From: Christian Heller Date: Fri, 7 Mar 2014 06:18:27 +0000 (+0100) Subject: Minor improvements to README style with help of GNU diction. X-Git-Tag: tce~837 X-Git-Url: https://plomlompom.com/repos/%7B%7Bdb.prefix%7D%7D/static/%7B%7B%20web_path%20%7D%7D/condition_descriptions?a=commitdiff_plain;h=7d6341b5fe2db48320752701b23545069759297b;p=plomrogue Minor improvements to README style with help of GNU diction. --- diff --git a/README b/README index 7106769..1264d3c 100644 --- a/README +++ b/README @@ -2,15 +2,15 @@ plomrogue ========= plomlompom tries to build his own roguelike. It doesn't do much yet (although -there are insanely ambitious long-term plans). +plomlompom has insanely ambitious long-term plans). -You can move around a player on an island and meet a number of different -enemies. You have 5 hitpoints to lose before death; they start with different -amounts of hitpoints, depending on their species. Your score grows by killing -enemies, to the amount of hitpoints each killed enemy started with. Dead enemies -become dirt, skeletons or "magic meat"--such objects can be collected, and -"magic meat" can be consumed to gain hitpoints. Note that different kinds of -movements/actions take different numbers of turns to finish. +You can move around a player on an island and meet different enemies. You have 5 +hitpoints to lose before death; they start with different amounts of hitpoints, +depending on their species. Your score grows by killing enemies, to the amount +of hitpoints each killed enemy started with. Dead enemies become dirt, skeletons +or "magic meat"--such objects can be collected, and "magic meat" can be consumed +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 path-wise nearest enemy. If no enemy is found in their surroundings, they just @@ -28,18 +28,18 @@ System requirements / installation / running the game ----------------------------------------------------- The game is expected to run on Linux systems that contain the ncurses library. -Perform the following steps: +Do the following steps: $ git clone https://github.com/plomlompom/plomrogue $ cd plomrogue $ make $ ./roguelike -(It might also work on other Unix-like systems with ncurses, who knows.) +(It may also work on other Unix-like systems with ncurses, who knows.) Note that make generates 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 may also +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 @@ -47,13 +47,13 @@ Client's keybindings and window management 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 -currently selected as active. +selected as active. Hit "w" (per default keybindings) to switch the "active" window to a view that -allows changing its geometry. One further hit on "w" switches the window to a -view that allows changing its window-specific keybindings. The global -keybindings may be changed in the "Global keys" window, those of the window -geometry configuration in the "Window geometry keys" window, and those of the +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 window-specific keybindings configuration in the "Window keybinding keys" window; by default, these three windows are not visible, but may be turned on by (per default keybindings) hitting the "F6", "F7" and "F8" keys. @@ -64,7 +64,7 @@ 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 may be managed by one's +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. @@ -73,11 +73,10 @@ Replay game recording Run "./roguelike -s" to watch a recording of the current game 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 performed 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. +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 -------------------------------------------- @@ -86,20 +85,20 @@ 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 perform when it is called. +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 -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. Finally, the same delimiter as for the map object action -definitions file follows. Note that the only valid item use so far, consuming -"magic meat" to gain hitpoints, is so far hard-coded (this should change in the -future). +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. Finally, the same delimiter as for the map +object action definitions file follows. Note that the only valid item use so +far, consuming "magic meat" to gain hitpoints, is so far hard-coded (this should +change in the future). All source files are thoroughly documented to explain more details of plomrogue's internals. The ./roguelike-server executable can be run with a -v