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From: <mle...@pr...> - 2004-01-30 18:03:50
|
Update of /cvsroot/rogueclone/rogue/doc In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22287/doc Modified Files: clone.html guide.html rogue.html Log Message: Commented out unimplemented features in the documentation. Removed plain text docs, since we now have html versions. Index: clone.html =================================================================== RCS file: /cvsroot/rogueclone/rogue/doc/clone.html,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 *** clone.html 4 Nov 2003 23:15:06 -0000 1.1 --- clone.html 30 Jan 2004 18:02:16 -0000 1.2 *************** *** 59,73 **** potions, and Hp subtractions from vampires are factored in. In the above between the parentheses, it shows that 2 Hp points were given as a result of ! quaffing potions of healing, and that vampires have taken way none. All of these Hp numbers refer to your max Hp number; the rightmost number in <samp>Hp: (15)22</samp> in the status line at the bottom of your rogue screen. ! <p>The '<kbd>X</kbd>' command silently creates a file in your current directory called ! rogue.screen. This file contains a copy of your screen at the time you typed ! typed the '<kbd>X</kbd>' This works at absolutely any point in the program. It is useful ! for showing other folks what kind of a mess you got into, or what a great game ! you were having. This functionality means that you cannot use the letter '<kbd>X</kbd>' ! when 'calling' an object something. <p>The <kbd>-s</kbd> option prints the score file and exits. --- 59,74 ---- potions, and Hp subtractions from vampires are factored in. In the above between the parentheses, it shows that 2 Hp points were given as a result of ! quaffing potions of healing, and that vampires have taken away none. All of these Hp numbers refer to your max Hp number; the rightmost number in <samp>Hp: (15)22</samp> in the status line at the bottom of your rogue screen. ! <p>The '<kbd>&</kbd>' command silently creates a file in your current ! directory called <small>SCREEN.TXT</small>. This file contains a copy of your ! screen at the time you typed the '<kbd>&</kbd>'. This works at absolutely ! any point in the program. It is useful for showing other folks what kind of a ! mess you got into, or what a great game you were having. This functionality ! means that you cannot use the '<kbd>&</kbd>' symbol when 'calling' an ! object something. <p>The <kbd>-s</kbd> option prints the score file and exits. *************** *** 90,95 **** <table> <tr> ! <td>rogue.scores <td>Score file </table> </blockquote> --- 91,102 ---- <table> <tr> ! <td><small>ROGUE.SCO</small> <td>Score file + <tr> + <td><small>ROGUE.SAV</small> + <td>Default save file + <tr> + <td><small>SCREEN.TXT </small> + <td>Screen capture file </table> </blockquote> Index: guide.html =================================================================== RCS file: /cvsroot/rogueclone/rogue/doc/guide.html,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 *** guide.html 4 Nov 2003 23:15:07 -0000 1.1 --- guide.html 30 Jan 2004 18:02:16 -0000 1.2 *************** *** 417,427 **** <tr valign=top> <td><kbd>W</kbd> ! <td>Wear armor. You can only wear one suit of armor at a time. This takes ! extra time. <tr valign=top> <td><kbd>T</kbd> ! <td>Take armor off. You can't remove armor that is cursed. This takes extra ! time. <tr valign=top> --- 417,427 ---- <tr valign=top> <td><kbd>W</kbd> ! <td>Wear armor. You can only wear one suit of armor at a time. <!-- This takes ! extra time. --> <tr valign=top> <td><kbd>T</kbd> ! <td>Take armor off. You can't remove armor that is cursed. <!-- This takes ! extra time. --> <tr valign=top> *************** *** 429,434 **** <td>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. <tr valign=top> --- 429,434 ---- <td>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. --> <tr valign=top> *************** *** 474,478 **** <td><kbd>^P</kbd> <td>Print last message. Useful when a message disappears before you can read ! it. Consecutive repetitions of this command will reveal the last five messages. <tr valign=top> --- 474,479 ---- <td><kbd>^P</kbd> <td>Print last message. Useful when a message disappears before you can read ! it. Consecutive repetitions of this command will reveal the last five ! messages. <tr valign=top> *************** *** 490,502 **** <tr valign=top> <td><kbd>S</kbd> ! <td>Save the current game in a file. It will ask you whether you wish to use ! the default save file. <i>Caveat</i>: 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 <blockquote> ! <samp>%</samp> <kbd>rogue <i>save_file</i></kbd> </blockquote> --- 491,504 ---- <tr valign=top> <td><kbd>S</kbd> ! <td>Save the current game in a file. <!-- It will ask you whether you wish to ! use the default save file. --> <i>Caveat</i>: 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, supply the same player name when asked "Who are you?" or give the ! file name as an argument to rogue, as in <blockquote> ! <samp>C:\></samp><kbd>rogue <i>save_file</i></kbd> </blockquote> *************** *** 606,610 **** <td align=center>2 <tr> ! <td>Studded leather / Ring mail <td align=center>3 <tr> --- 608,612 ---- <td align=center>2 <tr> ! <td><!-- Studded leather / --> Ring mail <td align=center>3 <tr> *************** *** 628,633 **** that is lower than normal is cursed. ! <p>The commands to use weapons are '<kbd>W</kbd>' (wear) and '<kbd>T</kbd>' ! (take off). --- 630,635 ---- that is lower than normal is cursed. ! <p>The commands to use armor are '<kbd>W</kbd>' (wear) and '<kbd>T</kbd>' (take ! off). *************** *** 714,719 **** <blockquote> ! <samp>%</samp> <kbd>setenv ROGUEOPTS "jump,nopassgo,name=Blue ! Meanie"</kbd><a href="#endnote6"><sup><small>6</small></sup></a> <!-- % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie" --> </blockquote> --- 716,721 ---- <blockquote> ! <samp>C:\></samp><kbd>set ROGUEOPTS=jump,nopassgo,name:Blue ! Meanie</kbd><a href="#endnote6"><sup><small>6</small></sup></a> <!-- % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie" --> </blockquote> *************** *** 737,742 **** <td><i>jump</i><td>[ <i>nojump</i> ]<br> 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</i> if you are using a slow terminal. <!-- <i>flush</i> [ <i>noflush</i> ] --- 739,744 ---- <td><i>jump</i><td>[ <i>nojump</i> ]<br> 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</i> if you are using a slow terminal. --> <!-- <i>flush</i> [ <i>noflush</i> ] *************** *** 778,782 **** <tr valign=top> ! <td><i>name</i><td>[ account name ]<br> This is the name of your character. It is used if you get on the top ten scorer's list. --- 780,784 ---- <tr valign=top> ! <td><i>name</i><td>[ Rodney ]<br> This is the name of your character. It is used if you get on the top ten scorer's list. *************** *** 787,796 **** whimsey that rogue uses in a couple of places. ! <tr valign=top> ! <td><i>file</i><td>[~/rogue.save ]<br> 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 '~' which expands to be your home ! directory. </table> --- 789,797 ---- whimsey that rogue uses in a couple of places. ! <!-- <i>file</i><td>[~/rogue.save ] 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 '~' which expands to be your home ! directory. --> </table> *************** *** 824,828 **** <blockquote> ! <samp>%</samp> <kbd>rogue -s</kbd> </blockquote> --- 825,829 ---- <blockquote> ! <samp>C:\></samp><kbd>rogue -s</kbd> </blockquote> Index: rogue.html =================================================================== RCS file: /cvsroot/rogueclone/rogue/doc/rogue.html,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 *** rogue.html 4 Nov 2003 23:15:07 -0000 1.1 --- rogue.html 30 Jan 2004 18:02:16 -0000 1.2 *************** *** 53,58 **** <blockquote> ! <kbd>/usr/games/rogue</kbd> [ <kbd>-r</kbd> ] [ <kbd><i>save_file</i></kbd> ] ! [<kbd>-s</kbd> ] [ <kbd>-d</kbd> ] </blockquote> --- 53,58 ---- <blockquote> ! <kbd>rogue</kbd> <!-- [ <kbd>-r</kbd> ] --> [ <kbd><i>save_file</i></kbd> ] ! [<kbd>-s</kbd> ] <!-- [ <kbd>-d</kbd> ] --> </blockquote> *************** *** 81,91 **** <p>If <kbd><i>save_file</i></kbd> is specified, <i>rogue</i> will be restored ! from the specified saved game file. If the <kbd>-r</kbd> option is used, the ! saved game file is presumed to be the default. <p>The <kbd>-s</kbd> option will print out the list of scores. ! <p>The <kbd>-d</kbd> option will kill you and try to add you to the score ! file. <p>For more detailed directions, read the document <i>A Guide to the Dungeons --- 81,91 ---- <p>If <kbd><i>save_file</i></kbd> is specified, <i>rogue</i> will be restored ! from the specified saved game file. <!-- If the <kbd>-r</kbd> option is used, the ! saved game file is presumed to be the default. --> <p>The <kbd>-s</kbd> option will print out the list of scores. ! <!-- <p>The <kbd>-d</kbd> option will kill you and try to add you to the score ! file. --> <p>For more detailed directions, read the document <i>A Guide to the Dungeons *************** *** 106,114 **** <table> <tr> ! <td>/usr/games/lib/rogue_roll <td>Score file <tr> ! <td>~/rogue.save <td>Default save file </table> </blockquote> --- 106,117 ---- <table> <tr> ! <td><small>ROGUE.SCO</small> <td>Score file <tr> ! <td><small>ROGUE.SAV</small> <td>Default save file + <tr> + <td><small>SCREEN.TXT </small> + <td>Screen capture file </table> </blockquote> |
