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- Path: uunet!zephyr.ens.tek.com!tekred!saab!billr
- From: billr@saab.CNA.TEK.COM (Bill Randle)
- Newsgroups: comp.sources.games
- Subject: v09i065: umoria3 - single player dungeon simulation (ver. 5.2), Part10/31
- Message-ID: <5596@tekred.CNA.TEK.COM>
- Date: 16 May 90 19:15:26 GMT
- Sender: news@tekred.CNA.TEK.COM
- Lines: 1454
- Approved: billr@saab.CNA.TEK.COM
-
- Submitted-by: wilson@ernie.Berkeley.EDU (Jim Wilson)
- Posting-number: Volume 9, Issue 65
- Archive-name: umoria3/Part10
- Supersedes: umoria2: Volume 5, Issue 32-37,41-52,87
-
-
-
- #! /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 10 (of 31)."
- # Contents: doc/moria1.txt misc/shading
- # Wrapped by billr@saab on Wed May 16 11:54:21 1990
- 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'\" \(49358 characters\)
- sed "s/^X//" >'doc/moria1.txt' <<'END_OF_FILE'
- X
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- X The Dungeons of Moria
- X
- X
- X Robert Alan Koeneke
- X James E. Wilson
- X
- X
- X
- X
- 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
- XMay 7, 1990
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- X The Dungeons of Moria
- X
- X
- X Robert Alan Koeneke
- X James E. Wilson
- X
- X
- X
- 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
- X
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- X The Dungeons of Moria Page 2
- X
- X
- 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
- X
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- X The Dungeons of Moria Page 3
- X
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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
- X
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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.
- X
- 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
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- 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
- X
- X
- 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
- X
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- X The Dungeons of Moria Page 8
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- X priest's primary stats.
- X
- 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.
- X
- X
- X 2.5.1. Race Versus Class
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- X Warrior Mage Priest Rogue Ranger Paladin
- X
- 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
- X
- 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.
- X
- X
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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
- X
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- X
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- X
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- X The Dungeons of Moria Page 11
- X
- X
- X
- 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
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 12
- X
- X
- X
- 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 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 hard, therefore hard to dig through, and contains no valu-
- X able metals. Magma and Quartz veins are softer and some-
- X times bear valuable metals and gems, shown as a `$' or a `*'
- X character. You can tell if the metal or gems are embedded
- X into the wall by trying to move onto them. If you can't
- X
- X
- X
- X
- X
- X
- END_OF_FILE
- if test 49358 -ne `wc -c <'doc/moria1.txt'`; then
- echo shar: \"'doc/moria1.txt'\" unpacked with wrong size!
- fi
- # end of 'doc/moria1.txt'
- fi
- if test -f 'misc/shading' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'misc/shading'\"
- else
- echo shar: Extracting \"'misc/shading'\" \(8925 characters\)
- sed "s/^X//" >'misc/shading' <<'END_OF_FILE'
- XFrom ucbvax!tut.cis.ohio-state.edu!mailrus!uflorida!gatech!ncsuvx!ecemwl!jnh Mon Sep 25 11:47:55 PDT 1989
- XStatus: RO
- X
- XArticle 1484 of rec.games.programmer:
- XPath: ucbvax!tut.cis.ohio-state.edu!mailrus!uflorida!gatech!ncsuvx!ecemwl!jnh
- X>From: jnh@ecemwl.ncsu.edu (Joseph N. Hall)
- XNewsgroups: rec.games.programmer
- XSubject: Shading and line-of-sight calculation _en_masse_...
- XKeywords: very very fast
- XMessage-ID: <4036@ncsuvx.ncsu.edu>
- XDate: 25 Sep 89 17:10:09 GMT
- XSender: news@ncsuvx.ncsu.edu
- XReply-To: jnh@ecemwl.UUCP (Joseph N. Hall)
- XOrganization: North Carolina State University
- XLines: 192
- X
- XHere is a rough presentation of the technique for calculating shading and
- Xvisibility that I had mentioned earlier.
- X
- X...
- X
- X(summary)
- X
- XA Fast Algorithm for Calculating Shading and Visibility in a
- XTwo-Dimensional Field
- X
- XBy Joseph Hall
- XApplications Programmer, North Carolina State University
- X
- XThis document copyright 1989 by Joseph Hall. It may be reproduced in
- Xentirety for distribution for any purpose, so long as no fee whatsoever
- Xis charged for its distribution and no attempt is made to restrict its
- Xdistribution. No other use is allowed without permission from the author.
