From: Christian Heller Date: Wed, 11 Mar 2015 23:02:06 +0000 (+0100) Subject: 7DRL: Differentiate READMEs for 7DRL and engine. X-Git-Url: https://plomlompom.com/repos/%7B%7Bdb.prefix%7D%7D/%7Broute%7D?a=commitdiff_plain;h=00c826141eecb9895d71fcbe9a2ccabed0a37a58;p=plomrogue 7DRL: Differentiate READMEs for 7DRL and engine. --- diff --git a/README b/README index 71ae842..5a11cc1 100644 --- a/README +++ b/README @@ -1,26 +1,11 @@ -plomrogue -========= - -plomlompom tries to build his own roguelike. It doesn't do much yet (although -plomlompom has insanely ambitious long-term plans). - -You can move around a player on an island and meet different enemies. You have 5 -hitpoints to lose before death. Enemies start with different amounts of -hitpoints, depending on their species. Dead enemies become dirt, skeletons, or -food to consume (each turn reduces one's "satiation", and the lower it is, the -stronger the chance of suffering from hunger and thereby losing 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 look out for actors of -different species to flee from (if their type starts out with more hitpoints -than they have) or (if the opposite is the case) move towards for purposes of -attack. If they see no enemy, they search for and consume "magic meat". - -Every move of yours re-writes a file "savefile" that describes the new state of -dthe world, if more than 15 seconds have passed since its last writing. Once you -re-start the game, the game state is recreated from the "savefile" file. To -start over in a new world, simply delete this file. +7DRL 2015 project: Please the Island God +======================================== + +Description +----------- + +See +and . System requirements / installation / running the game ----------------------------------------------------- @@ -45,38 +30,32 @@ you could also do a simple "redo" instead of "./redo". The ./redo script calls a simple partial shell script implementation of redo stored below ./build/redo_scripts/, written by Nils Dagsson Moskopp a.k.a. erlehmann.) -./redo generates two executables ./roguelike-server and ./roguelike-client. +There are two executables ./roguelike-server and ./roguelike-client. ./roguelike is a pre-existing shell script that merely executes both of them, with the server as a background job. You can also ignore the script and start -the two by hand. - -Client's keybindings and window management ------------------------------------------- - -Multiple windows may fill the screen. One of these will be selected as "active" -– identified by dollar signs enclosing its title. Active windows may come with -window-specific keybindings. Furthermore, global keybindings are available no -matter what window is selected. - -Hit "W" (per default global 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 sports (and allows changing its) window-specific keybindings. (One -further "W" will return the window to its default, "normal" view.) The global -keybindings are visible (and can be changed) in the "Set global keys" window, -those of the window geometry configuration in the "Set window geometry keys" -window, and those of the window-specific keybindings configuration in the "Set -window keybinding keys" window; by default, the latter two are not visible, but -may be turned on by (per default keybindings) hitting the keys "F6" and "F7". - -Keybindings and default window selection / visibilities / geometries are read -from the textfile ./confclient/interface_conf by default, or by another one -named by the -i command line option of the client. Some other default window -configurations are stored below ./confclient/single_windows/: "map", "info", -"inventory" and "log". Each of these opens up only a single window into the -client, filling up the entire terminal. This may be useful for running multiple -clients in parallel in multiple terminal windows that can be managed by one's -own window manager choice, instead of relying on plomrogue-client's bizarre -in-client window management. +any of the two by hand. + +Keybindings +----------- + +a - let AI decide move + +w - move north-west +e - move north-east +s - move west +d - move east +x - move south-west +c - move south-east + +l - toggle "look" mode, investigate map cells by moving a cursor over the map + instead of the player avatar + +p - pick up item +D - drop item selected in inventory +u - use item selected in inventory + +UP - navigate upwards in Inventory +DOWN - navigate downwards in inventory Replay game recording --------------------- diff --git a/README_engine b/README_engine new file mode 100644 index 0000000..a5b7a6f --- /dev/null +++ b/README_engine @@ -0,0 +1,116 @@ +NOTE: This is the PlomRogue engine's RADME text, assuming certain configuration +defaults not present in the 7DRL game. So parts of it may not apply to this +specific package. + +plomrogue +========= + +plomlompom tries to build his own roguelike. It doesn't do much yet (although +plomlompom has insanely ambitious long-term plans). + +You can move around a player on an island and meet different enemies. You have 5 +hitpoints to lose before death. Enemies start with different amounts of +hitpoints, depending on their species. Dead enemies become dirt, skeletons, or +food to consume (each turn reduces one's "satiation", and the