From: <mle...@pr...> - 2004-01-30 18:03:49
|
Update of /cvsroot/rogueclone/rogue/dist In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22287/dist Removed Files: clone.txt guide.txt rogue.txt Log Message: Commented out unimplemented features in the documentation. Removed plain text docs, since we now have html versions. --- clone.txt DELETED --- --- guide.txt DELETED --- --- rogue.txt DELETED --- |
From: <mle...@us...> - 2003-11-04 23:15:11
|
Update of /cvsroot/rogueclone/docs In directory sc8-pr-cvs1:/tmp/cvs-serv14518 Added Files: clone.html guide.html rogue.html Removed Files: clone.6 rogue.6 rogue.me Log Message: Converted docs to html --- NEW FILE: clone.html --- <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <html> <head> <title>rogue clone (6)</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> </head> <body> <h2>NAME</h2> <blockquote> rogue - Exploring The Dungeons of Doom With a Rogue Clone </blockquote> <h2>SYNOPSIS</h2> <blockquote> <kbd>rogue</kbd> [ <kbd><i>save_file</i></kbd> ] [ <kbd>-s</kbd>] </blockquote> <h2>DESCRIPTION</h2> <blockquote> <p>This game is a clone of the rogue 5.3 game that is part of the Berkeley Software Distribution (BSD) Tape. <p>The command characters are precisely the same as in standard rogue 5.3. <kbd>h</kbd>, <kbd>j</kbd>, <kbd>k</kbd>, <kbd>l</kbd>, <kbd>y</kbd>, <kbd>u</kbd>, <kbd>b</kbd>, and <kbd>n</kbd> move you one step. Capitalize it, and you move until you run into something. Use the control key instead, and you move until you are next to something. <p>Whenever the program asks you for an inventory letter, you can type '<kbd>*</kbd>' to get a list of the logical choices. Sometimes, however, you don't want to see that list, but instead you want to see the list of your scrolls, potions, weapons, or whatever. In these cases you can type one of <kbd>?!=:/)]</kbd> to see a menu of your scrolls, potions, rings, foods, wands, weapons or armor respectively. This is especially useful when you know you want to drop a particular item, a scroll for example, but you don't want to pick it from the entire list, just from your collection of scrolls. <p>When you type '<kbd><CTRL>-a</kbd>', you are shown a line that looks like: <blockquote> <samp>R-Hp: 6.50, E-Hp: 7.00 (!: 2, V: 0)</samp> </blockquote> <p>This line refers to Hp-raise averages. Each time your experience level goes up, your Hp is increased by a random amount not to exceed 10. If you are curious about your luck in these raises, you can use the '<kbd>^A</kbd>' command. In the example above <samp>R-Hp</samp> stands for "real Hp" which is exactly your average Hp raise during the game. <samp>E-Hp</samp> stands for effective Hp, and is the same as <samp>R-Hp</samp> except Hp raises from potions, and Hp subtractions from vampires are factored in. In the above between the parentheses, it shows that 2 Hp points were given as a result of quaffing potions of healing, and that vampires have taken way none. All of these Hp numbers refer to your max Hp number; the rightmost number in <samp>Hp: (15)22</samp> in the status line at the bottom of your rogue screen. <p>The '<kbd>X</kbd>' command silently creates a file in your current directory called rogue.screen. This file contains a copy of your screen at the time you typed typed the '<kbd>X</kbd>' This works at absolutely any point in the program. It is useful for showing other folks what kind of a mess you got into, or what a great game you were having. This functionality means that you cannot use the letter '<kbd>X</kbd>' when 'calling' an object something. <p>The <kbd>-s</kbd> option prints the score file and exits. <p>For more detailed directions, read the document <i>A Guide to the Dungeons of Doom.</i> </blockquote> <h2>AUTHOR</h2> <blockquote> Tim Stoehr <ti...@ze...> </blockquote> <h2>FILES</h2> <blockquote> <table> <tr> <td>rogue.scores <td>Score file </table> </blockquote> <h2>SEE ALSO</h2> <blockquote> <p>Michael C. Toy and Kenneth C. R. C. Arnold, <i>A guide to the Dungeons of Doom</i> </blockquote> </body> </html> --- NEW FILE: guide.html --- <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <html> <!-- Copyright (c) 1988, 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. --> <head> <title>A Guide to the Dungeons of Doom</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> </head> <body> <center> <h1>A Guide to the Dungeons of Doom</h1> <p><i>Michael C. Toy<br> Kenneth C. R. C. Arnold</i> <p>Computer Systems Research Group<br> Department of Electrical Engineering and Computer Science<br> University of California<br> Berkeley, California 94720 <p><i>ABSTRACT</i> </center> <blockquote> <i>Rogue</i> is a visual CRT based fantasy game which runs under the UNIX<a href="#endnote1"><sup><small>1</small></sup></a> timesharing system. This paper describes how to play rogue, and gives a few hints for those who might otherwise get lost in the Dungeons of Doom. </blockquote> <h2>1. Introduction</h2> <p>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. <p>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. <p>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. <h2>2. What is going on here?</h2> <p>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. <p>Rogue differs from most computer fantasy games in that it is screen oriented. Commands are all one or two keystrokes<a href="#endnote2"><sup><small>2</small></sup></a> and the results of your commands are displayed graphically on the screen rather than being explained in words.<a href="#endnote3"><sup><small>3</small></sup></a> <p>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. <h2>3. What do all those things on the screen mean?</h2> <p>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 "You can see ..." descriptions of standard fantasy games. Figure 1 is a sample of what a rogue screen might look like. <center> <pre><samp> ------------ |..........+ |..@....]..| |....B.....| |..........| -----+------ Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0 Figure 1 </samp></pre> </center> <h3>3.1 The bottom line</h3> <p>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: <p> <table> <tr valign=top> <td><samp>Level </samp> <td>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. <tr valign=top> <td><samp>Gold</samp> <td>The number of gold pieces you have managed to find and keep with you so far. <tr valign=top> <td><samp>Hp</samp> <td>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. <tr valign=top> <td><samp>Str</samp> <td>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. <tr valign=top> <td><samp>Arm</samp> <td>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. <tr valign=top> <td><samp>Exp</samp> <td>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. </table> <h3>3.2 The top line</h3> <p>The top line of the screen is reserved for printing messages that describe things that are impossible to represent visually. If you see a "<samp>--More--</samp>" 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. <h3>3.3 The rest of the screen</h3> <p>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: <p> <table> <tr valign=top> <td><samp>@</samp> <td>This symbol represents you, the adventurer. <tr valign=top> <td><samp>-|</samp> <td>These symbols represent the walls of rooms. <tr valign=top> <td><samp>+</samp> <td>A door to/from a room. <tr valign=top> <td><samp>.</samp> <td>The floor of a room. <tr valign=top> <td><samp>#</samp> <td>The floor of a passage between rooms. <tr valign=top> <td><samp>*</samp> <td>A pile or pot of gold. <tr valign=top> <td><samp>)</samp> <td>A weapon of some sort. <tr valign=top> <td><samp>]</samp> <td>A piece of armor. <tr valign=top> <td><samp>!</samp> <td>A flask containing a magic potion. <tr valign=top> <td><samp>?