X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;ds=sidebyside;f=README;h=d53dd85a8d6cb25c717655a04b2296f47755c702;hb=8226d2e4e1aaaeb3b843b4eb9a178d71cc7896e1;hp=f21799ce785acad3d96c91679a7de3bd5014ef36;hpb=9a9f9b13bef8394e1b25dc4d67ff72164dd28cce;p=plomrogue
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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; they have either 1, 3 or 9. Your score
-grows by killing enemies, to the amount of hitpoints each killed enemy
-started with.
-
-The map get 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.
-
-Install/run
------------
-
-Dependencies: the ncurses library.
-
-git clone https://github.com/plomlompom/plomrogue
-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
-r reload window configuration
-
-w scroll map up
-x scroll map down
-a scroll map left
-d scroll map right
-s center map on player
-W move player up
-X move player down
-A move player left
-D move player right
-S next turn / wait
-
-K 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
+plomlompom tries to build his own roguelike. It doesn't do much yet (although
+there are 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.
+
+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.
+
+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
+automatially until you end up where you left the game. To start over in a new
+world, delete this file.
+
+System requirements / installation / running the game
+-----------------------------------------------------
+
+The game is expected to run on Linux systems that contain the ncurses library.
+Perform 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.)
+
+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.
+
+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.
+
+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 ./confclient/keybindings_global and
+./confclient/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
---------------------
Run "./roguelike -s" to watch a recording of the current game from the
-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.
+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.
+
+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).
+
+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
+the player / the player's client.