X-Git-Url: https://plomlompom.com/repos/?p=plomrogue;a=blobdiff_plain;f=README;h=0ad300fa8693b86003fbd206757e444765e7a791;hp=7963f621e5c7c1728d70283b73c80b2f13d2fd29;hb=HEAD;hpb=d12efb0addf420adc045cfb96647dff6241310ee diff --git a/README b/README index 7963f62..0ad300f 100644 --- a/README +++ b/README @@ -1,109 +1,71 @@ plomrogue ========= -plomlompom tries to build his own roguelike. It doesn't do much yet (although -plomlompom has insanely ambitious long-term plans). +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. -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. +System requirements / installation / running the game +----------------------------------------------------- -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. +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). -Diagonal movement is possible, but takes (40%) longer than orthogonal movement. +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?) -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. +To build and start it with the default game, just run: -System requirements / installation / running the game ------------------------------------------------------ +$ ./roguelike -The game is expected to run on Linux systems that contain the ncurses library. -Do the following steps: +./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. -$ git clone https://github.com/plomlompom/plomrogue -$ cd plomrogue -$ make -$ ./roguelike +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. -(It may also work on other Unix-like systems with ncurses, who knows.) - -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 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 ---------------------- - -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. +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 movements/actions available to the player and the enemies are defined and -can be changed in ./confserver/map_object_actions. Each entry consists of a -first line of a numerical ID used internally to uniquely identify and manage the -action, a second line of the number of turns the action takes, and a third line -of a string that maps the action to the game logic to do when it is called. -Finally, a delimiter line of "%%" ends the entry. - -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 -ASCII 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. Finally, the same delimiter as for the map -object action definitions file follows. 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). - -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. +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_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.