-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.
-
-Hacking
--------
-
-The movements/actions available to the player and the enemies are defined and
-can be changed in config/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 config/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.
+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, the map itself, the map object type (species) of the player and whether
+enemies see the whole map or only a line-of-sight field of view. Each definition
+consists of a single- or multi-line block wherein each line sets one attribute.
+
+Here's a typical map definition block:
+
+MAP_TYPE 0
+HEIGHT 64
+WIDTH 64
+
+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.
+
+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 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.
+
+A line of "PLAYER_TYPE" followed by a number sets the map object type (id) of
+the player's creature. "ENEMY_FOV" followed by "0" or "1" sets whether enemies
+see the whole map or only that to which they have an unobstructed line of sight.
+Since plomrogue's FOV algorithm is currently very expensive, this is disabled by
+default.
+
+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.