X-Git-Url: https://plomlompom.com/repos/berlin_corona.txt?a=blobdiff_plain;f=README;h=14115722c4043bd46756d976a8c4694266b413ce;hb=436d36515ec10f31ab89e6867f59023177f560a2;hp=8a73d7f7e36276e88bd41c839d2ca2f7e80cf4f4;hpb=550d22ec0c3f530f5d317746f3f7e75251a1de4b;p=plomrogue diff --git a/README b/README index 8a73d7f..1411572 100644 --- a/README +++ b/README @@ -1,57 +1,92 @@ -plomrogue -========= +7DRL 2015 project: Please the Island God +======================================== -plomlompom tries to build his own roguelike. Currently, it doesn't do much -interesting, apart from managing keybindings and some ncurses windows in a -bizarre fashion. +Description +----------- + +See +and . + +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). -You can move around a player and meet a number of different enemies. They move -randomly and will only accidentally hit you. You have 5 hitpoints to lose before -death; they have either 1, 3 or 9. Your score grows by killing enemies, to the -amount of hitpoints each killed enemy started with. +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?) -The map get generated randomly, too. +To build and start, do the following steps: -There is only one save file (named "savefile"), and it gets overwritten each new -turn. To start over with a new world, delete it. +$ ./redo +$ ./roguelike -Install/run +(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.) + +There are 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 +any of the two by hand. + +Keybindings ----------- -Dependencies: the ncurses library. - -git clone https://github.com/plomlompom/plomrogue -cd plomrogue -make -./roguelike - -Keybindings and window configuration ------------------------------------- - -In the default window configuration, globally available keybinings are shown at -game start in the three windows on the left of the screen. The lower two windows -describe keybindings / actions only available in a window's window configuration -views -- hit "w" (per default keybindings) to switch the selected / "active" -window to a view that allows changing its geometry. One further hit on "w" -switches the window to a view that lists keybindings available specifically for -that window -- such as for map scrolling actions in the "map" window. All -keybindings can be changed. - -What actions are available globally or only in specific windows can be further -manipulated by editing the files config/keybindings_global and -config/windows/Win_* that map keycodes to commands to the respective keybinding -repositories. While keybindings_global contains merely a list of keycode command -mappings, the Win_* files start with the name of the windows to be configured, -followed by a one-character line for internal use (mapping the window to one of -several internally available window content drawing functions), followed by two -lines describing the window's designated height and width, and only then an -optional list of keybindings specific to that window. +a - let AI decide move + +w - move north-west +e - move north-east +s - move west +d - move east +x - move south-west +c - move south-east + +w - wait one turn + +l - toggle "look" mode, investigate map cells by moving a cursor over the map + instead of the player avatar + +p - pick up item +D - drop item selected in inventory +u - use item selected in inventory + +UP - navigate upwards in Inventory +DOWN - navigate downwards in inventory Replay game recording --------------------- -Run "./roguelike -s" to watch a recording of the current game from the -beginning. Hit the "next turn / wait" key to increment turns. Keys to -manage windows, scroll on the map and quit the program are active; keys -to perform player actions are inactive. Append a number to the -s option -(like "-s100") to start the recording at the respective turn number. +Once you start a new world, every move of yours is recorded in a file called +"record_save". It gets overwritten when a new game world is started after +deletion of the "save" 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 theactions +done at that point in the game as defined in the "record_save" 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. + +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 +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.