-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.
+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.