</samp> <td>A piece of paper, usually a magic scroll. <tr valign=top> <td><samp>=</samp> <td>A ring with magic properties <tr valign=top> <td><samp>/</samp> <td>A magical staff or wand <tr valign=top> <td><samp>^</samp> <td>A trap, watch out for these. <tr valign=top> <td><samp>%</samp> <td>A staircase to other levels <tr valign=top> <td><samp>:</samp> <td>A piece of food. <tr valign=top> <td nowrap><samp>A-Z </samp> <td>The uppercase letters represent the various inhabitants of the Dungeons of Doom. Watch out, they can be nasty and vicious. </table> <h2>4. Commands</h2> <p>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 '<kbd>10s</kbd>' will do ten searches). Commands for which counts make no sense have the count ignored. To cancel a count or a prefix, type <kbd><ESC></kbd>. The list of commands is rather long, but it can be read at any time during the game with the '<kbd>?</kbd>' command. Here it is for reference, with a short explanation of each command. <p> <table> <tr valign=top> <td><kbd>?</kbd> <td>The help command. Asks for a character to give help on. If you type a '<kbd>*</kbd>', it will list all the commands, otherwise it will explain what the character you typed does. <tr valign=top> <td><kbd>/</kbd> <td>This is the "What is that on the screen?" command. A '<kbd>/</kbd>' followed by any character that you see on the level, will tell you what that character is. For instance, typing '<kbd>/@</kbd>' will tell you that the '<samp>@</samp>' symbol represents you, the player. <tr valign=top> <td><kbd>h<br>H<br>^H</kbd> <td>Move left. You move one space to the left. If you use upper case '<kbd>H</kbd>', you will continue to move left until you run into something. This works for all movement commands (e.g. '<kbd>L</kbd>' means run in direction '<kbd>l</kbd>'). If you use the '<kbd><CTRL>-h</kbd>', 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. <tr valign=top> <td><kbd>j</kbd> <td>Move down. <tr valign=top> <td><kbd>k</kbd> <td>Move up. <tr valign=top> <td><kbd>l</kbd> <td>Move right. <tr valign=top> <td><kbd>y</kbd> <td>Move diagonally up and left. <tr valign=top> <td><kbd>u</kbd> <td>Move diagonally up and right. <tr valign=top> <td><kbd>b</kbd> <td>Move diagonally down and left. <tr valign=top> <td><kbd>n</kbd> <td>Move diagonally down and right. <tr valign=top> <td><kbd>t</kbd> <td>Throw an object. This is a prefix command. When followed with a direction it throws an object in the specified direction. (e.g. type '<kbd>th</kbd>' to throw something to the left.) <tr valign=top> <td><kbd>f</kbd> <td>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. <tr valign=top> <td><a name="move"><kbd>m</kbd></a> <td>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. <tr valign=top> <td><kbd>z</kbd> <td>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. <tr valign=top> <td><kbd>^</kbd> <td>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 '<kbd>^</kbd>' followed by the direction that would move you on top of it. <tr valign=top> <td><kbd>s</kbd> <td>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. <tr valign=top> <td><kbd>></kbd> <td>Climb down a staircase to the next level. Not surprisingly, this can only be done if you are standing on staircase. <tr valign=top> <td><kbd><</kbd> <td>Climb up a staircase to the level above. This can't be done without the Amulet of Yendor in your possession. <tr valign=top> <td><kbd>.</kbd> <td>Rest. This is the "do nothing" command. This is good for waiting and healing. <tr valign=top> <td><kbd>,</kbd> <td>Pick up something. This picks up whatever you are currently standing on, if you are standing on anything at all. <tr valign=top> <td><kbd>i</kbd> <td>Inventory. List what you are carrying in your pack. <tr valign=top> <td><kbd>I</kbd> <td>Selective inventory. Tells you what a single item in your pack is. <tr valign=top> <td><kbd>q</kbd> <td>Quaff one of the potions you are carrying. <tr valign=top> <td><kbd>r</kbd> <td>Read one of the scrolls in your pack. <tr valign=top> <td><kbd>e</kbd> <td>Eat food from your pack. <tr valign=top> <td><kbd>w</kbd> <td>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). <tr valign=top> <td><kbd>W</kbd> <td>Wear armor. You can only wear one suit of armor at a time. This takes extra time. <tr valign=top> <td><kbd>T</kbd> <td>Take armor off. You can't remove armor that is cursed. This takes extra time. <tr valign=top> <td><kbd>P</kbd> <td>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. <tr valign=top> <td><kbd>R</kbd> <td>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. <tr valign=top> <td><kbd>d</kbd> <td>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. <tr valign=top> <td><a name="call"><kbd>c</kbd></a> <td>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. <!-- after you pick it up, or when you want to remember which of those swords in your pack you were wielding. --> <!-- D Print out which things you've discovered something about. This command will ask you what type of thing you are interested in. If you type the character for a given type of object (e.g. '<kbd>!</kbd>' for potion) it will tell you which kinds of that type of object you've discovered (i.e., figured out what they are). This command works for potions, scrolls, rings, and staves and wands. --> <tr valign=top> <td><kbd>o</kbd> <td>Examine and set options. This command is further explained in the <a href="#options">section on options</a>. <tr valign=top> <td><kbd>^R</kbd> <td>Redraws the screen. Useful if spurious messages or transmission errors have messed up the display. <tr valign=top> <td><kbd>^P</kbd> <td>Print last message. Useful when a message disappears before you can read it. Consecutive repetitions of this command will reveal the last five messages. <tr valign=top> <td><kbd><ESC> </kbd> <td>Cancel a command, prefix, or count. <tr valign=top> <td><kbd>!</kbd> <td>Escape to a shell for some commands. <tr valign=top> <td><kbd>Q</kbd> <td>Quit. Leave the game. <tr valign=top> <td><kbd>S</kbd> <td>Save the current game in a file. It will ask you whether you wish to use the default save file. <i>Caveat</i>: 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 <blockquote> <samp>%</samp> <kbd>rogue <i>save_file</i></kbd> </blockquote> <!-- <p>To restart from the default save file (see below), run % rogue -r --> <p><tr valign=top> <td><kbd>v</kbd> <td>Prints the program version number. <tr valign=top> <td><kbd>)</kbd> <td>Print the weapon you are currently wielding <tr valign=top> <td><kbd>]</kbd> <td>Print the armor you are currently wearing <tr valign=top> <td><kbd>=</kbd> <td>Print the rings you are currently wearing <!-- @ Reprint the status line on the message line --> </table> <h2>5. Rooms</h2> <p>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. <!-- Rooms in the dungeons are either lit or dark. If you walk into a lit room, the entire room will be drawn on the screen as soon as you enter. If you walk into a dark room, it will only be displayed as you explore it. Upon leaving a room, all monsters inside the room are erased from the screen. In the darkness you can only see one space in all directions around you. A corridor is always dark. --> <h2>6. Fighting</h2> <p>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. <h2>7. Objects you can find</h2> <p>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 '<kbd>m</kbd>' prefix, <a href="#move">see above</a>). 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. <p>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 <kbd><ESC></kbd> and the command will be aborted. <p>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. <p>When you use one of these labeled objects, its effect may be obvious. Potions or scrolls will become identified at this point, but not other items. If you want to call these other items something so you will recognize it later, you can use the "call" command (<a href="#call">see above</a>). <!-- When you use one of these labeled objects, if its effect is obvious, rogue will remember what it is for you. If it's effect isn't extremely obvious you will be asked what you want to scribble on it so you will recognize it later, or you can use the "call" command (see above). --> <h3>7.1 Weapons</h3> <p>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 '<kbd>w</kbd>' (wield) and '<kbd>t</kbd>' (throw). <h3>7.2 Armor</h3> <p>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: <p> <center> <table border=1 cellspacing=0> <tr> <th>Type <th>Protection <tr> <td>None <td align=center>0 <tr> <td>Leather armor <td align=center>2 <tr> <td>Studded leather / Ring mail <td align=center>3 <tr> <td>Scale mail <td align=center>4 <tr> <td>Chain mail <td align=center>5 <tr> <td>Banded mail / Splint mail <td align=center>6 <tr> <td>Plate mail <td align=center>7 </table> </center> <p>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. <p>The commands to use weapons are '<kbd>W</kbd>' (wear) and '<kbd>T</kbd>' (take off). <h3>7.3 Scrolls</h3> <p>Scrolls come with titles in an unknown tongue.