X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=18db5e22c21780480dfda59153d5cee624f0c9a8;hb=refs%2Fheads%2F7drl;hp=ff6a3969e2cb23016505e1b934c2d1f59fab4aaa;hpb=9a2386afca883efadd8c8e59bf2359f4f7b47d24;p=plomrogue diff --git a/README b/README index ff6a396..18db5e2 100644 --- a/README +++ b/README @@ -1,152 +1,119 @@ -plomrogue -========= +7DRL 2015 project: Please the Island God +======================================== -plomlompom tries to build his own roguelike. It doesn't do much yet (although -plomlompom has insanely ambitious long-term plans). +Description +----------- -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 -"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're stranded on an island. +To leave, you must please the God that rules it. +This God sees the island's animals and plants as its children. +So mere hacking and slashing through the wildlife won't do … -Enemies' AI is very dumb so far: Each turn, they try to move towards their -shortest-path-wise nearest enemy. If no enemy is found in their surroundings, -they just wait. +See also: + + + + + + + -Once you start a new world, every move of yours is recorded in a file called -"record". Once you re-start the game, all of your previous moves are replayed -automatically up to the point wherere you left the game. To start over in a new -world, simply delete this file. System requirements / installation / running the game ----------------------------------------------------- -The game is expected to run on Linux systems that contain the ncurses library. -Do the following steps: +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). -$ git clone https://github.com/plomlompom/plomrogue -$ cd plomrogue -$ make +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 -(It may also work on other Unix-like systems with ncurses, who knows.) +(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.) -Make 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 ------------------------------------------- - -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 -selected as active. - -Hit "W" (per default 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 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. - -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 ---------------------- - -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 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. +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 + +w - wait one turn + +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 + +PgUp - scroll upwards in "Things here" window +PgDn - scroll downwards in "Things here" window + +Save files, replay game recording, starting over +------------------------------------------------ + +Short version: To start over, quit ./roguelike, delete the files "save" (it's +also a good idea to delete the file "record_save"), and re-start ./roguelike. + +By default, the game state is saved in the file ./save, and read from there on +(server) restart. Another file name to use can be given with the -l option (i.e. +start the game with "./roguelike -l alternate_savefile"). To start over in a new +world, remove ./save, or use the -l option with the name of a file that does not +exist yet. + +Once you start a new world, every game action of yours is appended to a file +called "record_" plus the save file name. 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 playback at the respective turn number. (Don't forget to delete / +empty a game's record file when deleting its save file, or different game's +moves will get mixed up in one record file.) Hacking / server internals and configuration -------------------------------------------- -The ./confserver/world file defines the map object types, actions available to -them and the map itself. Each definition consists of a multi-line block wherein -each line sets one attribute of the object type, action or the map. - -Here's a typical map definition block: - -MAP_TYPE 0 -HEIGHT 64 -WIDTH 64 - -A line of "MAP_TYPE" followed by a non-empty token starts the map definition -block. In the future, the second token may differentiate different map types, -but as of right now, only one is available and the value is not interpreted. -The numbers after "HEIGHT" and "WIDTH" give the map's vertical and horizontal -extensions in cells. They must be >= 1 and <= 256. - -Here's a typical action definition block: - -ACTION 1 -NAME move -EFFORT 5 - -A line of "ACTION" followed by a number starts an action definition block and -sets the action's id (must be > 0) for internal use to 1. The number after -"EFFORT" determines how many turns this action takes for the actor performing -it. The string after "NAME" names the action. Furthermore, if it is one of -"move", "pick_up", "drop" or "use", it matches internal functions described by -these strings to this action. All other names (including "wait") currently are -matched to a do-nothing wait function. - -Here's a typical map object type definition block: - -OBJECT 2 -NAME ZOMBIE -SYMBOL z -LIFEPOINTS 3 -CORPSE_ID 5 -CONSUMABLE 0 -START_NUMBER 9 - -A line of "OBJECT" followed by a number starts it, and the number sets the -object type's internal id. The number after "CONSUMABLE" defines the object -as consumable (and to so many hitpoints gain). The character after "SYMBOL" is -the one shown on the map to represent to object type. "LIFEPOINTS" is the start -hitpoints value for this object type and defines it as animate if it is -non-zero. The string after "NAME" sets the object type's name. "CORPSE_ID" sets -the id of the object type that objects of this type degrade to if their -hitpoints drop to zero if they start out as inanimate (what is not implemented -yet: or if they are inanimate, but are otherwise crushed). Note that the -"CORPSE_ID" must match the id of an object type defined in the file (before or -after, it may even be the same). "START_NUMBER" sets the number of objects that -are to appear of the given type on the map on game start. - -All these definition block members must be present within their blocks, but only -"ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks' -first line; the others may appear in whatever order and even multiple times. If -an object or action definition block is finished, however, it cannot be -re-defined by starting a new block with the same object type or action id. - -Tokens in this config file are separated by whitespace. Single quotes can be -put around string values that are to include whitespace by themslves. Note that -all numbers must be decimal representations of unsigned 8 bit integers, i.e. ->= 0 and < 256 and sans preceding "+". - -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 +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_save and +./save. + +All source files are thoroughly documented to explain more details of the +PlomRogue engine'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. + +See ./README_engine for more stuff.