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34e3bd11 C |
1 | .ds E \s-2<ESCAPE>\s0 |
2 | .ds R \s-2<RETURN>\s0 | |
3 | .ds U \s-2UNIX\s0 | |
4 | .ie t .ds _ \d\(mi\u | |
5 | .el .ds _ _ | |
6 | .de Cs | |
7 | \&\\$3\*(lq\\$1\*(rq\\$2 | |
8 | .. | |
9 | .sp 5 | |
10 | .ce 1000 | |
11 | .ps +4 | |
12 | .vs +4p | |
13 | .b | |
14 | A Guide to the Dungeons of Doom | |
15 | .r | |
16 | .vs | |
17 | .ps | |
18 | .sp 2 | |
19 | .i | |
20 | Michael C. Toy | |
21 | Kenneth C. R. C. Arnold | |
22 | .r | |
23 | .sp 2 | |
24 | Computer Systems Research Group | |
25 | Department of Electrical Engineering and Computer Science | |
26 | University of California | |
27 | Berkeley, California 94720 | |
28 | .sp 4 | |
29 | .i ABSTRACT | |
30 | .ce 0 | |
31 | .(b I F | |
32 | .bi Rogue | |
33 | is a visual CRT based fantasy game | |
34 | which runs under the \*U\(dg timesharing system. | |
35 | .(f | |
36 | \fR\(dg\*U is a trademark of Bell Laboratories\fP | |
37 | .)f | |
38 | This paper describes how to play rogue, | |
39 | and gives a few hints | |
40 | for those who might otherwise get lost in the Dungeons of Doom. | |
41 | .)b | |
42 | .he '''\fBA Guide to the Dungeons of Doom\fP' | |
43 | .fo ''- % -'' | |
44 | .bp 1 | |
45 | .sh 1 Introduction | |
46 | .pp | |
47 | You have just finished your years as a student at the local fighter's guild. | |
48 | After much practice and sweat you have finally completed your training | |
49 | and are ready to embark upon a perilous adventure. | |
50 | As a test of your skills, | |
51 | the local guildmasters have sent you into the Dungeons of Doom. | |
52 | Your task is to return with the Amulet of Yendor. | |
53 | Your reward for the completion of this task | |
54 | will be a full membership in the local guild. | |
55 | In addition, | |
56 | you are allowed to keep all the loot you bring back from the dungeons. | |
57 | .pp | |
58 | In preparation for your journey, | |
59 | you are given an enchanted mace, | |
60 | a bow, and a quiver of arrows | |
61 | taken from a dragon's hoard in the far off Dark Mountains. | |
62 | You are also outfitted with elf-crafted armor | |
63 | and given enough food to reach the dungeons. | |
64 | You say goodbye to family and friends for what may be the last time | |
65 | and head up the road. | |
66 | .pp | |
67 | You set out on your way to the dungeons | |
68 | and after several days of uneventful travel, | |
69 | you see the ancient ruins | |
70 | that mark the entrance to the Dungeons of Doom. | |
71 | It is late at night, | |
72 | so you make camp at the entrance | |
73 | and spend the night sleeping under the open skies. | |
74 | In the morning you gather your weapons, | |
75 | put on your armor, | |
76 | eat what is almost your last food, | |
77 | and enter the dungeons. | |
78 | .sh 1 "What is going on here?" | |
79 | .pp | |
80 | You have just begun a game of rogue. | |
81 | Your goal is to grab as much treasure as you can, | |
82 | find the Amulet of Yendor, | |
83 | and get out of the Dungeons of Doom alive. | |
84 | On the screen, | |
85 | a map of where you have been | |
86 | and what you have seen on the current dungeon level is kept. | |
87 | As you explore more of the level, | |
88 | it appears on the screen in front of you. | |
89 | .pp | |
90 | Rogue differs from most computer fantasy games in that it is screen oriented. | |
91 | Commands are all one or two keystrokes\** | |
92 | .(f | |
93 | \** As opposed to pseudo English sentences. | |
94 | .)f | |
95 | and the results of your commands | |
96 | are displayed graphically on the screen rather | |
97 | than being explained in words.\** | |
98 | .(f | |
99 | \** A minimum screen size of 24 lines by 80 columns is required. | |
100 | If the screen is larger, only the 24x80 section will be used | |
101 | for the map. | |
102 | .)f | |
103 | .pp | |
104 | Another major difference between rogue and other computer fantasy games | |
105 | is that once you have solved all the puzzles in a standard fantasy game, | |
106 | it has lost most of its excitement and it ceases to be fun. | |
107 | Rogue, | |
108 | on the other hand, | |
