X-Git-Url: https://plomlompom.com/repos/index.html?a=blobdiff_plain;f=README;h=9775dd8c8828de3329b6c23c62a7b2271905319b;hb=82d6b1d84158748757619db03defd3aee4546636;hp=1923471d851ed791720fbc071a5eb9ff8de3bee6;hpb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;p=plomrogue
diff --git a/README b/README
index 1923471..9775dd8 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. Contrary to the player, they by default see the whole map. (To
-make them see only what is in their line of sight, enable ENEMY_FOV in the
-server config file; see below "Hacking / server internals and configuration".)
+shortest-path-wise nearest enemy visible to them. If they see no enemy, they
+just wait.
-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
-----------------------------------------------------
@@ -69,33 +66,23 @@ 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, actions available to
-them, the map itself, the map object type (species) of the player and whether
-enemies see the whole map or only a line-of-sight field of view. Each definition
+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 map definition block:
-
-MAP_TYPE 0
-HEIGHT 64
-WIDTH 64
-
-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.
-
Here's a typical action definition block:
ACTION 1
@@ -110,9 +97,9 @@ it. The string after "NAME" names the action. Furthermore, if it is one of
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
@@ -120,30 +107,34 @@ 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.
-
-A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of
-the player's creature. "ENEMY_FOV" followed by "0" or "1" sets whether enemies
-see the whole map or only that to which they have an unobstructed line of sight.
-Since plomrogue's FOV algorithm is currently very expensive, this is disabled by
-default.
-
-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.
+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