X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=ac0e0a37322fbbee2f2f1bac41de7bc7d23d2d87;hb=555930c81055c3eab2fb3daa55cf3343faec5fd2;hp=ff6a3969e2cb23016505e1b934c2d1f59fab4aaa;hpb=9a2386afca883efadd8c8e59bf2359f4f7b47d24;p=plomrogue diff --git a/README b/README index ff6a396..ac0e0a3 100644 --- a/README +++ b/README @@ -6,34 +6,41 @@ 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. - -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. - -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. +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. -Do 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 may 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.) -Make generates two executables ./roguelike-server and ./roguelike-client. +./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. @@ -41,18 +48,20 @@ 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 @@ -67,79 +76,23 @@ 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. +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 ./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 "+". +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