109 | generates a new dungeon every time you play it | |
110 | and even the author finds it an entertaining and exciting game. | |
111 | .sh 1 "What do all those things on the screen mean?" | |
112 | .pp | |
113 | In order to understand what is going on in rogue | |
114 | you have to first get some grasp of what rogue is doing with the screen. | |
115 | The rogue screen is intended | |
116 | to replace the \*(lqYou can see ...\*(rq descriptions | |
117 | of standard fantasy games. | |
118 | Figure 1 is a sample of what a rogue screen might look like. | |
119 | .(z | |
120 | .hl | |
121 | .nf | |
122 | .TS | |
123 | center; | |
124 | ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce. | |
125 | - - - - - - - - - - - - | |
126 | | . . . . . . . . . . + | |
127 | | . . @ . . . . ] . . | | |
128 | | . . . . B . . . . . | | |
129 | | . . . . . . . . . . | | |
130 | - - - - - + - - - - - - | |
131 | .TE | |
132 | ||
133 | ||
134 | .ce 1000 | |
135 | Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Ac: 6 Exp: 1/0 | |
136 | ||
137 | Figure 1 | |
138 | .ce | |
139 | .hl | |
140 | .)z | |
141 | .sh 2 "The bottom line" | |
142 | .pp | |
143 | At the bottom line of the screen | |
144 | are a few pieces of cryptic information | |
145 | describing your current status. | |
146 | Here is an explanation of what these things mean: | |
147 | .ip Level \w'Level\ \ 'u | |
148 | This number indicates how deep you have gone in the dungeon. | |
149 | It starts at one and goes up as you go deeper into the dungeon. | |
150 | .ip Gold \w'Level\ \ 'u | |
151 | The number of gold pieces you have managed to find | |
152 | and keep with you so far. | |
153 | .ip Hp \w'Level\ \ 'u | |
154 | Your current and maximum hit points. | |
155 | Hit points indicate how much damage you can take before you die. | |
156 | The more you get hit in a fight, | |
157 | the lower they get. | |
158 | You can regain hit points by resting. | |
159 | The number in parentheses | |
160 | is the maximum number your hit points can reach. | |
161 | .ip Str \w'Level\ \ 'u | |
162 | Your current strength and maximum ever strength. | |
163 | This can be any integer less than or equal to 31, | |
164 | or greater than or equal to three. | |
165 | The higher the number, | |
166 | the stronger you are. | |
167 | The number in the parentheses | |
168 | is the maximum strength you have attained so far this game. | |
169 | .ip Ac \w'Level\ \ 'u | |
170 | Your current armor class. | |
171 | This number indicates how effective your armor is | |
172 | in stopping blows from unfriendly creatures. | |
173 | The lower this number is, | |
174 | the more effective the armor. | |
175 | .ip Exp \w'Level\ \ 'u | |
176 | These two numbers give your current experience level | |
177 | and experience points. | |
178 | As you do things, | |
179 | you gain experience points. | |
180 | At certain experience point totals, | |
181 | you gain an experience level. | |
182 | The more experienced you are, | |
183 | the better you are able to fight and to withstand magical attacks. | |
184 | .sh 2 "The top line" | |
185 | .pp | |
186 | The top line of the screen is reserved | |
187 | for printing messages that describe things | |
188 | that are impossible to represent visually. | |
189 | If you see a \*(lq--More--\*(rq on the top line, | |
190 | this means that rogue wants to print another message on the screen, | |
191 | but it wants to make certain | |
192 | that you have read the one that is there first. | |
193 | To read the next message, | |
194 | just type a space. | |
195 | .sh 2 "The rest of the screen" | |
196 | .pp | |
197 | The rest of the screen is the map of the level | |
198 | as you have explored it so far. | |
199 | Each symbol on the screen represents something. | |
200 | Here is a list of what the various symbols mean: | |
201 | .ip @ | |
202 | This symbol represents you, the adventurer. | |
203 | .ip "-\^|" | |
204 | These symbols represent the walls of rooms. | |
205 | .ip + | |
206 | A door to/from a room. | |
207 | .ip . | |
208 | The floor of a room. | |
209 | .ip # | |
210 | The floor of a passage between rooms. | |
211 | .ip * | |
