Annotation of early-roguelike/rogue5/rogue.html.in, Revision 1.1.1.1
1.1 rubenllo 1: <!-- Creator : groff version 1.18.1 -->
2: <!-- CreationDate: Sat Dec 31 10:58:15 2005 -->
3: <html>
4: <head>
5: <meta name="generator" content="groff -Thtml, see www.gnu.org">
6: <meta name="Content-Style" content="text/css">
7: <title></title>
8: </head>
9: <body>
10:
11: <h1 align=center><b>A Guide to the Dungeons of Doom</b></h1>
12:
13: <h2 align=center><i>Michael C. Toy<br>
14: Kenneth C. R. C. Arnold</i></h2>
15:
16: <h3 align=center>Computer Systems Research
17: Group<br>
18: Department of Electrical Engineering and Computer
19: Science<br>
20: University of California<br>
21: Berkeley, California 94720</h3>
22:
23:
24: <h2 align=center><i>ABSTRACT</i></h2>
25:
26: <blockquote>
27: <blockquote>
28: <p align="justify"><b><i><font size="2">Rogue</font></i></b><font size="2"> is a visual CRT based fantasy game which runs under the
29: UNIX† timesharing system. This paper describes how
30: to play rogue, and gives a few hints for those who might otherwise get
31: lost in the Dungeons of Doom. </font></p>
32: </blockquote>
33: </blockquote>
34:
35: <h2 align="justify"><b>1. Introduction</b></h2>
36:
37: <p align="justify">You have just finished your years as a
38: student at the local fighter’s guild. After much
39: practice and sweat you have finally completed your training
40: and are ready to embark upon a perilous adventure. As a test
41: of your skills, the local guildmasters have sent you into
42: the Dungeons of Doom. Your task is to return with the Amulet
43: of Yendor. Your reward for the completion of this task will
44: be a full membership in the local guild. In addition, you
45: are allowed to keep all the loot you bring back from the
46: dungeons.</p>
47:
48: <p align="justify">In preparation for your journey, you are
49: given an enchanted mace, a bow, and a quiver of arrows taken
50: from a dragon’s hoard in the far off Dark Mountains.
51: You are also outfitted with elf-crafted armor and given
52: enough food to reach the dungeons. You say goodbye to family
53: and friends for what may be the last time and head up the
54: road.</p>
55:
56: <p align="justify">You set out on your way to the dungeons and
57: after several days of uneventful travel, you see the
58: ancient ruins that mark the entrance to the Dungeons of
59: Doom. It is late at night, so you make camp at the entrance
60: and spend the night sleeping under the open skies. In the
61: morning you gather your weapons, put on your armor, eat what
62: is almost your last food, and enter the
63: dungeons.</p>
64:
65: <h2 align="justify"><b>2. What is going on here?</b></h2>
66: <p align="justify">You have just begun a game of rogue. Your
67: goal is to grab as much treasure as you can, find the Amulet
68: of Yendor, and get out of the Dungeons of Doom alive. On the
69: screen, a map of where you have been and what you have seen
70: on the current dungeon level is kept. As you explore more of
71: the level, it appears on the screen in front of
72: you.</p>
73: <p align="justify">Rogue differs from most computer fantasy
74: games in that it is screen oriented. Commands are all one or
75: two keystrokes<sup>1 </sup>and the
76: results of your commands are displayed graphically on the
77: screen rather than being explained in words<sup>2</sup>.</p>
78: <p align="justify">Another major difference between rogue and other computer fantasy games is that once you have solved
79: all the puzzles in a standard fantasy game, it has lost most
80: of its excitement and it ceases to be fun. Rogue, on the
81: other hand, generates a new dungeon every time you play it
82: and even the author finds it an entertaining and exciting
83: game.</p>
84:
85: <h2 align="justify"><b>3. What do all those things on the screen mean?</b></h2>
86: <p align="justify">In order to understand what is going on in
87: rogue you have to first get some grasp of what rogue is
88: doing with the screen. The rogue screen is intended to
89: replace the “You can see ...” descriptions of
90: standard fantasy games. Figure 1 is a sample of what a
91: rogue screen might look like.</p>
92:
93: <div align="center">
94:
95: <table><tr><td>
96: <pre>
97: ____________________________________________________________
98:
99:
100: ------------
101: |..........+
102: |..@....]..|
103: |....B.....|
104: |..........|
105: -----+------
106:
107:
108:
109: Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
110:
111: Figure 1
112: ____________________________________________________________
113: </pre>
114: </td></tr></table>
115: </div>
116: <h3 align="justify"><b>3.1. The bottom line</b></h3>
117: <p align="justify">At the bottom line of the screen are a few
118: pieces of cryptic information describing your current
119: status. Here is an explanation of what these things
120: mean:<br>
121: </p>
122:
123: <table border="0" width="100%" id="table1" cellspacing="3" cellpadding="3">
124: <tr>
125: <td width="7%" valign="top">
126: <p align="justify">Level</td>
127: <td>
128: <p align="justify">This number indicates how deep you
129: have gone in the dungeon. It starts at one and goes up as
130: you go deeper into the dungeon.</td>
131: </tr>
132: <tr>
133: <td valign="top">
134: <p align="justify">Gold</td>
135: <td>
136: <p align="justify">The number of gold pieces you have managed to find and keep with you
137: so far.</td>
138: </tr>
139: <tr>
140: <td valign="top">
141: <p align="justify">Hp</td>
142: <td>
143: <p align="justify">Your current and maximum health points.
