[comp.sources.games] v02i069: umoria - single player dungeon simulation, Part04/16

games-request@tekred.TEK.COM (11/05/87)

Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu>
Comp.sources.games: Volume 2, Issue 69
Archive-name: umoria/Part04




#! /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 4 (of 16)."
# Contents:  externs.h moria.doc.2
# Wrapped by billr@tekred on Wed Nov  4 09:59:43 1987
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f externs.h -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"externs.h\"
else
echo shar: Extracting \"externs.h\" \(4939 characters\)
sed "s/^X//" >externs.h <<'END_OF_externs.h'
Xextern int character_generated;  /* don't save score until char gen finished */
Xextern int highscore_fd;	/* High score file descriptor */
Xextern int player_max_exp;	/* Max exp possible    */
Xextern char norm_state[STATE_SIZE];	/* Contains seed #     */
Xextern char randes_state[STATE_SIZE];
Xextern int randes_seed;	    /* For encoding colors */
Xextern char town_state[STATE_SIZE];
Xextern int town_seed;	    /* Seed for town genera*/
Xextern int cur_height, cur_width;	/* Cur dungeon size    */
Xextern int dun_level;	/* Cur dungeon level   */
Xextern int missile_ctr;	/* Counter for missiles */
Xextern int msg_line;	/* Contains message txt*/
Xextern int msg_flag;	/* Set with first msg  */
Xextern vtype old_msg;	/* Last message	      */
Xextern int generate;	/* Generate next level */
Xextern int death;	/* True if died	      */
Xextern vtype died_from;	/* What killed him     */
Xextern int find_flag;	/* Used in MORIA	      */
Xextern int reset_flag;	/* Used in MORIA	      */
Xextern int stat_column;	/* Column for stats    */
Xextern unsigned int print_stat;	/* Flag for stats      */
Xextern int turn;	/* Cur trun of game    */
Xextern int wizard1;	/* Wizard flag	      */
Xextern int wizard2;	/* Wizard flag	      */
Xextern int used_line[23];
Xextern char password1[12];
Xextern char password2[12];
X
Xextern int key_bindings;
X
Xextern char days[7][80];
Xextern int closing_flag;	/* Used for closing   */
X
X/* Bit testing array						*/
Xextern unsigned int bit_array[32];
X
X/*  Following are calculated from max dungeon sizes		*/
Xextern int max_panel_rows, max_panel_cols;
Xextern int quart_height, quart_width;
Xextern int panel_row, panel_col;
Xextern int panel_row_min, panel_row_max;
Xextern int panel_col_min, panel_col_max;
Xextern int panel_col_prt, panel_row_prt;
X
X/*  Following are all floor definitions				*/
Xextern cave_type cave[MAX_HEIGHT][MAX_WIDTH];
Xextern cave_type blank_floor;
Xextern floor_type dopen_floor;
Xextern floor_type lopen_floor;
Xextern floor_type corr_floor1;
Xextern floor_type corr_floor2;
Xextern floor_type corr_floor3;
Xextern floor_type corr_floor4;
Xextern floor_type rock_wall1;
Xextern floor_type rock_wall2;
Xextern floor_type rock_wall3;
Xextern floor_type boundary_wall;
X
X/* Following are player variables				*/
Xextern player_type py;
Xextern btype player_title[MAX_CLASS][MAX_PLAYER_LEVEL];
Xextern int player_exp[MAX_PLAYER_LEVEL];
Xextern double acc_exp;	                  /* Accumulator for fractional exp*/
Xextern dtype bare_hands;
Xextern int char_row;
Xextern int char_col;
Xextern int global_com_val;
Xextern race_type race[MAX_RACES];
Xextern background_type background[MAX_BACKGROUND];
Xextern double rgold_adj[MAX_RACES][MAX_RACES];
X
X/* SUN4 has a variable called class in the include file <math.h>
X   avoid a conflict by not defining my class in the file misc1.c */
X#ifndef DONT_DEFINE_CLASS
Xextern class_type class[MAX_CLASS];
X#endif
X
Xextern spell_type magic_spell[MAX_CLASS][31];
Xextern treasure_type mush;
Xextern byteint player_init[MAX_CLASS][5];
Xextern int total_winner;
X
X/* Following are store definitions				*/
Xextern owner_type owners[MAX_OWNERS];
Xextern store_type store[MAX_STORES];
Xextern treasure_type store_door[MAX_STORES];
Xextern int store_choice[MAX_STORES][STORE_CHOICES];
X
Xint (*store_buy[MAX_STORES])();
X
X/* Following are treasure arrays	and variables			*/
Xextern treasure_type object_list[MAX_OBJECTS];
Xextern int object_ident[MAX_OBJECTS];
Xextern int t_level[MAX_OBJ_LEVEL];
Xextern treasure_type gold_list[MAX_GOLD];
Xextern treasure_type t_list[MAX_TALLOC];
Xextern treasure_type inventory[INVEN_ARRAY_SIZE];
Xextern treasure_type inventory_init[INVEN_INIT_MAX];
Xextern treasure_type blank_treasure;
Xextern int inven_ctr;	        /* Total different obj's	*/
Xextern int inven_weight;	/* Cur carried weight	*/
Xextern int equip_ctr;  	/* Cur equipment ctr	*/
Xextern int tcptr;      	/* Cur treasure heap ptr	*/
X
X/* Following are feature objects defined for dungeon		*/
Xextern treasure_type trap_lista[MAX_TRAPA];
Xextern treasure_type trap_listb[MAX_TRAPB];
Xextern treasure_type scare_monster;	/* Special trap	*/
Xextern treasure_type rubble;
Xextern treasure_type door_list[3];
Xextern treasure_type up_stair;
Xextern treasure_type down_stair;
X
X/* Following are creature arrays and variables			*/
Xextern creature_type c_list[MAX_CREATURES];
Xextern monster_type m_list[MAX_MALLOC];
Xextern int m_level[MAX_MONS_LEVEL];
Xextern monster_type blank_monster;	/* Blank monster values	*/
Xextern int muptr;	/* Cur used monster ptr	*/
Xextern int mfptr;	/* Cur free monster ptr	*/
Xextern int mon_tot_mult;	/* # of repro's of creature	*/
X
X/* Following are arrays for descriptive pieces			*/
Xextern atype colors[MAX_COLORS];
Xextern atype mushrooms[MAX_MUSH];
Xextern atype woods[MAX_WOODS];
Xextern atype metals[MAX_METALS];
Xextern atype rocks[MAX_ROCKS];
Xextern atype amulets[MAX_AMULETS];
Xextern dtype syllables[MAX_SYLLABLES];
X
X/* function return values */
Xchar *pad();
Xbyteint de_statp();
Xbyteint in_statp();
Xchar *likert();
END_OF_externs.h
if test 4939 -ne `wc -c <externs.h`; then
    echo shar: \"externs.h\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f moria.doc.2 -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"moria.doc.2\"
else
echo shar: Extracting \"moria.doc.2\" \(49427 characters\)
sed "s/^X//" >moria.doc.2 <<'END_OF_moria.doc.2'
X           The Dungeons of MORIA
X
X
X            R       - Rest for a number of turns.
