madadv.help 5.9 KB

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