- XPermission from the author must be obtained if a substantial portion of
- Xthis document is to be included in another copyrighted work.
- X
- XAs the author of this document, I hereby release the ALGORITHMS described
- Xherein into the public domain. This release does not apply to the actual
- Xtext of this document.
- X
- X---
- X
- XInteractive terminal-based "rogue-like" games such as Hack, Moria, Omega,
- Xand, of course, the original Rogue, feature a player character traveling
- Xthrough a maze. The maze usually comprises several levels and is usually
- Xlaid out on a grid of squares or "tiles." Each tile contains one of several
- Xdistinct features, e.g., a piece of wall, floor, door, etc., and may also
- Xcontain objects and/or creatures, if it is not solid.
- X
- XHack and Rogue handle lighting and visibility quite simply. All corridors
- Xand walls are "visible" once they have been seen. Rooms are square and are
- Xeither "lit" or "dark." A player carrying a lamp can see with a radius of
- X1 tile if he is in a corridor (which is always dark) or in a dark room.
- XA player cannot see the occupants of a room until he steps into that room.
- XThese conditions eliminate the possible complexity of line-of-sight and
- Xshading computations, but detract somewhat from the "realism" of the game.
- X
- XMoria, on the other hand, allows for line-of-sight considerations. A player
- Xcan see whatever is standing or resting on a tile is it is both lit and
- Xcan be seen from his current location, i.e., if there are no "solid" tiles,
- Xsuch as walls or closed doors, intervening. Thus a player can see some of
- Xthe contents of a room as he approaches its entrance, and more as he gets
- Xcloser. Moria does not, however, allow for lights of radius greater than
- Xone tile, and only the player is allowed to carry a light. Again, all rooms
- Xare either lit or not lit, and corridors are dark, although certain player
- Xactions can permanently light portions of corridors and permanently light
- Xor darken portions of rooms.
- X
- XOne can see the desirability of a more complex scheme, where the player
- Xis allowed a lamp of variable radius, other creatures can carry lamps, and
- Xrooms are lit by lamps with finite radius. Such a scheme is not trivial to
- Ximplement, at least from the standpoint of the bookkeeping required, but the
- Xgreatest difficulty is the amount of calculation required, which can easily
- Xtake long enough on a microcomputer to remove the interactive feel of
- Xthe game.
- X
- XConsider:
- X
- XWhenever the player moves, and thus his viewpoint changes, the visibility
- Xof the entire area surrounding him must be recalculated. This area will be
- Xeither the visible area on the screen or the portion of it within a limited
- X"sight radius" of the player. A sight radius of at least 25 tiles is
- Xdesirable, and this could entail calculations for pi * 25 * 25 tiles, or
- Xabout 2000 tiles.
- X
- XAdditionally, whenever a light source moves (when carried by the player or
- Xby another creature), the lighting status of the area within the effective
- Xradius of the light source must be recalculated. Although a radius of 1-5
- Xtiles is probably optimum for players and other creatures, there may be a
- Xnumber of these light sources on screen at the same time, and larger radii
- Xalso have some application.
- X
- XFinally, considerable recalculation is required whenever the solidity of a
- Xvisible tile changes, e.g., when a door opens or closes.
- X
- XThe obvious approach to all of the above situations is to calculate both
- Xvisibility and lighting status on a tile-by-tile basis using an ordinary
- X"line-of-sight" routine. That is, for each light source on screen, calculate
- Xwhether it lights a tile within its radius by seeing whether a line of sight
- Xexists between it and the tile; similarly, once the lighting status of all
- Xtiles on screen is known, calculate whether the player can see them by
- Xchecking the line of sight from the player to each of the surrounding tiles.
- X
- XThe difficulty here is that the line-of-sight routine must check each of the
- Xtiles intervening between the player/light source and destination. This
- Xmakes the calculations described above roughly O(n^3), which is generally
- Xunsuitable.
- X
- XA previous posting on USENET suggested using "rays" emanating from the player
- Xor light source, one ray to each screen border tile or each tile of limiting
- Xcircumference. The algorithm involves checking the solidity of tiles along
- Xeach ray, beginning at the player or light source, and marking them visible
- Xuntil a solid object is encountered. While this is fast and efficient, it
- Xis incorrect. To wit:
- X
- X . | . | |
- X . . | . . | . |
- X . . . | . . . * * * * . . .