<a href="#endnote4"><sup><small>4</small></sup></a> After you read a scroll, it disappears from your pack. The command to use a scroll is '<kbd>r</kbd>' (read). <h3>7.4 Potions</h3> <p>Potions are labeled by the color of the liquid inside the flask. They disappear after being quaffed. The command to use a potion is '<kbd>q</kbd>' (quaff). <h3>7.5 Staves and Wands</h3> <p>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. <p>The command to use a wand or staff is '<kbd>z</kbd>' (zap) <h3>7.6 Rings</h3> <p>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 '<kbd>P</kbd>' (put on) and '<kbd>R</kbd>' (remove). <h3>7.7 Food</h3> <p>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 '<kbd>e</kbd>' (eat). <h2><a name="options">8. Options</a></h2> <p>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. <h3>8.1 Setting the options</h3> <p>There are two ways to set the options. The first is with the '<kbd>o</kbd>' command of rogue; the second is with the ROGUEOPTS environment variable.<a href="#endnote5"><sup><small>5</small></sup></a> <h4>8.1.1 Using the '<kbd>o</kbd>' command</h4> <p>When you type '<kbd>o</kbd>' 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 an <kbd><ENTER></kbd> which means to go to the next option, a '<kbd>-</kbd>' which means to go to the previous option, an <kbd><ESC></kbd> which means to return to the game, or you can give the option a value. For boolean options this merely involves typing '<kbd>t</kbd>' for true or '<kbd>f</kbd>' for false. For string options, type the new value followed by an <kbd><ENTER></kbd>. <h4>8.1.2 Using the ROGUEOPTS variable</h4> <p>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 "no" in front of the name. Thus to set up an environment variable so that <i>jump</i> is on, <i>passgo</i> <!-- terse --> is off, and the <i>name</i> is set to "Blue Meanie", use the command <blockquote> <samp>%</samp> <kbd>setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"</kbd><a href="#endnote6"><sup><small>6</small></sup></a> <!-- % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie" --> </blockquote> <h3>8.2 Option list</h3> <p>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. <p> <table> <!-- <i>terse</i> [ <i>noterse</i> ] Useful for those who are tired of the sometimes lengthy messages of rogue. This is a useful option for playing on slow terminals, so this option defaults to <i>terse</i> if you are on a slow (1200 baud or under) terminal. --> <tr valign=top> <td><i>jump</i><td>[ <i>nojump</i> ]<br> 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</i> if you are using a slow terminal. <!-- <i>flush</i> [ <i>noflush</i> ] All typeahead is thrown away after each round of battle. This is useful for those who type far ahead and then watch in dismay as a Bat kills them. --> <!-- <i>seefloor</i> [ <i>seefloor</i> ] Display the floor around you on the screen as you move through dark rooms. Due to the amount of characters generated, this option defaults to <i>noseefloor</i> if you are using a slow terminal. --> <tr valign=top> <td><i>passgo</i> <td>[ <i>nopassgo</i> ]<br> 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 <i>nopassgo</i>. <tr valign=top> <td><i>skull</i><td>[ <i>skull</i> ]<br> 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. <!-- <i>tombstone</i> [ <i>tombstone</i> ] Print out the tombstone at the end if you get killed. This is nice but slow, so you can turn it off if you like. --> <!-- <i>inven</i> [ <i>overwrite</i> ] Inventory type. This can have one of three values: <i>overwrite</i>, <i>slow</i>, or <i>clear</i>. With <i>overwrite</i> the top lines of the map are overwritten with the list when inventory is requested or when "Which item do you wish to ...?" questions are answered with a '<kbd>*</kbd>'. However, if the list is longer than a screenful, the screen is cleared. With <i>slow</i>, lists are displayed one item at a time on the top of the screen, and with <i>clear</i>, the screen is cleared, the list is displayed, and then the dungeon level is re-displayed. Due to speed considerations, <i>clear</i> is the default for terminals without clear-to-end-of-line capabilities. --> <tr valign=top> <td><i>name</i><td>[ account name ]<br> This is the name of your character. It is used if you get on the top ten scorer's list. <tr valign=top> <td><i>fruit</i><td>[ slime-mold ]<br> 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. <tr valign=top> <td><i>file</i><td>[~/rogue.save ]<br> 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 '~' which expands to be your home directory. </table> <h2>9. Scoring</h2> <p>Rogue maintains a list of the top scoring people or scores on your machine. <!-- Rogue usually maintains a list of the top scoring people or scores on your machine. Depending on how it is set up, it can post either the top scores or the top players. In the latter case, each account on the machine can post only one non-winning score on this list. --> 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. <!-- How many scores are kept can also be set up by whoever installs it on your machine. --> <p>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.<a href="#endnote7"><sup><small>7</small></sup></a> 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. <p>If you just want to see what the current top players/games list is, you can type <blockquote> <samp>%</samp> <kbd>rogue -s</kbd> </blockquote> <h2>10. Acknowledgements</h2> <p>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. <p>The public domain version of rogue now distributed with Berkeley UNIX was written by Timothy Stoehr. <p><hr> <h2>Notes</h2> <p><a name="endnote1">1.</a> UNIX is a trademark of Bell Laboratories. <p><a name="endnote2">2.</a> As opposed to pseudo English sentences. <p><a name="endnote3">3.</a> 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. <p><a name="endnote4">4.</a> Actually, it's a dialect spoken only by the twenty-seven members of a tribe in Outer Mongolia, but you're not supposed to know that. <p><a name="endnote5">5.</a> On Version 6 systems, there is no equivalent of the ROGUEOPTS feature. <p><a name="endnote6">6.</a> For those of you who use the Bourne shell, the commands would be <blockquote> <samp>$</samp> <kbd>ROGUEOPTS="jump,nopassgo,name=Blue Meanie"</kbd><br> <!-- $ ROGUEOPTS="jump,noterse,name=Blue Meanie" --> <samp>$</samp> <kbd>export ROGUEOPTS</kbd> </blockquote> <p><a name="endnote7">7.</a> The Dungeon's wizard is named Wally the Wonder Badger. Invocations should be accompanied by a sizable donation. </body> </html> --- NEW FILE: rogue.html --- <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <html> <!-- Copyright (c) 1988, 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. --> <head> <title>rogue (6)</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> </head> <body> <h2>NAME</h2> <blockquote> rogue - Exploring The Dungeons of Doom </blockquote> <h2>SYNOPSIS</h2> <blockquote> <kbd>/usr/games/rogue</kbd> [ <kbd>-r</kbd> ] [ <kbd><i>save_file</i></kbd> ] [<kbd>-s</kbd> ] [ <kbd>-d</kbd> ] </blockquote> <h2>DESCRIPTION</h2> <blockquote> <p><i>Rogue</i> is a computer fantasy game with a new twist. It is CRT oriented and the object of the game is to survive the attacks of various monsters and get a lot of gold, rather than the puzzle solving orientation of most computer fantasy games. <p>To get started you really only need to know two commands. The command '<kbd>?</kbd>' will give you a list of the available commands and the command '<kbd>/</kbd>' will identify the things you see on the screen. <p>To win the game (as opposed to merely playing to beat other people's high scores) you must locate the Amulet of Yendor which is somewhere below the 20th level of the dungeon and get it out. Nobody has achieved this yet and if somebody does, they will probably go down in history as a hero among heroes. <p>When the game ends, either by your death, when you quit, or if you (by some miracle) manage to win, <i>rogue</i> will give you a list of the top-ten scorers. The scoring is based entirely upon how much gold you get. There is a 10% penalty for getting yourself killed. <p>If <kbd><i>save_file</i></kbd> is specified, <i>rogue</i> will be restored from the specified saved game file. If the <kbd>-r</kbd> option is used, the saved game file is presumed to be the default. <p>The <kbd>-s</kbd> option will print out the list of scores. <p>The <kbd>-d</kbd> option will kill you and try to add you to the score file. <p>For more detailed directions, read the document <i>A Guide to the Dungeons of Doom.</i> </blockquote> <h2>AUTHORS</h2> <blockquote> <p>Timothy Stoehr, Michael C. Toy, Kenneth C. R. C. Arnold, Glenn Wichman </blockquote> <h2>FILES</h2> <blockquote> <table> <tr> <td>/usr/games/lib/rogue_roll <td>Score file <tr> <td>~/rogue.save <td>Default save file </table> </blockquote> <h2>SEE ALSO</h2> <blockquote> <p>Michael C. Toy and Kenneth C. R. C. Arnold, <i>A Guide to the Dungeons of Doom</i> </blockquote> <h2>BUGS</h2> <blockquote> <p>Probably infinite, although none are known. However, that Ice Monsters sometimes transfix you permanently is <i>not</i> a bug. It's a feature. </blockquote> </body> </html> --- clone.6 DELETED --- --- rogue.6 DELETED --- --- rogue.me DELETED --- |
