4 plomlompom tries to build his own roguelike. It doesn't do much yet (although
5 plomlompom has insanely ambitious long-term plans).
7 You can move around a player on an island and meet different enemies. You have 5
8 hitpoints to lose before death. Enemies start with different amounts of
9 hitpoints, depending on their species. Dead enemies become dirt, skeletons or
10 "magic meat" -- such objects can be collected, and "magic meat" can be consumed
11 to gain hitpoints. Note that different kinds of movements/actions take different
12 numbers of turns to finish.
14 Enemies' AI is very dumb so far: Each turn, they try to move towards their
15 shortest-path-wise nearest enemy. If no enemy is found in their surroundings,
16 they just wait. Contrary to the player, they by default see the whole map. (To
17 make them see only what is in their line of sight, enable ENEMY_FOV in the
18 server config file; see below "Hacking / server internals and configuration".)
20 Once you start a new world, every move of yours is recorded in a file called
21 "record". Once you re-start the game, all of your previous moves are replayed
22 automatically up to the point wherere you left the game. To start over in a new
23 world, simply delete this file.
25 System requirements / installation / running the game
26 -----------------------------------------------------
28 The game is expected to run on Linux systems that contain the ncurses library.
29 Do the following steps:
31 $ git clone https://github.com/plomlompom/plomrogue
36 (It may also work on other Unix-like systems with ncurses, who knows.)
38 Make generates two executables ./roguelike-server and ./roguelike-client.
39 ./roguelike is a pre-existing shell script that merely executes both of them,
40 with the server as a background job. You can also ignore the script and start
43 Client's keybindings and window management
44 ------------------------------------------
46 In the client's default window configuration, the window appearing on the left
47 sports a list of keybindings available globally, and additionally via the window
50 Hit "W" (per default keybindings) to switch the "active" window to a view that
51 allows changing its geometry. One more hit on "W" switches the window to a view
52 that allows changing its window-specific keybindings. The global keybindings can
53 be changed in the "Global keys" window, those of the window geometry
54 configuration in the "Window geometry keys" window, and those of the
55 window-specific keybindings configuration in the "Window keybinding keys"
56 window; by default, these three windows are not visible, but may be turned on by
57 (per default keybindings) hitting the "F6", "F7" and "F8" keys.
59 Keybindings and default window selection / visibilities / geometries are read
60 from the textfile ./confclient/interface_conf by default, or by another one
61 named by the -i command line option of the client. Some other default window
62 configurations are stored below ./confclient/single_windows/: "map", "info",
63 "inventory" and "log". Each of these opens up only a single window into the
64 client, filling up the entire terminal. This may be useful for running multiple
65 clients in parallel in multiple terminal windows that can be managed by one's
66 own window manager choice, instead of relying on plomrogue-client's bizarre
67 in-client window management.
72 Run "./roguelike -s" to watch a recording of the current game from the
73 beginning. Hit any player action key to increment turns (they will not trigger
74 the actions usually mapped to them, only repeat the actions done at that point
75 in the game as defined in the "record" file). Keys to manage windows, scroll on
76 the map and quit the program do their usual thing. Append a number to the -s
77 option (like "-s100") to start the recording at the respective turn number.
79 Hacking / server internals and configuration
80 --------------------------------------------
82 The ./confserver/world file defines the map object types, actions available to
83 them, the map itself, the map object type (species) of the player and whether
84 enemies see the whole map or only a line-of-sight field of view. Each definition
85 consists of a single- or multi-line block wherein each line sets one attribute.
87 Here's a typical map definition block:
93 A line of "MAP_TYPE" followed by a non-empty token starts the map definition
94 block. In the future, the second token may differentiate different map types,
95 but as of right now, only one is available and the value is not interpreted.
96 The numbers after "HEIGHT" and "WIDTH" give the map's vertical and horizontal
97 extensions in cells. They must be >= 1 and <= 256.
99 Here's a typical action definition block:
105 A line of "ACTION" followed by a number starts an action definition block and
106 sets the action's id (must be > 0) for internal use to 1. The number after
107 "EFFORT" determines how many turns this action takes for the actor performing
108 it. The string after "NAME" names the action. Furthermore, if it is one of
109 "move", "pick_up", "drop" or "use", it matches internal functions described by
110 these strings to this action. All other names (including "wait") currently are
111 matched to a do-nothing wait function.
113 Here's a typical map object type definition block:
123 A line of "OBJECT" followed by a number starts it, and the number sets the
124 object type's internal id. The number after "CONSUMABLE" defines the object
125 as consumable (and to so many hitpoints gain). The character after "SYMBOL" is
126 the one shown on the map to represent to object type. "LIFEPOINTS" is the start
127 hitpoints value for this object type and defines it as animate if it is
128 non-zero. The string after "NAME" sets the object type's name. "CORPSE_ID" sets
129 the id of the object type that objects of this type degrade to if their
130 hitpoints drop to zero if they start out as inanimate (what is not implemented
131 yet: or if they are inanimate, but are otherwise crushed). Note that the
132 "CORPSE_ID" must match the id of an object type defined in the file (before or
133 after, it may even be the same). "START_NUMBER" sets the number of objects that
134 are to appear of the given type on the map on game start.
136 A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of
137 the player's creature. "ENEMY_FOV" followed by "0" or "1" sets whether enemies
138 see the whole map or only that to which they have an unobstructed line of sight.
139 Since plomrogue's FOV algorithm is currently very expensive, this is disabled by
142 All these definition block members must be present within their blocks, but only
143 "ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks'
144 first line; the others may appear in whatever order and even multiple times. If
145 an object or action definition block is finished, however, it cannot be
146 re-defined by starting a new block with the same object type or action id.
148 Tokens in this config file are separated by whitespace. Single quotes can be
149 put around string values that are to include whitespace by themslves. Note that
150 all numbers must be decimal representations of unsigned 8 bit integers, i.e.
151 >= 0 and < 256 and sans preceding "+".
153 All source files are thoroughly documented to explain more details of
154 plomrogue's internals. The ./roguelike-server executable can be run with a -v
155 option for helpful debugging info (mostly: what messages the client sends to the
156 server). Server and client communicate via files in the ./server/ directory
157 (generated when the server is first run). The ./server/in file is read by the
158 server for newline-delimited commands. The ./server/out file contains server
159 messages to be read by clients. The ./server/worldstate file contains a
160 serialized representation of the game world's data as it is to be visible to
161 the player / the player's client.