X-Git-Url: https://plomlompom.com/repos/%7B%7B%20web_path%20%7D%7D/decks/%7B%7Bdeck_id%7D%7D/cards/%7B%7Bcard_id%7D%7D/form?a=blobdiff_plain;f=README;h=5ec2f4ae7b059650e3b247ba10f3f7d7f37d4668;hb=273161a3d8956e98308a79169dcf7c70a89992fe;hp=99edb653af9e0cb71e50715d0375fb426d6074bc;hpb=5ae8d71f6b87c0cfc6b3ecf974f2cfbd6a611733;p=plomrogue diff --git a/README b/README index 99edb65..5ec2f4a 100644 --- a/README +++ b/README @@ -12,10 +12,8 @@ to gain hitpoints. Note that different kinds of movements/actions take different numbers of turns to finish. Enemies' AI is very dumb so far: Each turn, they try to move towards their -shortest-path-wise nearest enemy. If no enemy is found in their surroundings, -they just wait. - -Diagonal movement is possible, but takes (40%) longer than orthogonal movement. +shortest-path-wise nearest enemy visible to them. If they see no enemy, they +just wait. Once you start a new world, every move of yours is recorded in a file called "record". Once you re-start the game, all of your previous moves are replayed @@ -47,8 +45,8 @@ In the client's default window configuration, the window appearing on the left sports a list of keybindings available globally, and additionally via the window selected as active. -Hit "w" (per default keybindings) to switch the "active" window to a view that -allows changing its geometry. One more hit on "w" switches the window to a view +Hit "W" (per default keybindings) to switch the "active" window to a view that +allows changing its geometry. One more hit on "W" switches the window to a view that allows changing its window-specific keybindings. The global keybindings can be changed in the "Global keys" window, those of the window geometry configuration in the "Window geometry keys" window, and those of the @@ -79,23 +77,68 @@ option (like "-s100") to start the recording at the respective turn number. Hacking / server internals and configuration -------------------------------------------- -The movements/actions available to the player and the enemies are defined and -can be changed in ./confserver/map_object_actions. Each entry consists of a -first line of a numerical ID used internally to uniquely identify and manage the -action, a second line of the number of turns the action takes, and a third line -of a string that maps the action to the game logic to do when it is called. -Finally, a delimiter line of "%%" ends the entry. - -The different map object types, i.e. species (including the player's human one) -and item types, can be edited in ./confserver/defs. Here the first value is a -numerical ID that represents the object type, the second one describes what type -this object decomposes to when it gets destroyed/killed, the third value is the -ASCII character used to represent the object visually on the map, the fourth -value is the number of hitpoints the object starts with (items are dead and -start with zero hitpoints, anything else moves), the fifth is the string that -names the object in the game log, the sixth defines if the object is consumable -(it is if it is non-zero) and how many hitpoints are gained if it is. Finally, -the same delimiter as for the map object action definitions file follows. +The ./confserver/world file defines the map object types, actions available to +them, the map geometry and the map object type (species) of the player. Each +definition consists of a single- or multi-line block wherein each line sets one +attribute. + +Here's a typical action definition block: + +ACTION 1 +NAME move +EFFORT 5 + +A line of "ACTION" followed by a number starts an action definition block and +sets the action's id (must be > 0) for internal use to 1. The number after +"EFFORT" determines how many turns this action takes for the actor performing +it. The string after "NAME" names the action. Furthermore, if it is one of +"move", "pick_up", "drop" or "use", it matches internal functions described by +these strings to this action. All other names (including "wait") currently are +matched to a do-nothing wait function. + +Here's a typical map object type definition block: + +OBJECT 2 +NAME ZOMBIE +SYMBOL z +LIFEPOINTS 3 +CORPSE_ID 5 +CONSUMABLE 0 +START_NUMBER 9 + +A line of "OBJECT" followed by a number starts it, and the number sets the +object type's internal id. The number after "CONSUMABLE" defines the object +as consumable (and to so many hitpoints gain). The character after "SYMBOL" is +the one shown on the map to represent to object type. "LIFEPOINTS" is the start +hitpoints value for this object type and defines it as animate if it is +non-zero. The string after "NAME" sets the object type's name. "CORPSE_ID" sets +the id of the object type that objects of this type degrade to if their +hitpoints drop to zero if they start out as inanimate (what is not implemented +yet: or if they are inanimate, but are otherwise crushed). Note that the +"CORPSE_ID" must match the id of an object type defined in the file (before or +after, it may even be the same). "START_NUMBER" sets the number of objects that +are to appear of the given type on the map on game start. + +The map is defined by a single-line block. Its number value sets the map +square's edge length. It must be >= 1 and <= 256: + +MAP_LENGTH 64 + +The player type / species is also defined by a single line block. Its number +value sets the player's creature's map object type by its id: + +PLAYER_TYPE 0 + +All these definition block members must be present within their respective +blocks, but only "ACTION" and "OBJECT" must be positioned at their respective +blocks' first line; the others may appear in whatever order and even multiple +times. If an object or action definition block is finished, however, it cannot +be re-defined by starting a new block with the same object type or action id. + +Tokens in this config file are separated by whitespace. Single quotes can be +put around string values that are to include whitespace by themslves. Note that +all numbers must be decimal representations of unsigned 8 bit integers, i.e. +>= 0 and < 256 and sans preceding "+". All source files are thoroughly documented to explain more details of plomrogue's internals. The ./roguelike-server executable can be run with a -v