X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=README;h=ce60e55572fd4d3fdf6922e21cb63a78c8cd69bd;hb=647fb261547da8aeeb92ca0ba995b36b4a7c8dfb;hp=3c7727928d372fe670c31a41cd52e1e805f0461c;hpb=a25647c0af098bf776337ffade0b4852212bd808;p=plomrogue diff --git a/README b/README index 3c77279..ce60e55 100644 --- a/README +++ b/README @@ -12,27 +12,32 @@ 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 visible to them. If they see no enemy, they -just wait. +shortest-path-wise nearest enemy (any animate being of a different species) +visible to them. If they see no enemy, they just wait. Every move of yours re-writes a file "savefile" that describes the new state of -the world. 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. +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.) 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. @@ -79,69 +84,10 @@ turn number. Hacking / server internals and configuration -------------------------------------------- -[THIS SECTION IS OUT OF DATE (but kept as long as there's nothing better yet)] - -The ./confserver/world file defines the thing types, actions available to them, -the map geometry and the thing type (species) of the player. Each definition -consists of a single- or multi-line block wherein each line sets one attribute. - -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 thing type definition block: - -THINGTYPE 2 -NAME ZOMBIE -SYMBOL z -LIFEPOINTS 3 -CORPSE_ID 5 -CONSUMABLE 0 -START_NUMBER 9 - -A line of "THINGTYPE" followed by a number starts it, and the number sets the -thing type's internal id. The number after "CONSUMABLE" defines the thing as -consumable (and to so many hitpoints gain). The character after "SYMBOL" is the -one shown on the map to represent to thing type. "LIFEPOINTS" is the start -hitpoints value for this thing type and defines it as animate if it is non-zero. -The string after "NAME" sets the thing type's name. "CORPSE_ID" sets the id of -the thing type that things 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 a thing type defined in the file (before or after, it may even be the -same). "START_NUMBER" sets the number of things that are to appear of the -given type on the map on game start. - -The map is defined by a single-line block. Its number value sets the map -square's edge length. It must be >= 1 and <= 256: - -MAP_LENGTH 64 - -The player type / species is also defined by a single line block. Its number -value sets the player's creature's thing type by its id: - -PLAYER_TYPE 0 - -All these definition block members must be present within their respective -blocks, but only "ACTION" and "THINGTYPE" must be positioned at their respective -blocks' first line; the others may appear in whatever order and even multiple -times. If a thing or action definition block is finished, however, it cannot -be re-defined by starting a new block with the same thing 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