144: Health points indicate how much damage you can take before
145: you die. The more you get hit in a fight, the lower they
146: get. You can regain health points by resting. The number in
147: parentheses is the maximum number your health points can
148: reach.</p>
149:
150: </td>
151: </tr>
152: <tr>
153: <td valign="top">
154: <p align="justify">Str</td>
155: <td>
156:
157: <p align="justify">Your current strength and maximum ever
158: strength. This can be any integer less than or equal to 31,
159: or greater than or equal to three. The higher the num- ber,
160: the stronger you are. The number in the parentheses is the
161: maximum strength you have attained so far this
162: game.</p>
163:
164: </td>
165: </tr>
166: <tr>
167: <td valign="top">
168: <p align="justify">Arm</td>
169: <td>
170: <p align="justify">Your current armor protection. This
171: number indicates how effective your armor is in stopping
172: blows from unfriendly creatures. The higher this number is,
173: the more effective the armor.</p>
174:
175: </td>
176: </tr>
177: <tr>
178: <td valign="top">
179: <p align="justify">Exp</td>
180: <td>
181: <p align="justify">These two numbers give your current
182: experience level and experience points. As you do things,
183: you gain experience points. At certain experience point
184: totals, you gain an experience level. The more experienced
185: you are, the better you are able to fight and to withstand
186: magical attacks.</p>
187:
188: </td>
189: </tr>
190: </table>
191:
192: <p align="justify"> </p>
193:
194: <h3 align="justify"><b>3.2. The top line</b></h3>
195: <p align="justify">The top line of the screen is reserved for
196: printing messages that describe things that are impossible
197: to represent visually. If you see a “--More--”
198: on the top line, this means that rogue wants to print
199: another message on the screen, but it wants to make certain
200: that you have read the one that is there first. To read the
201: next message, just type a space.</p>
202:
203:
204: <h3 align="justify"><b>3.3. The rest of the screen</b></h3>
205: <p align="justify">The rest of the screen is the map of the
206: level as you have explored it so far. Each symbol on the
207: screen repre- sents something. Here is a list of what the
208: various symbols mean:</p>
209: <table border="0" width="100%" id="table2" cellspacing="3" cellpadding="3">
210: <tr>
211: <td width="7%" align="center" valign="top">
212: <p align="justify">@</td>
213: <td>
214: <p align="justify">This symbol represents you, the adventurer.</td>
215: </tr>
216: <tr>
217: <td align="center" valign="top">
218: <p align="justify">- |</td>
219: <td>
220: <p align="justify">These symbols represent the walls of rooms.</td>
221: </tr>
222: <tr>
223: <td align="center" valign="top">
224: <p align="justify">+</td>
225: <td>
226: <p align="justify">A door to/from a room.</td>
227: </tr>
228: <tr>
229: <td align="center" valign="top">
230: <p align="justify">.</td>
231: <td>
232: <p align="justify">The floor of a room.</td>
233: </tr>
234: <tr>
235: <td align="center" valign="top">
236: <p align="justify">#</td>
237: <td>
238: <p align="justify">The floor of a passage between rooms.</td>
239: </tr>
240: <tr>
241: <td align="center" valign="top">
242: <p align="justify">*</td>
243: <td>
244: <p align="justify">A pile or pot of gold.</td>
245: </tr>
246: <tr>
247: <td align="center" valign="top">
248: <p align="justify">)</td>
249: <td>
250: <p align="justify">A weapon of some sort.</td>
251: </tr>
252: <tr>
253: <td align="center" valign="top">
254: <p align="justify">]</td>
255: <td>
256: <p align="justify">A piece of armor.</td>
257: </tr>
258: <tr>
259: <td align="center" valign="top">
260: <p align="justify">!</td>
261: <td>
262: <p align="justify">A flask containing a magic potion.</td>
263: </tr>
264: <tr>
265: <td align="center" valign="top">
266: <p align="justify">?</td>
267: <td>
268: <p align="justify">A piece of paper, usually a magic scroll.</td>
269: </tr>
270: <tr>
271: <td align="center" valign="top">
272: <p align="justify">=</td>
273: <td>
274: <p align="justify">A ring with magic properties</td>
275: </tr>
276: <tr>
277: <td align="center" valign="top">
278: <p align="justify">/</td>
279: <td>
280: <p align="justify">A magical staff or wand</td>
281: </tr>
282: <tr>
283: <td align="center" valign="top">
284: <p align="justify">^</td>
285: <td>
286: <p align="justify">A trap, watch out for these.</td>
287: </tr>
288: <tr>
289: <td align="center" valign="top">
290: <p align="justify">%</td>
291: <td>
292: <p align="justify">A staircase to other levels</td>
293: </tr>
294: <tr>
295: <td align="center" valign="top">
296: <p align="justify">:</td>
297: <td>
298: <p align="justify">A piece of food.</td>
299: </tr>
300: <tr>
301: <td align="center" valign="top">
302: <p align="justify">A-Z</td>
303: <td>
304: <p align="justify">The uppercase letters represent the various
305: inhabitants of the Dungeons of Doom. Watch out, they can be nasty and
306: vicious.</td>
307: </tr>
308: </table>
309:
310:
311: <h2 align="justify"><b>4. Commands</b></h2>
312: <p align="justify">Commands are given to rogue by typing one or two characters.
