4 plomlompom tries to build his own roguelike. It doesn't do much yet (although
5 plomlompom has insanely ambitious long-term plans).
7 You can move around a player on an island and meet different enemies. You have 5
8 hitpoints to lose before death; they start with different amounts of hitpoints,
9 depending on their species. Your score grows by killing enemies, to the amount
10 of hitpoints each killed enemy started with. Dead enemies become dirt, skeletons
11 or "magic meat"--such objects can be collected, and "magic meat" can be consumed
12 to gain hitpoints. Note that different kinds of movements/actions take different
13 numbers of turns to finish.
15 Enemies' AI is very dumb so far: Each turn, they try to move towards their
16 path-wise nearest enemy. If no enemy is found in their surroundings, they just
19 Note that diagonal movement is possible, but takes (40%) longer than orthogonal
22 Once you start a new world, every move of yours is recorded in a file called
23 "record". Once you re-start the game, all of your previous moves are replayed
24 automatically up to the point wherere you left the game. To start over in a new
25 world, simply delete this file.
27 System requirements / installation / running the game
28 -----------------------------------------------------
30 The game is expected to run on Linux systems that contain the ncurses library.
31 Do the following steps:
33 $ git clone https://github.com/plomlompom/plomrogue
38 (It may also work on other Unix-like systems with ncurses, who knows.)
40 Note that make generates two executables ./roguelike-server and
41 ./roguelike-client. ./roguelike is a pre-existing shell script that merely
42 executes both of them, with the server as a background job. You can also
43 ignore the script and start the two by hand.
45 Client's keybindings and window management
46 ------------------------------------------
48 In the client's default window configuration, the window appearing on the left
49 sports a list of keybindings available globally, and additionally via the window
52 Hit "w" (per default keybindings) to switch the "active" window to a view that
53 allows changing its geometry. One more hit on "w" switches the window to a view
54 that allows changing its window-specific keybindings. The global keybindings can
55 be changed in the "Global keys" window, those of the window geometry
56 configuration in the "Window geometry keys" window, and those of the
57 window-specific keybindings configuration in the "Window keybinding keys"
58 window; by default, these three windows are not visible, but may be turned on by
59 (per default keybindings) hitting the "F6", "F7" and "F8" keys.
61 Keybindings and default window selection / visibilities / geometries are read
62 from the textfile ./confclient/interface_conf by default, or by another one
63 named by the -i command line option of the client. Some other default window
64 configurations are stored below ./confclient/single_windows/: "map", "info",
65 "inventory" and "log". Each of these opens up only a single window into the
66 client, filling up the entire terminal. This may be useful for running multiple
67 clients in parallel in multiple terminal windows that can be managed by one's
68 own window manager choice, instead of relying on plomrogue-client's bizarre
69 in-client window management.
74 Run "./roguelike -s" to watch a recording of the current game from the
75 beginning. Hit any player action key to increment turns (they will not trigger
76 the actions usually mapped to them, only repeat the actions done at that point
77 in the game as defined in the "record" file). Keys to manage windows, scroll on
78 the map and quit the program do their usual thing. Append a number to the -s
79 option (like "-s100") to start the recording at the respective turn number.
81 Hacking / server internals and configuration
82 --------------------------------------------
84 The movements/actions available to the player and the enemies are defined and
85 can be changed in ./confserver/map_object_actions. Each entry consists of a
86 first line of a numerical ID used internally to uniquely identify and manage the
87 action, a second line of the number of turns the action takes, and a third line
88 of a string that maps the action to the game logic to do when it is called.
89 Finally, a delimiter line of "%%" ends the entry.
91 The different map object types, i.e. species (including the player's human one)
92 and item types, can be edited in ./confserver/defs. Here the first value is a
93 numerical ID that represents the object type, the second one describes what type
94 this object decomposes to when it gets destroyed/killed, the third value is the
95 ASCII character used to represent the object visually on the map, the fourth
96 value is the number of hitpoints the object starts with (items are dead and
97 start with zero hitpoints, anything else moves), the fifth is the string that
98 names the object in the game log. Finally, the same delimiter as for the map
99 object action definitions file follows. Note that the only valid item use so
100 far, consuming "magic meat" to gain hitpoints, is so far hard-coded (this should
101 change in the future).
103 All source files are thoroughly documented to explain more details of
104 plomrogue's internals. The ./roguelike-server executable can be run with a -v
105 option for helpful debugging info (mostly: what messages the client sends to the
106 server). Server and client communicate via files in the ./server/ directory
107 (generated when the server is first run). The ./server/in fifo receives commands
108 for the server as null-terminated strings. The ./server/out file contains a
109 serialized representation of the game world's data as it is to be available to
110 the player / the player's client.