X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=7c2a10fb520fa0cbb8a6e7e2eddb1d57a84ca702;hb=516ec572e8bb5ea43546edba7d21fed5936cd717;hp=33a231fc8c84e09c3b92313852468c34e3c34c5a;hpb=0d8be1b104aaa5c841cd15751b64b3772fbb52e9;p=plomrogue diff --git a/README b/README index 33a231f..7c2a10f 100644 --- a/README +++ b/README @@ -1,82 +1,118 @@ plomrogue ========= -plomlompom tries to build his own roguelike. Currently, it doesn't do much -interesting. - -You can move around a player and meet a number of 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 to gain hitpoints. Note that different kinds of moves take different -numbers of turns to finish. - -Enemies' AI is very dumb so far: Each turn, they -try to move in the (beeline) direction of the nearest enemy, so they often bump -into obstacles. - -There is only one save file (named "savefile"), and it gets overwritten each new -turn. To start over with a new world, delete it. - -Install/run ------------ - -Dependencies: the ncurses library. - -git clone https://github.com/plomlompom/plomrogue -cd plomrogue -make -./roguelike - -Keybindings and window configuration +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. Enemies start with different amounts of +hitpoints, depending on their species. Dead enemies become dirt, skeletons, or +food to consume (each turn reduces one's "satiation", and the lower it is, the +stronger the chance of suffering from hunger and thereby losing 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 look out for actors of +different species to flee from (if their type starts out with more hitpoints +than they have) or (if the opposite is the case) move towards for purposes of +attack. If they see no enemy, they search for and consume "magic meat". + +Every move of yours re-writes a file "save" that describes the new state of the +world, if more than 15 seconds have passed since its last writing. Once you +re-start the game, the game state is recreated from the "save" file. To +start over in a new world, simply delete this file. + +System requirements / installation / running the game +----------------------------------------------------- + +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). + +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 + +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.) + +./redo 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 +------------------------------------------ + +Multiple windows may fill the screen. One of these will be selected as "active" +– identified by dollar signs enclosing its title. Active windows may come with +window-specific keybindings. Furthermore, global keybindings are available no +matter what window is selected. + +Hit "W" (per default global 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 sports (and allows changing its) window-specific keybindings. (One +further "W" will return the window to its default, "normal" view.) The global +keybindings are visible (and can be changed) in the "Set global keys" window, +those of the window geometry configuration in the "Set window geometry keys" +window, and those of the window-specific keybindings configuration in the "Set +window keybinding keys" window; by default, the latter two are not visible, but +may be turned on by (per default keybindings) hitting the keys "F6" and "F7". + +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. + +Save files and replay game recording ------------------------------------ -In the default window configuration, the window appearing on the left sports a -list of keybindings available globally and additionally via the window currently -selected as active. - -Hit "w" (per default keybindings) to switch the "active" window to a view that -allows changing its geometry. One further hit on "w" switches the window to a -view that allows changing its window-specific keybindings. The global -keybindings may 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 -hitting the "F6", "F7" and "F8" keys. - -What actions are available globally or only in specific windows can be further -manipulated by editing the files config/keybindings_global and -config/windows/Win_* that map keycodes to commands to the respective keybinding -repositories. While keybindings_global contains merely a list of keycode command -mappings, the Win_* files start with the name of the windows to be configured, -followed by a one-character line for internal use (mapping the window to one of -several internally available window content drawing functions), followed by two -lines describing the window's designated height and width, and only then an -optional list of keybindings specific to that window. - -Replay game recording ---------------------- - -Run "./roguelike -s" to watch a recording of the current game from the -beginning. Hit the "next turn / wait" key to increment turns. Keys to -manage windows, scroll on the map and quit the program are active; keys -to perform player actions are inactive. Append a number to the -s option -(like "-s100") to start the recording at the respective turn number. - -Hacking -------- - -The movements/actions available to the player and the enemies are defined and -can be changed in config/map_object_actions. Each line consists of, first, a -numerical ID used internally to manage the action, secondly the number of turns -the action takes, and thirdly a string representing the action internally. - -The different map object types, i.e. species (including the player's human one) -and item types, can be edited in config/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 -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. +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 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.