212 | A pile or pot of gold. | |
213 | .ip ) | |
214 | A weapon of some sort. | |
215 | .ip ] | |
216 | A piece of armor. | |
217 | .ip ! | |
218 | A flask containing a magic potion. | |
219 | .ip ? | |
220 | A piece of paper, usually a magic scroll. | |
221 | .ip = | |
222 | A ring with magic properties | |
223 | .ip / | |
224 | A magical staff or wand | |
225 | .ip ^ | |
226 | A trap, watch out for these. | |
227 | .ip % | |
228 | A staircase to other levels | |
229 | .ip : | |
230 | A piece of food. | |
231 | .ip A-Z | |
232 | The uppercase letters | |
233 | represent the various inhabitants of the Dungeons of Doom. | |
234 | Watch out, they can be nasty and vicious. | |
235 | .sh 1 Commands | |
236 | .pp | |
237 | Commands are given to rogue by typing one or two characters. | |
238 | Most commands can be preceded by a count to repeat them | |
239 | (e.g. typing | |
240 | .Cs 10s | |
241 | will do ten searches). | |
242 | Commands for which counts make no sense | |
243 | have the count ignored. | |
244 | To cancel a count or a prefix, | |
245 | type \*E. | |
246 | The list of commands is rather long, | |
247 | but it can be read at any time during the game with the | |
248 | .Cs ? | |
249 | command. | |
250 | Here it is for reference, | |
251 | with a short explanation of each command. | |
252 | .ip ? | |
253 | The help command. | |
254 | Asks for a character to give help on. | |
255 | If you type a | |
256 | .Cs * , | |
257 | it will list all the commands, | |
258 | otherwise it will explain what the character you typed does. | |
259 | .ip / | |
260 | This is the \*(lqWhat is that on the screen?\*(rq command. | |
261 | A | |
262 | .Cs / | |
263 | followed by any character that you see on the level, | |
264 | will tell you what that character is. | |
265 | For instance, | |
266 | typing | |
267 | .Cs /@ | |
268 | will tell you that the | |
269 | .Cs @ | |
270 | symbol represents you, the player. | |
271 | .ip "h, H, ^H" | |
272 | Move left. | |
273 | You move one space to the left. | |
274 | If you use upper case | |
275 | .Cs h , | |
276 | you will continue to move left until you run into something. | |
277 | This works for all movement commands | |
278 | (e.g. | |
279 | .Cs L | |
280 | means run in direction | |
281 | .Cs l ) | |
282 | If you use the \*(lqcontrol\*(rq | |
283 | .Cs h , | |
284 | you will continue moving in the specified direction | |
285 | until you pass something interesting or run into a wall. | |
286 | You should experiment with this, | |
287 | since it is a very useful command, | |
288 | but very difficult to describe. | |
289 | This also works for all movement commands. | |
290 | .ip j | |
291 | Move down. | |
292 | .ip k | |
293 | Move up. | |
294 | .ip l | |
295 | Move right. | |
296 | .ip y | |
297 | Move diagonally up and left. | |
298 | .ip u | |
299 | Move diagonally up and right. | |
300 | .ip b | |
301 | Move diagonally down and left. | |
302 | .ip n | |
303 | Move diagonally down and right. | |
304 | .ip t | |
305 | Throw an object. | |
306 | This is a prefix command. | |
307 | When followed with a direction | |
308 | it throws an object in the specified direction. | |
309 | (e.g. type | |
310 | .Cs th | |
311 | to throw | |
312 | something to the left.) | |
313 | .ip f | |
314 | Fight until someone dies. | |
315 | When followed with a direction | |
316 | this will force you to fight the creature in that direction | |
317 | until either you or it bites the big one. | |
318 | .ip m | |
319 | Move onto something without picking it up. | |
320 | This will move you one space in the direction you specify and, | |
321 | if there is an object there you can pick up, | |
322 | it won't do it. | |
323 | .ip z | |
324 | Zap prefix. | |
325 | Point a staff or wand in a given direction | |
326 | and fire it. | |
327 | Even non-directional staves must be pointed in some direction | |
328 | to be used. | |
329 | .ip ^ | |
330 | Identify trap command. | |
331 | If a trap is on your map | |
332 | and you can't remember what type it is, | |
333 | you can get rogue to remind you | |
334 | by getting next to it and typing | |
335 | .Cs ^ | |