- X@ . x . | @ . x * * @ . x * * @ . . . . @ . .
- X
- X (1) (2) (3) (4) (5)
- X
- X
- XHere, @ is the center of a light source, x is a solid object, '*' represents
- Xa shaded tile, '.' is a lit tile, and '|' is a boundary. (1) shows the system
- Xwithout shading. (2) is the correct shading. (3) is the shading generated
- Xby the above algorithm. (4) and (5) are the lines of sight to the border that
- Xcause the incorrect shading to be generated. The correct shading will be
- Xgenerated only for the border tiles, and there will be some inaccuracies in
- Xthe remaining shading.
- X
- XThe author has, however, found an efficient technique that relies on
- Xtables of pre-calculated, rasterized shading.
- X
- XConsider this situation:
- X
- X . . . *
- X . . . . . . * *
- X . . . . . . . . * * * *
- X . 3 . . . . . . . . * * . 3 * .
- X . . 2 . . . . . . . . . 2 * * . . . . .
- X @ . . 1 . . @ . . 1 * * @ . . . . . @ . . . . .
- X
- X (6) (7) (8) (9)
- X
- X'1,' '2,' and '3' represent solid objects. (7), (8) and (9) are the shading
- Xgenerated by the individual objects. The total shading can be generated by
- Xoverlaying (7), (8) and (9):
- X
- X *
- X * *
- X * * *
- X . 3 * *
- X . . 2 * *
- X @ . . 1 * *
- X
- X (10)
- X
- XThus the problem of calculating shading for an area can be reduced to one of
- X"summing" the shadows that its individual tiles create. This procedure is
- Xstraightforward and won't be detailed in this short report.
- X
- XHOW TO STORE the pre-calculated shadows is a matter to consider, however.
- XOne might expect a full set of shadows, say, out to a radius of 32, to
- Xoccupy an inordinate amount of space, or, if tightly compressed, to present
- Xproblems in retrieval. But this turns out to be not nearly so bad.
- X
- XSymmetry considerations, first, reduce the number of shadows that must be
- Xstored by a factor of 8, since only one "octant" (45-degree slice), as
- Xshown above, need be calculated.
- X
- XThe shadows can be stored as a series of "rasters," using the following
- Xrepresentation for each shadow:
- X
- X byte
- X 1 # of rasters in this shadow
- X 2 #1 start
- X 3 #1 end
- X 4 #2 start
- X 5 #2 end
- X ...
- X
- X(7), (8) and (9) can be translated as follows:
- X
- X (7) 1 4-5
- X (8) 3 4-5 4-5 5-5
- X (9) 4 4-4 3-5 4-5 5-5
- X
- XThe full set of radius-32 shadows can, in fact, be stored in a readily-
- Xaccessible table of LESS THAN 9000 BYTES.
- X
- X...
- X
- XI have written a prototype that uses this shading technique. Missing
- Xcertain optimizations in its current version, it still calculates a 32 x 32
- Xarea in a relatively-constant 50 milliseconds on an 8MHz 68000. The
- Xmost efficient conventional LOS-based version that I have been able to write
- Xtakes about 800 milliseconds. (!)
- X
- XI am working on a cleaner version of the prototype and table generator and
- Xwill present them and a detailed report later (a couple of weeks?) in
- Xrec.games.programmer.
- X
- X
- Xv v sssss|| joseph hall || 4116 Brewster Drive
- X v v s s || jnh@ecemwl.ncsu.edu (Internet) || Raleigh, NC 27606
- X v sss || SP Software/CAD Tool Developer, Mac Hacker and Keyboardist
- X-----------|| Disclaimer: NCSU may not share my views, but is welcome to.
- X
- X
- END_OF_FILE
- if test 8925 -ne `wc -c <'misc/shading'`; then
- echo shar: \"'misc/shading'\" unpacked with wrong size!
- fi
- # end of 'misc/shading'
- fi
- echo shar: End of archive 10 \(of 31\).
- cp /dev/null ark10isdone
- 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 ; do
- if test ! -f ark${I}isdone ; then
- MISSING="${MISSING} ${I}"
- fi
- done
- if test "${MISSING}" = "" ; then
- echo You have unpacked all 31 archives.
- 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
-