X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=README;h=c44d7daaf0bb2e99b73a9468511dca1a2865ac1b;hb=0971dd469ba816384ff7f57642abfb00710bc20a;hp=71067697a24c28630c75f949a9d6e43ee3f56a48;hpb=e03020342a74aef143b1ec38c18966dac64181b5;p=plomrogue
diff --git a/README b/README
index 7106769..c44d7da 100644
--- a/README
+++ b/README
@@ -2,15 +2,14 @@ plomrogue
=========
plomlompom tries to build his own roguelike. It doesn't do much yet (although
-there are insanely ambitious long-term plans).
+plomlompom has insanely ambitious long-term plans).
-You can move around a player on an island 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
-movements/actions take different numbers of turns to finish.
+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.
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
@@ -28,18 +27,18 @@ System requirements / installation / running the game
-----------------------------------------------------
The game is expected to run on Linux systems that contain the ncurses library.
-Perform the following steps:
+Do the following steps:
$ git clone https://github.com/plomlompom/plomrogue
$ cd plomrogue
$ make
$ ./roguelike
-(It might also work on other Unix-like systems with ncurses, who knows.)
+(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 may also
+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
@@ -47,13 +46,13 @@ 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
-currently selected as active.
+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
(per default keybindings) hitting the "F6", "F7" and "F8" keys.
@@ -64,7 +63,7 @@ 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 may be managed by one's
+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.
@@ -73,11 +72,10 @@ 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 performed 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.
+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
--------------------------------------------
@@ -86,20 +84,20 @@ 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 perform when it is called.
+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
-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).
+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).
All source files are thoroughly documented to explain more details of
plomrogue's internals. The ./roguelike-server executable can be run with a -v