plomrogue ========= 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 ------------------------------------ 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.