313: Most commands can be preceded by a count to repeat them (e.g. typing “10s” will
314: do ten searches). Commands for which counts make no sense have the count
315: ignored. To cancel a count or a prefix, type <ESCAPE> . The list of commands is
316: rather long, but it can be read at any time during the game
317: with the “?” command. Here it is for reference,
318: with a short explanation of each
319: command.<br>
320: </p>
321:
322: <div align="center">
323:
324: <table border="0" cellspacing="3" cellpadding="3" id="table3">
325: <tr>
326: <td valign="top" align="left">
327: <p>?</td>
328: <td align="justify">
329: <p align="justify">The help command. Asks for a character to give help
330: on. If you type a “*”, it will list all the commands, otherwise it will
331: explain what the character you typed does.</td>
332: </tr>
333: <tr>
334: <td align="left" valign="top">
335: <p>/</td>
336: <td align="justify">
337: <p>This is the “What is that on the screen?” command. A
338: “/” followed by any character that you see on the level, will tell you
339: what that character is. For instance, typing “/@” will tell you that the
340: “@” symbol represents you, the player.</td>
341: </tr>
342: <tr>
343: <td nowrap align="left" valign="top" colspan="2">
344: <p>h, H, ^H</td>
345: </tr>
346: <tr>
347: <td align="left" valign="top">
348: </td>
349: <td align="justify">
350: <p align="justify">Move left. You move one space to the left. If you use
351: upper case “h”, you will continue to move left until you run into
352: something. This works for all movement commands (e.g. “L” means run in
353: direction “l”) If you use the “control” “h”, you will continue moving in
354: the specified direction until you pass something interesting or run into
355: a wall. You should experiment with this, since it is a very useful
356: command, but very difficult to describe. This also works for all movement
357: commands.</td>
358: </tr>
359: <tr>
360: <td align="left" valign="top">
361: <p>j</td>
362: <td align="justify">
363: <p align="justify">Move down.</td>
364: </tr>
365: <tr>
366: <td align="left" valign="top">
367: <p>k</td>
368: <td align="justify">
369: <p align="justify">Move up.</td>
370: </tr>
371: <tr>
372: <td align="left" valign="top">
373: <p>l</td>
374: <td align="justify">
375: <p align="justify">Move right.</td>
376: </tr>
377: <tr>
378: <td align="left" valign="top">
379: <p>y</td>
380: <td align="justify">
381: <p align="justify">Move diagonally up and left.</td>
382: </tr>
383: <tr>
384: <td align="left" valign="top">
385: <p>u</td>
386: <td align="justify">
387: <p align="justify">Move diagonally up and right.</td>
388: </tr>
389: <tr>
390: <td align="left" valign="top">
391: <p>b</td>
392: <td align="justify">
393: <p align="justify">Move diagonally down and left.</td>
394: </tr>
395: <tr>
396: <td align="left" valign="top">
397: <p>n</td>
398: <td align="justify">
399: <p align="justify">Move diagonally down and right.</td>
400: </tr>
401: <tr>
402: <td align="left" valign="top">
403: <p>t</td>
404: <td align="justify">
405: <p align="justify">Throw an object. This is a prefix command. When followed with a
406: direction it throws an object in the specified direction. (e.g. type
407: “th” to throw something to the
408: left.)</td>
409: </tr>
410: <tr>
411: <td align="left" valign="top">
412: <p>f</td>
413: <td align="justify">
414: <p align="justify">Fight until someone dies. When followed with a direction this will force you to fight the creature
415: in that direction until either you or it bites the big
416: one.</td>
417: </tr>
418: <tr>
419: <td align="left" valign="top">
420: <p>m</td>
421: <td align="justify">
422: <p align="justify">Move onto something without picking it up. This will move you one
423: space in the direction you specify and, if there is an object there you
424: can pick up, it won’t do it.</td>
425: </tr>
426: <tr>
427: <td align="left" valign="top">
428: <p>z</td>
429: <td align="justify">
430: <p align="justify">Zap prefix. Point a staff or wand in a given direction and fire it.
