X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=inline;f=README;h=ac0e0a37322fbbee2f2f1bac41de7bc7d23d2d87;hb=5a139c5b058beedf631a2e316b336759edf48667;hp=110146d50d3fca1d244f769093888a23f60db7db;hpb=5fd4be90f125e318a2fcaa0b92329511cb178f5a;p=plomrogue
diff --git a/README b/README
index 110146d..ac0e0a3 100644
--- a/README
+++ b/README
@@ -6,25 +6,29 @@ 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.
+hitpoints, depending on their species. Dead enemies become dirt, skeletons, or
+food to consume (each turn reduces one's "satiation", and the lower it is, the
+stronger the chance of suffering from hunger and thereby losing 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 visible to them. If they see no enemy, they
-just wait.
+Enemies' AI is very dumb so far: Each turn, they look out for actors of
+different species to flee from (if their type starts out with more hitpoints
+than they have) or (if the opposite is the case) move towards for purposes of
+attack. If they see no enemy, they search for and consume "magic meat".
Every move of yours re-writes a file "savefile" that describes the new state of
-the world. Once you re-start the game, the game state is recreated from the
-"savefile" file. To start over in a new world, simply delete this file.
+dthe world, if more than 15 seconds have passed since its last writing. Once you
+re-start the game, the game state is recreated from the "savefile" file. 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.
-(It may also work on other Unix-like systems with ncurses, who knows.) Do the
-following steps:
+(It may also work on other Unix-like systems with ncurses, who knows. See
+ for OS
+X compatibility.) Do the following steps:
$ git clone https://github.com/plomlompom/plomrogue
$ cd plomrogue
@@ -44,18 +48,20 @@ 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.
+Multiple windows may fill the screen. One of these will be selected as "active"
+â identified by dollar signs enclosing its title. Active windows may come with
+window-specific keybindings. Furthermore, global keybindings are available no
+matter what window is selected.
+
+Hit "W" (per default global 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 sports (and allows changing its) window-specific keybindings. (One
+further "W" will return the window to its default, "normal" view.) The global
+keybindings are visible (and can be changed) in the "Set global keys" window,
+those of the window geometry configuration in the "Set window geometry keys"
+window, and those of the window-specific keybindings configuration in the "Set
+window keybinding keys" window; by default, the latter two are not visible, but
+may be turned on by (per default keybindings) hitting the keys "F6" and "F7".
Keybindings and default window selection / visibilities / geometries are read
from the textfile ./confclient/interface_conf by default, or by another one
@@ -83,69 +89,10 @@ turn number.
Hacking / server internals and configuration
--------------------------------------------
-[THIS SECTION IS OUT OF DATE (but kept as long as there's nothing better yet)]
-
-The ./confserver/world file defines the thing types, actions available to them,
-the map geometry and the thing type (species) of the player. Each definition
-consists of a single- or multi-line block wherein each line sets one attribute.
-
-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 thing type definition block:
-
-THINGTYPE 2
-NAME ZOMBIE
-SYMBOL z
-LIFEPOINTS 3
-CORPSE_ID 5
-CONSUMABLE 0
-START_NUMBER 9
-
-A line of "THINGTYPE" followed by a number starts it, and the number sets the
-thing type's internal id. The number after "CONSUMABLE" defines the thing as
-consumable (and to so many hitpoints gain). The character after "SYMBOL" is the
-one shown on the map to represent to thing type. "LIFEPOINTS" is the start
-hitpoints value for this thing type and defines it as animate if it is non-zero.
-The string after "NAME" sets the thing type's name. "CORPSE_ID" sets the id of
-the thing type that things 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 a thing type defined in the file (before or after, it may even be the
-same). "START_NUMBER" sets the number of things that are to appear of the
-given type on the map on game start.
-
-The map is defined by a single-line block. Its number value sets the map
-square's edge length. It must be >= 1 and <= 256:
-
-MAP_LENGTH 64
-
-The player type / species is also defined by a single line block. Its number
-value sets the player's creature's thing type by its id:
-
-PLAYER_TYPE 0
-
-All these definition block members must be present within their respective
-blocks, but only "ACTION" and "THINGTYPE" must be positioned at their respective
-blocks' first line; the others may appear in whatever order and even multiple
-times. If a thing or action definition block is finished, however, it cannot
-be re-defined by starting a new block with the same thing 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 "+".
+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 and ./savefile.
All source files are thoroughly documented to explain more details of
plomrogue's internals. The ./roguelike-server executable can be run with a -v