336 | followed by the direction that would move you on top of it. | |
337 | .ip s | |
338 | Search for traps and secret doors. | |
339 | Examine each space immediately adjacent to you | |
340 | for the existence of a trap or secret door. | |
341 | There is a large chance that even if there is something there, | |
342 | you won't find it, | |
343 | so you might have to search a while before you find something. | |
344 | .ip > | |
345 | Climb down a staircase to the next level. | |
346 | Not surprisingly, this can only be done if you are standing on staircase. | |
347 | .ip < | |
348 | Climb up a staircase to the level above. | |
349 | This can't be done without the Amulet of Yendor in your possession. | |
350 | .ip "." | |
351 | Rest. | |
352 | This is the \*(lqdo nothing\*(rq command. | |
353 | This is good for waiting and healing. | |
354 | .ip * | |
355 | Inventory. | |
356 | List what you are carrying in your pack. | |
357 | .ip I | |
358 | Selective inventory. | |
359 | Tells you what a single item in your pack is. | |
360 | .ip q | |
361 | Quaff one of the potions you are carrying. | |
362 | .ip r | |
363 | Read one of the scrolls in your pack. | |
364 | .ip e | |
365 | Eat food from your pack. | |
366 | .ip w | |
367 | Wield a weapon. | |
368 | Take a weapon out of your pack and carry it for use in combat, | |
369 | replacing the one you are currently using (if any). | |
370 | .ip W | |
371 | Wear armor. | |
372 | You can only wear one suit of armor at a time. | |
373 | This takes extra time. | |
374 | .ip T | |
375 | Take armor off. | |
376 | You can't remove armor that is cursed. | |
377 | This takes extra time. | |
378 | .ip P | |
379 | Put on a ring. | |
380 | You can wear only two rings at a time | |
381 | (one on each hand). | |
382 | If you aren't wearing any rings, | |
383 | this command will ask you which hand you want to wear it on, | |
384 | otherwise, it will place it on the unused hand. | |
385 | The program assumes that you wield your sword in your right hand. | |
386 | .ip R | |
387 | Remove a ring. | |
388 | If you are only wearing one ring, | |
389 | this command takes it off. | |
390 | If you are wearing two, | |
391 | it will ask you which one you wish to remove, | |
392 | .ip d | |
393 | Drop an object. | |
394 | Take something out of your pack and leave it lying on the floor. | |
395 | Only one object can occupy each space. | |
396 | You cannot drop a cursed object at all | |
397 | if you are wielding or wearing it. | |
398 | .ip c | |
399 | Call an object something. | |
400 | If you have a type of object in your pack | |
401 | which you wish to remember something about, | |
402 | you can use the call command to give a name to that type of object. | |
403 | This is usually used when you figure out what a | |
404 | potion, scroll, ring, or staff is | |
405 | after you pick it up, | |
406 | or when you want to remember | |
407 | which of those swords in your pack you were wielding. | |
408 | .ip D | |
409 | Print out which things you've discovered something about. | |
410 | This command will ask you what type of thing you are interested in. | |
411 | If you type the character for a given type of object | |
412 | (\fIe.g.\fP | |
413 | .Cs ! | |
414 | for potion) | |
415 | it will tell you which kinds of that type of object you've discovered | |
416 | (\fIi.e.\fP, figured out what they are). | |
417 | This command works for potions, scrolls, rings, and staves and wands. | |
418 | .ip o | |
419 | Examine and set options. | |
420 | This command is further explained in the section on options. | |
421 | .ip ^R | |
422 | Redraws the screen. | |
423 | Useful if spurious messages or transmission errors | |
424 | have messed up the display. | |
425 | .ip ^P | |
426 | Print last message. | |
427 | Useful when a message disappears before you can read it. | |
428 | This only repeats the last message | |
429 | that was not a mistyped command | |
430 | so that you don't loose anything by accidentally typing | |
431 | the wrong character instead of ^P. | |
432 | .ip \*E | |
433 | Cancel a command, prefix, or count. | |
434 | .ip ! | |
435 | Escape to a shell for some commands. | |