X
X               You may rest one turn by pressing the '5' key.  Resting  for
X          longer periods of time is accomplished by using the Rest command,
X          followed by the number of turns you want to rest your  character.
X          Resting  will  continue until the specified duration has expired,
X          or something to wake the character happens, such  as  a  creature
X          wandering  by.   It  is  sometimes  a good idea to rest a beat-up
X          character until he regains some of his hit points, but be sure to
X          have plenty of food if you rest often.
X
X               If you have accidently entered in a rest period  too  large,
X          or  change  your mind about the resting period, you may wake your
X          character up by pressing any key.
X
X
X            S       - Search mode toggle.
X
X               The Searching toggle will take the character into and out of
X          searching mode.  When first pressed, the message "Searching" will
X          appear at the bottom of the screen.  The character is now  taking
X          two  turns  for each command, one for the command and one turn to
X          search about him.  Note that this means he is  taking  twice  the
X          time to move about the dungeon, and therefore twice the food.  If
X          a creature should happen by  or  attack  you,  search  mode  will
X          automatically  shut  off.  Otherwise you may turn off search mode
X          by again pressing the 'S' key.
X
X
X            T <Dir> - Tunnel through rock.
X
X               Tunneling (Mining) is a very useful  art.   There  are  four
X          kinds of rock present in the dungeons of *MORIA*; Permanent Rock,
X          Granite Rock, Magma Intrusion, and Quartz Veins.  Permanent  Rock
X          is exactly that, permanent.  Granite is very hard, therefore hard
X          to dig through, and  contains  no  valuable  metals.   Magma  and
X          Quartz  veins  are  softer and sometimes bare valuable metals and
X          gems, shown as a '$' or a '*' character.  You  can  tell  if  the
X          metal  or  gems are embedded into the wall by trying to move onto
X          them.  If you can't move over them, you'll have to dig them out.
X
X               Tunneling can be VERY difficult by hand, so when you dig  be
X          sure  to  wield  either  a shovel or a pick.  Magical shovels and
X          picks can be found which allow the wielder  to  dig  much  faster
X          than normal, and a good strength also helps.
X
X               It is sometimes possible to get a character  trapped  within
X          the  dungeon by using various magical spells and items.  So it is
X          a very good idea to always carry some kind of digging tool,  even
X          when you are not planning on tunneling for treasure.
X
X
X            a <Dir> - Aim a wand.
X
X               Wands must be aimed in a direction to be used.  Wands are  a
X          magical  device  and therefore use the Magical Devices ability of
X          the player.  They will either affect  the  first  object/creature
X          encountered,  or  affect anything in a given direction, depending
X          upon the wand.  An obstruction such as door or wall will  general
X
X                                       18
X
X           The Dungeons of MORIA
X
X
X          stop the effects of a wand from traveling further.
X
X
X            b       - Browse a book.
X
X               You can  only  read  a  book  if  you  are  of  it's  realm.
X          Therefore  a  magic  user could read a magic book, but not a holy
X          book.  Fighter's will not be able to read either  kind  of  book.
X          When  the  browse  command  is used, all of the spells or prayers
X          contained in the book along with information about  it,  such  as
X          it's level, the amount of mana used up in casting it, and whether
X          or not you know the spell or prayer, will  be  displayed.   There
X          are  a total of 31 different magical spells in four books, and 31
X          different prayers in four books.
X
X
X            c <Dir> - Close a door.
X
X               Non-intelligent and certain other creatures will not be able
X          to  open  a  door.  Therefore shutting doors can be a life saver.
X          You must be adjacent to an open door, and you cannot close broken
X          doors.  Note that bashing a door open will break it.
X
X
X            d       - Drop an object from you inventory.
X
X               You can drop a single object onto the floor beneath  you  if
X          that  floor  spot  does not already contain an object.  Note that
X          doors and traps are considered objects in  this  sense.   If  you
X          drop  an  object  such  as  a  potion  or scroll, a single one is
X          dropped onto the floor at a time.  Group objects such  as  arrows
X          are all dropped at once onto the floor.
X
X
X            e       - Display a list of equipment being used.
