X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=README;h=5a11cc1c68b3368c9520acfc909e3b1cf4d1c037;hb=1da40b741788c8f2479b32c6428dab92d2f7f575;hp=33a231fc8c84e09c3b92313852468c34e3c34c5a;hpb=0d8be1b104aaa5c841cd15751b64b3772fbb52e9;p=plomrogue diff --git a/README b/README index 33a231f..5a11cc1 100644 --- a/README +++ b/README @@ -1,82 +1,89 @@ -plomrogue -========= +7DRL 2015 project: Please the Island God +======================================== -plomlompom tries to build his own roguelike. Currently, it doesn't do much -interesting. +Description +----------- + +See +and . + +System requirements / installation / running the game +----------------------------------------------------- + +The game is expected to run: +- on Unix systems with a vt100-like terminal environment (xterm will do) +- that contain the ncurses library +- and Python3 (version >= 3.2.3). + +To build it, this is furthermore necessary: +- gcc (version >= 4.7.2); some llvm masked as gcc was tested successfully on OSX +- libc library headers (libc6-dev?) +- ncurses library headers (libncurses5-dev?) -You can move around a player and meet a number of different enemies. You have 5 -hitpoints to lose before death; they start with different amounts of hitpoints -depending on their species. Your score grows by killing enemies, to the amount -of hitpoints each killed enemy started with. 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 moves take different -numbers of turns to finish. +To build and start, do the following steps: -Enemies' AI is very dumb so far: Each turn, they -try to move in the (beeline) direction of the nearest enemy, so they often bump -into obstacles. +$ ./redo +$ ./roguelike -There is only one save file (named "savefile"), and it gets overwritten each new -turn. To start over with a new world, delete it. +(If you got a version of djb's 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.) -Install/run +There are 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 +any of the two by hand. + +Keybindings ----------- -Dependencies: the ncurses library. - -git clone https://github.com/plomlompom/plomrogue -cd plomrogue -make -./roguelike - -Keybindings and window configuration ------------------------------------- - -In the default window configuration, the window appearing on the left sports a -list of keybindings available globally and additionally via the window currently -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 -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 "F6", "F7" and "F8" 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. +a - let AI decide move + +w - move north-west +e - move north-east +s - move west +d - move east +x - move south-west +c - move south-east + +l - toggle "look" mode, investigate map cells by moving a cursor over the map + instead of the player avatar + +p - pick up item +D - drop item selected in inventory +u - use item selected in inventory + +UP - navigate upwards in Inventory +DOWN - navigate downwards in inventory 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. - -Hacking -------- - -The movements/actions available to the player and the enemies are defined and -can be changed in config/map_object_actions. Each line consists of, first, a -numerical ID used internally to manage the action, secondly the number of turns -the action takes, and thirdly a string representing the action internally. - -The different map object types, i.e. species (including the player's human one) -and item types, can be edited in config/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 -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. +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 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 +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.