From: <mle...@us...> - 2003-06-28 16:10:18
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Update of /cvsroot/rogueclone/rogue/src In directory sc8-pr-cvs1:/tmp/cvs-serv11552/src Modified Files: curses.c machdep.c room.c save.c score.c zap.c Log Message: Now compiles under Open Watcom 1.0 as well as DJGPP Removed sys\rogue.lnk, now Watcom generates it on the fly Added sys\setup.bat to copy makefile to top directory Added .cvsignore to top directory Got rid of a few unreferenced variables Index: curses.c =================================================================== RCS file: /cvsroot/rogueclone/rogue/src/curses.c,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** curses.c 28 Jun 2003 02:22:06 -0000 1.2 --- curses.c 28 Jun 2003 15:38:52 -0000 1.3 *************** *** 70,83 **** */ - - #include <dpmi.h> #include <stdio.h> #include "rogue.h" - /* ============== COMPILER-SPECIFIC CONSTANTS AND TYPEDEFS =============== */ ! /* --- For compiling under Watcom C, what the code was written for --- */ #ifdef __WATCOMC__ --- 70,80 ---- */ #include <stdio.h> #include "rogue.h" /* ============== COMPILER-SPECIFIC CONSTANTS AND TYPEDEFS =============== */ ! /* --- For compiling under Open Watcom --- */ #ifdef __WATCOMC__ *************** *** 113,117 **** /* --- Else you're on your own --- */ #else ! #error Sorry, curses.c compiles under Watcom or djgpp #endif --- 110,114 ---- /* --- Else you're on your own --- */ #else ! #error Sorry, curses.c compiles under Open Watcom or djgpp #endif *************** *** 157,161 **** static clear_buffers(); static cls(); ! static put_char_at(register int row, register int col, char ch); static put_color_char_at(register int row, register int col, COLORBUF cb); static put_cursor(register int row, register int col); --- 154,158 ---- static clear_buffers(); static cls(); ! /* static put_char_at(register int row, register int col, char ch); */ static put_color_char_at(register int row, register int col, COLORBUF cb); static put_cursor(register int row, register int col); *************** *** 443,446 **** --- 440,444 ---- */ + void draw_box(color_char cset[6], int ulrow, int ulcol, int height, int width) { *************** *** 457,461 **** || bottomrow < 0 || bottomrow >= DROWS || rightcol < 0 || rightcol >= DCOLS) ! return 0; /* draw the walls */ --- 455,459 ---- || bottomrow < 0 || bottomrow >= DROWS || rightcol < 0 || rightcol >= DCOLS) ! return; /* draw the walls */ *************** *** 569,576 **** --- 567,577 ---- * (put_color_char_at) */ + + #if 0 static put_char_at(register int row, register int col, char ch) { put_color_char_at(row, col, (COLORBUF) MAKE_COLOR_CHAR(WHITE, BLACK, ch)); } + #endif static put_color_char_at(register int row, register int col, COLORBUF cb) Index: machdep.c =================================================================== RCS file: /cvsroot/rogueclone/rogue/src/machdep.c,v retrieving revision 1.1.1.1 retrieving revision 1.2 diff -C2 -d -r1.1.1.1 -r1.2 *** machdep.c 18 Jun 2003 18:22:22 -0000 1.1.1.1 --- machdep.c 28 Jun 2003 15:38:52 -0000 1.2 *************** *** 53,63 **** * * MSDOS all MSDOS systems ! * __WATCOMC__ Watcom C * __BORLANDC__ Borland C * _MSC_VER Microsoft C * __DJGPP__ djgpp version 2 and above * __SC__ Symantec C - * - * Note: Watcom C version 7.0 is the only compiler that has been tested. * * All DOS code should be included between the single "#ifdef MSDOS" at the --- 53,61 ---- * * MSDOS all MSDOS systems ! * __WATCOMC__ Open Watcom * __BORLANDC__ Borland C * _MSC_VER Microsoft C * __DJGPP__ djgpp version 2 and above * __SC__ Symantec C * * All DOS code should be included between the single "#ifdef MSDOS" at the Index: room.c =================================================================== RCS file: /cvsroot/rogueclone/rogue/src/room.c,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** room.c 28 Jun 2003 02:22:06 -0000 1.2 --- room.c 28 Jun 2003 15:38:52 -0000 1.3 *************** *** 900,906 **** gr_obj_index() { - struct _screenchars *sc; - color_char cc; - /* initialize groc array and check for failing case */ if (dc_len < 0) { --- 900,903 ---- Index: save.c =================================================================== RCS file: /cvsroot/rogueclone/rogue/src/save.c,v retrieving revision 1.1.1.1 retrieving revision 1.2 diff -C2 -d -r1.1.1.1 -r1.2 *** save.c 18 Jun 2003 18:22:12 -0000 1.1.1.1 --- save.c 28 Jun 2003 15:38:52 -0000 1.2 *************** *** 52,55 **** --- 52,58 ---- #include "rogue.h" + void r_read(FILE *fp, char *buf, int n); + void r_write(FILE *fp, char *buf, int n); + short write_failed = 0; char *save_file = (char *) 0; *************** *** 363,366 **** --- 366,370 ---- } + void r_read(fp, buf, n) FILE *fp; *************** *** 373,376 **** --- 377,381 ---- } + void r_write(fp, buf, n) FILE *fp; Index: score.c =================================================================== RCS file: /cvsroot/rogueclone/rogue/src/score.c,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** score.c 28 Jun 2003 02:22:06 -0000 1.2 --- score.c 28 Jun 2003 15:38:52 -0000 1.3 *************** *** 68,72 **** char gold[128]; color_char boxchars[6]; - byte color; md_ignore_signals(); --- 68,71 ---- Index: zap.c =================================================================== RCS file: /cvsroot/rogueclone/rogue/src/zap.c,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** zap.c 28 Jun 2003 02:22:06 -0000 1.2 --- zap.c 28 Jun 2003 15:38:52 -0000 1.3 *************** *** 278,282 **** */ static void clear_wand_effect(short orow, short ocol, short row, short col, short dir) { ! short ch; message("", 0); /* causes a --more-- message */ --- 278,282 ---- */ static void clear_wand_effect(short orow, short ocol, short row, short col, short dir) { ! // short ch; message("", 0); /* causes a --more-- message */ *************** *** 339,343 **** char buf[DCOLS]; const char *s; ! short ch, damage; color_char cch; byte bolt_color; --- 339,343 ---- char buf[DCOLS]; const char *s; ! short damage; color_char cch; byte bolt_color; |
From: <mle...@us...> - 2003-06-28 15:38:55
|
Update of /cvsroot/rogueclone/rogue/sys In directory sc8-pr-cvs1:/tmp/cvs-serv11552/sys Modified Files: makefile.gcc makefile.wcc Added Files: setup.bat Removed Files: rogue.lnk Log Message: Now compiles under Open Watcom 1.0 as well as DJGPP Removed sys\rogue.lnk, now Watcom generates it on the fly Added sys\setup.bat to copy makefile to top directory Added .cvsignore to top directory Got rid of a few unreferenced variables --- NEW FILE: setup.bat --- @echo off rem batch file to prepare rogue clone for compilation under DOS rem invoke from sys subdirectory, ex: setup wcc rem todo: add support for Borland C, Digital Mars, Pacific C, Microsoft C if exist setup.bat goto compiler echo Error: setup must be run from the sys directory goto end :compiler if "%1"=="wcc" goto WATCOM if "%1"=="gcc" goto DJGPP echo Usage: setup compiler echo supported compilers: echo wcc - Open Watcom echo gcc - DJGPP goto end :WATCOM echo Setting up for Open Watcom... set makefile=makefile.wcc goto common :DJGPP echo Setting up for DJGPP... set makefile=makefile.gcc goto common :common echo Copying Makefile... copy %makefile% ..\Makefile echo Creating directories... md ..\o md ..