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part05
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1992-08-31
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Path: uunet!zephyr.ens.tek.com!master!saab!billr
From: billr@saab.CNA.TEK.COM (Bill Randle)
Newsgroups: comp.sources.games
Subject: v14i037: umoria4 - single player dungeon simulation (ver. 5.5), Part05/39
Message-ID: <3395@master.CNA.TEK.COM>
Date: 20 Aug 92 18:02:38 GMT
Sender: news@master.CNA.TEK.COM
Lines: 1454
Approved: billr@saab.CNA.TEK.COM
Submitted-by: grabiner@math.harvard.edu (David Grabiner)
Posting-number: Volume 14, Issue 37
Archive-name: umoria4/Part05
Supersedes: umoria3: Volume 9, Issue 55-97; Volume 10, Issue 15-17
Environment: Curses, Unix, Mac, MS-DOS, Atari-ST, Amiga, VMS
#! /bin/sh
# This is a shell archive. Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file". To overwrite existing
# files, type "sh file -c". You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g.. If this archive is complete, you
# will see the following message at the end:
# "End of archive 5 (of 39)."
# Contents: doc/moria1.txt source/prayer.c
# Wrapped by billr@saab on Thu Aug 20 09:11:27 1992
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'doc/moria1.txt' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'doc/moria1.txt'\"
else
echo shar: Extracting \"'doc/moria1.txt'\" \(49267 characters\)
sed "s/^X//" >'doc/moria1.txt' <<'END_OF_FILE'
X
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X The Dungeons of Moria
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X Robert Alan Koeneke
X James E. Wilson
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X Moria may be copied and modified freely, but may
X not be sold or marketed IN ANY FORM without the permis-
X sion and written consent of the authors Robert Alan
X Koeneke and James E. Wilson. We retain all copyrights
X to this program, in either the original or modified
X forms, and no violation, deletion, or change of the
X copyright notice is allowed. Furthermore, we will have
X no liability or responsibility to any user with respect
X to loss or damage caused directly or indirectly by this
X program.
X
X
X
XSeptember 26, 1990
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X The Dungeons of Moria
X
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X Robert Alan Koeneke
X James E. Wilson
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X
X 1. Introduction
X
X The game of moria is a single player dungeon simulation. A
X player may choose from a number of races and classes when creat-
X ing a character, and then `run' that character over a period of
X days, weeks, even months, attempting to win the game by defeating
X the Balrog which lurks in the deeper levels.
X
X The player will begin his adventure on the town level where he
X may acquire supplies, weapons, armor, and magical devices by bar-
X tering with various shop owners. After preparing for his adven-
X ture, the player can descend into the dungeons of moria where
X fantastic adventures await his coming!
X
X Before beginning your first adventure, you should read this docu-
X ment carefully. The game of moria is a complicated game, and
X will require a dedicated player to win.
X
X
X 2. The Character
X
X All characters have six main attributes which modify their basic
X abilities. These six attributes, called stats, are strength,
X intelligence, wisdom, dexterity, constitution, and charisma.
X Stats may vary from a minimum of 3 to a maximum of 18. At the
X highest level, stats are further qualified by a number from zero
X to one hundred, so that the highest value is actually 18/100. A
X value of 18/100 can be thought of as equivalent to 19, and 18/00
X (not actually used) is equivalent to 18. Because adventurers of
X interest tend to be better than average characters, moria stats
X will average about 13, and are further adjusted by race and
X class. Some races are just naturally better at being certain
X classes, as will be shown later.
X
X In addition to the more visible stats, each character has certain
X abilities which are mainly determined by his race, class, and
X level, but are also modified by his stats. The abilities are
X fighting, throwing/bows, saving throw, stealth, disarming, magi-
X cal devices, perception, searching, and infravision.
X
X Characters will be assigned an early history, with money and a
X social class based on that history. Starting money is assigned
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X The Dungeons of Moria Page 2
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X based on history, charisma, and somewhat upon the average of a
X character's stats. A character with below average stats will
X receive extra money to help him survive the first adventure.
X
X Each character will also have physical attributes such as race,
X height, weight, sex, and a physical description. None of these,
X except weight, play any part in the game other than to give the
X player a "feeling" for his character. Weight is used for comput-
X ing carrying capacity and also for bashing.
X
X Finally, each character is assigned hit points based on their
X race, class, and constitution. Spell casters will also receive
X mana which is expended when casting spells. Mana is based on
X Wisdom for Priests and Intelligence for Mages.
X
X
X 2.1. Character Stats
X
X Strength
X Strength is important in fighting with weapons and hand to
X hand combat. A high strength can improve your chances of
X hitting, and the amount of damage done with each hit. Char-
X acters with low strengths may receive penalties. Strength
X is also useful in tunneling, body and shield bashing, and in
X carrying heavy items.
X
X Intelligence
X Intelligence is the prime stat of a mage, or magician. A
X high intelligence increases a mage's chances of learning
X spells, and it also increases the amount of mana a mage has.
X No spell may be learned by mages with intelligences under 8.
X Intelligence also modifies a character's chance of disarming
X traps, picking locks, and using magic devices.
