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  >PIP F4POTS.*;*,SHORT.OBJ;*/DE(cr)Then edit D.ODL to reference the local library instead of thedefault system library:  >TEC D.ODL(cr)  *FS[1,1]$SY:$EX$$Dungeon can now be task built as described above.Notes on the executable program:  - The only files needed to execute Dungeon are DUNGEON.TSK,    DINDX.DAT, and DTEXT.DAT.  All other files can be deleted.  - Files DINDX.DAT and DTEXT.DAT must reside in the user's area on    logical device SY: (this can be changed with a source edit, see    section 8).  - Exiting from Dungeon via an MCR ABOrt command instead of the QUIT    command will leave file DTEXT.DAT open and locked.  The file must    be manually unlocked before the game is next invoked:    >PIP DTEXT.DAT/UN(cr)5.  Installation Instructions, VMSBefore starting, please note that:  - Dungeon requires VMS V1 or later.  - Dungeon requires VAX Fortran-IV V1 or later.  - All files (source and object) must reside in the user's area    (at least 2500 disk blocks are needed).Except for DTEXT.DAT, all files in the distribution kit are ASCII.DTEXT.DAT is a binary file consisting of 76-byte fixed length records.If the distribution kit consists of Files-11 compatible media, thenCOPY can be used to transfer the files.  For example:  $ COPY MM:*.* *.*(cr)If the distribution kit consists of DOS- or RT11-compatible media,then FLX must be used to transfer the files.  The /IM:76. switch(image binary fixed length) must be used to transfer DTEXT.DAT;the /FA switch (formatted ASCII) should be used to transfer theother files.  For example (DOS magtape):  $ MCR FLX(cr)  FLX>SY:/RS/FA=MM:*.FTN,*.FOR,*.MAC,*.DOC/DO(cr)  FLX>SY:/RS/FA=MM:*.CMD,*.COM,*.ODL,DINDX.DAT/DO(cr)  FLX>SY:/RS/IM:76.=MM:DTEXT.DAT/DO(cr)  FLX>^ZTo compile Dungeon, issue the following command:  $ @VMSCMP(cr)There should be no error messages.To link the compiled sources, issue the following command:  $ @VMSBLD(cr)It is now possible to run Dungeon:  $ RUN DUNGEON(cr)When invoked, Dungeon takes no more than 5-10 seconds to start up.Notes on the executable program:  - The only files needed to execute Dungeon are DUNGEON.EXE,    DINDX.DAT, and DTEXT.DAT.  All other files can be deleted.  - Files DINDX.DAT and DTEXT.DAT must reside in the user's area    (this can be changed with a source edit, see section 8).6.  Warnings and RestrictionsFor 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 notimplemented.7.  Abstract of Informational PrintoutsSUMMARY-------		    Welcome to Dungeon!   Dungeon is a game of adventure, danger, and low cunning.  In ityou will explore some of the most amazing territory ever seen by mortalman.  Hardened adventurers have run screaming from the terrors containedwithin.   In Dungeon, the intrepid explorer delves into the forgotten secretsof a lost labyrinth deep in the bowels of the earth, searching forvast treasures long hidden from prying eyes, treasures guarded byfearsome monsters and diabolical traps!   No DECsystem should be without one!   Dungeon was created at the Programming Technology Division of the MITLaboratory for Computer Science by Tim Anderson, Marc Blank, BruceDaniels, and Dave Lebling.  It was inspired by the Adventure game ofCrowther and Woods, and the Dungeons and Dragons game of Gygaxand Arneson.  The original version was written in MDL (alias MUDDLE).The current version was translated from MDL into FORTRAN IV bya somewhat paranoid DEC engineer who prefers to remain anonymous.   On-line information may be obtained with the commands HELP and INFO.INFO----Welcome to Dungeon!   You are near a large dungeon, which is reputed to contain vastquantities of treasure.   Naturally, you wish to acquire some of it.In order to do so, you must of course remove it from the dungeon.  Toreceive full credit for it, you must deposit it safely in the trophycase in the living room of the house.   In addition to valuables, the dungeon contains various objectswhich may or may not be useful in your attempt to get rich.  You mayneed sources of light, since dungeons are often dark, and weapons,since dungeons often have unfriendly things wandering about.  Readingmaterial is scattered around the dungeon as well;  some of itis rumored to be useful.   To determine how successful you have been, a score is kept.When you find a valuable object and pick it up, you receive acertain number of points, which depends on the difficulty of findingthe object.  You receive extra points for transporting the treasuresafely to the living room and placing it in the trophy case.  Inaddition, some particularly interesting rooms have a value associatedwith visiting them.  The only penalty is for getting yourself killed,which you may do only twice.   Of special note is a thief (always carrying a large bag) wholikes to wander around in the dungeon (he has never been seen by thelight of day).  He likes to take things.  Since he steals for pleasurerather than profit and is somewhat sadistic, he only takes things whichyou have seen.  Although he prefers valuables, sometimes in his hastehe may take something which is worthless.  