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DUNGEON(6)							    DUNGEON(6)

NAME
       dungeon - Adventures in the Dungeons of Doom

SYNOPSIS
       dungeon
       dungeon [-r [savefile]]	 -- pdp-11 version only

DESCRIPTION
       Dungeon	is  a  game  of adventure, danger, and low cunning.  In it you
       will explore some of the most amazing territory	ever  seen  by	mortal
       man.   Hardened	adventurers  have  run screaming from the terrors con‐
       tained within.

       In Dungeon, the intrepid explorer delves into the forgotten secrets  of
       a  lost	labyrinth  deep in the bowels of the earth, searching for vast
       treasures long hidden from prying eyes, treasures guarded  by  fearsome
       monsters and diabolical traps!

       Dungeon	was  created at the Programming Technology Division of the MIT
       Laboratory for Computer Science by  Tim	Anderson,  Marc	 Blank,	 Bruce
       Daniels,	 and  Dave  Lebling.  It was inspired by the Adventure game of
       Crowther and Woods, and the Dungeons and	 Dragons  game	of  Gygax  and
       Arneson.	  The original version was written in MDL (alias MUDDLE).  The
       current version was translated from MDL into FORTRAN IV by  a  somewhat
       paranoid DEC engineer who prefers to remain anonymous.

       On-line information may be obtained with the commands HELP and INFO.

OPTIONS
       In the pdp-11 version, the -r flag allows restarting a saved game.  The
       default savefile is dungeon.sav which may be overriden on  the  command
       line.   In  the	Vax version, the game is restored by using the restore
       command.

DETAILS
       Following, is the summary produced by the info command:

	      Welcome to Dungeon!

	      You are near a large dungeon, which is reputed to	 contain  vast
	      quantities of treasure.	Naturally, you wish to acquire some of
	      it.  In order to do so, you must of course remove	 it  from  the
	      dungeon.	 To  receive  full  credit for it, you must deposit it
	      safely in the trophy case in the living room of the house.

	      In addition to valuables, the dungeon contains  various  objects
	      which may or may not be useful in your attempt to get rich.  You
	      may need sources of light, since dungeons are  often  dark,  and
	      weapons,	since  dungeons often have unfriendly things wandering
	      about.  Reading material is  scattered  around  the  dungeon  as
	      well;  some of it is rumored to be useful.

	      To  determine  how  successful  you  have been, a score is kept.
	      When you find a valuable object and pick it up,  you  receive  a
	      certain  number  of  points,  which depends on the difficulty of
	      finding the object.  You receive extra points  for  transporting
	      the  treasure  safely  to	 the living room and placing it in the
	      trophy case.  In addition, some particularly  interesting	 rooms
	      have a value associated with visiting them.  The only penalty is
	      for getting yourself killed, which you may do only twice.

	      Of special note is a thief (always carrying  a  large  bag)  who
	      likes to wander around in the dungeon (he has never been seen by
	      the light of day).  He likes to take things.   Since  he	steals
	      for  pleasure  rather  than  profit and is somewhat sadistic, he
	      only takes things which you  have	 seen.	 Although  he  prefers
	      valuables, sometimes in his haste he may take something which is
	      worthless.  From time to time, he examines his take and discards
	      objects  which  he  doesn't like.	 He may occasionally stop in a
	      room you are visiting, but more often he	just  wanders  through
	      and rips you off (he is a skilled pickpocket).

COMMANDS
       brief	      suppresses  printing of long room descriptions for rooms
		      which have been visited.

       superbrief     suppresses printing of long room	descriptions  for  all
		      rooms.

       verbose	      restores long descriptions.

       info	      prints  information  which  might give some idea of what
		      the game is about.

       quit	      prints your score and asks whether you wish to  continue
		      playing.

       save	      saves the state of the game for later continuation.

       restore	      restores a saved game.

       inventory      lists the objects in your possession.

       look	      prints a description of your surroundings.

       score	      prints your current score and ranking.

       time	      tells you how long you have been playing.

       diagnose	      reports on your injuries, if any.

       The  inventory  command	may  be abbreviated i; the look command may be
       abbreviated l; the quit command may be abbreviated q.

       A command that begins with '!' as the first character is taken to be  a
       shell command and is passed unchanged to the shell via system(3).