X
X Wisdom
X Wisdom is the prime stat of a priest. A high wisdom
X increases the chance of receiving new spells from a priest's
X deity, and it also increases the amount of mana a priest
X has. No spell may be learned by priests with wisdom under
X 8. Wisdom also modifies a character's chance of resisting
X magical spells cast upon his person.
X
X Dexterity
X Dexterity is a combination of agility and quickness. A high
X dexterity may allow a character to get multiple blows with
X lighter weapons, thus greatly increasing his kill power, and
X may increase his chances of hitting with any weapon and
X dodging blows from enemies. Dexterity is also useful in
X picking locks, disarming traps, and protecting yourself from
X pick pockets.
X
X Constitution
X Constitution is a character's ability to resist damage to
X his body, and to recover from damage received. Therefore a
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X The Dungeons of Moria Page 3
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X character with a high constitution will receive more hit
X points, and be more resistant to poisons.
X
X Charisma
X Charisma represents a character's personality, as well as
X physical looks. A character with a high charisma will
X receive better prices from store owners, whereas a character
X with a very low charisma will be robbed blind. A high
X charisma will also mean more starting money for the charac-
X ter.
X
X
X 2.2. Character Sex
X
X You may choose to be either a male or a female character. Only
X height and weight are affected by a character's sex. Female
X characters tend to be somewhat smaller and lighter than their
X male counterparts. No adjustments to stats or abilities are made
X because of the sex of a character. Female characters start out
X with slightly more money than male characters to help offset the
X weight penalty.
X
X
X 2.3. Character Abilities
X
X Characters possess nine different abilities which can help them
X to survive. The starting abilities of a character are based upon
X race and class. Abilities may be adjusted by high or low stats,
X and may increase with the level of the character.
X
X Fighting
X Fighting is the ability to hit and do damage with weapons or
X fists. Normally a character gets a single blow from any
X weapon, but if his dexterity and strength are high enough,
X he may receive more blows per round with lighter weapons.
X Strength and dexterity both modify the ability to hit an
X opponent. This skill increases with the level of the char-
X acter.
X
X Throwing/Bows
X Using ranged missile weapons and throwing objects is
X included in this skill. Different stats apply to different
X weapons, but this ability may modify the distance an object
X is thrown/fired, the amount of damage done, and the ability
X to hit a creature. This skill increases with the level of
X the character.
X
X Saving Throw
X A Saving Throw is the ability of a character to resist the
X effects of a spell cast on him by another person/creature.
X This does not include spells cast on the player by his own
X stupidity, such as quaffing a nasty potion. This ability
X increases with the level of the character, but then most
X high level creatures are better at casting spells, so it
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X The Dungeons of Moria Page 4
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X tends to even out. A high wisdom also increases this abil-
X ity.
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X Stealth
X The ability to move silently about is very useful. Charac-
X ters with good stealth can usually surprise their opponents,
X gaining the first blow. Also, creatures may fail to notice
X a stealthy character entirely, allowing a player to avoid
X certain fights. This skill is based entirely upon race and
X class, and will never improve unless magically enhanced.
X
X Disarming
X Disarming is the ability to remove traps (safely), and
X includes picking locks on traps and doors. A successful
X disarming will gain the character some experience. A trap
X must be found before it can be disarmed. Dexterity and
X intelligence both modify the ability to disarm, and this
X ability increases with the level of the character.
X
X Using Magical Devices
X Using a magical device such as a wand or staff requires
X experience and knowledge. Spell users such as mages and
X priests are therefore much better at using a magical device
X than say a warrior. This skill is modified by intelligence,
X and increases with the level of the character.
X
X Perception
X Perception is the ability to notice something without
X actively seeking it out. This skill is based entirely upon
X race and class, and will never improve unless magically
X enhanced.
X
X Searching
X To search is to actively look for secret doors, floor traps,
X and traps on chests. Rogues are the best at searching, but
X mages, rangers, and priests are also good at it. This skill
X is based entirely upon race and class, and will never
X improve unless magically enhanced.
X
X Infravision
X Infravision is the ability to see heat sources. Since most
X of the dungeon is cool or cold, infravision will not allow
X the player to see walls and objects. Infravision will allow
X a character to see any warm-blooded creatures up to a cer-
X tain distance. This ability works equally well with or with
X out a light source. The majority of moria's creatures are
X cold-blooded, and will not be detected unless lit up by a
X light source. All non human races have innate infravision
X ability. Human can gain infravision only if it is magically
X enhanced.
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X The Dungeons of Moria Page 5
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X 2.4. Choosing A Race
X
X There are eight different races that you can choose from in
X moria. Some races are restricted as to what profession they may
X be, and each race has its own adjustments to a character's stats
X and abilities.
X
X Human
X The human is the base character, all other races are com-
X pared to him. Humans can choose any class, and are average
X at everything. Humans tend to go up levels faster than any
X other race, because of their shorter life spans. No racial
X adjustments occur to characters choosing human.
X
X Half-Elf
X Half-elves tend to be smarter and faster than a human, but
X not as strong. Half-elves are slightly better at searching,
X disarming, perception, stealth, and magic, but they are not
X as good at hand weapons. Half-elves may choose any class.
X
X Elf
X Elves are better magicians then humans, but not as good at
X fighting. They tend to be smarter and faster than either
X humans or half-elves, and also have better wisdom. Elves
X are better at searching, disarming, perception, stealth, and
X magic, but they are not as good at hand weapons. Elves may
X choose any class except Paladin.
