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. If no enemy is found in their surroundings,
18 Diagonal movement is possible, but takes (40%) longer than orthogonal movement.
20 Once you start a new world, every move of yours is recorded in a file called
21 "record". Once you re-start the game, all of your previous moves are replayed
22 automatically up to the point wherere you left the game. To start over in a new
23 world, simply delete this file.
25 System requirements / installation / running the game
26 -----------------------------------------------------
28 The game is expected to run on Linux systems that contain the ncurses library.
29 Do the following steps:
31 $ git clone https://github.com/plomlompom/plomrogue
36 (It may also work on other Unix-like systems with ncurses, who knows.)
38 Make generates two executables ./roguelike-server and ./roguelike-client.
39 ./roguelike is a pre-existing shell script that merely executes both of them,
40 with the server as a background job. You can also ignore the script and start
43 Client's keybindings and window management
44 ------------------------------------------
46 In the client's default window configuration, the window appearing on the left
47 sports a list of keybindings available globally, and additionally via the window
50 Hit "w" (per default keybindings) to switch the "active" window to a view that
51 allows changing its geometry. One more hit on "w" switches the window to a view
52 that allows changing its window-specific keybindings. The global keybindings can
53 be changed in the "Global keys" window, those of the window geometry
54 configuration in the "Window geometry keys" window, and those of the
55 window-specific keybindings configuration in the "Window keybinding keys"
56 window; by default, these three windows are not visible, but may be turned on by
57 (per default keybindings) hitting the "F6", "F7" and "F8" keys.
59 Keybindings and default window selection / visibilities / geometries are read
60 from the textfile ./confclient/interface_conf by default, or by another one
61 named by the -i command line option of the client. Some other default window
62 configurations are stored below ./confclient/single_windows/: "map", "info",
63 "inventory" and "log". Each of these opens up only a single window into the
64 client, filling up the entire terminal. This may be useful for running multiple
65 clients in parallel in multiple terminal windows that can be managed by one's
66 own window manager choice, instead of relying on plomrogue-client's bizarre
67 in-client window management.
72 Run "./roguelike -s" to watch a recording of the current game from the
73 beginning. Hit any player action key to increment turns (they will not trigger
74 the actions usually mapped to them, only repeat the actions done at that point
75 in the game as defined in the "record" file). Keys to manage windows, scroll on
76 the map and quit the program do their usual thing. Append a number to the -s
77 option (like "-s100") to start the recording at the respective turn number.
79 Hacking / server internals and configuration
80 --------------------------------------------
82 The ./confserver/world file defines the map object types, actions available to
83 them and the map itself. Each definition consists of a multi-line block wherein
84 each line sets one attribute of the object type, action or the map.
86 Here's a typical map definition block:
94 A line of "MAP_TYPE" followed by a non-empty token starts the map definition
95 block. In the future, the second token may differentiate different map types,
96 but as of right now, only one is available and the value is not interpreted.
97 The numbers after "HEIGHT" and "WIDTH" give the map's vertical and horizontal
98 extensions in cells. They must be >= 1 and <= 256. The numbers after
99 "DIST_ORTHOGONAL" and "DIST_DIAGONAL" define the diagonal movement penalty as
100 the second value divided by the first. The above values define a penalty ratio
101 of 7/5 or 1.4, i.e. it takes 40% longer in turns to move diagonally than
102 orthogonally. Set both to the same value to eliminate the diagonal movement
103 penalty. A negative penalty to realize weird geometry is possible by setting
104 "DIST_DIAGONAL" to a lower value than "DIST_ORTHOGONAL". Both values, however,
105 must be >= 1 and <= 255.
107 Here's a typical action definition block:
113 A line of "ACTION" followed by a number starts an action definition block and
114 sets the action's id for internal use to 1. The number after "EFFORT" determines
115 how many turns this action takes for the actor performing it. The string after
116 "NAME" names the action. Furthermore, if it is one of "move", "pick_up", "drop"
117 or "use", it matches internal functions described by these strings to this
118 action. All other names (including "wait") currently are matched to a do-nothing
121 Here's a typical map object type definition block:
131 A line of "OBJECT" followed by a number starts it, and the number sets the
132 object type's internal id. The number after "CONSUMABLE" defines the object
133 as consumable (and to so many hitpoints gain). The character after "SYMBOL" is
134 the one shown on the map to represent to object type. "LIFEPOINTS" is the start
135 hitpoints value for this object type and defines it as animate if it is
136 non-zero. The string after "NAME" sets the object type's name. "CORPSE_ID" sets
137 the id of the object type that objects of this type degrade to if their
138 hitpoints drop to zero if they start out as inanimate (what is not implemented
139 yet: or if they are inanimate, but are otherwise crushed). Note that the
140 "CORPSE_ID" must match the id of an object type defined in the file (before or
141 after, it may even be the same). "START_NUMBER" sets the number of objects that
142 are to appear of the given type on the map on game start.
144 All these definition block members must be present within their blocks, but only
145 "ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks'
146 first line; the others may appear in whatever order and even multiple times. If
147 an object or action definition block is finished, however, it cannot be
148 re-defined by starting a new block with the same object type or action id.
150 Tokens in this config file are separated by whitespace. Single quotes can be
151 put around string values that are to include whitespace by themslves. Note that
152 all numbers must be decimal representations of unsigned 8 bit integers, i.e.
153 >= 0 and < 256 and sans preceding "+".
155 All source files are thoroughly documented to explain more details of
156 plomrogue's internals. The ./roguelike-server executable can be run with a -v
157 option for helpful debugging info (mostly: what messages the client sends to the
158 server). Server and client communicate via files in the ./server/ directory
159 (generated when the server is first run). The ./server/in file is read by the
160 server for newline-delimited commands. The ./server/out file contains server
161 messages to be read by clients. The ./server/worldstate file contains a
162 serialized representation of the game world's data as it is to be visible to
163 the player / the player's client.