summaryrefslogtreecommitdiff
path: root/games/rogue
diff options
context:
space:
mode:
authorJason McIntyre <jmc@cvs.openbsd.org>2010-01-10 10:56:32 +0000
committerJason McIntyre <jmc@cvs.openbsd.org>2010-01-10 10:56:32 +0000
commitb7c3e288a7dc04a9a101a084f6cc3b9dcf1aa0b8 (patch)
treeb8047d891aa89e1aee4776b465ea014f2e9122f4 /games/rogue
parenta42a8371e2f9dd8a1135b9a43ac727674a866bb1 (diff)
fold in content from the usd docs; diff from Daniel Dickman
Diffstat (limited to 'games/rogue')
-rw-r--r--games/rogue/rogue.6643
1 files changed, 612 insertions, 31 deletions
diff --git a/games/rogue/rogue.6 b/games/rogue/rogue.6
index 74d751e1ea9..8af5f1bb96d 100644
--- a/games/rogue/rogue.6
+++ b/games/rogue/rogue.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: rogue.6,v 1.14 2007/05/31 19:19:18 jmc Exp $
+.\" $OpenBSD: rogue.6,v 1.15 2010/01/10 10:56:31 jmc Exp $
.\"
.\" Copyright (c) 1988, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -29,7 +29,7 @@
.\"
.\" @(#)rogue.6 8.1 (Berkeley) 5/31/93
.\"
-.Dd $Mdocdate: May 31 2007 $
+.Dd $Mdocdate: January 10 2010 $
.Dt ROGUE 6
.Os
.Sh NAME
@@ -43,10 +43,9 @@
.\" .Op Fl d
.Sh DESCRIPTION
.Nm
-is a computer fantasy game with a new twist.
-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.
+is a computer fantasy game.
+The object of the game is to survive the
+attacks of various monsters and collect a lot of gold.
.Pp
To get started you really only need to know two commands.
The command
@@ -55,19 +54,14 @@ will give you a list of the available commands and the command
.Ic \&/
will identify the things you see on the screen.
.Pp
-To win the game
-.Po
-as opposed to merely playing to beat other people's high scores
-.Pc
-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
+To beat the game 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
.Pq by some miracle
-manage to win,
+you manage to win,
.Nm
will give you a list of the top-ten scorers.
The scoring is based entirely upon how much gold you get.
@@ -80,30 +74,617 @@ rogue will be restored from the specified saved game file.
.Pp
The
.Fl s
-option will print out the list of scores.
+option will print out the list of scores and exit.
+.Sh INTRODUCTION
+You have just finished your years as a student at the local fighter's
+guild.
+After much practice and sweat you have finally completed your
+training and are ready to embark upon a perilous adventure.
+As a test of your skills,
+the local guildmasters have sent you into the Dungeons of Doom.
+Your task is to return with the Amulet of Yendor.
+Your reward for the completion of this task
+will be a full membership in the local guild.
+In addition, you are allowed to keep all the loot you bring back
+from the dungeons.
+.Pp
+In preparation for your journey, you are given an enchanted mace, a
+bow, and a quiver of arrows taken from a dragon's hoard in the far off
+Dark Mountains.
+You are also outfitted with elf-crafted armor and given
+enough food to reach the dungeons.
+You say goodbye to family and
+friends for what may be the last time and head up the road.
+.Pp
+You set out on your way to the dungeons and after several days of
+uneventful travel, you see the ancient ruins that mark the entrance to
+the Dungeons of Doom.
+It is late at night, so you make camp at the
+entrance and spend the night sleeping under the open skies.
+In the morning you gather your weapons,
+put on your armor, eat what is almost
+your last food, and enter the dungeons.
+.Sh GAMEPLAY
+You have just begun a game of rogue.
+Your goal is to grab as much
+treasure as you can, find the Amulet of Yendor, and get out of the
+Dungeons of Doom alive.
+On the screen, a map of where you have been and
+what you have seen on the current dungeon level is kept.
+As you explore more of the level,
+it appears on the screen in front of you.
+.Pp
+Rogue differs from older computer fantasy games in that it is screen
+oriented.
+Commands are all one or two keystrokes and the results of
+your commands are displayed graphically on the screen rather than being
+explained in words.
+.Pp
+Another major difference between
+.Nm
+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.
+.Nm ,
+on the other hand, generates a new dungeon every time you play
+it and even the author finds it an entertaining and exciting game.