X
X Halfling
X Halflings, or Hobbits, are very good at bows, throwing, and
X have good saving throws. They also are very good at search-
X ing, disarming, perception, and stealth; so they make excel-
X lent thieves (but prefer to be called burglars...). They
X will be much weaker than humans, and no good at bashing.
X Halflings have fair infravision, so they can detect warm
X creatures at a distance. Halflings can choose between being
X a warrior, mage, or rogue.
X
X Gnome
X Gnomes are smaller than dwarfs, but larger than halflings.
X They, like the halflings, live in the earth in burrow-like
X homes. Gnomes are practical jokers, so if they can kill
X something in a humorous way, so much the better. Gnomes
X make excellent mages, and have very good saving throws.
X They are good at searching, disarming, perception, and
X stealth. They have lower strength than humans so they are
X not very good at fighting with hand weapons. Gnomes have
X fair infravision, so they can detect warm creatures at a
X distance. A gnome may choose between being a warrior, mage,
X priest, or rogue.
X
X Dwarf
X Dwarves are the headstrong miners and fighters of legend.
X Since dungeons are the natural home of a dwarf, they are
X
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X The Dungeons of Moria Page 6
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X excellent choices for a warrior or priest. Dwarves tend to
X be stronger and have higher constitutions, but are slower
X and less intelligent than humans. Because they are so head-
X strong and are somewhat wise, they resist spells which are
X cast on them. Dwarves also have good infravision because
X they live underground. They do have one big drawback
X though. Dwarves are loudmouthed and proud, singing in loud
X voices, arguing with themselves for no good reason, scream-
X ing out challenges at imagined foes. In other words,
X dwarves have a miserable stealth.
X
X Half-Orc
X Half-Orcs make excellent warriors, and decent priests, but
X are terrible at magic. They are as bad as dwarves at
X stealth, and horrible at searching, disarming, and percep-
X tion. Half-Orcs are, let's face it, ugly. They tend to pay
X more for goods in town. Half-Orcs do make good priests and
X rogues, for the simple reason that Half-Orcs tend to have
X great constitutions and lots of hit points.
X
X Half-Troll
X Half-Trolls are incredibly strong, and have the highest hit
X points of any character race. They are also very stupid and
X slow. They will make great warriors and iffy priests. They
X are bad at searching, disarming, perception, and stealth.
X They are so ugly that a Half-Orc grimaces in their presence.
X They also happen to be fun to run...
X
X
X 2.4.1. Race Versus Skills and Stats
X
X Stat, hit dice, and experience points per level modifications due
X to race are listed in the following table.
X
X Str Int Wis Dex Con Chr Hit Dice Rqd Exp/level
X
X Human 0 0 0 0 0 0 10 +0%
X Half-Elf -1 +1 0 +1 -1 +1 9 +10%
X Elf -1 +2 +1 +1 -2 +1 8 +20%
X Halfling -2 +2 +1 +3 +1 +1 6 +10%
X Gnome -1 +2 0 +2 +1 -2 7 +25%
X Dwarf +2 -3 +1 -2 +2 -3 9 +20%
X Half-Orc +2 -1 0 0 +1 -4 10 +10%
X Half-Troll +4 -4 -2 -4 +3 -6 12 +20%
X
X Racial abilities as compared to each other, with 1 the lowest, or
X worst, and 10 the highest, or best, are listed in the following
X table.
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X The Dungeons of Moria Page 7
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X Disarm Search Stealth Percep Fight Bows Save Infra
X
X Human 5 5 5 5 5 5 5 None
X Half-Elf 6 7 7 6 4 6 6 20 feet
X Elf 8 9 7 7 3 9 7 30 feet
X Halfling 10 10 10 10 1 10 10 40 feet
X Gnome 9 7 9 9 2 8 9 30 feet
X Dwarf 6 8 3 5 9 5 8 50 feet
X Half-Orc 3 5 3 2 8 3 3 30 feet
X Half-Troll 1 1 1 1 10 1 1 30 feet
X
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X 2.5. Choosing A Class
X
X Once a race has been chosen, you will need to pick a class. Some
X classes will not be available to certain races, for instance, a
X Half-Troll cannot become a Paladin. For the first few adventures
X it is suggested that you run a warrior or rogue. Spell casting
X generally requires a more experienced player that is familiar
X with survival techniques.
X
X Warrior
X A Warrior is a hack-and-slash character, who solves most of
X his problems by cutting them to pieces, but will occasion-
X ally fall back on the help of a magical device. His prime
X stats are Strength and Constitution, and a good Dexterity
X can really help at times. A Warrior will be good at Fight-
X ing and Throwing/Bows, but bad at most other skills.
X
X Mage
X A Mage must live by his wits. He cannot hope to simply hack
X his way through the dungeon, and so must therefore use his
X magic to defeat, deceive, confuse, and escape. A mage is
X not really complete without an assortment of magical devices
X to use in addition to his spells. He can master the higher
X level magical devices far easier than anyone else, and has
X the best saving throw to resist effects of spells cast at
X him. Intelligence and Dexterity are his primary stats.
X There is no rule that says a mage cannot become a good
X fighter, but spells are his true realm.