431: Even non-directional staves must be pointed in some direction to be
432: used.</td>
433: </tr>
434: <tr>
435: <td align="left" valign="top">
436: <p>^</td>
437: <td align="justify">
438: <p align="justify">Identify trap command. If a trap is on your map and you can’t
439: remember what type it is, you can get rogue to remind you by getting
440: next to it and typing “^” followed by the direction that would move
441: you on top of it.</td>
442: </tr>
443: <tr>
444: <td align="left" valign="top">
445: <p>s</td>
446: <td align="justify">
447: <p align="justify">Search for traps and secret doors. Examine each space immediately
448: adjacent to you for the existence of a trap or secret door. There is a
449: large chance that even if there is something there, you won’t find it,
450: so you might have to search a while before you find something.</td>
451: </tr>
452: <tr>
453: <td align="left" valign="top">
454: <p>></td>
455: <td align="justify">
456: <p>Climb down a staircase to the next level. Not surprisingly, this can only be done if you are
457: standing on staircase.</td>
458: </tr>
459: <tr>
460: <td align="left" valign="top">
461: <p><</td>
462: <td align="justify">
463: <p>Climb up a staircase to the level above. This can’t be done without
464: the Amulet of Yendor
465: in your possession.</td>
466: </tr>
467: <tr>
468: <td align="left" valign="top">
469: <p>.</td>
470: <td align="justify">
471: <p>Rest. This is the “do nothing” command. This is good for waiting and
472: healing.</td>
473: </tr>
474: <tr>
475: <td align="left" valign="top">
476: <p>,</td>
477: <td align="justify">
478: <p>Pick up something. This picks up whatever you are currently standing on, if you are
479: standing on anything at all.</td>
480: </tr>
481: <tr>
482: <td align="left" valign="top">
483: <p>i</td>
484: <td align="justify">
485: <p>Inventory. List what you are carrying in
486: your pack.</td>
487: </tr>
488: <tr>
489: <td align="left" valign="top">
490: <p>I</td>
491: <td align="justify">
492: <p>Selective inventory. Tells you what a single item in your pack is.</td>
493: </tr>
494: <tr>
495: <td align="left" valign="top">
496: <p>q</td>
497: <td align="justify">
498: <p align="justify">Quaff one of the potions you are carrying.</td>
499: </tr>
500: <tr>
501: <td align="left" valign="top">
502: <p>r</td>
503: <td align="justify">
504: <p align="justify">Read one of the scrolls in your pack.</td>
505: </tr>
506: <tr>
507: <td align="left" valign="top">
508: <p>e</td>
509: <td align="justify">
510: <p align="justify">Eat food from your pack.</td>
511: </tr>
512: <tr>
513: <td align="left" valign="top">
514: <p>w</td>
515: <td align="justify">
516: <p align="justify">Wield a weapon. Take a weapon out of your pack and carry it for use
517: in combat, replacing the one you are currently using (if any).</td>
518: </tr>
519: <tr>
520: <td align="left" valign="top">
521: <p>W</td>
522: <td align="justify">
523: <p align="justify">Wear armor. You can only wear one suit of armor at a time. This
524: takes extra time.</td>
525: </tr>
526: <tr>
527: <td align="left" valign="top">
528: <p>T</td>
529: <td align="justify">
530: <p align="justify">Take armor off. You can’t remove armor that is cursed. This takes
531: extra time.</td>
532: </tr>
533: <tr>
534: <td align="left" valign="top">
535: <p>P</td>
536: <td align="justify">
537: <p align="justify">Put on a ring. You can wear only two rings at a time (one on each
538: hand). If you aren’t wearing any rings, this command will ask you which
539: hand you want to wear it on, otherwise, it will place it on the unused
540: hand. The program assumes that you wield your sword in your right hand.</td>
541: </tr>
542: <tr>
543: <td align="left" valign="top">
544: <p>R</td>
545: <td align="justify">
546: <p align="justify">Remove a ring. If you are only wearing one ring, this command takes
547: it off. If you are wearing two, it will ask you which one you wish to
548: remove,</td>
549: </tr>
550: <tr>
551: <td align="left" valign="top">
552: <p>d</td>
553: <td align="justify">
554: <p align="justify">Drop an object. Take something out of your pack and leave it lying
555: on the floor. Only one object can occupy each space. You cannot drop a
556: cursed object at all if you are wielding or wearing it.</td>
557: </tr>
558: <tr>
559: <td align="left" valign="top">
560: <p>c</td>
561: <td align="justify">
562: <p align="justify">Call an object something. If you have a type of object in your pack
563: which you wish to remember something about, you can use the call command
564: to give a name to that type of object. This is usually used when you
