X-Git-Url: https://plomlompom.com/repos/feed.xml?a=blobdiff_plain;f=README;h=a944ceaac75398bcd0fb375016bae75213b0ec69;hb=c5b561a819b971151d824e0aa9622f6fc074ff28;hp=7963f621e5c7c1728d70283b73c80b2f13d2fd29;hpb=d12efb0addf420adc045cfb96647dff6241310ee;p=plomrogue diff --git a/README b/README index 7963f62..a944cea 100644 --- a/README +++ b/README @@ -79,24 +79,76 @@ 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/defs. 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. Finally, the same delimiter as for the map -object action definitions file follows. Note that the only valid item use so -far, consuming "magic meat" to gain hitpoints, is so far hard-coded (this should -change in the future). +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 +DIST_ORTHOGONAL 5 +DIST_DIAGONAL 7 + +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. The numbers after +"DIST_ORTHOGONAL" and "DIST_DIAGONAL" define the diagonal movement penalty as +the second value divided by the first. The above values define a penalty ratio +of 7/5 or 1.4, i.e. it takes 40% longer in turns to move diagonally than +orthogonally. Set both to the same value to eliminate the diagonal movement +penalty. A negative penalty to realize weird geometry is possible by setting +"DIST_DIAGONAL" to a lower value than "DIST_ORTHOGONAL". Both values, however, +must be >= 1 and <= 255. + +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 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