From time to time, he examineshis take and discards objects which he doesn't like.  He may occas-ionally stop in a room you are visiting, but more often he just wandersthrough and rips you off (he is a skilled pickpocket).HELP----Useful commands:   The 'BRIEF' command suppresses printing of long room descriptionsfor rooms which have been visited.  The 'SUPERBRIEF' command suppressesprinting of long room descriptions for all rooms.  The 'VERBOSE'command restores long descriptions.   The 'INFO' command prints information which might give some ideaof what the game is about.   The 'QUIT' command prints your score and asks whether you wishto continue playing.   The 'SAVE' command saves the state of the game for later continuation.   The 'RESTORE' command restores a saved game.   The 'INVENTORY' command lists the objects in your possession.   The 'LOOK' command prints a description of your surroundings.   The 'SCORE' command prints your current score and ranking.   The 'TIME' command tells you how long you have been playing.   The 'DIAGNOSE' command reports on your injuries, if any.Command abbreviations:   The 'INVENTORY' command may be abbreviated 'I'.   The 'LOOK' command may be abbreviated 'L'.   The 'QUIT' command may be abbreviated 'Q'.Containment:   Some objects can contain other objects.  Many such containers canbe opened and closed.  The rest are always open.   They may or maynot be transparent.  For you to access (e.g., take) an objectwhich is in a container, the container must be open.  For youto see such an object, the container must be either open ortransparent.  Containers have a capacity, and objects have sizes;the number of objects which will fit therefore depends on theirsizes.  You may put any object you have access to (it need not bein your hands) into any other object.  At some point, the programwill attempt to pick it up if you don't already have it, whichprocess may fail if you're carrying too much.  Although containerscan contain other containers, the program doesn't access more thanone level down.Fighting:   Occupants of the dungeon will, as a rule, fight back whenattacked.  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 afighting 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 tofight someone immediately after being killed.  Other detailsshould become apparent after a few melees or deaths.Command parser:   A command is one line of text terminated by a carriage return.For reasons of simplicity, all words are distinguished by theirfirst six letters.  All others are ignored.  For example, typing'DISASSEMBLE THE ENCYCLOPEDIA' is not only meaningless, it alsocreates excess effort for your fingers.  Note that this trunca-tion 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 understandsthe 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 aren't ambiguous	without.  Thus 'GIVE CAR TO DEMON' will work, as will 'GIVE DEMON	CAR'.  'GIVE CAR DEMON' probably won't do anything interesting.	When a preposition is used, it should be appropriate;  'GIVE CAR	WITH DEMON' won't 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.8.  Source NotesA few notes for source hackers.- The initialization module (DINIT.FTN) includes an access protection  function PROTCT.  If PROTCT returns a value of .TRUE., the game is  permitted to start;  if PROTCT returns .FALSE., the game is  terminated with a suitably nasty message.  At present, PROTCT is a  dummy routine and always returns .TRUE.;  by tailoring PROTCT,  access to the game can be restricted to certain hours or users.- The data base OPEN and READ statements are in the initialization  module (DINIT.FTN).  The data base file names are simply "DINDX.DAT"  and "DTEXT.DAT".  These may be freely changed to include logical  device names, UIC's, etc.  Thus, it is possible to place the data  base files on different devices, in a fixed UIC, etc.- Converting the game to another processor is not a straightforward  procedure.  The game makes heavy use of extended and/or  idiosynchratic features of PDP-11 Fortran.  Particular nasties  include the following:  > The game vocabulary is stored in Radix-50 notation.  > [F77 version has converted these to ints.]  > The game uses the extended I/O commands OPEN and CLOSE.  > The game uses LOGICAL*1 variables for character strings.  > [F77 version uses CHARACTER.]  > The game uses logical operators on integers for bitwise binary    operations.  > [F77 version uses the functions and() and or() and not() where    necessary, as well as standard fortran .and., .or., etc.]  > The game treats certain arrays and variables as unsigned    16-bit integers (integer overflow may occur).  > [F77 vax version uses 32-bit ints except in the subroutine    that reads the text file, where they are declared as 16-bits.    The F77 pdp version uses the -I2 compile flag force 16-bit    ints and logicals.]  In general, the game was implemented to fit in memory, not to be  transported.  You're on your own, friend!

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