565: figure out what a potion, scroll, ring, or staff is after you pick it
566: up, or when you want to remember which of those swords in your pack you
567: were wielding.</td>
568: </tr>
569: <tr>
570: <td align="left" valign="top">
571: <p>D</td>
572: <td align="justify">
573: <p align="justify">Print out which things you’ve discovered something about. This
574: command will ask you what type of thing you are interested in. If you
575: type the character for a given type of object (<i>e.g.</i>
576: “!” for potion) it will tell you which kinds of
577: that type of object you’ve discovered (<i>i.e.</i>, figured out what they
578: are). This command works for
579: potions, scrolls, rings, and staves and
580: wands.</td>
581: </tr>
582: <tr>
583: <td align="left" valign="top">
584: <p>o</td>
585: <td align="justify">
586: <p align="justify">Examine and set options. This command is further explained in the
587: section on options.</td>
588: </tr>
589: <tr>
590: <td align="left" valign="top">
591: <p>^R</td>
592: <td align="justify">
593: <p>Redraws the screen. Useful if spurious messages or transmission
594: errors have messed up the display.</td>
595: </tr>
596: <tr>
597: <td align="left" valign="top">
598: <p>^P</td>
599: <td align="justify">
600: <p align="justify">Print last message. Useful when a message disappears before you can
601: read it. This only repeats the last message that was not a mistyped
602: command so that you don’t loose anything by accidentally typing the
603: wrong character instead of ^P.</td>
604: </tr>
605: <tr>
606: <td align="left" valign="top" colspan="2">
607: <p><ESCAPE></td>
608: </tr>
609: <tr>
610: <td align="left" valign="top">
611: </td>
612: <td align="justify">
613: Cancel a command, prefix, or count.</td>
614: </tr>
615: <tr>
616: <td align="left" valign="top">
617: <p>!</td>
618: <td align="justify">
619: <p align="justify">Escape to a shell for some commands.</td>
620: </tr>
621: <tr>
622: <td align="left" valign="top">
623: <p>Q</td>
624: <td align="justify">
625: <p align="justify">Quit. Leave the game.</td>
626: </tr>
627: <tr>
628: <td align="left" valign="top">
629: <p>S</td>
630: <td align="justify">
631: <p align="justify">Save the current game in a file. It will ask you whether you wish to
632: use the default save file.
633: <i>Caveat</i>: Rogue won’t let you start up a copy of
634: a saved game, and it removes the save file as soon as you
635: start up a restored game. This is to prevent people from
636: saving a game just before a dangerous position and then
637: restart- ing it if they die. To restore a saved game, give
638: the file name as an argument to rogue. As
639: in</p>
640: <p align="justify">% rogue
641: <i>save_file</i></p>
642: <p align="justify">To restart from the default save file (see below), run </p>
643: <p align="justify">% rogue -r</td>
644: </tr>
645: <tr>
646: <td align="left" valign="top">
647: <p>v</td>
648: <td align="justify">
649: <p align="justify">Prints the program version number.</td>
650: </tr>
651: <tr>
652: <td align="left" valign="top">
653: <p>)</td>
654: <td align="justify">
655: <p align="justify">Print the weapon you are currently wielding</td>
656: </tr>
657: <tr>
658: <td height="28" align="left" valign="top">
659: <p>]</td>
660: <td height="28" align="justify">
661: <p align="justify">Print the armor you are currently wearing</td>
662: </tr>
663: <tr>
664: <td align="left" valign="top">
665: <p>=</td>
666: <td align="justify">
667: <p align="justify">Print the rings you are currently wearing</td>
668: </tr>
669: <tr>
670: <td align="left" valign="top">
671: <p>@</td>
672: <td align="justify">
673: <p align="justify">Reprint the status line on the message line</td>
674: </tr>
675: </table>
676:
677: </div>
678:
679: <h2 align="justify"><b>5. Rooms</b></h2>
680: <p align="justify">Rooms in the dungeons are either lit or
681: dark. If you walk into a lit room, the entire room will be
682: drawn on the screen as soon as you enter. If you walk into a
683: dark room, it will only be displayed as you explore it. Upon
684: leaving a room, all monsters inside the room are erased from
685: the screen. In the darkness you can only see one space in
686: all directions around you. A corridor is always
687: dark.</p>
688:
689: <h2 align="justify"><b>6. Fighting</b></h2>
690: <p align="justify">If you see a monster and you wish to fight
691: it, just attempt to run into it. Many times a monster you
692: find will mind its own business unless you attack it. It is
693: often the case that discretion is the better part of
694: valor.</p>
695:
696: <h2 align="justify"><b>7. Objects you can find</b></h2>
697: <p align="justify">When you find something in the dungeon, it
698: is common to want to pick the object up. This is
699: accomplished in rogue by walking over the object (unless you
700: use the “m” prefix, see above). If you are
701: carrying too many things, the pro- gram will tell you and it
702: won’t pick up the object, other- wise it will add it
703: to your pack and tell you what you just picked
704: up.</p>
705:
706: <p align="justify">Many of the commands that operate on
707: objects must prompt you to find out which object you want to
708: use. If you change your mind and don’t want to do that
709: command after all, just type an
710: <ESCAPE> and the command will be
711: aborted.</p>
712:
713: <p align="justify">Some objects, like armor and weapons, are
714: easily dif- ferentiated. Others, like scrolls and potions,
715: are given labels which vary according to type. During a
716: game, any two of the same kind of object with the same label
717: are the same type. However, the labels will vary from game
718: to game.</p>
719:
720: <p align="justify">When you use one of these labeled objects,
721: if its effect is obvious, rogue will remember what it is for
722: you. If it’s effect isn’t extremely obvious you
723: will be asked what you want to scribble on it so you will
724: recognize it later, or you can use the “call”
725: command (see above).</p>
726:
727: <h3 align="justify"><b>7.1. Weapons</b></h3>
728: <p align="justify">Some weapons, like arrows, come in bunches,
729: but most come one at a time. In order to use a weapon, you
730: must wield it. To fire an arrow out of a bow, you must first
731: wield the bow, then throw the arrow. You can only wield one
732: weapon at a time, but you can’t change weapons if the
733: one you are currently wielding is cursed. The commands to
734: use weapons are “w” (wield) and “t”
735: (throw).</p>
736:
737: <h3 align="justify"><b>7.2. Armor</b></h3>
738:
739: <p align="justify">There are various sorts of armor lying around in the dungeon. Some of it is
740: enchanted, some is cursed, and some is just normal. Different armor types have
741: different armor protection. The higher the armor protection, the more protection the armor affords against the blows of
742: monsters. Here is a list of the various armor types and
743: their normal armor protection:</p>
744: <div align="center">
745: <table border="1" cellspacing="3" cellpadding="3" id="table4" style="border-collapse: collapse">
746: <tr>
747: <th><i>Type</i></th>
748: <th><i>Protection</i></th>
749: </tr>
750: <tr>
751: <td>None</td>
752: <td align="center">0</td>
753: </tr>
754: <tr>
755: <td>Leather armor</td>
756: <td align="center">2</td>
757: </tr>
758: <tr>
759: <td>Studded leather / Ring mail</td>
760: <td align="center">3</td>
761: </tr>
762: <tr>
763: <td>Scale mail </td>
764: <td align="center">4</td>
765: </tr>
766: <tr>
767: <td>Chain mail </td>
768: <td align="center">5</td>
769: </tr>
770: <tr>
771: <td>Banded mail / Splint mail</td>
772: <td align="center">6</td>
773: </tr>
774: <tr>
775: <td>Plate mail </td>
776: <td align="center">7</td>
777: </tr>
778: </table>
779: <p> </div>
780: <p align="justify">
781: If a piece of armor is enchanted, its
782: armor protection will be higher than normal. If a suit of
783: armor is cursed, its armor protection will be lower, and you
784: will not be able to remove it. However, not all armor with a
785: protection that is lower than normal is
786: cursed.
787:
788: </p>
789:
790: <p align="justify">The commands to use weapons are
791: “W” (wear) and “T” (take
792: off).</p>
793:
794: <h3 align="justify">
795:
796: <b>7.3. Scrolls</b></h3>
797: <p align="justify">Scrolls come with titles in an unknown tongue<sup>3</sup>. After you read a scroll, it
798: disappears from your pack. The com mand to use a
799: scroll is “r” (read).</p>
800:
801: <h3 align="justify">
802:
803: <b>7.4. Potions</b>
804:
805: </h3>
806:
807: <p align="justify">Potions are labeled by the color of the
808: liquid inside the flask. They disappear after being quaffed.
809: The command to use a scroll is “q”
810: (quaff).</p>
811:
812: <h3 align="justify"><b>7.5. Staves and Wands</b></h3>
813: <p align="justify">Staves and wands do the same kinds of
814: things. Staves are identified by a type of wood; wands by a
815: type of metal or bone. They are generally things you want to
816: do to some- thing over a long distance, so you must point
817: them at what you wish to affect to use them. Some staves are
818: not affected by the direction they are pointed, though.