\exe echo Done :end Index: makefile.gcc =================================================================== RCS file: /cvsroot/rogueclone/rogue/sys/makefile.gcc,v retrieving revision 1.1 retrieving revision 1.2 diff -C2 -d -r1.1 -r1.2 *** makefile.gcc 28 Jun 2003 02:22:06 -0000 1.1 --- makefile.gcc 28 Jun 2003 15:38:52 -0000 1.2 *************** *** 3,7 **** OBJ = o EXE = exe ! SRC = . OBJECTS = $(OBJ)/curses.o $(OBJ)/hit.o $(OBJ)/init.o $(OBJ)/invent.o \ --- 3,7 ---- OBJ = o EXE = exe ! SRC = src OBJECTS = $(OBJ)/curses.o $(OBJ)/hit.o $(OBJ)/init.o $(OBJ)/invent.o \ *************** *** 92,93 **** --- 92,100 ---- #$(OBJ)/%.o : $(SRC)/%.c # gcc -c $< -o $@ + + ###################### + + .PHONY: clean + + clean: + @rm -f $(OBJECTS) Index: makefile.wcc =================================================================== RCS file: /cvsroot/rogueclone/rogue/sys/makefile.wcc,v retrieving revision 1.1.1.1 retrieving revision 1.2 diff -C2 -d -r1.1.1.1 -r1.2 *** makefile.wcc 18 Jun 2003 18:22:04 -0000 1.1.1.1 --- makefile.wcc 28 Jun 2003 15:38:52 -0000 1.2 *************** *** 1,106 **** ! object_files = curses.obj hit.obj init.obj invent.obj level.obj machdep.obj & ! main.obj message.obj monster.obj move.obj object.obj pack.obj play.obj & ! random.obj ring.obj room.obj save.obj score.obj spec_hit.obj throw.obj & ! trap.obj use.obj zap.obj ! # eventually want to compile with /oaxt /w3 ! wcc_options = /zq /w2 wlink_options = ! rogue : rogue.exe .SYMBOLIC @%null ! rogue.exe : $(object_files) rogue.lnk ! wlink $(wlink_options) @$^* ! # explicit rules for non-ansi source files ! .ERASE ! curses.obj : curses.c rogue.h ! wcc $[*.c $(wcc_options) # implicit rule for ansi source files .ERASE ! .c.obj: ! wcc $[*.c $(wcc_options) /za ! hit.obj : hit.c rogue.h ! init.obj : init.c rogue.h paths.h ! invent.obj : invent.c rogue.h ! level.obj : level.c rogue.h ! machdep.obj : machdep.c rogue.h paths.h version.h ! main.obj : main.c rogue.h ! message.obj : message.c rogue.h paths.h ! monster.obj : monster.c rogue.h ! move.obj : move.c rogue.h ! object.obj : object.c rogue.h paths.h ! pack.obj : pack.c rogue.h ! play.obj : play.c rogue.h version.h ! random.obj : random.c ! ring.obj : ring.c rogue.h ! room.obj : room.c rogue.h ! save.obj : save.c rogue.h ! score.obj : score.c rogue.h paths.h ! spec_hit.obj : spec_hit.c rogue.h ! throw.obj : throw.c rogue.h ! trap.obj : trap.c rogue.h ! use.obj : use.c rogue.h ! zap.obj : zap.c rogue.h - spotless : clean .SYMBOLIC - @if exist rogue.exe del rogue.exe - @if exist rogue.sco del rogue.sco - @if exist rogue.sav del rogue.sav - @if exist screen.txt del screen.txt ! clean : oclean eclean .SYMBOLIC ! @if exist rogue.map del rogue.map ! oclean : .SYMBOLIC ! @if exist curses.obj del curses.obj ! @if exist hit.obj del hit.obj ! @if exist init.obj del init.obj ! @if exist invent.obj del invent.obj ! @if exist level.obj del level.obj ! @if exist machdep.obj del machdep.obj ! @if exist main.obj del main.obj ! @if exist message.obj del message.obj ! @if exist monster.obj del monster.obj ! @if exist move.obj del move.obj ! @if exist object.obj del object.obj ! @if exist pack.obj del pack.obj ! @if exist play.obj del play.obj ! @if exist random.obj del random.obj ! @if exist ring.obj del ring.obj ! @if exist room.obj del room.obj ! @if exist save.obj del save.obj ! @if exist score.obj del score.obj ! @if exist spec_hit.obj del spec_hit.obj ! @if exist throw.obj del throw.obj ! @if exist trap.obj del trap.obj ! @if exist use.obj del use.obj ! @if exist zap.obj del zap.obj ! eclean : .SYMBOLIC ! @if exist curses.err del curses.err ! @if exist hit.err del hit.err ! @if exist init.err del init.err ! @if exist invent.err del invent.err ! @if exist level.err del level.err ! @if exist machdep.err del machdep.err ! @if exist main.err del main.err ! @if exist message.err del message.err ! @if exist monster.err del monster.err ! @if exist move.err del move.err ! @if exist object.err del object.err ! @if exist pack.err del pack.err ! @if exist play.err del play.err ! @if exist random.err del random.err ! @if exist ring.err del ring.err ! @if exist room.err del room.err ! @if exist save.err del save.err ! @if exist score.err del score.err ! @if exist spec_hit.err del spec_hit.err ! @if exist throw.err del throw.err ! @if exist trap.err del trap.err ! @if exist use.err del use.err ! @if exist zap.err del zap.err --- 1,66 ---- ! # rogue clone makefile for Open Watcom Make ! SRC = src ! H = src ! OBJ = o ! EXE = exe ! ! GAME = rogue ! STACK = 4096 ! ! # eventually want to compile with -wx ! wcc_options = -bt=dos -mm -zq -w2 -fr -fo=$(OBJ)\ wlink_options = ! object_files = $(OBJ)\curses.obj $(OBJ)\hit.obj $(OBJ)\init.obj & ! $(OBJ)\invent.obj $(OBJ)\level.obj $(OBJ)\machdep.obj $(OBJ)\main.obj & ! $(OBJ)\message.obj $(OBJ)\monster.obj $(OBJ)\move.obj $(OBJ)\object.obj & ! $(OBJ)\pack.obj $(OBJ)\play.obj $(OBJ)\random.obj $(OBJ)\ring.obj & ! $(OBJ)\room.obj $(OBJ)\save.obj $(OBJ)\score.obj $(OBJ)\spec_hit.obj & ! $(OBJ)\throw.obj $(OBJ)\trap.obj $(OBJ)\use.obj $(OBJ)\zap.obj ! ! ! ############################################################################### ! # rules ! ! $(GAME) : $(EXE)\$(GAME).exe .SYMBOLIC @%null ! $(EXE)\$(GAME).exe : $(object_files) $(GAME).lnk ! wlink $(wlink_options) @$]* ! $(GAME).lnk : Makefile ! @echo creating $^. ! @%create $^@ ! @%append $^@ name $(EXE)\$^& ! @%append $^@ system dos ! @%append $^@ option stack=$(STACK) ! @for %i in ($(object_files)) do @%append $^@ file %i ! ! # paths to files ! .c : $(SRC) # implicit rule for ansi source files .ERASE ! .c.obj: .AUTODEPEND ! wcc $(SRC)\$^&.c $(wcc_options) /za ! # explicit rule(s) for non-ansi source file(s) ! .ERASE ! $(OBJ)\curses.obj : .AUTODEPEND ! wcc $(SRC)\$^&.c $(wcc_options) ! ############################################################################### ! # housekeeping ! spotless : clean .SYMBOLIC ! @if exist $(EXE)\$(GAME).exe del $(EXE)\$(GAME).exe ! @if exist $(EXE)\rogue.sco del $(EXE)\rogue.sco ! @if exist $(EXE)\rogue.sav del $(EXE)\rogue.sav ! @if exist $(EXE)\screen.txt del $(EXE)\screen.txt ! clean : .SYMBOLIC ! @for %i in ($(object_files)) do @if exist %i del %i ! @if exist $(GAME).lnk del $(GAME).lnk ! @if exist $(GAME).map del $(GAME).map --- rogue.lnk DELETED --- |
From: <mle...@us...> - 2003-06-28 15:38:55
|
Update of /cvsroot/rogueclone/rogue In directory sc8-pr-cvs1:/tmp/cvs-serv11552 Added Files: .cvsignore Log Message: Now compiles under Open Watcom 1.0 as well as DJGPP Removed sys\rogue.lnk, now Watcom generates it on the fly Added sys\setup.bat to copy makefile to top directory Added .cvsignore to top directory Got rid of a few unreferenced variables --- NEW FILE: .cvsignore --- o exe Makefile rogue.lnk rogue.map |
From: <str...@us...> - 2003-06-28 02:22:20
|
Update of /cvsroot/rogueclone/rogue/sys In directory sc8-pr-cvs1:/tmp/cvs-serv460/sys Added Files: makefile.gcc Log Message: added DOS color graphics. adapted to compile under gcc (and hopefully still under wcc). many more CLI and environment options. dragons now have decent aim when they breathe. :-) fixed bugs in object naming, rings of slow digestion, save screen, etc. --- NEW FILE: makefile.gcc --- # RogueClone makefile for GNU Make OBJ = o EXE = exe SRC = . OBJECTS = $(OBJ)/curses.o $(OBJ)/hit.o $(OBJ)/init.o $(OBJ)/invent.o \ $(OBJ)/level.o $(OBJ)/machdep.o $(OBJ)/main.o $(OBJ)/message.o \ $(OBJ)/monster.o $(OBJ)/move.o $(OBJ)/object.o $(OBJ)/pack.o \ $(OBJ)/play.o $(OBJ)/random.o $(OBJ)/ring.o $(OBJ)/room.o \ $(OBJ)/save.o $(OBJ)/score.o $(OBJ)/spec_hit.o $(OBJ)/throw.o \ $(OBJ)/trap.o $(OBJ)/use.o $(OBJ)/zap.o GAME = $(EXE)/rogue.exe ###################### $(GAME) : $(OBJECTS) gcc $(OBJECTS) -o $(GAME) $(OBJ)/curses.o : $(SRC)/curses.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/hit.o : $(SRC)/hit.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/init.o : $(SRC)/init.c $(SRC)/rogue.h $(SRC)/paths.h gcc -c $< -o $@ $(OBJ)/invent.o : $(SRC)/invent.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/level.o : $(SRC)/level.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/machdep.o : $(SRC)/machdep.c $(SRC)/rogue.h $(SRC)/paths.h $(SRC)/version.h gcc -c $< -o $@ $(OBJ)/main.o : $(SRC)/main.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/message.o : $(SRC)/message.c $(SRC)/rogue.h $(SRC)/paths.h gcc -c $< -o $@ $(OBJ)/monster.o : $(SRC)/monster.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/move.o : $(SRC)/move.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/object.o : $(SRC)/object.c $(SRC)/rogue.h $(SRC)/paths.h gcc -c $< -o $@ $(OBJ)/pack.o : $(SRC)/pack.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/play.o : $(SRC)/play.c $(SRC)/rogue.h $(SRC)/version.h gcc -c $< -o $@ $(OBJ)/random.o : $(SRC)/random.c gcc -c $< -o $@ $(OBJ)/ring.o : $(SRC)/ring.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/room.o : $(SRC)/room.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/save.o : $(SRC)/save.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/score.o : $(SRC)/score.c $(SRC)/rogue.h $(SRC)/paths.h gcc -c $< -o $@ $(OBJ)/spec_hit.o : $(SRC)/spec_hit.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/throw.o : $(SRC)/throw.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/trap.o : $(SRC)/trap.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/use.o : $(SRC)/use.c $(SRC)/rogue.h gcc -c $< -o $@ $(OBJ)/zap.o : $(SRC)/zap.c $(SRC)/rogue.h gcc -c $< -o $@ #$(OBJ)/%.o : $(SRC)/%.c # gcc -c $< -o $@ |
