X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=README;h=9775dd8c8828de3329b6c23c62a7b2271905319b;hb=1452d43c6d7c89219cda91362da53ac8e4acb887;hp=08428c0ce951e37342b9a5dcc8c91f7b110e944b;hpb=5d8fc2d8efb2cf22d27051df09b63c852541db83;p=plomrogue diff --git a/README b/README index 08428c0..9775dd8 100644 --- a/README +++ b/README @@ -1,61 +1,152 @@ 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 visible to them. If they see no enemy, 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. +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. -Install/run ------------ +System requirements / installation / running the game +----------------------------------------------------- -Dependencies: the ncurses library. +The game is expected to run on Linux systems that contain the ncurses library. +Do the following steps: -git clone https://github.com/plomlompom/plomrogue -cd plomrogue -make -./roguelike +$ git clone https://github.com/plomlompom/plomrogue +$ cd plomrogue +$ make +$ ./roguelike -Keybindings and window configuration ------------------------------------- +(It may also work on other Unix-like systems with ncurses, who knows.) -In the default window configuration, the window appearing on the left sports a -list of keybindings available globally and additionally via the window currently +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 +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 -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. +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 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 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.