|brief||suppresses printing of long room descriptions for rooms which have been visited.|
|superbrief||suppresses printing of long room descriptions for all rooms.|
|verbose||restores long descriptions.|
|info||prints information which might give some idea of what the game is about.|
|quit||prints your score and asks whether you wish to continue playing.|
|save||saves the state of the game for later continuation.|
|restore||restores a saved game.|
|inventory||lists the objects in your possession.|
|look||prints a description of your surroundings.|
|score||prints your current score and ranking.|
|time||tells you how long you have been playing.|
|diagnose||reports on your injuries, if any.|
A command that begins with ! as the first character is taken to be a shell command and is passed unchanged to the shell via system(3).
Some objects can contain other objects. Many such containers can be opened and closed. The rest are always open. They may or may not be transparent. For you to access (e.g., take) an object which is in a container, the container must be open. For you to see such an object, the container must be either open or transparent. Containers have a capacity, and objects have sizes; the number of objects which will fit therefore depends on their sizes. You may put any object you have access to (it need not be in your hands) into any other object. At some point, the program will attempt to pick it up if you dont already have it, which process may fail if youre carrying too much. Although containers can contain other containers, the program doesnt access more than one level down.
Occupants of the dungeon will, as a rule, fight back when attacked. In some cases, they may attack even if unprovoked. Useful verbs here are attack <villain> with <weapon>, kill, etc. Knife-throwing may or may not be useful. You have a fighting strength which varies with time. Being in a fight, getting killed, and being injured all lower this strength. Strength is regained with time. Thus, it is not a good idea to fight someone immediately after being killed. Other details should become apparent after a few melees or deaths.
A command is one line of text terminated by a carriage return. For reasons of simplicity, all words are distinguished by their first six letters. All others are ignored. For example, typing disassemble the encyclopedia is not only meaningless, it also creates excess effort for your fingers. Note that this truncation may produce ambiguities in the intepretation of longer words. [Also note that upper and lower case are equivalent.]
You are dealing with a fairly stupid parser, which understands the following types of things:
Actions: Among the more obvious of these, such as take, put, drop, etc. Fairly general forms of these may be used, such as pick up, put down, etc. Directions: north, south, up, down, etc. and their various abbreviations. Other more obscure directions (land, cross) are appropriate in only certain situations. Objects: Most objects have names and can be referenced by them. Adjectives: Some adjectives are understood and required when there are two objects which can be referenced with the same name (e.g., doors, buttons). Prepositions: It may be necessary in some cases to include prepositions, but the parser attempts to handle cases which arent ambiguous without. Thus give car to demon will work, as will give demon car. give car demon probably wont do anything interesting. When a preposition is used, it should be appropriate; give car with demon wont parse. Sentences: The parser understands a reasonable number of syntactic construc- tions. In particular, multiple commands (separated by commas) can be placed on the same line. Ambiguity: The parser tries to be clever about what to do in the case of actions which require objects that are not explicitly specified. If there is only one possible object, the parser will assume that it should be used. Otherwise, the parser will ask. Most questions asked by the parser can be answered.
dtextc.dat - encoded messages and initialization information
dsave.dat - save file
For those familiar with the MDL version of the game on the ARPAnet, the following is a list of the major incompatabilties:-The first six letters of a word are considered significant, instead of the first five.
-The syntax for tell, answer, and incant is different.
-Compound objects are not recognized.
-Compound commands can be delimited with comma as well as period.
Also, the palantir, brochure, and dead man problems are not implemented.
Many people have had a hand in this version. See the "History" and "README" files for credits. Send bug reports to email@example.com (or uunet!airs!ian).
|-->||DUNGEON (6)||March 11, 1991|