X
X Priest
X A Priest is a character of holy devotion. They explore the
X dungeon only to destroy the evil that lurks within, and if
X treasure just happens to fall into their packs, well, so
X much more to the glory of their church! Priests receive
X their spells from a deity, and therefore do not choose which
X spells they will learn. They are familiar with magical dev-
X ices, preferring to call them instruments of god, but are
X not as good as a mage in their use. Priests have good sav-
X ing throws, and make decent fighters, preferring blunt
X weapons over edged ones. Wisdom and Charisma are the
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X The Dungeons of Moria Page 8
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X priest's primary stats.
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X Rogue
X A Rogue is a character that prefers to live by his cunning,
X but is capable of fighting his way out of a tight spot. He
X is the master of traps and locks, no device being impossible
X for him to overcome. A rogue has a high stealth allowing
X him to sneak around many creatures without having to fight,
X or sneak up and get the first blow. A rogue's perception is
X higher than any other class, and many times he will notice a
X trap or secret door before having to search. A rogue is
X better than warriors or paladins with magical devices, but
X still can not rely on their performance. Rogues can also
X learn a few spells, but not the powerful offensive spells
X mages can use. A rogue's primary stats are Intelligence and
X Dexterity.
X
X Ranger
X A Ranger is a warrior/mage. He is a good fighter, and the
X best of the classes with a missile weapon such as a bow.
X The ranger learns spells much more slowly than a mage, but
X is capable of learning all but the most powerful spell.
X Because a ranger is really a dual class character, more
X experience is required for him to advance. A ranger has a
X good stealth, good perception, good searching, a good saving
X throw, and is good with magical devices. His primary stats
X are Intelligence and Dexterity.
X
X Paladin
X A Paladin is a warrior/priest. He is a very good fighter,
X second only to the warrior class, but not very good at mis-
X sile weapons. He receives prayers at a slower pace then the
X priest, and can receive all but the most powerful prayer.
X Because a paladin is really a dual class character, it
X requires more experience to advance him. A paladin lacks
X much in the way of abilities. He is poor at stealth, per-
X ception, searching, and magical devices. He has a decent
X saving throw due to his divine alliance. His primary stats
X are Strength and Charisma.
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X 2.5.1. Race Versus Class
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X Warrior Mage Priest Rogue Ranger Paladin
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X Human Yes Yes Yes Yes Yes Yes
X Half-Elf Yes Yes Yes Yes Yes Yes
X Elf Yes Yes Yes Yes Yes No
X Halfling Yes Yes No Yes No No
X Gnome Yes Yes Yes Yes No No
X Dwarf Yes No Yes No No No
X Half-Orc Yes No Yes Yes No No
X Half-Troll Yes No Yes No No No
X
X
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X 2.5.2. Class Versus Skills
X
X Class abilities as compared to each other, with 1 as the lowest,
X or worst, and 10 as the highest, or best are shown in the follow-
X ing table.
X
X Save Stea- Magic Extra
X Fight Bows Throw lth Disarm Device Percep Search Exp/lev
X
X Warrior 10 6 3 2 4 3 2 2 +0%
X Mage 2 1 10 5 6 10 8 5 +30%
X Priest 4 3 6 5 3 8 4 4 +20%
X Rogue 8 9 7 10 10 6 10 10 +0%
X Ranger 6 10 8 7 6 7 6 6 +40%
X Paladin 9 5 4 2 2 4 2 2 +35%
X
X
X
X 3. Adventuring
X
X After you have created your character, you will begin your moria
X adventure. Symbols appearing on your screen will represent the
X dungeon's walls, floor, objects, features, and creatures lurking
X about. In order to direct your character through his adventure,
X you will enter single character commands.
X
X Moria symbols and commands each have a help section devoted to
X them. You should review these sections before attempting an
X adventure. Finally, a description of the town level and some
X general help on adventuring are included.
X
X
X 4. Symbols On Your Map
X
X Symbols on your map can be broken down into three categories:
X Features of the dungeon such as walls, floor, doors, and traps;
X Objects which can be picked up such as treasure, weapons, magical
X devices, etc; and creatures which may or may not move about the
X dungeon, but are mostly harmful to your character's well being.
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X The Dungeons of Moria Page 10
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X Some symbols can be in more than one category. Also note that
X treasure may be embedded in a wall, and the wall must be removed
X before the treasure can be picked up.
X
X It will not be necessary to remember all of the symbols and their
X meanings. A simple command, the `/', will identify any character
X appearing on your map. See the section on commands for further
X help.