436 | .ip Q | |
437 | Quit. | |
438 | Leave the game. | |
439 | .ip S | |
440 | Save the current game in a file. | |
441 | It will ask you whether you wish to use the default save file. | |
442 | .i Caveat : | |
443 | Rogue won't let you start up a copy of a saved game, | |
444 | and it removes the save file as soon as you start up a restored game. | |
445 | This is to prevent people from saving a game just before a dangerous position | |
446 | and then restarting it if they die. | |
447 | To restore a saved game, | |
448 | give the file name as an argument to rogue. | |
449 | As in | |
450 | .ti +1i | |
451 | .nf | |
452 | % rogue \fIsave\*_file\fP | |
453 | .ip | |
454 | To restart from the default save file (see below), | |
455 | run | |
456 | .ti +1i | |
457 | .nf | |
458 | % rogue \-r | |
459 | .ip v | |
460 | Prints the program version number. | |
461 | .ip ) | |
462 | Print the weapon you are currently wielding | |
463 | .ip ] | |
464 | Print the armor you are currently wearing | |
465 | .ip = | |
466 | Print the rings you are currently wearing | |
467 | .ip @ | |
468 | Reprint the status line on the message line | |
469 | .sh 1 Rooms | |
470 | .pp | |
471 | Rooms in the dungeons are either lit or dark. | |
472 | If you walk into a lit room, | |
473 | the entire room will be drawn on the screen as soon as you enter. | |
474 | If you walk into a dark room, | |
475 | it will only be displayed as you explore it. | |
476 | Upon leaving a room, | |
477 | all monsters inside the room | |
478 | are erased from the screen. | |
479 | In the darkness you can only see one space | |
480 | in all directions around you. | |
481 | A corridor is always dark. | |
482 | .sh 1 Fighting | |
483 | .pp | |
484 | If you see a monster and you wish to fight it, | |
485 | just attempt to run into it. | |
486 | Many times a monster you find will mind its own business | |
487 | unless you attack it. | |
488 | It is often the case that discretion is the better part of valor. | |
489 | .sh 1 "Objects you can find" | |
490 | .pp | |
491 | When you find something in the dungeon, | |
492 | it is common to want to pick the object up. | |
493 | This is accomplished in rogue by walking over the object | |
494 | (unless you use the | |
495 | .Cs m | |
496 | prefix, see above). | |
497 | If you are carrying too many things, | |
498 | the program will tell you and it won't pick up the object, | |
499 | otherwise it will add it to your pack | |
500 | and tell you what you just picked up. | |
501 | .pp | |
502 | Many of the commands that operate on objects must prompt you | |
503 | to find out which object you want to use. | |
504 | If you change your mind and don't want to do that command after all, | |
505 | just type an \*E and the command will be aborted. | |
506 | .pp | |
507 | Some objects, like armor and weapons, | |
508 | are easily differentiated. | |
509 | Others, like scrolls and potions, | |
510 | are given labels which vary according to type. | |
511 | During a game, | |
512 | any two of the same kind of object | |
513 | with the same label | |
514 | are the same type. | |
515 | However, | |
516 | the labels will vary from game to game. | |
517 | .pp | |
518 | When you use one of these labeled objects, | |
519 | if its effect is obvious, | |
520 | rogue will remember what it is for you. | |
521 | If it's effect isn't extremely obvious | |
522 | you will be asked what you want to scribble on it | |
523 | so you will recognize it later, | |
524 | or you can use the | |
525 | .Cs call | |
526 | command | |
527 | (see above). | |
528 | .sh 2 Weapons | |
529 | .pp | |
530 | Some weapons, | |
531 | like arrows, | |
532 | come in bunches, | |
533 | but most come one at a time. | |
534 | In order to use a weapon, | |
535 | you must wield it. | |
536 | To fire an arrow out of a bow, | |
537 | you must first wield the bow, | |
538 | then throw the arrow. | |
539 | You can only wield one weapon at a time, | |
540 | but you can't change weapons if the one | |
541 | you are currently wielding is cursed. | |
542 | The commands to use weapons are | |
543 | .Cs w | |
544 | (wield) | |