From: <mle...@us...> - 2003-06-23 18:16:02
|
Update of /cvsroot/rogueclone/docs In directory sc8-pr-cvs1:/tmp/cvs-serv6765 Modified Files: rogue.6 rogue.me Log Message: Documentation from rogue clone version III Index: rogue.6 =================================================================== RCS file: /cvsroot/rogueclone/docs/rogue.6,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** rogue.6 23 Jun 2003 18:11:12 -0000 1.2 --- rogue.6 23 Jun 2003 18:16:00 -0000 1.3 *************** *** 1,12 **** ! .\" Copyright (c) 1980 Regents of the University of California. ! .\" All rights reserved. The Berkeley software License Agreement ! .\" specifies the terms and conditions for redistribution. .\" ! .\" @(#)rogue.6 6.2 (Berkeley) 5/6/86 .\" ! .TH ROGUE 6 "May 6, 1986" .UC 4 .SH NAME ! rogue \- Exploring The Dungeons of Doom .SH SYNOPSIS .B /usr/games/rogue --- 1,39 ---- ! .\" Copyright (c) 1988, 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.6 8.1 (Berkeley) 5/31/93 ! .\" ! .TH ROGUE 6 "May 31, 1993" .UC 4 .SH NAME ! rogue \- exploring The Dungeons of Doom .SH SYNOPSIS .B /usr/games/rogue *************** *** 54,60 **** is specified, rogue will be restored from the specified saved game file. - If the - .B \-r - option is used, the save game file is presumed to be the default. .PP The --- 81,84 ---- *************** *** 62,72 **** option will print out the list of scores. .PP - The - .B \-d - option will kill you and try to add you to the score file. - .PP For more detailed directions, read the document .I "A Guide to the Dungeons of Doom." .SH AUTHORS Michael C. Toy, Kenneth C. R. C. Arnold, --- 86,93 ---- option will print out the list of scores. .PP For more detailed directions, read the document .I "A Guide to the Dungeons of Doom." .SH AUTHORS + Timothy Stoehr, Michael C. Toy, Kenneth C. R. C. Arnold, *************** *** 85,90 **** .SH BUGS .PP ! Probably infinite ! (although countably infinite). However, that Ice Monsters sometimes transfix you permanently is --- 106,110 ---- .SH BUGS .PP ! Probably infinite, although none are known. However, that Ice Monsters sometimes transfix you permanently is Index: rogue.me =================================================================== RCS file: /cvsroot/rogueclone/docs/rogue.me,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** rogue.me 23 Jun 2003 18:11:12 -0000 1.2 --- rogue.me 23 Jun 2003 18:16:00 -0000 1.3 *************** *** 1,7 **** ! .\" Copyright (c) 1980 Regents of the University of California. ! .\" All rights reserved. The Berkeley software License Agreement ! .\" specifies the terms and conditions for redistribution. .\" ! .\" @(#)rogue.me 6.2 (Berkeley) 4/28/86 .\" .ds E \s-2<ESCAPE>\s0 --- 1,34 ---- ! .\" 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 8.2 (Berkeley) 6/1/94 .\" .ds E \s-2<ESCAPE>\s0 *************** *** 48,53 **** \".he '''\fBA Guide to the Dungeons of Doom\fP' \" .fo ''- % -'' ! .eh 'USD:33-%''A Guide to the Dungeons of Doom' ! .oh 'A Guide to the Dungeons of Doom''USD:33-%' .sh 1 Introduction .pp --- 75,80 ---- \".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 *************** *** 168,173 **** .ip Str \w'Level\ \ 'u Your current strength and maximum ever strength. ! This can be any integer less than or equal to 31, ! or greater than or equal to three. The higher the number, the stronger you are. --- 195,200 ---- .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. *************** *** 414,430 **** This is usually used when you figure out what a potion, scroll, ring, or staff is ! after you pick it up, ! or when you want to remember ! which of those swords in your pack you were wielding. ! .ip D ! Print out which things you've discovered something about. ! This command will ask you what type of thing you are interested in. ! If you type the character for a given type of object ! (\fIe.g.\fP ! .Cs ! ! for potion) ! it will tell you which kinds of that type of object you've discovered ! (\fIi.e.\fP, figured out what they are). ! This command works for potions, scrolls, rings, and staves and wands. .ip o Examine and set options. --- 441,446 ---- 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. *************** *** 437,444 **** Print last message. Useful when a message disappears before you can read it. ! This only repeats the last message ! that was not a mistyped command ! so that you don't loose anything by accidentally typing ! the wrong character instead of ^P. .ip \*E Cancel a command, prefix, or count. --- 453,458 ---- 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. *************** *** 462,471 **** .nf % rogue \fIsave\*_file\fP - .ip - To restart from the default save file (see below), - run - .ti +1i - .nf - % rogue \-r .ip v Prints the program version number. --- 476,479 ---- *************** *** 476,494 **** .ip = Print the rings you are currently wearing - .ip @ - Reprint the status line on the message line .sh 1 Rooms .pp ! Rooms in the dungeons are either lit or dark. ! If you walk into a lit room, ! the entire room will be drawn on the screen as soon as you enter. ! If you walk into a dark room, ! it will only be displayed as you explore it. Upon leaving a room, ! all monsters inside the room ! are erased from the screen. ! In the darkness you can only see one space in all directions around you. - A corridor is always dark. .sh 1 Fighting .pp --- 484,494 ---- .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 *************** *** 528,537 **** .pp When you use one of these labeled objects, ! if its effect is obvious, ! rogue will remember what it is for you. ! If it's effect isn't extremely obvious ! you will be asked what you want to scribble on it so you will recognize it later, ! or you can use the .Cs call command --- 528,536 ---- .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 *************** *** 665,668 **** --- 664,668 ---- there are a set of options you can set that cause rogue to behave in various different ways. + .ne 1i .sh 2 "Setting the options" .pp *************** *** 716,720 **** .b jump is on, ! .b terse is off, and the --- 716,720 ---- .b jump is on, ! .b passgo is off, and the *************** *** 724,728 **** .nf .ti +3n ! % setenv ROGUEOPTS "jump,noterse,name=Blue Meanie"\** .fi .(f --- 724,728 ---- .nf .ti +3n ! % setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"\** .fi .(f *************** *** 731,735 **** .in +3 .nf ! $ ROGUEOPTS="jump,noterse,name=Blue Meanie" $ export ROGUEOPTS .fi --- 731,735 ---- .in +3 .nf ! $ ROGUEOPTS="jump,nopassgo,name=Blue Meanie" $ export ROGUEOPTS .fi *************** *** 742,753 **** The default value for each is enclosed in square brackets. For character string options, ! input over fifty characters will be ignored. ! .ip "\fBterse\fP [\fI\^noterse\^\fP]" ! Useful for those who are tired of the sometimes lengthy messages of rogue. ! This is a useful option for playing on slow terminals, ! so this option defaults to ! .i terse ! if you ! are on a slow (1200 baud or under) terminal. .ip "\fBjump\fP [\fI\^nojump\^\fP]" If this option is set, --- 742,746 ---- 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, *************** *** 758,772 **** .i jump if you are using a slow terminal. - .ip "\fBflush\fP [\fI\^noflush\^\fP]" - All typeahead is thrown away after each round of battle. - This is useful for those who type far ahead - and then watch in dismay as a Bat kills them. - .ip "\fBseefloor\fP [\fI\^seefloor\^\fP]" - Display the floor around you on the screen - as you move through dark rooms. - Due to the amount of characters generated, - this option defaults to - .i noseefloor - if you are using a slow terminal. .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]" Follow turnings in passageways. --- 751,754 ---- *************** *** 780,816 **** This algorithm can sometimes lead to slightly confusing occurrences which is why it defaults to \fInopassgo\fP. ! .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]" ! Print out the tombstone at the end if you get killed. This is nice but slow, so you can turn it off if you like. - .ip "\fBinven\fP [\fI\^overwrite\^\fP]" - Inventory type. - This can have one of three values: - .i overwrite , - .i slow , - or - .i clear . - With - .i overwrite - the top lines of the map are overwritten - with the list - when inventory is requested - or when - \*(lqWhich item do you wish to \fB. . .\fP? \*(rq questions - are answered with a - .Cs * . - However, if the list is longer than a screenful, - the screen is cleared. - With - .i slow , - lists are displayed one item at a time on the top of the screen, - and with - .i clear , - the screen is cleared, - the list is displayed, - and then the dungeon level is re-displayed. - Due to speed considerations, - .i clear - is the default for terminals without - clear-to-end-of-line capabilities. .ip "\fBname\fP [account name]" This is the name of your character. --- 762,768 ---- 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. *************** *** 828,845 **** .sh 1 Scoring .pp ! Rogue usually maintains a list of the top scoring people or scores on your machine. - Depending on how it is set up, - it can post either the top scores - or the top players. - In the latter case, - each account on the machine - can post only one non-winning score on this list. 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. - How many scores are kept - can also be set up by whoever installs it on your machine. .pp If you quit the game, you get out with all of your gold intact. --- 780,789 ---- .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. *************** *** 888,889 **** --- 832,836 ---- 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. |