+.Sh COMMANDS
+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
+.Sq 10s
+will do ten searches).
+Commands for which counts make no sense
+have the count ignored.
+To cancel a count or a prefix,
+type
+.Aq ESC .
+The list of commands is rather long,
+but it can be read at any time during the game with the
+.Sq ?\&
+command.
+Here it is for reference,
+with a short explanation of each command.
+.Bl -tag -width indent
+.It Ic ?\&
+The help command.
+Asks for a character to give help on.
+If you type a
+.Sq * ,
+it will list all the commands,
+otherwise it will explain what the character you typed does.
+.It Ic /
+This is the
+.Sq \What is that on the screen?
+command.
+A
+.Sq /
+followed by any character that you see on the level,
+will tell you what that character is.
+For instance,
+typing
+.Sq /@
+will tell you that the
+.Sq @
+symbol represents you, the player.
+.It Ic h, H, ^H
+Move left.
+You move one space to the left.
+If you use upper case
+.Sq h ,
+you will continue to move left until you run into something.
+This works for all movement commands
+(e.g.\&
+.Sq L
+means run in direction
+.Sq l ) .
+If you use the \*(lqcontrol\*(rq
+.Sq h ,
+you will continue moving in the specified direction
+until you pass something interesting or run into a wall.
+You should experiment with this,
+since it is a very useful command,
+but very difficult to describe.
+This also works for all movement commands.
+.It Ic j
+Move down.
+.It Ic k
+Move up.
+.It Ic l
+Move right.
+.It Ic y
+Move diagonally up and left.
+.It Ic u
+Move diagonally up and right.
+.It Ic b
+Move diagonally down and left.
+.It Ic n
+Move diagonally down and right.
+.It Ic t
+Throw an object.
+This is a prefix command.
+When followed with a direction
+it throws an object in the specified direction
+(e.g. type
+.Sq th
+to throw
+something to the left).
+.It Ic f
+Fight until someone dies.
+When followed with a direction
+this will force you to fight the creature in that direction
+until either you or it bites the big one.
+.It Ic m
+Move onto something without picking it up.
+This will move you one space in the direction you specify and,
+if there is an object there you can pick up,
+it won't do it.
+.It Ic z
+Zap prefix.
+Point a staff or wand in a given direction
+and fire it.
+Even non-directional staves must be pointed in some direction
+to be used.
+.It Ic ^
+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
+.Sq ^
+followed by the direction that would move you on top of it.
+.It Ic s
+Search for traps and secret doors.
+Examine each space immediately adjacent to you
+for the existence of a trap or secret door.
+There is a large chance that even if there is something there,
+you won't find it,
+so you might have to search a while before you find something.
+.It Ic \*(Gt
+Climb down a staircase to the next level.
+Not surprisingly, this can only be done if you are standing on
+a staircase.
+.It Ic \*(Lt
+Climb up a staircase to the level above.
+This can't be done without the Amulet of Yendor in your possession.
+.It Ic .\&
+Rest.
+This is the \*(lqdo nothing\*(rq command.
+This is good for waiting and healing.
+.It Ic ,\&
+Pick up something.
+This picks up whatever you are currently standing on,
+if you are standing on anything at all.
+.It Ic i
+Inventory.
+List what you are carrying in your pack.
+.It Ic I
+Selective inventory.
+Tells you what a single item in your pack is.
+.It Ic q
+Quaff one of the potions you are carrying.
+.It Ic r
+Read one of the scrolls in your pack.
+.It Ic e
+Eat food from your pack.
+.It Ic w
+Wield a weapon.
+Take a weapon out of your pack and carry it for use in combat,
+replacing the one you are currently using (if any).
+.It Ic W
+Wear armor.
+You can only wear one suit of armor at a time.
+This takes extra time.
+.It Ic T
+Take armor off.
+You can't remove armor that is cursed.
+This takes extra time.
+.It Ic P
+Put on a ring.
+You can wear only two rings at a time
+(one on each hand).
+If you aren't wearing any rings,
+this command will ask you which hand you want to wear it on,
+otherwise, it will place it on the unused hand.
+The program assumes that you wield your sword in your right hand.
+.It Ic R
+Remove a ring.
+If you are only wearing one ring,
+this command takes it off.
+If you are wearing two,
+it will ask you which one you wish to remove,
+.It Ic d
+Drop an object.