X
X
X Features
X
X . A floor space, or hidden trap 1 Entrance to General Store
X # A wall 2 Entrance to Armory
X ' An open door 3 Entrance to Weapon Smith
X + A closed door 4 Entrance to Temple
X ^ A trap 5 Entrance to Alchemy Shop
X < A staircase up 6 Entrance to Magic Shop
X > A staircase down : Obstructing rubble
X ; A loose floor stone An open pit (Blank)
X % A mineral vein @ The character
X
X
X
X Objects
X
X ! A flask or potion ? A scroll
X " An amulet [ Hard armor
X $ Money (Can be embedded) \ A hafted weapon
X & A chest ] Misc. armor
X ( Soft armor _ A staff
X ) A shield { Missile (arrow, bolt, pebble)
X * Gems (Can be embedded) | Sword or dagger
X - A wand } Missile arm (Bow, X-bow, sling)
X / A pole-arm ~ Misc
X = A ring , Food
X s A skeleton
X
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X The Dungeons of Moria Page 11
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X Creatures
X
X a Giant Ant A Giant Ant Lion
X b Giant Bat B The Balrog
X c Giant Centipede C Gelatinous Cube
X d Dragon D Ancient Dragon
X e Floating Eye E Elemental
X f Giant Frog F Fly
X g Golem G Ghost
X h Harpy H Hobgoblin
X i Icky-Thing I
X j Jackal J Jelly
X k Kobold K Killer Beetle
X l Giant Louse L Lich
X m Mold M Mummy
X n Naga N
X o Orc or Ogre O Ooze
X p Human(oid) P Giant Human(oid)
X q Quasit Q Quylthulg
X r Rodent R Reptile
X s Skeleton S Scorpion
X t Giant Tick T Troll
X u U Umber Hulk
X v V Vampire
X w Worm or Worm Mass W Wight or Wraith.
X x X Xorn
X y Yeek Y Yeti
X z Zombie Z
X $ Creeping Coins , Mushroom Patch
X
X
X
X 5. Commands
X
X All commands are entered by pressing a single key. Some commands
X are capital or control characters, which require you to hold down
X the shift or control key while pressing another key. As a spe-
X cial feature, control keys may be entered in a single stroke, or
X in two strokes, with a `^' character first.
X
X There are two command sets: the original command set which is the
X default, and the rogue like command set. The rogue like command
X is generally more convenient, especially if you don't have a
X keypad.
X
X The following tables summarize the two command sets. Certain
X commands may be preceded by an optional count, and certain com-
X mands must be followed by a direction. These conditions are
X indicated in the tables by `@' for an optional count, and `~' for
X a direction. If a particular command requires additional key
X strokes, then they will be prompted for.
X
X
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X
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X The Dungeons of Moria Page 12
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X
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X Original command summary.
X a Aim and fire a wand @ B ~ Bash (object/creature)
X b Browse a book C Change name
X c ~ Close a door @ D ~ Disarm a trap/chest
X d Drop an item E Eat some food
X e Equipment list F Fill lamp with oil
X f Fire/Throw an item G Gain new magic spells
X i Inventory list L Locate with map
X @ j ~ Jam a door with spike M Map shown reduced size
X l ~ Look given direction @ R Rest for a period
X m Magic spell casting S Search Mode
X @ o ~ Open a door/chest @ T ~ Tunnel in a direction
X p Pray V View scoreboard
X q Quaff a potion = Set options
X r Read a scroll ? Command quick reference
X @ s Search for trap or door { Inscribe an object
X t Take off an item @ - ~ Move without pickup
X u Use a staff . ~ Run in direction
X v Version, credits and manual / Identify a character
X w Wear/Wield an item CTRL-K Quit the game
X x Exchange weapon @ CTRL-P Repeat the last message
X < Go up an up staircase CTRL-X Save character and quit
X > Go down a down staircase @ ~ for movement
X
X
X Rogue like command summary.
X c ~ Close a door C Character description
X d Drop an item @ D ~ Disarm a trap/chest
X e Equipment list E Eat some food
X @ f ~ Force/bash item/monster F Fill lamp with oil
X i Inventory list G Gain new magic spells
X m magic spell casting M Map shown reduced size
X @ o ~ Open a door/chest P Peruse a book
X p Pray Q Quit the game
X q Quaff a potion @ R Rest for a period
X r Read a scroll @ S ~ Spike a door
X @ s Search for trap or door T Take off an item
X t Throw an item V View scores
X v Version, and manual W Where: locate self
X w Wear/Wield an item X Exchange weapon
X x ~ Examine surroundings Z Zap a staff
X z Zap a wand # Search Mode
X = Set options < Go up an up staircase
X / Identify a character > Go down a down stair
X @ CTRL-P Previous message review { Inscribe an object
X @ - ~ Move without pickup ? Type this page
X @ CTRL ~ Tunnel in a direction CTRL-X Save game and exit
X @ SHFT ~ Run in direction @ ~ for movement
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X The Dungeons of Moria Page 13
X
X
X 5.1. Special keys.
X
X Certain commands may be entered at any time input is accepted.
X The special character control-R, entered as a single key stroke,
X will always refresh the screen. This may be used at any prompt
X for input, and is otherwise ignored.
X
X If you are playing on a UNIX or similar system, then there are
X some additional special characters used by moria. The special
X character control-C will interrupt moria, and ask if you really
X want to die and quit the game. If you choose not to die, moria
X merely continues as before, except that resting, running,
X repeated commands, etc will be terminated. You can suspend the
X game with control-Z, and return to the original command shell.
X In this case, moria is not terminated, and may be restarted at
X any time from the shell. Alternatively, the special command `!'
X is available to run any normal shell command. When it is com-
X plete, moria will restart.
X
X For many input requests or queries, the special character ESCAPE
X will abort the command. For the "-more-" message prompts, any of
X SPACE, ESCAPE, RETURN (control-m), or LINEFEED (control-j) can be
X used to continue after pausing to read the displayed message.