X
X               Use the Equipment command  to  display  a  list  of  objects
X          currently  being  used  by your character.  Note that each object
X          has a specific place were it is placed, and that only one  object
X          of  each  type  may  be  used at any one time; excepting rings of
X          which two can be worn, one on each hand.
X
X
X            f <Dir> - Throw an object/Use a missile weapon.
X
X               You  may  throw  any  object  carried  by  your   character.
X          Depending  upon  the  weight of an object, it may travel across a
X          room or drop down beside you.  If you throw an object such as  an
X          arrow, only one will be used at a time.
X
X               If you throw at a  creature,  your  chance  of  hitting  the
X          creature  is  determined  by  your pluses to hit, your ability at
X          throwing, and the objects pluses to hit.  Once  the  creature  is
X          hit,  the  object  may  or  may  not  do any actual damage to it.
X          Certain objects in the dungeon can do  great  amounts  of  damage
X          when  thrown,  but  it's  for you to figure out the obscure ones.
X          Oil flasks are considered to be lit before thrown, therefore they
X          will do fire damage to a creature if they hit it.
X
X
X                                       19
X
X           The Dungeons of MORIA
X
X
X               To use a bow with arrows, simply wield the bow and throw the
X          arrows.   Extra  pluses  to  damage  and  hitting  are  gained by
X          wielding the proper weapon and throwing the  corresponding  ammo.
X          A heavy crossbow with bolts for example, is a killer...
X
X
X            h       - Enter the MORIA
X
X               A subprocess is spawned and the HELP utility entered.   Help
X          on  individual commands may be displayed without actually exiting
X          your game.  You may return to your game by entering a <CONTORL>-Z
X          character.
X
X
X            i       - Display a list of objects being carried.
X
X               The Inventory command displays a list of all  objects  being
X          carried,  but  are  not  in  current use.  You may carry up to 22
X          different kinds of objects, not including those in your equipment
X          list.   Depending upon your strength, you will be able carry many
X          identical objects before hitting your weight limit.
X
X
X            j <Dir> - Jam a door with an iron spike.
X
X               Most humanoid and many intelligent creatures can simply open
X          a  closed  door,  and  can  eventually get through a locked door.
X          Therefore you may spike a door in order to jam  it.   Each  spike
X          used  on  a door will increase it's strength.  It is very easy to
X          jam a door so much as to make it impossible for your character to
X          bash  it  down,  so  spike  doors wisely.  Note that the bigger a
X          creature is, the easier it can bash a door down.  Therefore  four
X          or  more  spikes  might be necessary to slow down a dragon, where
X          one spike would slow down a kobold.
X
X
X            m       - Cast a magic spell.
X
X               First, a character must have learned a spell before  he  can
X          cast it.  Next, when casting a spell, he must read the spell from
X          a book, so a book containing the spell must be in his  inventory.
X          Each  spell has a chance of failure which starts out fairly large
X          but decreases as a character gains levels.  If a  character  does
X          not  have the available mana, he increases his chance of failure,
X          and gambles on losing a point of constitution.  Note that since a
X          character  must read the spell from a book, he cannot be blind or
X          confused when casting a spell,  and  there  must  be  some  light
X          present.
X
X
X            l <Dir> - Look in a direction.
X
X               The Look command is useful in identifying the exact type  of
X          object  or  creature shown on the screen.  Also, if a creature is
X          on top of an object, the look command will  describe  both.   You
X          can  see  creatures  and  objects up to 200 feet away (20 units).
X          Note that you  may  freely  use  the  Look  command  without  the
X          creatures getting a move on you.
X
X
X                                       20
X
X           The Dungeons of MORIA
X
X
X            o <Dir> - Open a door, chest, or lock.
X
X               To open an object such as a door or chest you must  use  the
X          Open  command.   If  the  object is locked, the Open command will
X          attempt to pick the lock, based on  your  ability  at  disarming.
X          Note  that if an object is trapped and you open it, the trap will
X          be set off.
X
X
X            p       - Read a prayer.
X
X               First, a character must have learned a prayer before he  can
X          read  it.   Next,  when  reading  a prayer, he must have the book
X          containing the prayer in his inventory.  Each prayer has a chance
X          of  failure  which  starts  out  fairly  large but decreases as a
X          character gains  levels.   If  a  character  does  not  have  the
X          available  mana,  he increases his chance of failure, and gambles
X          on losing a point of constitution.  Note that since  a  character
X          must  read the prayer from a book, he cannot be blind or confused
X          and there must be some light present.
X
X
X            q       - Quaff a potion.
X
X               To drink a potion use the Quaff command.  A  potion  affects
X          the  player  in  some  manner.   The effects of the potion may be
X          immediately noticed, or they may be subtle and unnoticed.
X
X
X            r       - Read a scroll.
X
X               To read a scroll use the Read command.  A scroll  spell  has
X          an  area  affect,  except in a few cases such as identify scrolls
X          which act on other objects.  Note that two scrolls, the  identify
X          scroll  and  the  recharge  scroll, have titles which can be read
X          without setting them off, and by pressing <ESCAPE> can  be  saved
X          for future use.
X
X
X            s       - Search general area one turn.
X
X               The Search command can be used to locate  hidden  traps  and
X          secret doors about the player.  Note that more than a single turn
X          of searching will be required in most cases.  You  should  always
X          search  a  chest  before  trying  to  open  it  because  they are
X          generally trapped.
X
X
X            t       - Take off a piece of equipment.
X
X               Use the Take-Off command to remove an object from  use,  and
X          return  it  to  your inventory.  Occasionally you will run into a
X          cursed item which cannot be removed.   Cursed  items  are  always
X          bad, and can only be taken off after removing the curse.