+Take something out of your pack and leave it lying on the floor.
+Only one object can occupy each space.
+You cannot drop a cursed object at all
+if you are wielding or wearing it.
+.It Ic c
+Call an object something.
+If you have a type of object in your pack
+which you wish to remember something about,
+you can use the call command to give a name to that type of object.
+This is usually used when you figure out what a
+potion, scroll, ring, or staff is
+after you pick it up but before it is truly identified.
+Each type of
+scroll and potion will become identified after its first use.
+.It Ic o
+Examine and set options.
+This command is further explained in the section on options.
+.It Ic ^R
+Redraws the screen.
+Useful if spurious messages or transmission errors
+have messed up the display.
+.It Ic ^P
+Print last message.
+Useful when a message disappears before you can read it.
+Consecutive repetitions of this command will reveal the last
+five messages.
+.It Aq Ic ESC
+Cancel a command, prefix, or count.
+.It Ic !\&
+Escape to a shell for some commands.
+.It Ic Q
+Quit.
+Leave the game.
+.It Ic S
+Save the current game in a file.
+It will ask you whether you wish to use the default save file.
+.i Caveat :
+Rogue won't let you start up a copy of a saved game,
+and it removes the save file as soon as you start up a restored game.
+This is to prevent people from saving a game just before a dangerous
+position
+and then restarting it if they die.
+To restore a saved game,
+give the file name as an argument to rogue.
+As in:
+.Pp
+.Dl $ rogue Aq save_file
+.It Ic v
+Prints the program version number.
+.It Ic )\&
+Print the weapon you are currently wielding
+.It Ic ]\&
+Print the armor you are currently wearing
+.It Ic =
+Print the rings you are currently wearing
+.El
+.Sh ROOMS
+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 FIGHTING
+If you see a monster and you wish to fight it, just attempt to run into it.
+Many times a monster you find will mind its own business unless you
+attack it.
+It is often the case that discretion is the better part of valor.
+.Sh OBJECTS
+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
+.Sq m
+prefix, see above).
+If you are carrying too many things,
+the program will tell you and it won't pick up the object,
+otherwise it will add it to your pack
+and tell you what you just picked up.
+.Pp
+Many of the commands that operate on objects must prompt you
+to find out which object you want to use.
+If you change your mind and don't want to do that command after all,
+just type an
+.Aq ESC
+and the command will be aborted.
+.Pp
+Some objects, like armor and weapons,
+are easily differentiated.
+Others, like scrolls and potions,
+are given labels which vary according to type.
+During a game,
+any two of the same kind of object
+with the same label
+are the same type.
+However,
+the labels will vary from game to game.
+.Pp
+When you use one of these labeled objects,
+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
+.Sq call
+command
+(see above).
+.Ss Weapons
+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
+.Sq w
+(wield)
+and
+.Sq t
+(throw).
+.Ss Armor
+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:
+.Bl -column "Type" "Protection" -offset indent
+.It Sy "Type" Ta Ta Ta Sy "Protection"
+.It "None" Ta Ta Ta 0
+.It "Leather armor" Ta Ta Ta 2
+.It "Studded leather" Ta Ta Ta 3
+.It "Ring mail" Ta Ta Ta 3
+.It "Scale mail" Ta Ta Ta 4
+.It "Chain mail" Ta Ta Ta 5
+.It "Banded mail" Ta Ta Ta 6
+.It "Splint mail" Ta Ta Ta 6
+.It "Plate mail" Ta Ta Ta 7
+.El
+.Pp
+If a piece of armor is enchanted,
+its armor protection will be higher than normal.
+If a suit of armor is cursed,
+its armor protection will be lower,
+and you will not be able to remove it.
+However, not all armor with a protection that is lower than normal is
+cursed.
+.Pp
+The commands to use weapons are
+.Sq W
+(wear)
+and
+.Sq T
+(take off).
+.Ss Scrolls
+Scrolls come with titles in an unknown tongue.
+After you read a scroll,
+it disappears from your pack.
+The command to use a scroll is
+.Sq r
+(read).
+.Ss Potions
+Potions are labeled by the color of the liquid inside the flask.
+They disappear after being quaffed.
+The command to quaff a potion is
+.Sq q
+(quaff).
+.Ss Staves and Wands
+Staves and wands do the same kinds of things.
+Staves are identified by a type of wood;
+wands by a type of metal or bone.
