X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=README;h=3c7727928d372fe670c31a41cd52e1e805f0461c;hb=a25647c0af098bf776337ffade0b4852212bd808;hp=bd4c0ebeeb1ed1d7a0526e10e9e3dda5a40161ae;hpb=ea2b59a281790c2d6d8d9424d179deab4434db9f;p=plomrogue diff --git a/README b/README index bd4c0eb..3c77279 100644 --- a/README +++ b/README @@ -12,15 +12,12 @@ 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 -shortest-path-wise nearest enemy. If no enemy is found in their surroundings, -they just wait. +shortest-path-wise nearest enemy visible to them. If they see no enemy, they +just wait. -Diagonal movement is possible, but takes (40%) longer than orthogonal movement. - -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 +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. System requirements / installation / running the game ----------------------------------------------------- @@ -47,8 +44,8 @@ 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 @@ -69,19 +66,24 @@ 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 and the actions -available to them. Each object type and action is defined by a multi-line block -wherein each line sets one attribute of the object type or action. +[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: @@ -90,42 +92,56 @@ 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. +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: +Here's a typical thing type definition block: -OBJECT 2 +THINGTYPE 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 this definition block members must be present within a block, but only -"ACTION" / "OBJECT" must be positioned at the respective blocks' first line, -the others may appear in whatever order and even multiple times. If a block is -finished, however, it cannot be re-defined by starting a new block wit 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 "+". +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