X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=sidebyside;f=README;h=90fd601c82fc90052c4d9aa8b67182a6bcc170d1;hb=2a60941d0815c19c11a01943faed931e0b364d4f;hp=08428c0ce951e37342b9a5dcc8c91f7b110e944b;hpb=5d8fc2d8efb2cf22d27051df09b63c852541db83;p=plomrogue diff --git a/README b/README index 08428c0..90fd601 100644 --- a/README +++ b/README @@ -1,61 +1,163 @@ plomrogue ========= -plomlompom tries to build his own roguelike. Currently, it doesn't do much -interesting, apart from managing keybindings and some ncurses windows in a -bizarre fashion. +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 and meet a number of different enemies. They move -randomly and will only accidentally hit you. You have 5 hitpoints to lose before -death; they have either 1, 3 or 9. Your score grows by killing enemies, to the -amount of hitpoints each killed enemy started with. +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. -The map gets generated randomly, too. +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. -There is only one save file (named "savefile"), and it gets overwritten each new -turn. To start over with a new world, delete it. +Diagonal movement is possible, but takes (40%) longer than orthogonal movement. -Install/run ------------ +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. -Dependencies: the ncurses library. +System requirements / installation / running the game +----------------------------------------------------- -git clone https://github.com/plomlompom/plomrogue -cd plomrogue -make -./roguelike +The game is expected to run on Linux systems that contain the ncurses library. +Do the following steps: -Keybindings and window configuration ------------------------------------- +$ git clone https://github.com/plomlompom/plomrogue +$ cd plomrogue +$ make +$ ./roguelike -In the default window configuration, the window appearing on the left sports a -list of keybindings available globally and additionally via the window currently +(It may also work on other Unix-like systems with ncurses, who knows.) + +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 +------------------------------------------ + +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 further hit on "w" switches the window to a -view that allows changing its window-specific keybindings. The global -keybindings may be changed in the "Global keys" window, those of the window -geometry configuration in the "Window geometry keys" window" and those of the +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 -hitting the "F5", "F6" and "F7" keys. - -What actions are available globally or only in specific windows can be further -manipulated by editing the files config/keybindings_global and -config/windows/Win_* that map keycodes to commands to the respective keybinding -repositories. While keybindings_global contains merely a list of keycode command -mappings, the Win_* files start with the name of the windows to be configured, -followed by a one-character line for internal use (mapping the window to one of -several internally available window content drawing functions), followed by two -lines describing the window's designated height and width, and only then an -optional list of keybindings specific to that window. +(per default keybindings) hitting the "F6", "F7" and "F8" keys. + +Keybindings and default window selection / visibilities / geometries are read +from the textfile ./confclient/interface_conf by default, or by another one +named by the -i command line option of the client. Some other default window +configurations are stored below ./confclient/single_windows/: "map", "info", +"inventory" and "log". Each of these opens up only a single window into the +client, filling up the entire terminal. This may be useful for running multiple +clients in parallel in multiple terminal windows that can be managed by one's +own window manager choice, instead of relying on plomrogue-client's bizarre +in-client window management. Replay game recording --------------------- Run "./roguelike -s" to watch a recording of the current game from the -beginning. Hit the "next turn / wait" key to increment turns. Keys to -manage windows, scroll on the map and quit the program are active; keys -to perform player actions are inactive. Append a number to the -s option -(like "-s100") to start the recording at the respective turn number. +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 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 +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. + +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 +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 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.