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141 lines
5.9 KiB
Plaintext
Executable File
141 lines
5.9 KiB
Plaintext
Executable File
Editorials
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1. Users on ITS: say ZORK^K to DDT rather than :ZORK to get a
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zork--this keeps you from tying up more than one of the three
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available slots.
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2. Bugs, comments, etc. are always welcome.
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Send mail to DUNGEON@MIT-DMS
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Special characters, cautions, &c.
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The characters ctrl-D and ctrl-L are useful for redisplaying what
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you've typed before you terminate--particularly when you're on a
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printing terminal (or TENEX/TOPS-20) where <rubout> echoes the
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character deleted rather than erasing it. Ctrl-@ (null) deletes the
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entire line you've typed.
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Dungeon may occasionally type out a message 'GIN FREE STORAGE-
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<long pause> GOUT TIME=10.92'. This indicates that a garbage
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collection is occurring. We have attempted to prevent this, since it
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may take a significant amount of real time on a loaded system; should
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it ever occur, please send mail to DUNGEON@MIT-DMS describing the
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circumstances--how many moves have been made, whether a RESTORE has
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been done, and so on. THIS IS NOT FATAL: after the GOUT message is
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printed, you may continue playing.
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Useful commands
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The 'brief' command suppresses printing of long room descriptions
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for rooms which have been visited. The 'unbrief' command turns this
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off. The 'superbrief' command suppresses printing of long room
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descriptions for all rooms; 'unsup' turns this off.
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The 'info' command prints a file which might give some idea of
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what the game is about.
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The 'quit' command (or ctrl-G) prints your score, and asks whether
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you wish to continue playing.
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The 'script', 'unscript', 'save', and 'restore' commands are
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useful if you are a local user.
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Although the best way to report bugs is to send mail to
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DUNGEON@MIT-DMS, there are 'bug' and 'feature' commands built in to
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the game. These generate files which must, alas, be manually
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transmitted to the maintainers. It is, however, better than nothing.
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Dungeon Command Parser
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A command is one line of text terminated by a carriage return.
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For reasons of simplicity all words are distinguished by their first
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five letters. All others are ignored. For example, your typing
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'DISASSEMBLE THE ENCYLOPEDIA' while meaningless is also creating
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excess effort for your fingers. Note also that ambiguities can be
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introduced by this: 'unscr' is 'UNSCRipt', not 'UNSCRew'.
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You are talking to a fairly stupid parser, which understands the
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following types of things.
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Actions:
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Among the more obvious of these, TAKE, DROP, etc. Fairly general
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forms of these may be used: PICK UP, PUT DOWN, etc.
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Directions:
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NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations.
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Other more obscure directions (LAND, CLIMB) are appropriate in
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only certain situations. Because words are only five letters,
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you must say 'nw' for 'northwest': the latter is truncated to
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'north', which isn't quite what you had in mind.
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Objects:
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Most objects have names, and can be referenced by them.
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Adjectives:
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Some adjectives are understood and are required when there are
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two objects which can be referenced with the same 'name' (e.g.
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DOORs, BUTTONs)
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Prepositions:
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It may be necessary in some cases to include prepositions, but
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the parser attempts to handle cases which aren't ambiguous
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without. Thus 'Give car to demon' will work, as will 'Give demon
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car.' 'Give car demon' probably won't do anything interesting.
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When a preposition is used, it should be appropriate: 'Give car
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with demon' does not parse.
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Sentences:
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The parser understands a reasonable number of things. Rather
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than listing them, we advise you to do reasonable things.
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Multiple Objects:
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Sentences of the following forms will parse:
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Put A and B and C in trophy case
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Put A, B, and C in trophy case
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Give A and B to the troll
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The following will not:
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Put A B in case
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Take A B C
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The point is that an AND or a <comma> are required so as not
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to hopelessly confuse the parser.
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Ambiguity:
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The parser tries to be clever about what to do in the case of
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actions which require objects in the case that the object is not
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specified. If there is only one possible object, the parser will
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assume that it should be used. Otherwise, the parser will ask.
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Most questions asked by the parser can be answered (e.g. With
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what?).
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Inventory: Lists the objects in your possession.
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Look: Prints a description of your surroundings.
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Containment:
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Some objects can contain other objects. Many such containers can
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be opened and closed; the rest are always open. They may or may
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not be transparent. For you to access (take, for example) an
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object which is in a container, the container must be open; for you
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to see such an object, the container must either be open or
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transparent. Containers have a capacity, and objects have sizes;
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the number of objects which will fit therefore depends on their
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sizes. You may "put" any object you have access to (it need not be
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in your hands) into any other object; at some point, the program
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will attempt to pick it up if you don't already have it, which
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process may fail if you're carrying too much. Although containers
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can contain other containers, the program doesn't access more than
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one level down.
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Fighting:
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Occupants of the dungeon will, as a rule, fight back when
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attacked; they may in some cases attack you unprovoked. Useful
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verbs here are 'attack <villain> with <weapon>', 'kill', etc.
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Knife-throwing may or may not be useful. The adventurer has a
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fighting strength, which varies with time: in particular, being
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in a fight, getting killed, and getting injured, all lower it.
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One's carrying capacity may also be reduced after a fight.
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Strength is regained with time. (Thus, it is not a good idea to
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fight someone immediately after being killed.) Other details
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may become apparent in the course of a few melees. The
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'diagnose' command describes your state of health.
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