819: Staves come with multiple magic charges, the number being
820: random, and when they are used up, the staff is just a piece
821: of wood or metal.</p>
822:
823: <p align="justify">The command to use a wand or staff is
824: “z” (zap)</p>
825:
826: <h3 align="justify"><b>7.6. Rings</b></h3>
827:
828: <p align="justify">Rings are very useful items, since they are
829: relatively permanent magic, unlike the usually fleeting
830: effects of potions, scrolls, and staves. Of course, the bad
831: rings are also more powerful. Most rings also cause you to
832: use up food more rapidly, the rate varying with the type of
833: ring. Rings are differentiated by their stone settings. The
834: com- mands to use rings are “P” (put on) and
835: “R” (remove).</p>
836:
837: <h3 align="justify"><b>7.7. Food</b></h3>
838:
839: <p align="justify">Food is necessary to keep you going. If you
840: go too long without eating you will faint, and eventually
841: die of starvation. The command to use food is
842: “e” (eat).</p>
843:
844: <h2 align="justify"><b>8. Options</b></h2>
845: <p align="justify">Due to variations in personal tastes and
846: conceptions of the way rogue should do things, there are a
847: set of options you can set that cause rogue to behave in
848: various different ways.</p>
849:
850: <h3 align="justify"><b>8.1 Setting the options</b></h3>
851:
852: <p align="justify">There are two ways to set the options. The
853: first is with the “o” command of rogue; the
854: second is with the “ROGUEOPTS” environment
855: variable.</p>
856:
857: <h3 align="justify"><b>8.1.1. Using the ‘o’ command</b></h3>
858:
859: <p align="justify">When you type “o” in rogue, it
860: clears the screen and displays the current settings for all
861: the options. It then places the cursor by the value of the
862: first option and waits for you to type. You can type a
863: <RETURN> which means to go to the next
864: option, a “−” which means to go to the
865: previous option, an <ESCAPE> which
866: means to return to the game, or you can give the option a
867: value. For boolean options this merely involves typing
868: “t” for true or “f” for false. For
869: string options, type the new value followed by a
870: <RETURN> .</p>
871:
872: <h3 align="justify"><b>8.1.2. Using the ROGUEOPTS variable</b></h3>
873:
874: <p align="justify">The ROGUEOPTS variable is a string
875: containing a comma separated list of initial values for the
876: various options. Boolean variables can be turned on by
877: listing their name or turned off by putting a
878: “no” in front of the name. Thus to set up an
879: environment variable so that <b>jump</b> is on, <b>terse</b>
880: is off, and the <b>name</b> is set to “Blue
881: Meanie”, use the command</p>
882:
883: <p align="justify">% setenv ROGUEOPTS
884: "jump,noterse,name=Blue Meanie"<sup>4</sup></p>
885:
886: <h3 align="justify"><b>8.2. Option list</b></h3>
887:
888: <p align="justify">Here is a list of the options and an
889: explanation of what each one is for. The default value for
890: each is enclosed in square brackets. For character string
891: options, input over fifty characters will be
892: ignored.</p>
893:
894: <p align="justify"><b>terse</b>
895: [<i>noterse</i>]</p>
896: <blockquote>
897: <p align="justify">
898: Useful for those who are tired of the
899: sometimes lengthy messages of rogue. This is a useful option
900: for playing on slow terminals, so this option defaults to
901: <i>terse</i> if you are on a slow (1200 baud or under)
902: terminal.</p>
903: </blockquote>
904:
905: <p align="justify"><b>jump</b>
906: [<i>nojump</i>]</p>
907: <blockquote>
908: <p align="justify">If this option is set, running moves will
909: not be displayed until you reach the end of the move. This
910: saves considerable cpu and display time. This option
911: defaults to <i>jump</i> if you are using a slow
912: terminal.</p>
913: </blockquote>
914: <p align="justify"><b>flush</b>
915: [<i>noflush</i>]</p>
916: <blockquote>
917: <p align="justify">All typeahead is thrown away after each round of battle. This is useful for those who type far
918: ahead and then watch in dismay as a Bat kills
919: them.</p>
920: </blockquote>
921: <p align="justify"><b>seefloor</b>
922: [<i>seefloor</i>]</p>
923: <blockquote>
924: <p align="justify">Display the floor around you on the screen
925: as you move through dark rooms. Due to the amount of
926: characters generated, this option defaults to
927: <i>noseefloor</i> if you are using a slow
928: terminal.</p>
929: </blockquote>
930: <p align="justify"><b>passgo</b>
931: [<i>nopassgo</i>]</p>
932: <blockquote>
933: <p align="justify">Follow turnings in passageways. If you run
934: in a pas- sage and you run into stone or a wall, rogue will
935: see if it can turn to the right or left. If it can only turn
936: one way, it will turn that way. If it can turn either or
937: neither, it will stop. This algorithm can sometimes lead to
938: slightly confusing occurrences which is why it defaults to
939: <i>nopassgo</i>.</p>
940: </blockquote>
941: <p align="justify"><b>tombstone</b>
942: [<i>tombstone</i>]</p>
943: <blockquote>
944: <p align="justify">Print out the tombstone at the end if you
945: get killed. This is nice but slow, so you can turn it off if
946: you like.</p>
947: </blockquote>
948: <p align="justify"><b>inven</b>
949: [<i>overwrite</i>]</p>
950: <blockquote>
951: <p align="justify">Inventory type. This can have one of three
952: values: <i>overwrite</i>, <i>slow</i>, or <i>clear</i>. With
953: <i>overwrite</i> the top lines of the map are overwritten
954: with the list when inventory is requested or when
955: “Which item do you wish to <b>. . .</b>? ”
956: questions are answered with a “*”. How- ever, if
957: the list is longer than a screenful, the screen is cleared.
