X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;f=README;h=90fd601c82fc90052c4d9aa8b67182a6bcc170d1;hb=87aec00b668777cef82a9a43e490563e9c90f039;hp=a395d4b981b33db68772e0ee8f2a3b78ddd625a2;hpb=549e29447bb7b090580888d9286afd5d871b40d6;p=plomrogue
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plomrogue
=========
-plomlompom tries to build his own roguelike. Currently, it doesn't do
-much, apart from managing some example ncurses windows in a bizarre
-fashion. You can move around a player and meet an enemy, but they don't
-really fight. The map gets generated randomly. 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: ncurses.
-
-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
-
-w scroll map up
-x scroll map down
-a scroll map left
-d scroll map right
-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
+plomlompom tries to build his own roguelike. It doesn't do much yet (although
+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.
+
+Enemies' AI is very dumb so far: Each turn, they try to move towards their
+shortest-path-wise nearest enemy. If no enemy is found in their surroundings,
+they just wait.
+
+Diagonal movement is possible, but takes (40%) longer than orthogonal movement.
+
+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
+automatically up to the point wherere you left the game. To 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.
+Do the following steps:
+
+$ git clone https://github.com/plomlompom/plomrogue
+$ cd plomrogue
+$ make
+$ ./roguelike
+
+(It may also work on other Unix-like systems with ncurses, who knows.)
+
+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
+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.
+
+Keybindings and default window selection / visibilities / geometries are read
+from the textfile ./confclient/interface_conf by default, or by another one
+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 can be managed by one's
+own window manager choice, instead of relying on plomrogue-client's bizarre
+in-client window management.
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.
+beginning. Hit any player action key to increment turns (they will not trigger
+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 ./confserver/world file defines the map object types, actions available to
+them and the map itself. Each definition consists of a multi-line block wherein
+each line sets one attribute of the object type, action or the map.
+
+Here's a typical map definition block:
+
+MAP_TYPE 0
+HEIGHT 64
+WIDTH 64
+DIST_ORTHOGONAL 5
+DIST_DIAGONAL 7
+
+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. The numbers after
+"DIST_ORTHOGONAL" and "DIST_DIAGONAL" define the diagonal movement penalty as
+the second value divided by the first. The above values define a penalty ratio
+of 7/5 or 1.4, i.e. it takes 40% longer in turns to move diagonally than
+orthogonally. Set both to the same value to eliminate the diagonal movement
+penalty. A negative penalty to realize weird geometry is possible by setting
+"DIST_DIAGONAL" to a lower value than "DIST_ORTHOGONAL". Both values, however,
+must be >= 1 and <= 255.
+
+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 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.
+
+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 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.