545 | and | |
546 | .Cs t | |
547 | (throw). | |
548 | .sh 2 Armor | |
549 | .pp | |
550 | There are various sorts of armor lying around in the dungeon. | |
551 | Some of it is enchanted, | |
552 | some is cursed, | |
553 | and some is just normal. | |
554 | Different armor types have different armor classes. | |
555 | The lower the armor class, | |
556 | the more protection the armor affords against the blows of monsters. | |
557 | Here is a list of the various armor types and their normal armor class: | |
558 | .(b | |
559 | .TS | |
560 | box center; | |
561 | l r. | |
562 | \ \ \fIType Class\fP | |
563 | None 10 | |
564 | Leather armor 8 | |
565 | Studded leather / Ring mail 7 | |
566 | Scale mail 6 | |
567 | Chain mail 5 | |
568 | Banded mail / Splint mail 4 | |
569 | Plate mail 3 | |
570 | .TE | |
571 | .)b | |
572 | .lp | |
573 | If a piece of armor is enchanted, | |
574 | its armor class will be lower than normal. | |
575 | If a suit of armor is cursed, | |
576 | its armor class will be higher, | |
577 | and you will not be able to remove it. | |
578 | However, not all armor with a class that is higher than normal is cursed. | |
579 | .pp | |
580 | The commands to use weapons are | |
581 | .Cs W | |
582 | (wear) | |
583 | and | |
584 | .Cs T | |
585 | (take off). | |
586 | .sh 2 Scrolls | |
587 | .pp | |
588 | Scrolls come with titles in an unknown tongue\**. | |
589 | .(f | |
590 | \** Actually, it's a dialect spoken only by the twenty-seven members | |
591 | of a tribe in Outer Mongolia, | |
592 | but you're not supposed to | |
593 | .i know | |
594 | that. | |
595 | .)f | |
596 | After you read a scroll, | |
597 | it disappears from your pack. | |
598 | The command to use a scroll is | |
599 | .Cs r | |
600 | (read). | |
601 | .sh 2 Potions | |
602 | .pp | |
603 | Potions are labeled by the color of the liquid inside the flask. | |
604 | They disappear after being quaffed. | |
605 | The command to use a scroll is | |
606 | .Cs q | |
607 | (quaff). | |
608 | .sh 2 "Staves and Wands" | |
609 | .pp | |
610 | Staves and wands do the same kinds of things. | |
611 | Staves are identified by a type of wood; | |
612 | wands by a type of metal or bone. | |
613 | They are generally things you want to do to something | |
614 | over a long distance, | |
615 | so you must point them at what you wish to affect | |
616 | to use them. | |
617 | Some staves are not affected by the direction they are pointed, though. | |
618 | Staves come with multiple magic charges, | |
619 | the number being random, | |
620 | and when they are used up, | |
621 | the staff is just a piece of wood or metal. | |
622 | .pp | |
623 | The command to use a wand or staff is | |
624 | .Cs z | |
625 | (zap) | |
626 | .sh 2 Rings | |
627 | .pp | |
628 | Rings are very useful items, | |
629 | since they are relatively permanent magic, | |
630 | unlike the usually fleeting effects of potions, scrolls, and staves. | |
631 | Of course, | |
632 | the bad rings are also more powerful. | |
633 | Most rings also cause you to use up food more rapidly, | |
634 | the rate varying with the type of ring. | |
635 | Rings are differentiated by their stone settings. | |
636 | The commands to use rings are | |
637 | .Cs P | |
638 | (put on) | |
639 | and | |
640 | .Cs R | |
641 | (remove). | |
642 | .sh 2 Food | |
643 | .pp | |
644 | Food is necessary to keep you going. | |
645 | If you go too long without eating you will faint, | |
646 | and eventually die of starvation. | |
647 | The command to use food is | |
648 | .Cs e | |
649 | (eat). | |
650 | .sh 1 Options | |
651 | .pp | |
652 | Due to variations in personal tastes | |
653 | and conceptions of the way rogue should do things, | |
654 | there are a set of options you can set | |
655 | that cause rogue to behave in various different ways. | |
656 | .sh 2 "Setting the options" | |
657 | .pp | |
658 | There are two ways to set the options. | |
659 | The first is with the | |
660 | .Cs o | |
661 | command of rogue; | |
662 | the second is with the | |
663 | .Cs ROGUEOPTS | |
664 | environment variable\**. | |
665 | .(f | |
666 | \** On Version 6 systems, | |
