X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=a6d9302720c70605a2813e99897c267e99638669;hb=fe58648dcf75e71304ed9f1a674640f203b57bba;hp=d50abd9910e4b35250277ebb641ba957855c1a65;hpb=d6469036c6cef9166cc6f0f61f5199d7f231941d;p=plomrogue diff --git a/README b/README index d50abd9..a6d9302 100644 --- a/README +++ b/README @@ -6,14 +6,16 @@ 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 -"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. +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 try to move towards their -shortest-path-wise nearest enemy (any animate being of a different species) -visible to them. If they see no enemy, they search for and consume "magic meat". +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 "savefile" that describes the new state of dthe world, if more than 15 seconds have passed since its last writing. Once you @@ -23,19 +25,25 @@ 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. -(It may also work on other Unix-like systems with ncurses, who knows.) 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). + +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: -$ git clone https://github.com/plomlompom/plomrogue -$ cd plomrogue $ ./redo $ ./roguelike -(If you got a 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.) +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, @@ -45,18 +53,20 @@ 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. +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