X
X It is possible to give control character commands in two key
X stroke, by typing a `^' followed by the appropriate letter of the
X alphabet. This is useful when running moria in circumstances
X where control characters are intercepted by some external pro-
X cess, or by the operating system.
X
X 5.2. Direction.
X
X For the original style command set, a direction is given by a
X digit which is in the appropriate orientation on your keypad.
X For the rogue like command set, a direction is given by one of
X the letters `hykulnjb'. Again, the relative position of the keys
X on the keyboard gives a clue as to the direction. The digit `5'
X for the original commands, and the period `.' for rogue like com-
X mands, is a null direction indicator. This is only allowed in a
X movement command (to stay in one place) or in a look command (to
X look in all directions).
X
X Original Directions
X
X \ | /
X 7 8 9
X
X - 4 6 -
X
X 1 2 3
X / | \
X
X
X
X
X
X
X
X
X
X
X
X
X The Dungeons of Moria Page 14
X
X
X
X Rogue-like Directions
X
X \ | /
X y k u
X
X - h l -
X
X b j n
X / | \
X
X
X Movement is accomplished by specifying a direction immediately.
X Simply press the appropriate key and you character will move one
X step in that direction. You can only move onto and through floor
X spots, and only if they contain no creatures or obstructing
X objects such as a closed door.
X
X Other commands that require a direction will prompt for it.
X
X Moving your character one step at a time can be time consuming
X and boring, so a faster method has been supplied. For the origi-
X nal style command set, by using the Run command `.', you may move
X in a direction until something interesting happens. For
X instance, by pressing the period key `.' followed by the direc-
X tion 8, your character would continue to move up the screen, only
X coming to a stop after at least one condition is satisfied. For
X the rogue like command set, typing a shifted directional letter
X will move you in that direction until something interesting hap-
X pens. The stopping conditions are described more completely in
X the run command description below.
X
X
X 5.3. Command counts.
X
X Some commands can be executed a fixed number of times by preced-
X ing them with a count. Counted commands will execute until the
X count expires, or until you type any character, or until some-
X thing significant happens, such as being attacked. Thus, a
X counted command doesn't work to attack another creature. While
X the command is being repeated, the number of times left to be
X repeated will flash by on the command line at the bottom of the
X screen.
X
X To give a count to a command in the rogue like mode, type the
X number in digits, then the command. A count of zero defaults to
X a count of 99.
X
X To give a count to a command in the original mode, type a `#',
X followed by the digits. To count a movement command (which is
X itself a digit), type a space after the number, and you will then
X be prompted for the command.
X
X Counted commands are very useful for searching or tunneling, as
X
X
X
X
X
X
X
X
X
X The Dungeons of Moria Page 15
X
X
X they automatically terminate on success, or if you are attacked.
X You may also terminate a counted command, or a Run command, by
X typing any character. This character is ignored, but it is
X safest to use a SPACE or ESCAPE which are always ignored as com-
X mands.
X
X
X 5.4. Selection of objects.
X
X Many commands will also prompt for a particular object to be
X used. For example, the command to read a scroll will ask you
X which of the scrolls that you are carrying that you wish to read.
X In such cases, the selection is made by typing a letter of the
X alphabet. The prompt will indicate the possible letters, and
X will also allow you to type the key `*', which causes all of the
X available options to be described.
X
X The particular object may be selected by an upper case or a lower
X case letter. If lower case is used, the selection takes place
X immediately. If upper case is used, then the particular option
X is described, and you are given the option of confirming or
X retracting that choice. Upper case selection is thus safer, but
X requires an extra key stroke.
X
X
X 5.5. Command descriptions
X
X In the following command descriptions, the original style key is
X given. If the rogue like key for that command is different, then
X it will be shown inside the braces following the command name.
X
X B <Dir> - Bash. {f - force}
X The bash command includes breaking open doors and chests, or
X bashing an opponent. Your bashing ability increases with
X weight and strength. In addition, when bashing an opponent,
X you will either perform a body bash, or, if wielding a
X shield, perform a shield bash which is more effective.
X
X Bashing a door can throw you off balance, but this will not
X generally be a problem. Doors that have been jammed closed
X with spikes can only be opened by bashing. Locked doors may
X also be bashed open. Bashing a door open will permanently
X break it.
X
X Bashing a creature affects both you and the opponent.
X Depending on your dexterity, you may or may not be thrown
X off balance allowing free moves to your opponent. If the
X bash is successful, your opponent may be thrown off balance,
X thus giving you some free hits or a chance to run. Huge
X creatures such as ancient dragons will be difficult or
X impossible to bash successfully.
X
X A player automatically performs a shield bash instead of a
X body bash, if he is currently wearing a shield. A shield
X
X
X
X
X
X
X
X
X
X The Dungeons of Moria Page 16
X
X
X bash adds the damage of a shield to that of the bash, so it
X is more effective. Size and material both affect the damage
X that a shield will do.
X
X You can apply a count to this command, but if you are thrown
X off balance, the count will be reset straight away.
X
X C - Print character (to screen or file).
X This command allows the player to either display his charac-
X ter on the terminal screen, or to print an entire character
X info listing to a file. The character's history, equipment,
X and inventory list are also included if you chose to print
X it to a file.
X
X D <Dir> - Disarm a trap.
