+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.