667 | there is no equivalent of the ROGUEOPTS feature. | |
668 | .br | |
669 | .)f | |
670 | .br | |
671 | .sh 3 "Using the `o' command" | |
672 | .pp | |
673 | When you type | |
674 | .Cs o | |
675 | in rogue, | |
676 | it clears the screen | |
677 | and displays the current settings for all the options. | |
678 | It then places the cursor by the value of the first option | |
679 | and waits for you to type. | |
680 | You can type a \*R | |
681 | which means to go to the next option, | |
682 | a | |
683 | .Cs \- | |
684 | which means to go to the previous option, | |
685 | an \*E | |
686 | which means to return to the game, | |
687 | or you can give the option a value. | |
688 | For boolean options this merely involves typing | |
689 | .Cs t | |
690 | for true or | |
691 | .Cs f | |
692 | for false. | |
693 | For string options, | |
694 | type the new value followed by a \*R. | |
695 | .sh 3 "Using the ROGUEOPTS variable" | |
696 | .pp | |
697 | The ROGUEOPTS variable is a string | |
698 | containing a comma separated list of initial values | |
699 | for the various options. | |
700 | Boolean variables can be turned on by listing their name | |
701 | or turned off by putting a | |
702 | .Cs no | |
703 | in front of the name. | |
704 | Thus to set up an environment variable so that | |
705 | .b jump | |
706 | is on, | |
707 | .b terse | |
708 | is off, | |
709 | and the | |
710 | .b name | |
711 | is set to \*(lqBlue Meanie\*(rq, | |
712 | use the command | |
713 | .nf | |
714 | .ti +3n | |
715 | % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\** | |
716 | .fi | |
717 | .(f | |
718 | \** | |
719 | For those of you who use the bourne shell, the commands would be | |
720 | .in +3 | |
721 | .nf | |
722 | $ ROGUEOPTS="jump,noterse,name=Blue Meanie" | |
723 | $ export ROGUEOPTS | |
724 | .fi | |
725 | .in +0 | |
726 | .)f | |
727 | .sh 2 "Option list" | |
728 | .pp | |
729 | Here is a list of the options | |
730 | and an explanation of what each one is for. | |
731 | The default value for each is enclosed in square brackets. | |
732 | For character string options, | |
733 | input over fifty characters will be ignored. | |
734 | .ip "\fBterse\fP [\fI\^noterse\^\fP]" | |
735 | Useful for those who are tired of the sometimes lengthy messages of rogue. | |
736 | This is a useful option for playing on slow terminals, | |
737 | so this option defaults to | |
738 | .i terse | |
739 | if you | |
740 | are on a slow (1200 baud or under) terminal. | |
741 | .ip "\fBjump\fP [\fI\^nojump\^\fP]" | |
742 | If this option is set, | |
743 | running moves will not be displayed | |
744 | until you reach the end of the move. | |
745 | This saves considerable cpu and display time. | |
746 | This option defaults to | |
747 | .i jump | |
748 | if you are using a slow terminal. | |
749 | .ip "\fBflush\fP [\fI\^noflush\^\fP]" | |
750 | All typeahead is thrown away after each round of battle. | |
751 | This is useful for those who type far ahead | |
752 | and then watch in dismay as a Bat kills them. | |
753 | .ip "\fBseefloor\fP [\fI\^seefloor\^\fP]" | |
754 | Display the floor around you on the screen | |
755 | as you move through dark rooms. | |
756 | Due to the amount of characters generated, | |
757 | this option defaults to | |
758 | .i noseefloor | |
759 | if you are using a slow terminal. | |
760 | .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]" | |
761 | Follow turnings in passageways. | |
762 | If you run in a passage | |
763 | and you run into stone or a wall, | |
764 | rogue will see if it can turn to the right or left. | |
765 | If it can only turn one way, | |
766 | it will turn that way. | |
767 | If it can turn either or neither, | |
768 | it will stop. | |
769 | This is followed strictly, | |
770 | which can sometimes lead to slightly confusing occurrences | |
771 | (which is why it defaults to | |
772 | .i nopassgo ). | |
773 | .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]" | |
774 | Print out the tombstone at the end if you get killed. | |
775 | This is nice but slow, so you can turn it off if you like. | |
776 | .ip "\fBinven\fP [\fI\^overwrite\^\fP]" | |