X You can attempt to disarm floor traps, or trapped chests.
X If you fail to disarm a trap, there is a chance that you
X blunder and set it off. You can only disarm a trap on a
X chest after finding it with the search command. This com-
X mand can have a count.
X
X E - Eat some food.
X A character must eat occasionally to remain effective. As a
X character grows hungry, a message will appear at the bottom
X of the screen saying "Hungry". If a character remains
X hungry long enough, he will become weak and eventually start
X fainting. Eventually, you will die of starvation if you do
X not eat.
X
X F - Fill a lamp or lantern with oil.
X If your character is currently using a lamp for light, and
X if he has a flask of oil in inventory, he may refill the
X lamp by using this command. A lamp is capable of a maximum
X of 15000 turns of light, and each flask has 7500 turns of
X oil contained in it.
X
X G - Gain new spells.
X To actually learn new spells, you must use this command.
X When you are able to learn some spells, the word "Study"
X will appear on the status line at the bottom of the screen.
X Mages, rogues, and rangers must have the magic books con-
X taining new spells to be able to learn them. Priests and
X Paladins are given their prayers by their gods, and hence do
X not need a holy book before learning the spells in it.
X
X L - Location on map. {W - where}
X The location command allows you to look at all parts of the
X current dungeon level. The displayed view of the dungeon is
X shifted to bring your current position as close to the
X center as possible. You may then shift the displayed map in
X any of the eight possible directions. Each shift moves your
X view point by one half screen. The top line displays a map
X section number, each map section having a height and width
X one half that of the display, and indicates the direction of
X
X
X
X
X
X
X
X
X
X The Dungeons of Moria Page 17
X
X
X the display from your current position. If you exit this
X command while you are not on the display, then the display
X is centered again.
X
X M - Map shown reduced size.
X This command will show the entire map, reduced by a factor
X of nine, on the screen. Since nine places map into every
X character on the screen, only the major dungeon features
X will be visible. This is especially useful for finding
X where the stairs are in relation to your current position.
X It is also useful for identifying unexplored areas.
X
X R - Rest for a number of turns.
X You may rest one turn with the null movement command. Rest-
X ing for longer periods of time is accomplished by using the
X Rest command, followed by the number of turns you want to
X rest your character. Resting will continue until the speci-
X fied duration has expired, or something to wake the charac-
X ter happens, such as a creature wandering by, or getting
X hungry, or some disability like blindness expiring. It is
X sometimes a good idea to rest a beat up character until he
X regains some of his hit points, but be sure to have plenty
X of food if you rest often.
X
X If you have accidentally entered in a rest period too large,
X or change your mind about the resting period, you may wake
X your character up by typing any character. Space is best,
X since if the rest ends just before the character is typed,
X the space is ignored as a command.
X
X It is also possible to rest by typing the count first, and
X using either the Rest or the null movement command.
X
X If you type `*' for the rest count, your character will rest
X until both hp and mana reach their maximum values. As
X above, you will immediately stop resting if anything
X interesting happens.
X
X S - Search mode toggle. {#}
X The Searching toggle will take you into and out of search
X mode. When first pressed, the message "Searching" will
X appear at the bottom of the screen. You are now taking two
X turns for each command, one for the command and one turn to
X search. This means that you are taking twice the time to
X move about the dungeon, and therefore twice the food. If a
X creature should happen by or attack you, search mode will
X automatically shut off. You may also turn off search mode
X by again pressing the `S' {or #} key.
X
X T <Dir> - Tunnel through rock. {control-<Dir>}
X Tunneling (Mining) is a very useful art. There are four
X kinds of rock present in the dungeons of moria: Permanent
X Rock, Granite Rock, Magma Intrusion, and Quartz Veins. Per-
X manent Rock is exactly that, permanent. Granite is very
X
X
X
X
X
X
END_OF_FILE
if test 49267 -ne `wc -c <'doc/moria1.txt'`; then
echo shar: \"'doc/moria1.txt'\" unpacked with wrong size!
