X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;ds=sidebyside;f=README;h=71ae842fe1508bfcd74fd9ac93f007677142dca2;hb=c9d8d69276c6f23c3649404b85361da38bc4a820;hp=ce60e55572fd4d3fdf6922e21cb63a78c8cd69bd;hpb=647fb261547da8aeeb92ca0ba995b36b4a7c8dfb;p=plomrogue
diff --git a/README b/README
index ce60e55..71ae842 100644
--- a/README
+++ b/README
@@ -6,14 +6,16 @@ plomlompom has insanely ambitious long-term plans).
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.
+hitpoints, depending on their species. Dead enemies become dirt, skeletons, or
+food to consume (each turn reduces one's "satiation", and the lower it is, the
+stronger the chance of suffering from hunger and thereby losing 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 (any animate being of a different species)
-visible to them. If they see no enemy, they just wait.
+Enemies' AI is very dumb so far: Each turn, they look out for actors of
+different species to flee from (if their type starts out with more hitpoints
+than they have) or (if the opposite is the case) move towards for purposes of
+attack. If they see no enemy, they search for and consume "magic meat".
Every move of yours re-writes a file "savefile" that describes the new state of
dthe world, if more than 15 seconds have passed since its last writing. Once you
@@ -23,19 +25,25 @@ start over in a new world, simply delete this file.
System requirements / installation / running the game
-----------------------------------------------------
-The game is expected to run on Linux systems that contain the ncurses library.
-(It may also work on other Unix-like systems with ncurses, who knows.) Do the
-following steps:
+The game is expected to run:
+- on Unix systems with a vt100-like terminal environment (xterm will do)
+- that contain the ncurses library
+- and Python3 (version >= 3.2.3).
+
+To build it, this is furthermore necessary:
+- gcc (version >= 4.7.2); some llvm masked as gcc was tested successfully on OSX
+- libc library headers (libc6-dev?)
+- ncurses library headers (libncurses5-dev?)
+
+To build and start, do the following steps:
-$ git clone https://github.com/plomlompom/plomrogue
-$ cd plomrogue
$ ./redo
$ ./roguelike
-(If you got a redo build system installed and in your $PATH, you could also do a
-simple "redo" instead of "./redo". The ./redo script calls a simple partial
-shell script implementation of redo stored below build/redo_scripts/, written by
-Nils Dagsson Moskopp a.k.a. erlehmann.)
+(If you got a version of djb's redo build system installed and in your $PATH,
+you could also do a simple "redo" instead of "./redo". The ./redo script calls a
+simple partial shell script implementation of redo stored below
+./build/redo_scripts/, written by Nils Dagsson Moskopp a.k.a. erlehmann.)
./redo generates two executables ./roguelike-server and ./roguelike-client.
./roguelike is a pre-existing shell script that merely executes both of them,
@@ -45,18 +53,20 @@ 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
-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
-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.
+Multiple windows may fill the screen. One of these will be selected as "active"
+â identified by dollar signs enclosing its title. Active windows may come with
+window-specific keybindings. Furthermore, global keybindings are available no
+matter what window is selected.
+
+Hit "W" (per default global 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 sports (and allows changing its) window-specific keybindings. (One
+further "W" will return the window to its default, "normal" view.) The global
+keybindings are visible (and can be changed) in the "Set global keys" window,
+those of the window geometry configuration in the "Set window geometry keys"
+window, and those of the window-specific keybindings configuration in the "Set
+window keybinding keys" window; by default, the latter two are not visible, but
+may be turned on by (per default keybindings) hitting the keys "F6" and "F7".
Keybindings and default window selection / visibilities / geometries are read
from the textfile ./confclient/interface_conf by default, or by another one