lower it is, the +stronger the chance of suffering from hunger and thereby losing 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 look out for actors of +different species to flee from (if their type starts out with more hitpoints +than they have) or (if the opposite is the case) move towards for purposes of +attack. If they see no enemy, they search for and consume "magic meat". + +Every move of yours re-writes a file "savefile" that describes the new state of +dthe world, if more than 15 seconds have passed since its last writing. Once you +re-start the game, the game state is recreated from the "savefile" file. To +start over in a new world, simply delete this file. + +System requirements / installation / running the game +----------------------------------------------------- + +The game is expected to run: +- on Unix systems with a vt100-like terminal environment (xterm will do) +- that contain the ncurses library +- and Python3 (version >= 3.2.3). + +To build it, this is furthermore necessary: +- gcc (version >= 4.7.2); some llvm masked as gcc was tested successfully on OSX +- libc library headers (libc6-dev?) +- ncurses library headers (libncurses5-dev?) + +To build and start, do the following steps: + +$ ./redo +$ ./roguelike + +(If you got a version of djb's redo build system installed and in your $PATH, +you could also do a simple "redo" instead of "./redo". The ./redo script calls a +simple partial shell script implementation of redo stored below +./build/redo_scripts/, written by Nils Dagsson Moskopp a.k.a. erlehmann.) + +./redo generates the executable ./roguelike-client (and the library +./libplomrogue.so used by the executable ./roguelike-server). + +./roguelike is a pre-existing shell script that merely executes both executables +./roguelike-client and ./roguelike-server, with the server as a background job. +You can also ignore the script and start the two by hand. + +Client's keybindings and window management +------------------------------------------ + +Multiple windows may fill the screen. One of these will be selected as "active" +– identified by dollar signs enclosing its title. Active windows may come with +window-specific keybindings. Furthermore, global keybindings are available no +matter what window is selected. + +Hit "W" (per default global 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 sports (and allows changing its) window-specific keybindings. (One +further "W" will return the window to its default, "normal" view.) The global +keybindings are visible (and can be changed) in the "Set global keys" window, +those of the window geometry configuration in the "Set window geometry keys" +window, and those of the window-specific keybindings configuration in the "Set +window keybinding keys" window; by default, the latter two are not visible, but +may be turned on by (per default keybindings) hitting the keys "F6" and "F7". + +Keybindings and default window selection / visibilities / geometries are read +from the textfile ./confclient/interface_conf by default, or by another one +named by the -i command line option of the client. Some other default window +configurations are stored below ./confclient/single_windows/: "map", "info", +"inventory" and "log". Each of these opens up only a single window into the +client, filling up the entire terminal. This may be useful for running multiple +clients in parallel in multiple terminal windows that can be managed by one's +own window manager choice, instead of relying on plomrogue-client's bizarre +in-client window management. + +Replay game recording +--------------------- + +Once you start a new world, every move of yours is recorded in a file called +"record". It gets overwritten when a new game world is started after deletion +of the "savefile" file. Run "./roguelike -s" to watch the current game's +recording from the beginning. Hit any player action key to increment turns (they +will not trigger the actions usually mapped to them, only repeat the actions +done at that point in the game as defined in the "record" file). Keys to manage +windows, scroll on the map and quit the program do their usual thing. Append a +number to the -s option (like "-s100") to start the recording at the respective +turn number. + +Hacking / server internals and configuration +-------------------------------------------- + +The game world is set up and made subject to player commands by +./roguelike-server. It's controlled by commands explained in the file +./SERVER_COMMANDS. The server usually reads these from the files ./server/in +(written to by ./roguelike-client), ./confserver/world, ./record and ./savefile. + +All source files are thoroughly documented to explain more details of +plomrogue's internals. The ./roguelike-server executable can be run with a -v +option for helpful debugging info (mostly: what messages the client sends to the +server). Server and client communicate via files in the ./server/ directory +(generated when the server is first run). The ./server/in file is read by the +server for newline-delimited commands. The ./server/out file contains server +messages to be read by clients. The ./server/worldstate file contains a +serialized representation of the game world's data as it is to be visible to +the player / the player's client.