777 | Inventory type. | |
778 | This can have one of three values: | |
779 | .i overwrite , | |
780 | .i slow , | |
781 | or | |
782 | .i clear . | |
783 | With | |
784 | .i overwrite | |
785 | the top lines of the map are overwritten | |
786 | with the list | |
787 | when inventory is requested | |
788 | or when | |
789 | \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions | |
790 | are answered with a | |
791 | .Cs * . | |
792 | However, if the list is longer than a screenful, | |
793 | the screen is cleared. | |
794 | With | |
795 | .i slow , | |
796 | lists are displayed one item at a time on the top of the screen, | |
797 | and with | |
798 | .i clear , | |
799 | the screen is cleared, | |
800 | the list is displayed, | |
801 | and then the dungeon level is re-displayed. | |
802 | Due to speed considerations, | |
803 | .i clear | |
804 | is the default for terminals without | |
805 | clear-to-end-of-line capabilities. | |
806 | .ip "\fBname\fP [account name]" | |
807 | This is the name of your character. | |
808 | It is used if you get on the top ten scorer's list. | |
809 | .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]" | |
810 | This should hold the name of a fruit that you enjoy eating. | |
811 | It is basically a whimsey that rogue uses in a couple of places. | |
812 | .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]" | |
813 | The default file name for saving the game. | |
814 | If your phone is hung up by accident, | |
815 | rogue will automatically save the game in this file. | |
816 | The file name may start with the special character | |
817 | .Cs ~ | |
818 | which expands to be your home directory. | |
819 | .sh 1 Scoring | |
820 | .pp | |
821 | Rogue usually maintains a list | |
822 | of the top scoring people or scores on your machine. | |
823 | Depending on how it is set up, | |
824 | it can post either the top scores | |
825 | or the top players. | |
826 | In the latter case, | |
827 | each account on the machine | |
828 | can post only one non-winning score on this list. | |
829 | If you score higher than someone else on this list, | |
830 | or better your previous score on the list, | |
831 | you will be inserted in the proper place | |
832 | under your current name. | |
833 | How many scores are kept | |
834 | can also be set up by whoever installs it on your machine. | |
835 | .pp | |
836 | If you quit the game, you get out with all of your gold intact. | |
837 | If, however, you get killed in the Dungeons of Doom, | |
838 | your body is forwarded to your next-of-kin, | |
839 | along with 90% of your gold; | |
840 | ten percent of your gold is kept by the Dungeons' wizard as a fee\**. | |
841 | .(f | |
842 | \** The Dungeon's wizard is named Wally the Wonder Badger. | |
843 | Invocations should be accompanied by a sizable donative. | |
844 | .)f | |
845 | This should make you consider whether you want to take one last hit | |
846 | at that monster and possibly live, | |
847 | or quit and thus stop with whatever you have. | |
848 | If you quit, you do get all your gold, | |
849 | but if you swing and live, you might find more. | |
850 | .pp | |
851 | If you just want to see what the current top players/games list is, | |
852 | you can type | |
853 | .ti +1i | |
854 | .nf | |
855 | % rogue \-s | |
856 | .br | |
857 | .sh 1 Acknowledgements | |
858 | .pp | |
859 | Rogue was originally conceived of by Glenn Wichman and Michael Toy. | |
860 | Ken Arnold and Michael Toy then smoothed out the user interface, | |
861 | and added jillions of new features. | |
862 | We would like to thank | |
863 | Bob Arnold, | |
864 | Michelle Busch, | |
865 | Andy Hatcher, | |
866 | Kipp Hickman, | |
867 | Mark Horton, | |
868 | Daniel Jensen, | |
869 | Bill Joy, | |
870 | Joe Kalash, | |
871 | Steve Maurer, | |
872 | Marty McNary, | |
873 | Jan Miller, | |
874 | and | |
875 | Scott Nelson | |
876 | for their ideas and assistance; | |
877 | and also the teeming multitudes | |
878 | who graciously ignored work, school, and social life to play rogue | |
879 | and send us bugs, complaints, suggestions, and just plain flames. | |
880 | And also Mom. |