X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;ds=sidebyside;f=README;h=17a58469595d17fe5ef92aaccfad482faf1eda4d;hb=cc4ed0c49279f08a053a3e3a9a4acba22283a01f;hp=5f1be55ae5788963aac9a1f5cf7ad6b8df19ca36;hpb=9e85c433c4c33c18e08f73c1b46f8f92ec939f14;p=plomrogue diff --git a/README b/README index 5f1be55..17a5846 100644 --- a/README +++ b/README @@ -79,23 +79,52 @@ option (like "-s100") to start the recording at the respective turn number. 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/map_objects. 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, the sixth defines if the object is consumable -(it is if it is non-zero) and how many hitpoints are gained if it is. Finally, -the same delimiter as for the map object action definitions file follows. +The ./confserver/world file defines the map object types and the actions +available to them. Each object type and action is defined by a multi-line block +wherein each line sets one attribute of the object type or action. + +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 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 + +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). + +All this definition block members must be present within a block, but only +"ACTION" / "OBJECT" must be positioned at the respective blocks' first line, +the others may appear in whatever order and even multiple times. If a block is +finished, however, it cannot be re-defined by starting a new block wit 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. All source files are thoroughly documented to explain more details of plomrogue's internals. The ./roguelike-server executable can be run with a -v