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. If no enemy is found in their surroundings, they just wait. Contrary to the player, they by default see the whole map. (To make them see only what is in their line of sight, enable ENEMY_FOV in the server config file; see below "Hacking / server internals and configuration".) 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. System requirements / installation / running the game ----------------------------------------------------- The game is expected to run on Linux systems that contain the ncurses library. Do the following steps: $ git clone https://github.com/plomlompom/plomrogue $ cd plomrogue $ make $ ./roguelike (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. Hacking / server internals and configuration -------------------------------------------- The ./confserver/world file defines the map object types, actions available to them, the map itself, the map object type (species) of the player and whether enemies see the whole map or only a line-of-sight field of view. Each definition consists of a single- or multi-line block wherein each line sets one attribute. Here's a typical map definition block: MAP_TYPE 0 HEIGHT 64 WIDTH 64 A line of "MAP_TYPE" followed by a non-empty token starts the map definition block. In the future, the second token may differentiate different map types, but as of right now, only one is available and the value is not interpreted. The numbers after "HEIGHT" and "WIDTH" give the map's vertical and horizontal extensions in cells. They must be >= 1 and <= 256. 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 (must be > 0) 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 START_NUMBER 9 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). "START_NUMBER" sets the number of objects that are to appear of the given type on the map on game start. A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of the player's creature. "ENEMY_FOV" followed by "0" or "1" sets whether enemies see the whole map or only that to which they have an unobstructed line of sight. Since plomrogue's FOV algorithm is currently very expensive, this is disabled by default. All these definition block members must be present within their blocks, but only "ACTION" / "OBJECT" / "MAP_TYPE" must be positioned at their respective blocks' first line; the others may appear in whatever order and even multiple times. If an object or action definition block is finished, however, it cannot be re-defined by starting a new block with 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. Note that all numbers must be decimal representations of unsigned 8 bit integers, i.e. >= 0 and < 256 and sans preceding "+". 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.