X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=sidebyside;f=README;h=8b79cf28fda8dcc6fd898fb7894e46b9751dd550;hb=d92f16d5959fc846d3eaf669517eecb3969cda08;hp=c44d7daaf0bb2e99b73a9468511dca1a2865ac1b;hpb=399eca276671b918f4de69f9468616bc2732d375;p=plomrogue diff --git a/README b/README index c44d7da..8b79cf2 100644 --- a/README +++ b/README @@ -5,18 +5,15 @@ 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; they 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 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 -path-wise nearest enemy. If no enemy is found in their surroundings, they just -wait. - -Note that diagonal movement is possible, but takes (40%) longer than orthogonal -movement. +shortest-path-wise nearest enemy visible to them. If they see no enemy, they +just wait. 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 @@ -36,10 +33,10 @@ $ ./roguelike (It may also work on other Unix-like systems with ncurses, who knows.) -Note that 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. +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 ------------------------------------------ @@ -48,8 +45,8 @@ 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 +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 @@ -80,30 +77,74 @@ 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 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 "+". 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 fifo receives commands -for the server as null-terminated strings. The ./server/out file contains a -serialized representation of the game world's data as it is to be available to +(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.