A post-apocalyptic roguelike.
C++ C Objective-C
Latest commit 76e3a8d Mar 28, 2013 Whales Added license.
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code_doc A couple more files Jan 18, 2013
data Fixed Makefile, MOTD Aug 26, 2012
LICENSE Added license. Mar 28, 2013
Makefile Fixed problem with blood etc covering up items Sep 25, 2012
Makefile.Windows Some UI improvements, configurable options Aug 26, 2012
README Many minor changes. Oct 12, 2010
action.cpp Some bugfixes, edit keybindings via help menu Aug 7, 2012
action.h Some bugfixes, edit keybindings via help menu Aug 7, 2012
addiction.h Defense mode. Keybindings. Apr 23, 2012
artifact.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
artifact.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
artifactdata.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
bionics.cpp Some UI improvements. Aug 6, 2012
bionics.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
bodypart.cpp Shelters. NPC dialog and missions. Dec 8, 2011
bodypart.h Reading books is more user-friendly. Gun info is more explicit about … Feb 4, 2011
calendar.cpp Some UI improvements, configurable options Aug 26, 2012
calendar.h Some UI improvements. Aug 6, 2012
catacurse.cpp Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
catacurse.h New monster AI, many tweaks Mar 8, 2012
color.cpp Software. New missions. Hospitals. Bugfixes. Dec 15, 2011
color.h More missions, fleshed out mission system Dec 12, 2011
computer.cpp Some UI improvements. Aug 6, 2012
computer.h Software. New missions. Hospitals. Bugfixes. Dec 15, 2011
construction.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
construction.h Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
crafting.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
crafting.h Crafting + construction rewrite; some bugfixes; bayonets Nov 2, 2011
defense.cpp Bug fixes left and right Apr 27, 2012
dialogue.h Many bugfixes. Some UI improvements. Jul 13, 2012
disease.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
enums.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
event.cpp Some UI improvements. Aug 6, 2012
event.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
facdata.h Unified some code for how stats alter gameplay (e.g. how Dexterity al… Feb 17, 2011
faction.cpp Added break-in alarms for banks and police stations and a detailed po… Jul 25, 2011
faction.h Shelters. NPC dialog and missions. Dec 8, 2011
field.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
game.cpp Last commit before I wipe my hard drive Jan 18, 2013
game.h Last commit before I wipe my hard drive Jan 18, 2013
gamemode.cpp Defense mode. Keybindings. Apr 23, 2012
gamemode.h Bug fixes left and right Apr 27, 2012
help.cpp Some UI improvements, configurable options Aug 26, 2012
inventory.cpp Some UI improvements. Aug 6, 2012
inventory.h Many bugfixes. Some UI improvements. Jul 13, 2012
inventory_ui.cpp Many bugfixes. Some UI improvements. Jul 13, 2012
item.cpp Last commit before I wipe my hard drive Jan 18, 2013
item.h Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
itype.h Some UI improvements. Aug 6, 2012
itypedef.cpp Last commit before I wipe my hard drive Jan 18, 2013
iuse.cpp Last commit before I wipe my hard drive Jan 18, 2013
iuse.h Last commit before I wipe my hard drive Jan 18, 2013
keypress.cpp Some UI improvements. Aug 6, 2012
keypress.h Bug fixes left and right Apr 27, 2012
line.cpp Some UI improvements. Aug 6, 2012
line.h Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
main.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
map.cpp Last commit before I wipe my hard drive Jan 18, 2013
map.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
mapbuffer.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
mapbuffer.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
mapdata.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
mapgen.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
mapitems.h Defense mode. Keybindings. Apr 23, 2012
mapitemsdef.cpp Some UI improvements, configurable options Aug 26, 2012
melee.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
mission.cpp Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
mission.h Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
mission_end.cpp Shelters. NPC dialog and missions. Dec 8, 2011
mission_fail.cpp Added some missing files! Oops. Dec 12, 2011
mission_place.cpp More missions, fleshed out mission system Dec 12, 2011
mission_start.cpp Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
missiondef.cpp Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
monattack.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
monattack.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
mondeath.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
mondeath.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
mongroup.h Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
mongroupdef.cpp Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
monitemsdef.cpp Several game-breaking bug fixes. Good night. Jul 2, 2012
monmove.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
monster.cpp Removed some debug messages. Aug 26, 2012
monster.h Some UI improvements. Aug 6, 2012
morale.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
moraledata.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
mtype.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
mtypedef.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
mutation.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
mutation.h New monster AI, many tweaks Mar 8, 2012
mutation_data.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
newcharacter.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
npc.cpp Many bugfixes. Some UI improvements. Jul 13, 2012
npc.h Many bugfixes. Some UI improvements. Jul 13, 2012
npcmove.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
npctalk.cpp Some UI improvements. Aug 6, 2012
omdata.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
options.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
options.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
output.cpp Some UI improvements, configurable options Aug 26, 2012
output.h Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
overmap.cpp Some UI improvements, configurable options Aug 26, 2012
overmap.h Some UI improvements, configurable options Aug 26, 2012
player.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
player.h Last commit before I wipe my hard drive Jan 18, 2013
pldata.h Last commit before I wipe my hard drive Jan 18, 2013
posix_time.cpp Complete computer rewrite. Several other changes. Jul 22, 2011
posix_time.h Complete computer rewrite. Several other changes. Jul 22, 2011
ranged.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
rng.cpp Added swamp monsters and stabbing weapons; also the weapon_flag enum … May 4, 2011
rng.h first commit Oct 4, 2010
settlement.cpp Big ol update, many changes. Oct 5, 2011
settlement.h Big ol update, many changes. Oct 5, 2011
setvector.cpp Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
setvector.h Melee update. Saved NPCs, wild NPCs, interruptable actions, much more. Jun 30, 2012
skill.cpp Some UI improvements. Aug 6, 2012
skill.h Some UI improvements. Aug 6, 2012
texthash.cpp Huge construction and inventory update. Clean build and save removal … Sep 19, 2011
texthash.h Complete computer rewrite. Several other changes. Jul 22, 2011
tileray.cpp Adding missing files, lol Jun 30, 2012
tileray.h Adding missing files, lol Jun 30, 2012
trap.h Rewrote map saving; entire map is stored in memory Sep 24, 2012
trapdef.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
trapfunc.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
tutorial.cpp Bug fixes left and right Apr 27, 2012
tutorial.h Defense mode. Keybindings. Apr 23, 2012
veh_interact.cpp Rewrote map saving; entire map is stored in memory Sep 24, 2012
veh_interact.h Adding missing files, lol Jun 30, 2012
veh_type.h Some UI improvements, configurable options Aug 26, 2012
veh_typedef.cpp Adding missing files, lol Jun 30, 2012
vehicle.cpp Some UI improvements, configurable options Aug 26, 2012
vehicle.h Adding missing files, lol Jun 30, 2012
weather.cpp Mutation update! Jan 18, 2012
weather.h Megastores. Long-range mapping. Bugfixes and tweaks. Nov 18, 2011
weather_data.h Megastores. Long-range mapping. Bugfixes and tweaks. Nov 18, 2011
wish.cpp Some UI improvements, configurable options Aug 26, 2012

