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.
-
-Diagonal movement is possible, but takes (40%) longer than orthogonal movement.
+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".)
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
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
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.
+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
+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:
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:
LIFEPOINTS 3
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
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 "+".
+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.
+
+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