X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=sidebyside;f=README;h=25c1736c2df75a25c46fb9e3539f1708cc8aec79;hb=258e57c1621533e206610453047d829cc8aa13fe;hp=2a0206deb2935950eeb388b70ac7a09c0812a840;hpb=4266e8b48fc5481ce24c0bf02fdd517217f8390a;p=plomrogue
diff --git a/README b/README
index 2a0206d..25c1736 100644
--- a/README
+++ b/README
@@ -8,32 +8,37 @@ 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
+to gain hitpoints (if allowed to lie on the ground for a while it may even
+multiply ...). 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.
+shortest-path-wise nearest enemy (any animate being of a different species)
+visible to them. If they see no enemy, they search for and consume "magic meat".
-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.
+Every move of yours re-writes a file "savefile" that describes the new state of
+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.
-Do the following steps:
+(It may also work on other Unix-like systems with ncurses, who knows.) Do the
+following steps:
$ git clone https://github.com/plomlompom/plomrogue
$ cd plomrogue
-$ make
+$ ./redo
$ ./roguelike
-(It may also work on other Unix-like systems with ncurses, who knows.)
+(If you got a redo build system installed and in your $PATH, you could also do a
+simple "redo" instead of "./redo". The ./redo script calls a simple partial
+shell script implementation of redo stored below build/redo_scripts/, written by
+Nils Dagsson Moskopp a.k.a. erlehmann.)
-Make generates two executables ./roguelike-server and ./roguelike-client.
+./redo 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.
@@ -41,18 +46,20 @@ 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
@@ -67,83 +74,23 @@ 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.
+Once you start a new world, every move of yours is recorded in a file called
+"record". It gets overwritten when a new game world is started after deletion
+of the "savefile" file. Run "./roguelike -s" to watch the current game's
+recording 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.
-
-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 "+".
+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