X-Git-Url: https://plomlompom.com/repos/?p=plomrogue;a=blobdiff_plain;f=README;h=0ad300fa8693b86003fbd206757e444765e7a791;hp=71fad4ebcb739656f576c608c3557d5f748ded43;hb=HEAD;hpb=cb4bbc0c2d65535d1d47822d86ad88194243a31a diff --git a/README b/README index 71fad4e..0ad300f 100644 --- a/README +++ b/README @@ -1,100 +1,71 @@ 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 -"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 (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. +plomlompom tries to build his own roguelike engine. There is one game for it so +far, which is loaded by default: "Please the Island God". See ./README_PtIG for +details on it. 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 engine 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?) + +To build and start it with the default game, just run: -$ 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.) - -./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 -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. - -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 ---------------------- - -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. +./roguelike is a shell script that executes a union of ./roguelike-server and +./roguelike-client, with the server as a background job. You may ignore the +script and start either or both of the two by hand if you please. + +Save files, replay game recording, starting over +------------------------------------------------ + +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 plomrogue, the game state is recreated from the "save" file. To start +over in a new world, simply delete this file and re-start the engine. + +The save file is called ./save be default, but another file name to use can be +given with the -l option (i.e. start the game with "./roguelike -l +alternate_savefile"). The -l option can also be used to start over in a new +world whose state will be read and saved with the alternate file path, without +overwriting other games saved in other save files. + +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). Other keys 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 … -The server usually reads these from the files ./server/in (written to by -./roguelike-client), ./confserver/world, ./record and ./savefile. See the file -./SERVER_COMMANDS for details. - -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 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. +./roguelike-server. It's controlled by commands explained in the file +./SERVER_COMMANDS. The server usually reads these from the files ./server_run/in +(written to by ./roguelike-client), ./confserver/world, ./record_save and +./save. + +The ./roguelike-server executable can be run with a -v option for possibly +helpful debugging info (mostly: what messages the client sends to the server). + +Server and client communicate via files in the ./server_run/ directory +(generated when the server is first run). The ./server_run/in file is read by +the server for newline-delimited commands. The ./server_run/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.