X
X
X            u       - Use a staff.
X
X
X
X                                       21
X
X           The Dungeons of MORIA
X
X
X               The Use command will activate a staff.  Like  scrolls,  most
X          staffs  have  an  area affect.  Because staffs are generally more
X          powerful than most other items,  they  are  also  harder  to  use
X          correctly.
X
X
X            v       - Display current version of game.
X
X               The Version command displays the  credits  for  the  current
X                     MORIA
X
X
X            w       - Wear or wield an item being carried.
X
X               To wear or wield  an  object  in  your  inventory,  use  the
X          Wear/Wield  command.  If an object is already in use for the same
X          function, it  is  automatically  removed  first.   Note  that  an
X          objects bonuses cannot be gained until it is worn or wielded.
X
X
X            x       - Exchange primary and secondary weapons.
X
X               A secondary weapon is any weapon which may be needed  often.
X          Instead  of  searching  through  your  inventory, you may use the
X          exchange command to keep the weapon ready.  For instance, if  you
X          wanted  to  use your bow most of the time, but needed a sword for
X          close combat, you  could  wield  your  sword,  use  the  exchange
X          command to make it the secondary weapon, then wield your bow.  If
X          the sword was suddenly needed, simply use the exchange command to
X          switch between the bow and the sword.
X
X
X            /       - Identify a character shown on screen.
X
X               Use the identify  command  to  find  out  what  a  character
X          displayed  on  the  screen stands for.  For instance, by pressing
X          '/.', you can find out that the '.'  stands  for  a  floor  spot.
X          When  used  with  a  creature, the identify command will tell you
X          only what class of  creature  the  symbol  stands  for,  not  the
X          specific  creature,  therefore  use  the  look  command  for this
X          information.
X
X
X            ?       - Display a list of commands.
X
X               The ?  command displays a one page quick reference help page
X          on the screen.
X
X
X            M      - Repeat last message.
X
X               The <Control>-M (Carriage-Return or Enter key) command  will
X          re-display  the  last  message printed on the message line at the
X          top of your screen.
X
X
X            R      - Redraw the screen.
X
X
X
X                                       22
X
X           The Dungeons of MORIA
X
X
X               To redraw the entire screen, use the <Control>-R command.
X
X
X            Y      - Quit the game without saving.
X
X               To exit the game  without  saving  your  character  use  the
X          <Control>-Y  command.  Once exited in this manner, your character
X          is non-recoverable.
X
X
X            Z      - Save your character and quit the game.
X
X               To save your game so that it can be restarted later, use the
X          <Control>-Z  command.   The save file can be moved about at will,
X          but do not edit it.  Note that a copy of a saved  character  will
X          not work after that character has died.
X
X
X            $       - Shell out of game.
X
X               Use the Shell command '$' to temporarily exit  the  game  to
X          execute  DCL  commands.   You  may  re-enter the game by entering
X          "EOJ" to end the spawned process.
X
X
X            <       - Go up an up-staircase.
X
X               If you move onto an up-staircase you may use the '<' command
X          to  go  up  one level.  There is always one staircase going up on
X          every level except for the town level (this does  not  mean  it's
X          easy  to  find).   Going up a staircase will always take you to a
X          new dungeon area except for the town  level,  which  remains  the
X          same for the duration of your character.
X
X
X            >       - Go down a down-staircase.
X
X               If you are on top of a down-staircase you may  use  the  '>'
X          command  to  go  down  one  level.  There are always two or three
X          staircases going down on each level, except the town level  which
X          has  only  one.  Going down will always take you to a new dungeon
X          area.
X
X
X            . <Dir> - Move in direction.
X
X               The  Move  command  '.'  will  move  you  in  the  indicated
X          direction   until   one  of  several  conditions  happen.   These
X          conditions  include,  a  creature  appearing  on  the  screen,  a
X          creature  already on the screen moving, an object or feature such
X          as a door, a staircase, or a trap is adjacent to  the  character,
X          character  comes  into a junction of passages, or character comes
X          to a wall with no choice or more than one  choice  of  continuing
X          directions.
X
X
X
X
X
X
X                                       23
X
X           The Dungeons of MORIA
X
X
X          2.2.2.2  Quick Reference Page. -
X
X                                ^*MORIA\* Commands
X
X          B <Dir> Bash (object/creature)|  q      Quaff a potion.
X          C       Display character.    |  r        Read a scroll.
X          D <Dir> Disarm a trap/chest.  |  s        Search for hidden doors.
X          E       Eat some food.        |  t        Take off an item.
X          F       Fill lamp with oil.   |  u        Use a staff.
X          L       Current location.     |  v        Version and credits.
X          P       Print map.            |  w        Wear/Wield an item.
X          R       Rest for a period.    |  x        Exchange weapon.
X          S       Search Mode.          |  /        Identify an character.
X          T <Dir> Tunnel.               |  ?        Display this panel.
X          a       Aim and fire a wand.  |
X          b       Browse a book.        |  ^M       Repeat the last message.
X          c <Dir> Close a door.         |  ^R       Redraw the screen.
X          d       Drop an item.         |  ^Y       Quit the game.
X          e       Equipment list.       |  ^Z       Save character and quit.
X          f       Fire/Throw an item.   |   $       Shell out of game.
X          h       ^*MORIA\* Help.           |
X          i       Inventory list.       |  < Go up an up-staircase.
X          j <Dir> Jam a door with spike.|  > Go down a down-staircase.
X          l <Dir> Look given direction. |  . <Dir>  Move in direction.
X          m       Cast a magic spell.   |  Movement: 7  8  9
X          o <Dir> Open a door/chest.    |            4     6    5 = Rest.