+They are generally things you want to do to something
+over a long distance,
+so you must point them at what you wish to affect
+to use them.
+Some staves are not affected by the direction they are pointed, though.
+Staves come with multiple magic charges,
+the number being random,
+and when they are used up,
+the staff is just a piece of wood or metal.
.Pp
-For more detailed directions, read the document
-.Rs
-.%T A Guide to the Dungeons of Doom
-.Re
+The command to use a wand or staff is
+.Sq z
+(zap)
+.Ss Rings
+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
+.Sq P
+(put on)
+and
+.Sq R
+(remove).
+.Ss Food
+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
+.Sq e
+(eat).
+.Sh OPTIONS
+Due to variations in personal tastes
+and conceptions of the way
+.Nm
+should do things,
+there are a set of options you can set that cause
+.Nm
+to behave in various different ways.
+.Ss Setting the options
+There are two ways to set the options.
+The first is with the
+.Sq o
+command of
+.Nm ;
+the second is with the
+.Ev ROGUEOPTS
+environment variable.
+.Pp
+When you type
+.Sq o
+in
+.Nm ,
+it clears the screen
+and displays the current settings for all the options.
+It then places the cursor by the value of the first option
+and waits for you to type.
+You can type a
+.Aq RETURN
+which means to go to the next option, a
+.Sq -
+which means to go to the previous option,
+an
+.Aq ESC ,
+which means to return to the game,
+or you can give the option a value.
+For boolean options this merely involves typing
+.Sq t
+for true or
+.Sq f
+for false.
+For string options,
+type the new value followed by a
+.Aq RETURN .
+.Pp
+The
+.Ev 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
+.Sq no
+in front of the name.
+Thus to set up an environment variable so that
+.Dq jump
+is on,
+.Dq passgo
+is off,
+and the
+.Dq name
+is set to
+.Dq Blue Meanie ,
+use the following command:
+.Bd -literal -offset indent
+$ setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"
+.Ed
+.Ss Option list
+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.
+.Bl -tag -width indent
+.It Ic jump Ar nojump
+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
+.Ic jump
+if you are using a slow terminal.
+.It Ic passgo Ar nopassgo
+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
+.Ic nopassgo .
+.It Ic skull Ar skull
+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.
+.It Ic name Ar account name
+This is the name of your character.
+It is used if you get on the top ten scorer's list.
+.It Ic fruit Ar slime-mold
+This should hold the name of a fruit that you enjoy eating.
+It is basically a whimsey that
+.Nm
+uses in a couple of places.
+.It Ic file Ar ~/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
+.Sq ~
+which expands to your home directory.
+.El
+.Sh SCORING
+.Nm
+maintains a list of the top scoring people or scores on your machine.
+If you score higher than someone else on this list, or better
+your previous score on the list, you will be inserted in the proper
+place under your current name.
+.Pp
+If you quit the game, you get out with all of your gold intact.
+If, however, you get killed in the Dungeons of Doom, your body is forwarded
+to your next-of-kin, along with 90% of your gold; ten percent of your
+gold is kept by the Dungeons' wizard as a fee.
+This should make you
+consider whether you want to take one last hit at that monster and
+possibly live, or quit and thus stop with whatever you have.
+If you quit, you do get all your gold, but if you swing and live,
+you might find more.
+.Pp
+If you just want to see what the current top players/games list is,
+you can type:
+.Pp
+.Dl $ rogue -s
.Sh FILES
-.Bl -tag -width /var/games/rogue.scores -compact
+.Bl -tag -width "/var/games/rogue.scoresXXX" -compact
.It Pa /var/games/rogue.scores
Score file
.It Pa ~/rogue.save
Default save file
.El
-.Sh SEE ALSO
-.Rs
-.%A Michael C. Toy
-.%A Kenneth C. R. C. Arnold
-.%T A guide to the Dungeons of Doom
-.Re
+.Sh HISTORY
+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
+.Nm
+and send us bugs, complaints, suggestions, and just plain flames.
+And also Mom.
+.Pp
+The public domain version of
+.Nm
+distributed with Berkeley
+.Ux
+was written by Timothy Stoehr.
.Sh AUTHORS
Timothy Stoehr,
Michael C. Toy,
Kenneth C. R. C. Arnold,
-Glenn Wichman
+Glenn Wichman.
.Sh BUGS
Probably infinite, although none are known.
However,