date and time created 88/12/14 15:30:08 by sklower
[unix-history] / usr / src / contrib / dungeon / dungeon.6
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1.TH DUNGEON 6 "February 9, 1987"
2.SH NAME
3dungeon\ -\ Adventures in the Dungeons of Doom
4.SH SYNOPSIS
5.B dungeon
6.br
7.B dungeon
8[-r [savefile]]\ \ \ --\ pdp-11 version only
9.SH DESCRIPTION
10Dungeon is a game of adventure, danger, and low cunning. In it
11you will explore some of the most amazing territory ever seen by mortal
12man. Hardened adventurers have run screaming from the terrors contained
13within.
14.LP
15In Dungeon, the intrepid explorer delves into the forgotten secrets
16of a lost labyrinth deep in the bowels of the earth, searching for
17vast treasures long hidden from prying eyes, treasures guarded by
18fearsome monsters and diabolical traps!
19.LP
20Dungeon was created at the Programming Technology Division of the MIT
21Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce
22Daniels, and Dave Lebling. It was inspired by the Adventure game of
23Crowther and Woods, and the Dungeons and Dragons game of Gygax
24and Arneson. The original version was written in MDL (alias MUDDLE).
25The current version was translated from MDL into FORTRAN IV by
26a somewhat paranoid DEC engineer who prefers to remain anonymous.
27.LP
28On-line information may be obtained with the commands HELP and INFO.
29.SH OPTIONS
30In the pdp-11 version, the
31.B -r
32flag allows restarting a saved game. The default savefile is
33.I dungeon.sav
34which may be overriden on the command line. In the Vax version,
35the game is restored by using the
36.B restore
37command.
38.SH DETAILS
39Following, is the summary produced by the
40.B info
41command:
42.RS
43.LP
44Welcome to Dungeon!
45.PP
46You are near a large dungeon, which is reputed to contain vast
47quantities of treasure. Naturally, you wish to acquire some of it.
48In order to do so, you must of course remove it from the dungeon. To
49receive full credit for it, you must deposit it safely in the trophy
50case in the living room of the house.
51.PP
52In addition to valuables, the dungeon contains various objects
53which may or may not be useful in your attempt to get rich. You may
54need sources of light, since dungeons are often dark, and weapons,
55since dungeons often have unfriendly things wandering about. Reading
56material is scattered around the dungeon as well; some of it
57is rumored to be useful.
58.PP
59To determine how successful you have been, a score is kept.
60When you find a valuable object and pick it up, you receive a
61certain number of points, which depends on the difficulty of finding
62the object. You receive extra points for transporting the treasure
63safely to the living room and placing it in the trophy case. In
64addition, some particularly interesting rooms have a value associated
65with visiting them. The only penalty is for getting yourself killed,
66which you may do only twice.
67.PP
68Of special note is a thief (always carrying a large bag) who
69likes to wander around in the dungeon (he has never been seen by the
70light of day). He likes to take things. Since he steals for pleasure
71rather than profit and is somewhat sadistic, he only takes things which
72you have seen. Although he prefers valuables, sometimes in his haste
73he may take something which is worthless. From time to time, he examines
74his take and discards objects which he doesn't like. He may occasionally
75stop in a room you are visiting, but more often he just wanders
76through and rips you off (he is a skilled pickpocket).
77.RE
78.SH COMMANDS
79.LP
80.TP 15
81.B brief
82suppresses printing of long room descriptions
83for rooms which have been visited.
84.TP
85.B superbrief
86suppresses
87printing of long room descriptions for all rooms.
88.TP
89.B verbose
90restores long descriptions.
91.TP
92.B info
93prints information which might give some idea
94of what the game is about.
95.TP
96.B quit
97prints your score and asks whether you wish
98to continue playing.
99.TP
100.B save
101saves the state of the game for later continuation.
102.TP
103.B restore
104restores a saved game.
105.TP
106.B inventory
107lists the objects in your possession.
108.TP
109.B look
110prints a description of your surroundings.
111.TP
112.B score
113prints your current score and ranking.
114.TP
115.B time
116tells you how long you have been playing.
117.TP
118.B diagnose
119reports on your injuries, if any.
120.LP
121The
122.B inventory
123command may be abbreviated
124.BR i ;
125the
126.B look
127command may be abbreviated
128.BR l ;
129the
130.B quit
131command may be abbreviated
132.BR q .
133.LP
134A command that begins with '!' as the first character is taken to
135be a shell command and is passed unchanged to the shell via
136.I system(3).