X          p       Read a prayer.        |            1  2  3
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X                                       24
X
X           The Dungeons of MORIA
X
X
X          2.2.3  The Town Level -
X
X               The town level is where you will begin your adventure.   The
X          town  consists of six buildings each with an entrance, some towns
X          'people', and a wall which surrounds the town.   The  first  time
X          you  are  in  town it will be daytime, but you may return to find
X          that darkness  has  fallen.   (Note  that  some  spells  may  act
X          differently in the town level.)
X
X
X
X          2.2.3.1  Town's People -
X
X               The town contains many different kinds of people.  There are
X          the street urchins, young children who will mob an adventurer for
X          money, and seem  to  come  out  of  the  woodwork  when  excited.
X          Blubbering Idiots which are a constant annoyance, but not harmful.
X          Public drunks which wander about the town singing, and are of  no
X          threat to anyone.  Sneaky rogues, which hang about watching for a
X          likely victim to mug.  And finally, what town would  be  complete
X          without  a  swarm  of  half  drunk  warriors, who take offense or
X          become annoyed just for the fun of it.
X
X               Most of the towns people should be avoided  by  the  largest
X          possible  distance  when  you wander from store to store.  Fights
X          will break out though, so be prepared.  Since your character grew
X          up  in  this  world  of  intrigue,  no  experience is awarded for
X          killing on the town level.
X
X
X
X          2.2.3.2  Supplies -
X
X               Your character will begin his adventure with  some  supplies
X          already  on  him.   Use  the  Inventory 'i' command to check what
X          these supplies are.  It will be necessary to buy  other  supplies
X          before  continuing into the dungeon, however, so be sure to enter
X          each of the stores.
X
X
X
X          2.2.3.3  Town Buildings -
X
X               You may enter any of the  stores,  if  they  are  open,  and
X          barter  with  the  owner for items you can afford.  But be warned
X          that the owners can easily be insulted, and may  even  throw  you
X          out  for a while if you insult them too often.  To enter a store,
X          simply move onto  the  entrance  represented  by  the  numbers  1
X          through 6.
X
X               Once inside a store, his inventory will appear on the screen
X          along  with  a set of options for your character.  You may browse
X          the store's inventory if it takes more than one page to  display,
X          and  you  may  sell  or purchase items in his inventory.  You can
X          execute your inventory and equipment commands to see what you are
X          carrying.  Not shown with the options are the wear, take-off, and
X          exchange commands which will also work, but were excluded to keep
X          the options simple.
X
X
X                                       25
X
X           The Dungeons of MORIA
X
X
X               Stores do not always have everything in stock.  As the  game
X          progresses,  they  may  get new items so check from time to time.
X          Also, if you sell them an item, it may get  sold  to  a  customer
X          while  you  are  adventuring so don't always expect to be able to
X          get back anything you have sold.
X
X               Store owners will not buy harmful or useless items.   If  an
X          object is unidentified, they will pay you some base price for it.
X          Once they have bought  it  they  will  immediately  identify  the
X          object.   If  it  is  a  good  object,  they will add it to their
X          inventory.  If it was a bad bargain, they simply throw  the  item
X          away.   In  any  case,  you  may receive some knowledge of the if
X          another is encountered.
X
X
X            The General Store
X
X               The  General  Store  sells  foods,  drinks,  some  clothing,
X          torches, lamps, oil, and spikes.  All of these items, and others,
X          can be sold back to the General store for money.  The entrance to
X          the General Store is a '1'.
X
X
X            The Armory
X
X               The Armory is where the  town's  armor  is  fashioned.   All
X          sorts  of  protective  gear  may  be  bought  and sold here.  The
X          entrance to the Armory is a '2'.
X
X
X            The Weaponsmith's Shop
X
X               The Weaponsmith's Shop  is  where  the  town's  weapons  are
X          fashioned.   Hand  and  missile weapons may be purchased and sold
X          here, along with arrows, bolts, and shots.  The entrance  to  the
X          Weaponsmiths is a '3'.
X
X
X            The Temple
X
X               The Temple deals in healing and restoration potions, as well
X          as  bless scrolls, word-of-recall scrolls, some approved priestly
X          weapons, etc.  The entrance to the Temple is a '4'.
X
X
X            The Alchemy shop
X
X               The Alchemy Shop deals in all manner of potions and scrolls.
X          The entrance to the Alchemy Shop is a '5'.
X
X
X            The Magic User's Shop
X
X               The Magic User's Shop is  the  most  expensive  of  all  the
X          stores.   It  deals  in  all  sorts of rings, wands, amulets, and
X          staves.  The entrance to the Magic Shop is a '6'.
X
X
X
X
X                                       26
X
X           The Dungeons of MORIA
X
X
X          2.2.4  Within The Dungeon -
X
X               Once your character is adequately supplied with food, light,
X          armor,  and  weapons,  he is ready to enter the dungeon.  Move on
X          top of the '>'  symbol  and  use  the  down  '>'  command.   Your
X          character enters a maze of interconnecting staircases and finally
X          passes through a one-way door.  He is now on the first  level  of
X          the  dungeon  (50  feet),  and  must  survive  many  horrible and
X          challenging encounters to find the treasure lying about.
X
X
X
X          2.2.4.1  Light -
X
X               There are two sources for light  once  inside  the  dungeon.
X          Permanent light which has been magically placed within rooms, and
X          a light source carried by the player.  If neither is present, the
X          character  will  be  unable to map or see any attackers.  Lack of
X          light will also affect searching, picking locks, and disarming.
