4 plomlompom tries to build his own roguelike. It doesn't do much yet (although
5 there are insanely ambitious long-term plans).
7 You can move around a player on an island and meet a number of different
8 enemies. You have 5 hitpoints to lose before death; they start with different
9 amounts of hitpoints, depending on their species. Your score grows by killing
10 enemies, to the amount of hitpoints each killed enemy started with. Dead enemies
11 become dirt, skeletons or "magic meat"--such objects can be collected, and
12 "magic meat" can be consumed to gain hitpoints. Note that different kinds of
13 movements/actions take different numbers of turns to finish.
15 Enemies' AI is very dumb so far: Each turn, they try to move towards their
16 path-wise nearest enemy. If no enemy is found in their surroundings, they just
19 Note that diagonal movement is possible, but takes (40%) longer than orthogonal
22 Once you start a new world, every move of yours is recorded in a file called
23 "record". Once you re-start the game, all of your previous moves are replayed
24 automatically up to the point wherere you left the game. To start over in a new
25 world, simply delete this file.
27 System requirements / installation / running the game
28 -----------------------------------------------------
30 The game is expected to run on Linux systems that contain the ncurses library.
31 Perform the following steps:
33 $ git clone https://github.com/plomlompom/plomrogue
38 (It might also work on other Unix-like systems with ncurses, who knows.)
40 Note that make generates two executables ./roguelike-server and
41 ./roguelike-client. ./roguelike is a pre-existing shell script that merely
42 executes both of them, with the server as a background job. You may also
43 ignore the script and start the two by hand.
45 Client's keybindings and window management
46 ------------------------------------------
48 In the client's default window configuration, the window appearing on the left
49 sports a list of keybindings available globally, and additionally via the window
50 currently selected as active.
52 Hit "w" (per default keybindings) to switch the "active" window to a view that
53 allows changing its geometry. One further hit on "w" switches the window to a
54 view that allows changing its window-specific keybindings. The global
55 keybindings may be changed in the "Global keys" window, those of the window
56 geometry configuration in the "Window geometry keys" window, and those of the
57 window-specific keybindings configuration in the "Window keybinding keys"
58 window; by default, these three windows are not visible, but may be turned on by
59 (per default keybindings) hitting the "F6", "F7" and "F8" keys.
61 Keybindings and default window selection / visibilities / geometries are read
62 from the textfile ./confclient/interface_conf by default, or by another one
63 named by the -i command line option of the client. Some other default window
64 configurations are stored below ./confclient/single_windows/: "map", "info",
65 "inventory" and "log". Each of these opens up only a single window into the
66 client, filling up the entire terminal. This may be useful for running multiple
67 clients in parallel in multiple terminal windows that may be managed by one's
68 own window manager choice, instead of relying on plomrogue-client's bizarre
69 in-client window management.
74 Run "./roguelike -s" to watch a recording of the current game from the
75 beginning. Hit any player action key to increment turns (they will not trigger
76 the actions usually mapped to them, only repeat the actions performed at that
77 point in the game as defined in the "record" file). Keys to manage windows,
78 scroll on the map and quit the program do their usual thing. Append a number to
79 the -s option (like "-s100") to start the recording at the respective turn
82 Hacking / server internals and configuration
83 --------------------------------------------
85 The movements/actions available to the player and the enemies are defined and
86 can be changed in ./confserver/map_object_actions. Each entry consists of a
87 first line of a numerical ID used internally to uniquely identify and manage the
88 action, a second line of the number of turns the action takes, and a third line
89 of a string that maps the action to the game logic to perform when it is called.
90 Finally, a delimiter line of "%%" ends the entry.
92 The different map object types, i.e. species (including the player's human one)
93 and item types, can be edited in ./confserver/defs. Here the first value is a
94 numerical ID that represents the object type, the second one describes what type
95 this object decomposes to when it gets destroyed/killed, the third value is the
96 character used to represent the object visually on the map, the fourth value is
97 the number of hitpoints the object starts with (items are dead and start with
98 zero hitpoints, anything else moves), the fifth is the string that names the
99 object in the game log. Finally, the same delimiter as for the map object action
100 definitions file follows. Note that the only valid item use so far, consuming
101 "magic meat" to gain hitpoints, is so far hard-coded (this should change in the
104 All source files are thoroughly documented to explain more details of
105 plomrogue's internals. The ./roguelike-server executable can be run with a -v
106 option for helpful debugging info (mostly: what messages the client sends to the
107 server). Server and client communicate via files in the ./server/ directory
108 (generated when the server is first run). The ./server/in fifo receives commands
109 for the server as null-terminated strings. The ./server/out file contains a
110 serialized representation of the game world's data as it is to be available to
111 the player / the player's client.