X-Git-Url: https://plomlompom.com/repos/test.html?a=blobdiff_plain;f=README;h=e8b34a27eb4bfe6e166680d099934c0438dd200a;hb=9b7e49d3fb4c1ca2c1d2502a6c3dc3963bd5d6e1;hp=9775dd8c8828de3329b6c23c62a7b2271905319b;hpb=1452d43c6d7c89219cda91362da53ac8e4acb887;p=plomrogue
diff --git a/README b/README
index 9775dd8..e8b34a2 100644
--- a/README
+++ b/README
@@ -12,27 +12,32 @@ 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 visible to them. If they see no enemy, they
-just wait.
+shortest-path-wise nearest enemy (any animate being of a different species)
+visible to them. If they see no enemy, they just wait.
Every move of yours re-writes a file "savefile" that describes the new state of
-the world. Once you re-start the game, the game state is recreated from the
-"savefile" file. To start over in a new world, simply delete this file.
+dthe world, if more than 15 seconds have passed since its last writing. Once you
+re-start the game, the game state is recreated from the "savefile" file. 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:
+(It may also work on other Unix-like systems with ncurses, who knows.) Do the
+following steps:
$ git clone https://github.com/plomlompom/plomrogue
$ cd plomrogue
-$ make
+$ ./redo
$ ./roguelike
-(It may also work on other Unix-like systems with ncurses, who knows.)
+(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.)
-Make generates two executables ./roguelike-server and ./roguelike-client.
+./redo 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.
@@ -79,67 +84,11 @@ turn number.
Hacking / server internals and configuration
--------------------------------------------
-The ./confserver/world file defines the thing types, actions available to them,
-the map geometry and the thing type (species) of the player. Each definition
-consists of a single- or multi-line block wherein each line sets one attribute.
-
-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 thing type definition block:
-
-THINGTYPE 2
-NAME ZOMBIE
-SYMBOL z
-LIFEPOINTS 3
-CORPSE_ID 5
-CONSUMABLE 0
-START_NUMBER 9
-
-A line of "THINGTYPE" followed by a number starts it, and the number sets the
-thing type's internal id. The number after "CONSUMABLE" defines the thing as
-consumable (and to so many hitpoints gain). The character after "SYMBOL" is the
-one shown on the map to represent to thing type. "LIFEPOINTS" is the start
-hitpoints value for this thing type and defines it as animate if it is non-zero.
-The string after "NAME" sets the thing type's name. "CORPSE_ID" sets the id of
-the thing type that things 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 a thing type defined in the file (before or after, it may even be the
-same). "START_NUMBER" sets the number of things that are to appear of the
-given type on the map on game start.
-
-The map is defined by a single-line block. Its number value sets the map
-square's edge length. It must be >= 1 and <= 256:
-
-MAP_LENGTH 64
-
-The player type / species is also defined by a single line block. Its number
-value sets the player's creature's thing type by its id:
-
-PLAYER_TYPE 0
-
-All these definition block members must be present within their respective
-blocks, but only "ACTION" and "THINGTYPE" must be positioned at their respective
-blocks' first line; the others may appear in whatever order and even multiple
-times. If a thing or action definition block is finished, however, it cannot
-be re-defined by starting a new block with the same thing 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 "+".
+The game world is set up and made subject to player commands by
+./roguelike-server. It's controlled by commands explained in the file â¦
+The server usually reads these from the files ./server/in (written to by
+./roguelike-client), ./confserver/world, ./record and ./savefile. See the file
+./SERVER_COMMANDS for details.
All source files are thoroughly documented to explain more details of
plomrogue's internals. The ./roguelike-server executable can be run with a -v