X
X               A character must wield a torch or lamp in  order  to  supply
X          his  own  light.   Once a torch or lamp has only 50 or less turns
X          left before burning out, the message "Your light is getting  low"
X          will  be  displayed  at  random intervals.  Once a torch is burnt
X          out, it is useless and can be dropped.  A lamp or lantern can  be
X          refilled  with  oil  by  using the Fill 'F' command.  You must of
X          course be carrying extra oil to refill a lantern.
X
X
X
X          2.2.4.2  Attacking And Being Attacked -
X
X                                      MORIA
X          you  attack  him.   You  can  attack  from a distance by firing a
X          missile, or by magical means such as aiming  a  wand.   Creatures
X          attack  in  the same way, if they move into you, they attack you.
X          Some creatures can cast spells from a distance, and  dragon  type
X          creatures  can  breath  from  a  distance, but these are the only
X          exceptions.
X
X               If you are wielding a weapon, the damage for the  weapon  is
X          used  when you hit the creature.  If you are wielding no weapons,
X          you get two fist strikes.  Note that very strong creatures can do
X          a  lot  of  damage  with  their  fists...  A character may have a
X          primary and secondary weapon.  A secondary weapon is kept on  the
X          belt,  or  on  the  shoulder  for  immediate use.  You can switch
X          between your primary and  secondary  weapons  by  using  the  'x'
X          command.   Be  sure  you  are  wielding  the  proper  weapon when
X          fighting.  Hitting a dragon over the head with a bow will  simply
X          make him mad, and get you killed.
X
X               Missile weapons, such as bows, can be wielded, and then  the
X          proper  missile,  in  this case an arrow, can be fired across the
X          room into a target.  Missiles can  be  used  without  the  proper
X          missile  weapon,  but used together they have a greater range and
X          do far more damage.
X
X
X
X
X                                       27
X
X           The Dungeons of MORIA
X
X
X               Hits and misses are determined by ability to  hit  VS  armor
X          class.   A  miss  doesn't  necessarily mean you failed to hit the
X          target, but only that you failed to do any damage.   Therefore  a
X          'hit'  is  a  strike that does some damage.  Higher armor classes
X          make it harder to do damage, therefore more misses.
X
X
X
X          2.2.4.2.1  Your Weapon -
X
X               Carrying a weapon in your backpack does you  no  good.   You
X          must  wield a weapon before it can be used in a fight.  Note that
X          a secondary weapon can be kept by wielding it and then using  the
X          exchange  command  'x'.  A secondary weapon is not in use, simply
X          ready to be switched with the current weapon if needed.
X
X               Weapons have two main characteristics; their ability to  hit
X          and their ability to do damage, expressed as '(+ ,+ )'.  A normal
X                                                       MORIA
X          bonuses  to  hit  and/or do damage.  Some weapons are cursed, and
X          have penalties that hurt the player.   Note  that  cursed  swords
X          cannot be un-wielded until the curse is lifted.
X
X               Missile  weapons,  such  as  bows,  have  only   one   major
X          characteristic  which  is to hit, expressed '(+ )'.  This plus to
X          hit is  added  to  that  of  the  missile  used,  if  the  proper
X          weapon/missiles combination are used.
X
X               Although you receive any  magical  bonuses  an  unidentified
X          weapon  may  possess when you wield it, those bonuses will not be
X          added in to the displayed values of to-hit  and  to-dam  on  your
X          character  sheet.   You  must  identify  the  weapon  before  the
X          displayed values reflect the real values used.
X
X               Finally, some rare weapons have special abilities.  This are
X          called  ego  weapons,  and  are feared by great and meek.  An ego
X          sword must be wielded to receive benefit of it's abilities.
X
X               Special weapons are denoted by the following abbreviations:
X
X          1.  (DF) - Defender.
X
X                   A magical weapon that actually helps the wielder  defend
X              himself, thus increasing his armor class.
X
X          2.  (FB) - Frost Brand.
X
X                   A magical weapon of ice that delivers a cold critical to
X              heat based creatures.
X
X          3.  (FT) - Flame Tongue.
X
X                   A magical weapon of flame that delivers a heat  critical
X              to cold based creatures.
X
X          4.  (HA) - Holy Avenger.
X
X
X
X
X                                       28
X
X           The Dungeons of MORIA
X
X
X                   A Holy Avenger is by far the most powerful  of  weapons.
X              Holy  Avengers  have  been  known  to increase several of the
X              wielder's stats, to actually  increase  the  wielder's  armor
X              class (because of the terror the weapon spawns in it's foes),
X              and to actually help the wielder to fight more effectively.
X
X          5.  (SD) - Slay Dragon.
X
X                   A Slay Dragon weapon is a special purpose  weapon  whose
X              sole  intent is to destroy dragon-kind.  Therefore, when used
X              against a dragon,  the  amount  of  damage  done  is  greatly
X              increased.
X
X          6.  (SE) - Slay Evil.
X
X                   A Slay Evil weapon is a  special  purpose  weapon  whose
X              sole  intent  is  to  destroy  all  forms of evil.  When used
X              against an evil creature, either alive or undead, the  damage
X              done is greatly increased.
X
X          7.  (SM) - Slay Monster.
X
X                   A Slay Monster weapon is a special purpose weapon  whose
X              sole intent is to destroy all the vile monsters of the world.
X              A  monster  is  any  creature  not  natural  to  the   world.
X              Therefore  an orc would be a monster, but a giant snake would
X              not be.
X
X          8.  (SU) - Slay Undead.
X
X                   A Slay Undead weapon is a special purpose  weapon  whose
X              sole  intent  is to destroy all forms of undead.  This weapon
X              is hated and feared by the intelligent undead, for  a  single
X              blow from this weapon is capable of destroying them.