958: With <i>slow</i>, lists are displayed one item at a time on
959: the top of the screen, and with <i>clear</i>, the screen is
960: cleared, the list is displayed, and then the dungeon level
961: is re-displayed. Due to speed considerations, <i>clear</i>
962: is the default for terminals without clear-to-end-of-line
963: capabilities.</p>
964: </blockquote>
965: <p align="justify"><b>name</b> [account
966: name]</p>
967: <blockquote>
968: <p align="justify">This is the name of your character. It is
969: used if you get on the top ten scorer’s
970: list.</p>
971: </blockquote>
972: <p align="justify"><b>fruit</b>
973: [<i>slime-mold</i>]</p>
974: <blockquote>
975: <p align="justify">This should hold the name of a fruit that
976: you enjoy eating. It is basically a whimsy that rogue uses
977: in a couple of places.</p>
978: </blockquote>
979: <p align="justify"><b>file</b>
980: [<i>~/rogue.save</i>]</p>
981: <blockquote>
982: <p align="justify">The default file name for saving the game.
983: If your phone is hung up by accident, rogue will
984: automatically save the game in this file. The file name may
985: start with the special character “~” which
986: expands to be your home directory.</p>
987: </blockquote>
988: <h2 align="justify"><b>9. Scoring</b></h2>
989:
990: <p align="justify">Rogue usually maintains a list of the top
991: scoring people or scores on your machine. Depending on how
992: it is set up, it can post either the top scores or the top
993: players. In the latter case, each account on the machine can
994: post only one non-winning score on this list. If you score
995: higher than someone else on this list, or better your previous score on the list, you will be inserted in the proper
996: place under your current name. How many scores are kept can
997: also be set up by whoever installs it on your
998: machine.</p>
999:
1000: <p align="justify">If you quit the game, you get out with all
1001: of your gold intact. If, however, you get killed in the
1002: Dungeons of Doom, your body is forwarded to your
1003: next-of-kin, along with 90% of your gold; ten percent of
1004: your gold is kept by the Dungeons’ wizard as a fee<sup>5</sup>. This should make you
1005: consider whether you want to take one last hit at that
1006: monster and possibly live, or quit and thus stop with
1007: whatever you have. If you quit, you do get all your gold,
1008: but if you swing and live, you might find
1009: more.</p>
1010:
1011: <p align="justify">If you just want to see what the current top players/games list is, you can
1012: type</p>
1013: <p align="justify">% @PROGRAM@ −s</p>
1014:
1015: <h2 align="justify"><b>10. Acknowledgements</b></h2>
1016:
1017: <p align="justify">Rogue was originally conceived of by Glenn
1018: Wichman and Michael Toy. Ken Arnold and Michael Toy then
1019: smoothed out the user interface, and added jillions of new
1020: features. We would like to thank Bob Arnold, Michelle Busch,
1021: Andy Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill
1022: Joy, Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and
1023: Scott Nelson for their ideas and assistance; and also the
1024: teeming multitudes who graciously ignored work, school, and
1025: social life to play rogue and send us bugs, complaints, suggestions, and just plain flames. And also
1026: Mom.</p>
1027: <table border="0" width="100%" cellspacing="3" cellpadding="0" id="table5">
1028: <tr>
1029: <td align="right" valign="top"><sup>†</sup></td>
1030: <td>UNIX is a registered trademark of The Open Group</td>
1031: </tr>
1032: <tr>
1033: <td align="right" valign="top"><sup>1</sup></td>
1034: <td>As opposed to pseudo English sentences.</td>
1035: </tr>
1036: <tr>
1037: <td align="right" valign="top"><sup>2</sup></td>
1038: <td>A minimum screen size of 24 lines by 80 columns is required. If the
1039: screen is larger, only the 24x80 section
1040: will be used for the map.</td>
1041: </tr>
1042: <tr>
1043: <td align="right" valign="top"><sup>3</sup></td>
1044: <td>Actually, it's a dialect spoken only by the twenty-seven members of
1045: a tribe in Outer Mongolia, but you're not supposed to know that.</td>
1046: </tr>
1047: <tr>
1048: <td align="right" valign="top"><sup>4</sup></td>
1049: <td>For those of you who use the Bourne shell sh (1), the commands would be<p>$ ROGUEOPTS="jump,noterse,name=Blue Meanie"<br>
1050: $ export ROGUEOPTS<br>
1051: </td>
1052: </tr>
1053: <tr>
1054: <td align="right" valign="top"><sup>5</sup></td>
1055: <td>The Dungeon's wizard is named Wally the Wonder Badger. Invocations
1056: should be accompanied by a sizable donation.</td>
1057: </tr>
1058: </table>
1059: </body>
1060: </html>
CVSweb