X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;ds=sidebyside;f=README;h=33a231fc8c84e09c3b92313852468c34e3c34c5a;hb=0d8be1b104aaa5c841cd15751b64b3772fbb52e9;hp=da3c097e16b6e86e6a02c3bd934364f7919b29dd;hpb=daa9d66d173855b46c2dde98f0f85fa20143cb12;p=plomrogue
diff --git a/README b/README
index da3c097..33a231f 100644
--- a/README
+++ b/README
@@ -1,14 +1,23 @@
plomrogue
=========
-plomlompom tries to build his own roguelike. Currently, it doesn't do
-much interesting, apart from managing some ncurses windows in a bizarre
-fashion. You can move around a player and meet a number of different
-enemies. They move randomly and will only accidentally hit you. You have
-5 hitpoints to lose before death, and so has each of them. The map gets
-generated randomly, too. There is only one save file (named "savefile"),
-and it gets overwritten each new turn. To start over with a new world,
-delete it.
+plomlompom tries to build his own roguelike. Currently, it doesn't do much
+interesting.
+
+You can move around a player 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 moves 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 obstacles.
+
+There is only one save file (named "savefile"), and it gets overwritten each new
+turn. To start over with a new world, delete it.
Install/run
-----------
@@ -20,41 +29,31 @@ cd plomrogue
make
./roguelike
-Default keybindings
--------------------
-
-Q quit
-F1 toggle keybinding editing window
-F2 toggle map window
-F3 toggle info window
-F4 toggle log window
-
-LEFT scroll windows pad left
-RIGHT scroll windows pad right
-> cycle window selection forwards
-< cycle window selection backwards
-y shift window forwards
-Y shift window backwards
-* grow window horizontally
-_ shrink window horizontally
-+ grow window vertically
-- shrink window vertically
-
-w scroll map up
-x scroll map down
-a scroll map left
-d scroll map right
-s center map on player
-t move player up
-b move player down
-f move player left
-h move player rifght
-. next turn / wait
-
-S save current keybindings
-UP navigate selection upwards in keybinding editing window
-DOWN navigate selection downwards in keybinding editing window
-RETURN modify keybinding selected in keybinding editing window
+Keybindings and window configuration
+------------------------------------
+
+In the 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.
+
+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
+window-specific keybindings configuration in the "Window keybinding keys"
+window; by default, these three windows are not visible, but may be turned on by
+hitting the "F6", "F7" and "F8" keys.
+
+What actions are available globally or only in specific windows can be further
+manipulated by editing the files config/keybindings_global and
+config/windows/Win_* that map keycodes to commands to the respective keybinding
+repositories. While keybindings_global contains merely a list of keycode command
+mappings, the Win_* files start with the name of the windows to be configured,
+followed by a one-character line for internal use (mapping the window to one of
+several internally available window content drawing functions), followed by two
+lines describing the window's designated height and width, and only then an
+optional list of keybindings specific to that window.
Replay game recording
---------------------
@@ -64,3 +63,20 @@ beginning. Hit the "next turn / wait" key to increment turns. Keys to
manage windows, scroll on the map and quit the program are active; keys
to perform player actions are inactive. Append a number to the -s option
(like "-s100") to start the recording at the respective turn number.
+
+Hacking
+-------
+
+The movements/actions available to the player and the enemies are defined and
+can be changed in config/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 config/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.