X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;ds=inline;f=README;h=2a0206deb2935950eeb388b70ac7a09c0812a840;hb=4266e8b48fc5481ce24c0bf02fdd517217f8390a;hp=d6883c1300ae0378511da3adf20825ae5653eaf3;hpb=f9b7b0677347af3d6aebabb4da16c64cdb3efee7;p=plomrogue
diff --git a/README b/README
index d6883c1..2a0206d 100644
--- a/README
+++ b/README
@@ -2,19 +2,18 @@ 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. 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.
-Enemies' AI is very dumb so far: Each turn, they try to move in the (beeline)
-direction of the nearest enemy, so they often bump into, and get stuck behind,
-obstacles. You can use that for your advantage.
+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.
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
@@ -25,32 +24,32 @@ 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
-ignore the script and start the two by hand.
+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
-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
+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
(per default keybindings) hitting the "F6", "F7" and "F8" keys.
@@ -61,7 +60,7 @@ 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.
@@ -70,36 +69,88 @@ 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
--------------------------------------------
-The movements/actions available to the player and the enemies are defined and
-can be changed in ./confserver/map_object_actions. Each line consists of, first,
-a numerical ID used internally to manage the action, secondly the number of
-turns the action takes, and thirdly a string representing the action internally.
-
-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. 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).
+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:
+
+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 map object type definition block:
+
+OBJECT 2
+NAME ZOMBIE
+SYMBOL z
+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
+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.
+
+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
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 fifo receives commands
-for the server as null-terminated strings. The ./server/out file contains a
-serialized representation of the game world's data as it is to be available to
+(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.