From: <mle...@us...> - 2003-06-23 18:14:02
|
Update of /cvsroot/rogueclone/docs In directory sc8-pr-cvs1:/tmp/cvs-serv6391 Added Files: clone.6 Log Message: man page from rogue clone version II --- NEW FILE: clone.6 --- .TH ROGUE 6 "March 4, 1987" .UC 4 .SH NAME rogue \- Exploring The Dungeons of Doom With a Rogue Clone .SH SYNOPSIS .B rogue [ .I save_file ] [ .B \-s ] .SH DESCRIPTION .PP This game is a clone of the rogue 5.3 game that is part of the Berkeley Software Distribution (BSD) Tape. .PP The command characters are precisely the same as in standard rogue 5.3. h,j,k,l,y,u,b,n move you one step. Capitalize it, and you move until you run into something. Use the control key instead, and you move until you are next to something. .PP Whenever the program asks you for an inventory letter, you can type '*' to get a list of the logical choices. Sometimes, however, you don't want to see that list, but instead you want to see the list of your scrolls, potions, weapons, or whatever. In these cases you can type one of ?!=:/)] to see a menu of your scrolls, potions, rings, foods, wands, weapons or armor respectively. This is especially usefull when you know you want to drop a particular item, a scroll for example, but you don't want to pick it from the entire list, just from your collection of scrolls. .PP When you type control-a, you are shown a line that looks like: .sp .in +1.0i R-Hp: 6.50, E-Hp: 7.00 (!: 2, V: 0) .in -1.0i .sp This line refers to Hp-raise averages. Each time your experience level goes up, your Hp is increased by a random amount not to exceed 10. If you are curious about your luck in these raises, you can use the ^A command. In the example above R-Hp stands for "real Hp" which is exactly your average Hp raise during the game. E-Hp stands for effective Hp, and is the same as R-Hp except Hp raises from potions, and Hp-subtractions from vampires are factored in. In the above between the parentheses, it shows that 2 Hp points were given as a result of quaffing potions of healing, and that vampires have taken way none. All of these Hp numbers refer to you max Hp number; the rightmost number in Hp: (15)22 in the status line at the bottom of your rogue screen. .PP The 'X' command silently creates a file in your current directory called rogue.screen. This file contains a copy of your screen at the time you typed typed the 'X' This works at absolutely any point in the program. It is useful for showing other folks what kind of a mess you got into, or what a great game you were having. This functionality means that you cannot use the letter 'X' when 'calling' an object something. .PP The .B -s .R option prints the score file and exits. .PP For more detailed directions, read the document .I "A Guide to the Dungeons of Doom." .SH AUTHOR Tim Stoehr <ti...@zu...> .SH FILES rogue.scores Score file .SH SEE ALSO Michael C. Toy and Kenneth C. R. C. Arnold, .I "A guide to the Dungeons of Doom" |
From: <mle...@us...> - 2003-06-23 18:11:15
|
Update of /cvsroot/rogueclone/docs In directory sc8-pr-cvs1:/tmp/cvs-serv5859 Modified Files: rogue.6 rogue.me Log Message: Documentation from standard rogue 5.4 Index: rogue.6 =================================================================== RCS file: /cvsroot/rogueclone/docs/rogue.6,v retrieving revision 1.1.1.1 retrieving revision 1.2 diff -C2 -d -r1.1.1.1 -r1.2 *** rogue.6 23 Jun 2003 18:06:33 -0000 1.1.1.1 --- rogue.6 23 Jun 2003 18:11:12 -0000 1.2 *************** *** 1,3 **** ! .TH ROGUE 6 "3 April 1983" .UC 4 .SH NAME --- 1,9 ---- ! .\" Copyright (c) 1980 Regents of the University of California. ! .\" All rights reserved. The Berkeley software License Agreement ! .\" specifies the terms and conditions for redistribution. ! .\" ! .\" @(#)rogue.6 6.2 (Berkeley) 5/6/86 ! .\" ! .TH ROGUE 6 "May 6, 1986" .UC 4 .SH NAME *************** *** 31,44 **** will identify the things you see on the screen. .PP ! To win the game (as opposed to merely playing to beat other people high scores) you must locate the Amulet of Yendor which is somewhere below the 20th level of the dungeon and get it out. Nobody has achieved this yet and if somebody does, they will probably go down in history as a hero ! among heros. .PP When the game ends, either by your death, when you quit, or if you (by some miracle) manage to win, .I rogue ! will give you alist of the top-ten scorers. The scoring is based entirely upon how much gold you get. There is a 10% penalty for getting yourself killed. --- 37,50 ---- will identify the things you see on the screen. .PP ! To win the game (as opposed to merely playing to beat other people's high scores) you must locate the Amulet of Yendor which is somewhere below the 20th level of the dungeon and get it out. Nobody has achieved this yet and if somebody does, they will probably go down in history as a hero ! among heroes. .PP When the game ends, either by your death, when you quit, or if you (by some miracle) manage to win, .I rogue ! will give you a list of the top-ten scorers. The scoring is based entirely upon how much gold you get. There is a 10% penalty for getting yourself killed. *************** *** 79,83 **** .SH BUGS .PP ! Probably infinite. However, that Ice Monsters sometimes transfix you permanently is --- 85,90 ---- .SH BUGS .PP ! Probably infinite ! (although countably infinite). However, that Ice Monsters sometimes transfix you permanently is Index: rogue.me =================================================================== RCS file: /cvsroot/rogueclone/docs/rogue.me,v retrieving revision 1.1.1.1 retrieving revision 1.2 diff -C2 -d -r1.1.1.1 -r1.2 *** rogue.me 23 Jun 2003 18:06:35 -0000 1.1.1.1 --- rogue.me 23 Jun 2003 18:11:12 -0000 1.2 *************** *** 1,2 **** --- 1,8 ---- + .\" Copyright (c) 1980 Regents of the University of California. + .\" All rights reserved. The Berkeley software License Agreement + .\" specifies the terms and conditions for redistribution. + .\" + .\" @(#)rogue.me 6.2 (Berkeley) 4/28/86 + .\" .ds E \s-2<ESCAPE>\s0 .ds R \s-2<RETURN>\s0 *************** *** 40,46 **** for those who might otherwise get lost in the Dungeons of Doom. .)b ! .he '''\fBA Guide to the Dungeons of Doom\fP' ! .fo ''- % -'' ! .bp 1 .sh 1 Introduction .pp --- 46,53 ---- 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:33-%''A Guide to the Dungeons of Doom' ! .oh 'A Guide to the Dungeons of Doom''USD:33-%' .sh 1 Introduction .pp *************** *** 352,356 **** This is the \*(lqdo nothing\*(rq command. This is good for waiting and healing. ! .ip * Inventory. List what you are carrying in your pack. --- 359,367 ---- 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. *************** *** 717,721 **** .(f \** ! For those of you who use the bourne shell, the commands would be .in +3 .nf --- 728,732 ---- .(f \** ! For those of you who use the Bourne shell sh (1), the commands would be .in +3 .nf *************** *** 767,774 **** If it can turn either or neither, it will stop. ! This is followed strictly, ! which can sometimes lead to slightly confusing occurrences ! (which is why it defaults to ! .i nopassgo ). .ip "\fBtombstone\fP [\fI\^tombstone\^\fP]" Print out the tombstone at the end if you get killed. --- 778,783 ---- 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 "\fBtombstone\fP [\fI\^tombstone\^\fP]" Print out the tombstone at the end if you get killed. *************** *** 841,845 **** .(f \** The Dungeon's wizard is named Wally the Wonder Badger. ! Invocations should be accompanied by a sizable donative. .)f This should make you consider whether you want to take one last hit --- 850,854 ---- .(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 |