Annotation of 43BSDReno/games/dungeon/dungeon.6, revision 1.1.1.1

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

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.