X-Git-Url: https://plomlompom.com/repos/feed.xml?a=blobdiff_plain;f=README;h=9fc5305f72c870669fbd70c7ab0817f6d61a9133;hb=6b1d36c9e673fd8f8595119080dca63a39ba483b;hp=17a58469595d17fe5ef92aaccfad482faf1eda4d;hpb=cc4ed0c49279f08a053a3e3a9a4acba22283a01f;p=plomrogue diff --git a/README b/README index 17a5846..9fc5305 100644 --- a/README +++ b/README @@ -15,8 +15,6 @@ 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. -Diagonal movement is possible, but takes (40%) longer than orthogonal movement. - 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 @@ -47,7 +45,7 @@ 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 +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 @@ -79,9 +77,21 @@ 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 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. +The ./confserver/world file defines the map object types, actions available to +them and the map itself. Each definition consists of a multi-line block wherein +each line sets one attribute of the object type, action or the map. + +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: @@ -90,12 +100,12 @@ 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. +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: @@ -105,6 +115,7 @@ 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 @@ -116,15 +127,19 @@ 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. +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. + +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