README

Cataclysm is a post-apocalyptic roguelike, set in the countryside of New England
after a devastating plague of monsters and zombies.

At present time, Cataclysm is still in early alpha, and is being developed very
rapidly.  As such, there are no formal version numbers, as a new version is
released every day, often several a day.

Source is available at the github repository, http://github.com/Whales/Cataclysm
There is also a tarball available at http://squidnet.ath.cx/cataclysm.tar.gz
Squidnet maintains a public SSH server.  If you cannot play Cataclysm locally,
or if you prefer to play it in a world shared with others, connect to
cataclysm@squidnet.ath.cx (there is no password).

Compiling Cataclysm under linux is straightforward, and only requires the
ncurses development libraries.  Under Ubuntu, these libraries can be found in
the libncurses5-dev package ("sudo apt-get install libncurses5-dev" will install
this package).

Cataclysm is very different from most roguelikes in many ways.  Rather than
being set in a vertical, linear dungeon, it is set in an unbounded, 3D world.
This means that exploration plays a much bigger role than in most roguelikes,
and the game is much less linear.
Because the map is so huge, it is actually completely persistant between games.
If you die, and start a new character, your new game will be set in the same
game world as your last.  Like in many roguelikes, you will be able to loot the
dead bodies of previous characters; unlike most roguelikes, you will also be
able to retrace their steps completely, and any dramatic changes made to the
world will persist into your next game.
While this makes for interesting depth of play, and the ability to "save" game
progress even after death, some prefer to start each game with a freshly
generated world.  This can be achieved by erasing the contents of the save
directory, found in the same folder as the executable.  "rm save/*" will erase
these files for you.

Cataclysm's gameplay also includes many unique quirks, and the learning curve is
somewhat steep, even for those experienced with roguelikes.  Included with the
game is a tutorial which runs the player through most of the key features.  The
game also has extensive documentation via the ? command.  Pressing ?1 will list
all the key commands, which is a good place to start.

To submit a bug, complaint, feature request, or praise, please send them via
email to fivedozenwhales@gmail.com.  You can also submit problem reports and
patches at the github repository at http://github.com/Whales/Cataclysm .

I strive to include as many feature requests as possible, and if you submit one
there is a good chance that it will appear in the game within a few days.  Of
course, it is inevitable that I will reject some feature requests, either
because they do not fit my conception of the game, or because they require more
code than I think they're worth.  Feature requests supplied in the form of a
patch stand a better chance of inclusion, of course ;)  For instructions on
making changes to item types, monster types, etc., please see the EDITING file.
Most changes of this variety require no training in C++, or programming in
general.

If you want to take Cataclysm in a new direction, please feel free to create a
branch project--just let me know about it!