskull\fP [\fI\^skull\^\fP]"
|
|
Print out the skull at the end if you get killed.
|
|
This is nice but slow, so you can turn it off if you like.
|
|
.ip "\fBname\fP [account name]"
|
|
This is the name of your character.
|
|
It is used if you get on the top ten scorer's list.
|
|
.ip "\fBfruit\fP [\fI\^slime-mold\^\fP]"
|
|
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.
|
|
.ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]"
|
|
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
|
|
.Cs ~
|
|
which expands to be your home directory.
|
|
.sh 1 Scoring
|
|
.pp
|
|
Rogue maintains a list
|
|
of the top scoring people or scores on your machine.
|
|
If you score higher than someone else on this list,
|
|
or better your previous score on the list,
|
|
you will be inserted in the proper place
|
|
under your current name.
|
|
.pp
|
|
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 fee\**.
|
|
.(f
|
|
\** The Dungeon's wizard is named Wally the Wonder Badger.
|
|
Invocations should be accompanied by a sizable donation.
|
|
.)f
|
|
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.
|
|
.pp
|
|
If you just want to see what the current top players/games list is,
|
|
you can type
|
|
.ti +1i
|
|
.nf
|
|
% rogue \-s
|
|
.br
|
|
.sh 1 Acknowledgements
|
|
.pp
|
|
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, suggestions, and just plain flames.
|
|
And also Mom.
|
|
.pp
|
|
The public domain version of rogue now distributed with Berkeley UNIX
|
|
was written by Timothy Stoehr.
|