X
X
X
X
X          2.2.4.2.2  Body And Shield Bashes -
X
X               Weight  is  the  primary  factor  in  being  able  to   bash
X          something,  but  strength  plays  a  role  too.  After bashing, a
X          character may be off balance for several  rounds  depending  upon
X          his DEXTERITY.
X
X               Doors can be broken down by bashing them.  Once  a  door  is
X          bashed open, it is forever useless and cannot be closed.
X
X               Chests too may be  bashed  open,  but  be  warned  that  the
X          careless  smashing  of a chest often ruins the contents.  Bashing
X          open a chest will not disarm any traps it may contain,  but  does
X          allow the strong and ignorant to see whats inside.
X
X               Finally, a creature may be bashed.  If a shield is currently
X          being  worn,  the  bash is a shield bash and will do more damage.
X          In either case, a bash may throw an opponent off  balance  for  a
X          number of rounds, allowing a player to get in a free hit or more.
X          If the player is thrown off-balance, his opponent  may  get  free
X          hits on him.  This is a risky attack.
X
X                                       29
X
X           The Dungeons of MORIA
X
X
X          2.2.4.2.3  Your Armor Class -
X
X               Armor class is a number that describes the  amount  and  the
X          quality of armor begin worn.  Armor class will generally run from
X          about 0 to 40, but could become negative or greater  than  40  in
X          rare cases.
X
X               The larger your armor class, the more protective it  is.   A
X          negative  armor  class  would  actually  help get you hit.  Armor
X          protects you in three manners.  One, it makes you  harder  to  be
X          hit for damage.  A hit for no damage is the same as a miss.  Two,
X          good armor will absorb some of the  damage  that  your  character
X          would  have  taken.  An armor class of 30 would absorb 30% of any
X          damage meant for him.  Three, fire and acid damage are reduced by
X          wearing  body  armor.  It is obvious that a high armor class is a
X                                                 MORIA
X
X               Each piece of armor has an armor  class  adjustment,  and  a
X          magical  bonus.   Armor  bought  in  town  will have these values
X          displayed with their description.  Armor that is found within the
X          dungeon must be identified before these values will be displayed.
X          Armor class values are always displayed between a set of  brackets
X          '[ ,+ ]'.   The  first value is the armor class of the item.  The
X          second number is the magical bonus of the item, and  will  always
X          have a sign preceding the value.  There are a few cases where the
X          form '[+ ]' is used, meaning the object has no armor class,  only
X          a magical armor bonus if worn.
X
X               Some pieces of armor will possess special  abilities  denoted
X          by the following abbreviations:
X
X          1.  (RA) - Resist Acid.
X
X                   This magical ability is usually  enchanted  into  armor,
X              but  may  occasionally be found as an ability of a weapon.  A
X              character using such an  object  will  take  only  a  quarter
X              damage  from any acid thrown upon him.  In addition, armor so
X              enchanted will resist the acid's effects and not  be  damaged
X              by it.
X
X          2.  (RC) - Resist Cold.
X
X                   This magical ability is also found in both  weapons  and
X              armor.  A character using a resist cold object will take only
X              half damage from frost and cold.
X
X          3.  (RF) - Resist Fire.
X
X                   This magical ability is found in both weapons and armor.
X              A  character  using  a  resist fire object will take only one
X              quarter damage from heat and fire.
X
X          4.  (RL) - Resist Lightning.
X
X                   This magical ability is found in both weapons and armor.
X              A  character  using  a resist lightning object will take only
X              one quarter damage from electrical attacks.
X
X
X
X                                       30
X
X           The Dungeons of MORIA
X
X
X          5.  (R) - Resistance.
X
X                   This  magical  ability  is  found  only  in  armor.    A
X              character   wearing   armor   with  this  ability  will  have
X              resistance to Acid, Cold, Fire, and Lightning as explained in
X              each part above.
X
X
X
X
X          2.2.4.3  Objects Found In The Dungeon -
X
X               The mines are full of objects just waiting to be  picked  up
X          and  used.   How  did  they get there?  Well, the main source for
X          useful items are all the foolish adventurers that proceeded  into
X          the  dungeon  before  you.   They  get  killed,  and  the helpful
X          monsters scatter the various  treasure  throughout  the  dungeon.
X          Most  cursed items are placed there by the joyful evil sorcerers,
X          who enjoy a good joke when it gets you killed.
X
X               You pick up objects by moving on top of them.  You can carry
X          up  to  22  different  items  in  your backpack while wearing and
X          wielding many others.  Note that although you are limited  to  22
X          different  items,  you  may  be  carrying  several  of  each item
X          restricted only by the amount of weight your character can carry.
X          Your  character's  weight  limit  is  determined by his Strength.
X          Only one object may occupy any one given  floor  location,  which
X          may or may not also contain one monster.  Note that doors, traps,
X          and staircases are considered objects for this purpose.
X
X               Many objects found within the dungeon have special  commands
X          for their use.  Wands must be Aimed, staves must be Used, scrolls
X          must be Read, and potions must be Quaffed.  In any case, you must
X          first  be  able  to  carry an object before you can use it.  Some
X          objects, such as chests, are very complex.  Chests contain  other
X          objects  and  may  be  trapped,  and/or locked.  Read the list of
X          player commands carefully for a further understanding of chests.
X
X               One item in particular will be discussed here.   The  scroll
X          of "Word of Recall" can be found within the dungeon, or bought at
X          the temple in town.  It acts in two manners, depending upon  your
X          current  location.   If read within the dungeon, it will teleport
X          you back to town.  If read in town, it  will  teleport  you  back
X          down to the deepest level of the dungeon one which your character
X          has previously been.  This  makes  the  scroll  very  useful  for
X                                                MORIA
X          been read it takes a while for the spell to act, so don't  expect
X          it to save you in a crisis.