137.SH CONTAINMENT
138.LP
139Some objects can contain other objects. Many such containers can
140be opened and closed. The rest are always open. They may or may
141not be transparent. For you to access (e.g., take) an object
142which is in a container, the container must be open. For you
143to see such an object, the container must be either open or
144transparent. Containers have a capacity, and objects have sizes;
145the number of objects which will fit therefore depends on their
146sizes. You may put any object you have access to (it need not be
147in your hands) into any other object. At some point, the program
148will attempt to pick it up if you don't already have it, which
149process may fail if you're carrying too much. Although containers
150can contain other containers, the program doesn't access more than
151one level down.
152.SH FIGHTING
153.LP
154Occupants of the dungeon will, as a rule, fight back when
155attacked. In some cases, they may attack even if unprovoked.
156Useful verbs here are
157.I attack
158<villain>
159.I with
160<weapon>,
161.IR kill ,
162etc. Knife-throwing may or may not be useful. You have a
163fighting strength which varies with time. Being in a fight,
164getting killed, and being injured all lower this strength.
165Strength is regained with time. Thus, it is not a good idea to
166fight someone immediately after being killed. Other details
167should become apparent after a few melees or deaths.
168.SH COMMAND\ PARSER
169.LP
170A command is one line of text terminated by a carriage return.
171For reasons of simplicity, all words are distinguished by their
172first six letters. All others are ignored. For example, typing
173.I disassemble the encyclopedia
174is not only meaningless, it also
175creates excess effort for your fingers. Note that this truncation
176may produce ambiguities in the intepretation of longer words.
177[Also note that upper and lower case are equivalent.]
178.LP
179You are dealing with a fairly stupid parser, which understands
180the following types of things:
181.RS
182.TP 5
183.B Actions:
184Among the more obvious of these, such as
185.I take, put, drop,
186etc.
187Fairly general forms of these may be used, such as
188.I pick up, put down,
189etc.
190.TP
191.B Directions:
192.I north, south, up, down,
193etc. and their various abbreviations.
194Other more obscure directions
195.RI ( land,
196.IR cross )
197are appropriate in only certain situations.
198.TP
199.B Objects:
200Most objects have names and can be referenced by them.
201.TP
202.B Adjectives:
203Some adjectives are understood and required when there are
204two objects which can be referenced with the same 'name' (e.g.,
205.I doors,
206.IR buttons ).
207.TP
208.B Prepositions:
209It may be necessary in some cases to include prepositions, but
210the parser attempts to handle cases which aren't ambiguous
211without. Thus
212.I give car to demon
213will work, as will
214.I give demon
215.IR car .
216.I give car demon
217probably won't do anything interesting.
218When a preposition is used, it should be appropriate;
219.I give car with demon
220won't parse.
221.TP
222.B Sentences:
223The parser understands a reasonable number of syntactic construc-
224tions. In particular, multiple commands (separated by commas)
225can be placed on the same line.
226.TP
227.B Ambiguity:
228The parser tries to be clever about what to do in the case of
229actions which require objects that are not explicitly specified.
230If there is only one possible object, the parser will assume
231that it should be used. Otherwise, the parser will ask.
232Most questions asked by the parser can be answered.
233.RE
234.SH FILES
235dindx.dat - game initialization info
236.br
237dtext.dat - encoded messages
238.br
239rindx.dat - index into message file for pdp version
240.br
241dungeon.sav - default save file for pdp version
242.br
243dsave.dat - default save file for non-pdp versions
244.br
245listen, speak - co-process routines for pdp version
246.SH BUGS
247For those familiar with the MDL version of the game on the ARPAnet,
248the following is a list of the major incompatabilties:
249.RS
250-The first six letters of a word are considered
251significant, instead of the first five.
252.br
253-The syntax for
254.I tell, answer,
255and
256.I incant
257is different.
258.br
259-Compound objects are not recognized.
260.br
261-Compound commands can be delimited with comma as well
262as period.
263.RE
264.LP
265Also, the palantir, brochure, and dead man problems are not
266implemented.
267.LP
268The pdp version is slightly stripped down to fit within the memory
269contraints.
270An overlayed pdp version might be made that would allow the
271complete game to be compiled and loaded, but I don't have the
272inclination (or machine) to do it.
273.SH AUTHORS
274.LP
275Many people have had a hand in this version. See the "History" and
276"README" files for credits. Send bug reports to billr@tekred.TEK.COM
277(or ...!tektronix!tekred!billr).