X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=ac0e0a37322fbbee2f2f1bac41de7bc7d23d2d87;hb=555930c81055c3eab2fb3daa55cf3343faec5fd2;hp=d53dd85a8d6cb25c717655a04b2296f47755c702;hpb=387acc4c20cc50cbd3a1050aa019c50fa10c1868;p=plomrogue diff --git a/README b/README index d53dd85..ac0e0a3 100644 --- a/README +++ b/README @@ -2,104 +2,104 @@ plomrogue ========= plomlompom tries to build his own roguelike. It doesn't do much yet (although -there are insanely ambitious long-term plans). - -You can move around a player on an island 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 -movements/actions 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, and get stuck behind, -obstacles. You can use that for your advantage. - -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 -automatially until you end up where you left the game. To start over in a new -world, delete this file. +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 "savefile" that describes the new state of +dthe 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 "savefile" 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 Linux systems that contain the ncurses library. -Perform the following steps: +(It may also work on other Unix-like systems with ncurses, who knows. See + for OS +X compatibility.) Do the following steps: $ git clone https://github.com/plomlompom/plomrogue $ cd plomrogue -$ make +$ ./redo $ ./roguelike -(It might also work on other Unix-like systems with ncurses, who knows.) +(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.) -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 may also -ignore the script and start the two by hand. +./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 ------------------------------------------ -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 -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 ./confclient/keybindings_global and -./confclient/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. +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. 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 performed 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. +Once you start a new world, every move of yours is recorded in a file called +"record". It gets overwritten when a new game world is started after deletion +of the "savefile" file. 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 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 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 ./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 -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. 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 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 and ./savefile. 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.