fi
# end of 'doc/moria1.txt'
fi
if test -f 'source/prayer.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'source/prayer.c'\"
else
echo shar: Extracting \"'source/prayer.c'\" \(4788 characters\)
sed "s/^X//" >'source/prayer.c' <<'END_OF_FILE'
X/* source/prayer.c: code for priest spells
X
X Copyright (c) 1989-92 James E. Wilson, Robert A. Koeneke
X
X This software may be copied and distributed for educational, research, and
X not for profit purposes provided that this copyright and statement are
X included in all such copies. */
X
X#include "config.h"
X#include "constant.h"
X#include "types.h"
X#include "externs.h"
X
X
X/* Pray like HELL. -RAK- */
Xvoid pray()
X{
X int i, j, item_val, dir;
X int choice, chance, result;
X register spell_type *s_ptr;
X register struct misc *m_ptr;
X register struct flags *f_ptr;
X register inven_type *i_ptr;
X#ifdef ATARIST_MWC
X int32u holder;
X#endif
X
X free_turn_flag = TRUE;
X if (py.flags.blind > 0)
X msg_print("You can't see to read your prayer!");
X else if (no_light())
X msg_print("You have no light to read by.");
X else if (py.flags.confused > 0)
X msg_print("You are too confused.");
X else if (class[py.misc.pclass].spell != PRIEST)
X msg_print("Pray hard enough and your prayers may be answered.");
X else if (inven_ctr == 0)
X msg_print ("But you are not carrying anything!");
X else if (!find_range(TV_PRAYER_BOOK, TV_NEVER, &i, &j))
X msg_print ("You are not carrying any Holy Books!");
X else if (get_item(&item_val, "Use which Holy Book?", i, j, CNIL, CNIL))
X {
X result = cast_spell("Recite which prayer?", item_val, &choice, &chance);
X if (result < 0)
X msg_print("You don't know any prayers in that book.");
X else if (result > 0)
X {
X s_ptr = &magic_spell[py.misc.pclass-1][choice];
X free_turn_flag = FALSE;
X
X if (randint(100) < chance)
X msg_print("You lost your concentration!");
X else
X {
X /* Prayers. */
X switch(choice+1)
X {
X case 1:
X (void) detect_evil();
X break;
X case 2:
X (void) hp_player(damroll(3, 3));
X break;
X case 3:
X bless(randint(12)+12);
X break;
X case 4:
X (void) remove_fear();
X break;
X case 5:
X (void) light_area(char_row, char_col);
X break;
X case 6:
X (void) detect_trap();
X break;
X case 7:
X (void) detect_sdoor();
X break;
X case 8:
X (void) slow_poison();
X break;
X case 9:
X if (get_dir(CNIL, &dir))
X (void) confuse_monster(dir, char_row, char_col);
X break;
X case 10:
X teleport((int)(py.misc.lev*3));
X break;
X case 11:
X (void) hp_player(damroll(4, 4));
X break;
X case 12:
X bless(randint(24)+24);
X break;
X case 13:
X (void) sleep_monsters1(char_row, char_col);
X break;
X case 14:
X create_food();
X break;
X case 15:
X for (i = 0; i < INVEN_ARRAY_SIZE; i++)
X {
X i_ptr = &inventory[i];
X /* only clear flag for items that are wielded or worn */
X if (i_ptr->tval >= TV_MIN_WEAR
X && i_ptr->tval <= TV_MAX_WEAR)
X#ifdef ATARIST_MWC
X i_ptr->flags &= ~(holder = TR_CURSED);
X#else
X i_ptr->flags &= ~TR_CURSED;
X#endif
X }
X break;
X case 16:
X f_ptr = &py.flags;
X f_ptr->resist_heat += randint(10) + 10;
X f_ptr->resist_cold += randint(10) + 10;
X break;
X case 17:
X (void) cure_poison();
X break;
X case 18:
X if (get_dir(CNIL, &dir))
X fire_ball(GF_HOLY_ORB, dir, char_row, char_col,
X (int)(damroll(3, 6)+py.misc.lev),
X "Black Sphere");
X break;
X case 19:
X (void) hp_player(damroll(8, 4));
X break;
X case 20:
X detect_inv2(randint(24)+24);
X break;
X case 21:
X (void) protect_evil();
X break;
X case 22:
X earthquake();
X break;
X case 23:
X map_area();
X break;
X case 24:
X (void) hp_player(damroll(16, 4));
X break;
X case 25:
X (void) turn_undead();
X break;
X case 26:
X bless(randint(48)+48);
X break;
X case 27:
X (void) dispel_creature(CD_UNDEAD, (int)(3*py.misc.lev));
X break;
X case 28:
X (void) hp_player(200);
X break;
X case 29:
X (void) dispel_creature(CD_EVIL, (int)(3*py.misc.lev));
X break;
X case 30:
X warding_glyph();
X break;
X case 31:
X (void) dispel_creature(CD_EVIL, (int)(4*py.misc.lev));
X (void) remove_fear();
X (void) cure_poison();
X (void) hp_player(1000);
X break;
X default:
X break;
X }
X /* End of prayers. */
X if (!free_turn_flag)
X {
X m_ptr = &py.misc;
X if ((spell_worked & (1L << choice)) == 0)
X {
X m_ptr->exp += s_ptr->sexp << 2;
X prt_experience();
X spell_worked |= (1L << choice);
X }
X }
X }
X m_ptr = &py.misc;
X if (!free_turn_flag)
X {
X if (s_ptr->smana > m_ptr->cmana)
X {
X msg_print("You faint from fatigue!");
X py.flags.paralysis =
X randint((int)(5 * (s_ptr->smana-m_ptr->cmana)));
X m_ptr->cmana = 0;
X m_ptr->cmana_frac = 0;
X if (randint(3) == 1)
X {
X msg_print("You have damaged your health!");
X (void) dec_stat (A_CON);
X }
X }
X else
X m_ptr->cmana -= s_ptr->smana;
X prt_cmana();
X }
X }
X }
X}
END_OF_FILE
if test 4788 -ne `wc -c <'source/prayer.c'`; then
echo shar: \"'source/prayer.c'\" unpacked with wrong size!
fi
# end of 'source/prayer.c'
fi
echo shar: End of archive 5 \(of 39\).
cp /dev/null ark5isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have unpacked all 39 archives.
echo "Now run "bldfiles.sh" to build split files"
rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
echo You still need to unpack the following archives:
echo " " ${MISSING}
fi
## End of shell archive.
exit 0