X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=1923471d851ed791720fbc071a5eb9ff8de3bee6;hb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;hp=1264d3cb5e3688dbf51f576eb9d82fab98d64491;hpb=7d6341b5fe2db48320752701b23545069759297b;p=plomrogue diff --git a/README b/README index 1264d3c..1923471 100644 --- a/README +++ b/README @@ -5,19 +5,17 @@ plomlompom tries to build his own roguelike. It doesn't do much yet (although plomlompom has insanely ambitious long-term plans). 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 +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. 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 -wait. - -Note that diagonal movement is possible, but takes (40%) longer than orthogonal -movement. +shortest-path-wise nearest enemy. If no enemy is found in their surroundings, +they just wait. Contrary to the player, they by default see the whole map. (To +make them see only what is in their line of sight, enable ENEMY_FOV in the +server config file; see below "Hacking / server internals and configuration".) 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 @@ -37,10 +35,10 @@ $ ./roguelike (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 can also -ignore the script and start the two by hand. +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 can also ignore the script and start +the two by hand. Client's keybindings and window management ------------------------------------------ @@ -49,8 +47,8 @@ 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 +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 @@ -81,30 +79,83 @@ option (like "-s100") to start the recording at the respective turn number. Hacking / server internals and configuration -------------------------------------------- -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 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 -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). +The ./confserver/world file defines the map object types, actions available to +them, the map itself, the map object type (species) of the player and whether +enemies see the whole map or only a line-of-sight field of view. Each definition +consists of a single- or multi-line block wherein each line sets one attribute. + +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. + +A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of +the player's creature. "ENEMY_FOV" followed by "0" or "1" sets whether enemies +see the whole map or only that to which they have an unobstructed line of sight. +Since plomrogue's FOV algorithm is currently very expensive, this is disabled by +default. + +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 fifo receives commands -for the server as null-terminated strings. The ./server/out file contains a -serialized representation of the game world's data as it is to be available to +(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.