X
X               And lastly, a final warning.  Not all objects are what  they
X          seem.   Skeletons  lying  peacefully  about the dungeon have been
X          known to get up...
X
X
X
X          2.2.4.4  Cursed Objects -
X
X
X
X
X                                       31
X
X           The Dungeons of MORIA
X
X
X               Some objects, mainly armor and weapons, have had curses laid
X          upon  them.   These  horrible  objects  will  look like any other
X          normal item, but will  detract  from  your  characters  stats  or
X          abilities  if worn.  They will also be impossible to remove until
X          a remove curse is done.
X
X               When a cursed item has been identified, an asterisk '*' will
X          appear  next  to the inventory letter of the item.  If you should
X          wear a cursed item, you will immediately know it  is  cursed  and
X          again the asterisk will appear.
X
X
X
X          2.2.4.5  Mining -
X
X               Much of the treasure within the dungeon can be found only by
X          mining  it out of the walls.  Many rich strikes exist within each
X          level, but must  be  found  and  mined.   Quartz  veins  are  the
X          richest,  yielding the most metals and gems, but magma veins will
X          have some hordes hidden within.
X
X               Mining is virtually impossible without  a  pick  or  shovel.
X          Picks and shovels have an additional magical ability expressed as
X          '(+ )'.  The higher the number, the better  the  magical  digging
X          ability of the tool.  Note that a pick or shovel also has plusses
X          to hit and damage, and can be used as a weapon.
X
X               When a vein of quartz or magma  is  located,  the  character
X          should  wield his pick or shovel and begin digging out a section.
X          When that section is removed, he should locate another section of
X          the  vein,  and  begin  the process again.  Since granite rock is
X          much harder to dig through, it is much faster to follow the  vein
X          exactly and dig around the granite.
X
X               If the character has a scroll or staff of treasure location,
X          he  can  immediately locate all strikes of treasure within a vein
X          shown on the screen.  This makes  mining  much  easier  and  more
X          profitable.
X
X
X
X          2.2.4.6  Staircases -
X
X               Staircases are the manner in which you get deeper, or  climb
X          out  of  the dungeon.  The symbols for the up and down staircases
X          are the same as the commands to use them.  A '<' represents an up
X          staircase  and  a '>' represents a down staircase.  You must move
X          your character over the staircase before you can use them.
X
X               Each level has at least one up staircase, and at  least  two
X          down  staircases.  There are no exceptions to this rule.  You may
X          have trouble finding some  well  hidden  secret  doors,  but  the
X          stairs are there.
X
X
X
X          2.2.4.7  Secret Doors, Passages, And Rooms -
X
X
X
X                                       32
X
X           The Dungeons of MORIA
X
X
X               Many secret doors are used within the dungeon to confuse and
X          demoralize  adventurers  foolish  enough to enter.  But with some
X          luck, and lots of concentration, you can find these secret doors.
X
X               Secret doors will sometimes hide rooms or corridors, or even
X          entire  sections  of  that  level of the dungeon.  Sometimes they
X          simply hide small empty closets or even dead ends.
X
X               Creatures in the dungeon will generally know  and  use  this
X          secret  doors.   If  they  leave one open, you will be able to go
X          right through it.  If they close it behind them you will have  to
X          search  for  the  catch  first.   Once  a  secret  door  has been
X          discovered by you, it is drawn  as  a  known  door  and  no  more
X          searching will be required to use it.
X
X
X
X          2.2.4.8  Winning The Game -
X
X               Once your character has progressed into killing dragons with
X          but  a  mean  glance  and snap of his fingers, he may be ready to
X          take on the Balrog.  The Balrog will appear on every level  after
X          level 49, so don't go down there until you are ready for him.
X
X               The Balrog cannot be killed in some of  the  easier  methods
X          used  on  normal  creatures.  Because of the Balrog's cunning, he
X          will teleport away to another level if a spell such  as  genocide
X          is used upon him, and the Balrog cannot be polymorphed, slept, or
X          charmed.  Magical spells like coldball are effective against  him
X          as  are  weapons,  but  he is difficult to kill and if allowed to
X          escape for a time can heal himself.
X
X               If you should actually survive the attempt  of  killing  the
X          Balrog,  you  will  receive  the status of WINNER.  Since yo have
X          defeated the toughest monster alive, your character is  ready  to
X          retire  and  cannot  be  saved.   When  you  quit  the game, your
X          character receives a surprise bonus score and is entered into the
X          toptwenty file.
X
X
X
X          2.2.4.9  Upon Death And Dying -
X
X               If your character falls below 0 hit points, he has died  and
X          cannot  be  restored.  A tombstone showing information about your
X          character  will  be  displayed  with  the  option  to  print  the
X          information to a file.
X
X               After  the  tombstone,  the  toptwenty  list  of  heroes  is
X          displayed.   If  your  score  beats  any  of  the toptwenty, your
X          character will join this elite rank of heroes.  Otherwise,  well,
X          there is always next time...
X
X
X
X          2.2.4.10  Wizards -
X
X
X
X
X                                       33
X
X           The Dungeons of MORIA
X
X
X                                   MORIA
X                                        MORIA
X          beginners.  In addition,  they  have  special  spells  which  can
X          restore characters lost by accident, such as power-outs and such.
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
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X
X
X                                       34
X
END_OF_moria.doc.2
if test 49427 -ne `wc -c <moria.doc.2`; then
    echo shar: \"moria.doc.2\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 4 \(of 16\).
cp /dev/null ark4isdone
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    if test ! -f ark${I}isdone ; then
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    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 16 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