CONTAINMENT
       Some  objects  can  contain other objects.  Many such containers can be
       opened and closed.  The rest are always open.   They may or may not  be
       transparent.   For  you	to access (e.g., take) an object which is in a
       container, the container must be open.  For you to see such an  object,
       the  container  must  be either open or transparent.  Containers have a
       capacity, and objects have sizes; the number of objects which will  fit
       therefore  depends  on  their  sizes.   You may put any object you have
       access to (it need not be in your hands) into  any  other  object.   At
       some point, the program will attempt to pick it up if you don't already
       have it, which process may fail if you're carrying too much.   Although
       containers  can	contain	 other	containers, the program doesn't access
       more than one level down.

FIGHTING
       Occupants of the dungeon will, as a rule, fight back when attacked.  In
       some  cases, they may attack even if unprovoked.	 Useful verbs here are
       attack <villain> with <weapon>, kill, etc.  Knife-throwing may  or  may
       not  be	useful.	  You have a fighting strength which varies with time.
       Being in a fight, getting killed, and  being  injured  all  lower  this
       strength.  Strength is regained with time.  Thus, it is not a good idea
       to fight someone immediately after being killed.	 Other details	should
       become apparent after a few melees or deaths.

COMMAND PARSER
       A  command  is  one  line of text terminated by a carriage return.  For
       reasons of simplicity, all words are distinguished by their  first  six
       letters.	  All others are ignored.  For example, typing disassemble the
       encyclopedia is not only meaningless, it also creates excess effort for
       your fingers.  Note that this truncation may produce ambiguities in the
       intepretation of longer words.  [Also note that upper  and  lower  case
       are equivalent.]

       You are dealing with a fairly stupid parser, which understands the fol‐
       lowing types of things:

	      Actions:
		   Among the more obvious of these, such as take,  put,	 drop,
		   etc.	  Fairly  general  forms of these may be used, such as
		   pick up, put down, etc.

	      Directions:
		   north, south, up, down, etc. and  their  various  abbrevia‐
		   tions.   Other  more	 obscure  directions (land, cross) are
		   appropriate in only certain situations.

	      Objects:
		   Most objects have names and can be referenced by them.

	      Adjectives:
		   Some adjectives are understood and required when there  are
		   two	objects	 which	can be referenced with the same 'name'
		   (e.g., doors, buttons).

	      Prepositions:
		   It may be necessary in some cases to include	 prepositions,
		   but	the  parser  attempts  to  handle  cases  which aren't
		   ambiguous without.  Thus give car to demon  will  work,  as
		   will give demon car.	 give car demon probably won't do any‐
		   thing interesting.  When a preposition is used,  it	should
		   be appropriate; give car with demon won't parse.

	      Sentences:
		   The	parser	understands  a	reasonable number of syntactic
		   construc- tions.  In particular, multiple  commands	(sepa‐
		   rated by commas) can be placed on the same line.

	      Ambiguity:
		   The	parser tries to be clever about what to do in the case
		   of actions which require objects that  are  not  explicitly
		   specified.	If  there  is  only  one  possible object, the
		   parser will assume that it should be used.  Otherwise,  the
		   parser will ask.  Most questions asked by the parser can be
		   answered.

FILES
       dindx.dat - game initialization info
       dtext.dat      - encoded messages
       rindx.dat      - index into message file for pdp version
       dungeon.sav    - default save file for pdp version
       dsave.dat - default save file for non-pdp versions
       listen, speak  - co-process routines for pdp version

BUGS
       For those familiar with the MDL version of the game on the ARPAnet, the
       following is a list of the major incompatabilties:
	      -The  first  six	letters	 of a word are considered significant,
	      instead of the first five.
	      -The syntax for tell, answer, and incant is different.
	      -Compound objects are not recognized.
	      -Compound commands can  be  delimited  with  comma  as  well  as
	      period.

       Also,  the  palantir,  brochure,	 and  dead man problems are not imple‐
       mented.

       The pdp version is slightly stripped down to fit within the memory con‐
       traints.	  An  overlayed pdp version might be made that would allow the
       complete game to be compiled and loaded, but I don't have the  inclina‐
       tion (or machine) to do it.

AUTHORS
       Many  people  have  had	a hand in this version.	 See the "History" and
       "README" files for credits.  Send bug reports  to  billr@tekred.TEK.COM
       (or ...!tektronix!tekred!billr).

				 June 1, 1994			    DUNGEON(6)
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