4 plomlompom tries to build his own roguelike. It doesn't do much yet (although
5 plomlompom has insanely ambitious long-term plans).
7 You can move around a player on an island and meet different enemies. You have 5
8 hitpoints to lose before death. Enemies start with different amounts of
9 hitpoints, depending on their species. Dead enemies become dirt, skeletons or
10 "magic meat" -- such objects can be collected, and "magic meat" can be consumed
11 to gain hitpoints. Note that different kinds of movements/actions take different
12 numbers of turns to finish.
14 Enemies' AI is very dumb so far: Each turn, they try to move towards their
15 shortest-path-wise nearest enemy visible to them. If they see no enemy, they
18 Once you start a new world, every move of yours is recorded in a file called
19 "record". Once you re-start the game, all of your previous moves are replayed
20 automatically up to the point wherere you left the game. To start over in a new
21 world, simply delete this file.
23 System requirements / installation / running the game
24 -----------------------------------------------------
26 The game is expected to run on Linux systems that contain the ncurses library.
27 Do the following steps:
29 $ git clone https://github.com/plomlompom/plomrogue
34 (It may also work on other Unix-like systems with ncurses, who knows.)
36 Make generates two executables ./roguelike-server and ./roguelike-client.
37 ./roguelike is a pre-existing shell script that merely executes both of them,
38 with the server as a background job. You can also ignore the script and start
41 Client's keybindings and window management
42 ------------------------------------------
44 In the client's default window configuration, the window appearing on the left
45 sports a list of keybindings available globally, and additionally via the window
48 Hit "W" (per default keybindings) to switch the "active" window to a view that
49 allows changing its geometry. One more hit on "W" switches the window to a view
50 that allows changing its window-specific keybindings. The global keybindings can
51 be changed in the "Global keys" window, those of the window geometry
52 configuration in the "Window geometry keys" window, and those of the
53 window-specific keybindings configuration in the "Window keybinding keys"
54 window; by default, these three windows are not visible, but may be turned on by
55 (per default keybindings) hitting the "F6", "F7" and "F8" keys.
57 Keybindings and default window selection / visibilities / geometries are read
58 from the textfile ./confclient/interface_conf by default, or by another one
59 named by the -i command line option of the client. Some other default window
60 configurations are stored below ./confclient/single_windows/: "map", "info",
61 "inventory" and "log". Each of these opens up only a single window into the
62 client, filling up the entire terminal. This may be useful for running multiple
63 clients in parallel in multiple terminal windows that can be managed by one's
64 own window manager choice, instead of relying on plomrogue-client's bizarre
65 in-client window management.
70 Run "./roguelike -s" to watch a recording of the current game from the
71 beginning. Hit any player action key to increment turns (they will not trigger
72 the actions usually mapped to them, only repeat the actions done at that point
73 in the game as defined in the "record" file). Keys to manage windows, scroll on
74 the map and quit the program do their usual thing. Append a number to the -s
75 option (like "-s100") to start the recording at the respective turn number.
77 Hacking / server internals and configuration
78 --------------------------------------------
80 The ./confserver/world file defines the map object types, actions available to
81 them, the map itself, the map object type (species) of the player and whether
82 enemies see the whole map or only a line-of-sight field of view. Each definition
83 consists of a single- or multi-line block wherein each line sets one attribute.
85 Here's a typical map definition block:
91 A line of "MAP_TYPE" followed by a non-empty token starts the map definition
92 block. In the future, the second token may differentiate different map types,
93 but as of right now, only one is available and the value is not interpreted.
94 The numbers after "HEIGHT" and "WIDTH" give the map's vertical and horizontal
95 extensions in cells. They must be >= 1 and <= 256.
97 Here's a typical action definition block:
103 A line of "ACTION" followed by a number starts an action definition block and
104 sets the action's id (must be > 0) for internal use to 1. The number after
105 "EFFORT" determines how many turns this action takes for the actor performing
106 it. The string after "NAME" names the action. Furthermore, if it is one of
107 "move", "pick_up", "drop" or "use", it matches internal functions described by
108 these strings to this action. All other names (including "wait") currently are
109 matched to a do-nothing wait function.
111 Here's a typical map object type definition block:
121 A line of "OBJECT" followed by a number starts it, and the number sets the
122 object type's internal id. The number after "CONSUMABLE" defines the object
123 as consumable (and to so many hitpoints gain). The character after "SYMBOL" is
124 the one shown on the map to represent to object type. "LIFEPOINTS" is the start
125 hitpoints value for this object type and defines it as animate if it is
126 non-zero. The string after "NAME" sets the object type's name. "CORPSE_ID" sets
127 the id of the object type that objects of this type degrade to if their
128 hitpoints drop to zero if they start out as inanimate (what is not implemented
129 yet: or if they are inanimate, but are otherwise crushed). Note that the
130 "CORPSE_ID" must match the id of an object type defined in the file (before or
131 after, it may even be the same). "START_NUMBER" sets the number of objects that
132 are to appear of the given type on the map on game start.
134 A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of
135 the player's creature.
137 All these definition block members must be present within their blocks, but only
138 "ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks'
139 first line; the others may appear in whatever order and even multiple times. If
140 an object or action definition block is finished, however, it cannot be
141 re-defined by starting a new block with the same object type or action id.
143 Tokens in this config file are separated by whitespace. Single quotes can be
144 put around string values that are to include whitespace by themslves. Note that
145 all numbers must be decimal representations of unsigned 8 bit integers, i.e.
146 >= 0 and < 256 and sans preceding "+".
148 All source files are thoroughly documented to explain more details of
149 plomrogue's internals. The ./roguelike-server executable can be run with a -v
150 option for helpful debugging info (mostly: what messages the client sends to the
151 server). Server and client communicate via files in the ./server/ directory
152 (generated when the server is first run). The ./server/in file is read by the
153 server for newline-delimited commands. The ./server/out file contains server
154 messages to be read by clients. The ./server/worldstate file contains a
155 serialized representation of the game world's data as it is to be visible to
156 the player / the player's client.