1 Command reading and writing
2 ===========================
7 In normal mode, the server on start up checks for the existence of ./save and,
8 on success, reads all commands from it. If no save file exists, commands from
9 ./confserver/world are read instead – and written to the file ./record_save.
10 Afterwards, the command "MAKE_WORLD" with the current Unix time as argument is
11 interpreted (and also written to ./record_save).
13 In any case, from then on, further commands are read in from ./server/in. New
14 commands must be appended to the file – which is what the client does. All
15 commands from ./server/in except meta commands are also written to
18 Every fifteen seconds, if any turns have passed, ./savefile is written – with a
19 list of all god commands necessary to recreate the current world state. On each
20 world state change, ./server/worldstate is updated and a message "WORLD_UPDATED"
21 written to ./server/out.
26 In replay mode, commands from ./record_save are read. If a turn number is given
27 as an argument, the file is read until the given turn is reached, or, if the
28 turn number is higher than the last turn of the recorded play, the last turn. If
29 no turn number is given as argument, the record file is replayed until turn 1 is
30 reached. Meta commands in ./record_save are not understood.
32 From then on, ./server/in is also read. Meta commands sent by the client are
33 interpreted normally, but any player and god command merely furthers reading of
34 ./record_save by one line and is otherwise ignored.
39 Each command is of a single line. It consists at least of one command stringe,
40 in some cases followed by an obligatory argument. Argument fields are described
41 below in square brackets. Number ranges are described by the first legal number,
42 followed by " to ", followed by the last legal number. "[string]" means any text
43 string is expected, which must be enclosed in single quotes if it contains
44 whitespaces. "[char]" means a single ASCII character is expected. If one of a
45 set of pre-defined strings is expected, the legal strings are divided by pipe
48 Commands in lowercase characters ("player commands") are only interpreted if the
49 game world is set active.
55 Run plugin code in ./plugins/[argument], with argument only consisting of
56 alphanumeric characters and underscores.
59 Write "PONG" line to ./server/out file.
64 THINGS_HERE [0 to 255] [0 to 255]
65 If world exists, write line-by-line list of things visible or in memory at y
66 position of first argument, x position of second argument of map into
67 ./server/out file, enclosed by two lines "THINGS_HERE START" and
74 Do what the AI would do.
77 Make player character wait one turn.
79 move [east|south-east|south-west|west|north-west|north-east]
80 Make player character move into direction described by argument, or attack into
81 that direction if there is an enemy.
84 Make player character pick up topmost thing it is standing on.
87 Make player character drop to the ground item of argument's position in the
88 player character's inventory.
91 Make player character use item of argument's position in player character's
98 Set world turn to argument. (Initial value: 0.)
100 PLAYER_TYPE [0 to infinity]
101 Set to argument ID of thing type into which a new world's player character will
102 be generated. (Initial value: 0.)
104 SEED_RANDOMNESS [0 to 4294967295]
105 Set randomness seed to argument. (Initial value: 0.)
107 MAKE_WORLD [0 to 4294967295]
108 Set map seed and randomness seed to argument. Remove all things. (Re-)generate
109 map. Add to map things specified in thing types table in quantity defined there
110 by START_NUMBER command, with first thing (of thing ID of 0) of type defined as
111 player type by PLAYER_TYPE command. Set world turn to 1. Activate world. Answer
112 with 'NEW_WORLD' message in ./server/out file.
114 MAP_LENGTH [1 to 256]
115 Deactivate world. Remove ./server/worldstate file. Remove all things. Remove
116 map. Set map edge length to argument. (Initial value: 64.)
118 MAP [0 to 255] [string]
119 Set part of game map to string argument: the line of the argument's number.
122 Set world activity state to argument. If 0, remove ./server/worldstate file.
123 Else, if world was so far inactive, a map exists, at least one "wait" thing
124 action is defined, and a thing of ID 0 (= a player character) that is not part
125 of any other thing's inventory, (re-)build all animate things' fields of view,
126 and activate world. (Initial value: 0.)
128 TA_ID [0 to infinity]
129 Select thing action to manipulate by argument as ID. If argument is 0, change it
130 to the lowest unused thing action ID greater than 0. If action of ID does not
131 exist yet, create it with default name "wait" and default effort 1.
134 Set to argument the number of turns finishing the selected thing action takes.
136 TA_NAME [wait|move|use|drop|pick_up]
137 Set selected thing action's name (and thereby function, equal to player
138 command). Legal worlds need at least one action of name "wait", so if this
139 unsets the world's only "wait" action, the world is deactivated, and the
140 ./server/worldstate file removed.
142 T_ID [-1 to infinity]
143 Select thing to manipulate by argument as ID. If argument is <0, change it to
144 the lowest unused thing ID. If thing of ID does not exist yet, create it with
145 default position of y=0/x=0, the first thing type's ID, and that type's
146 lifepoints value; if world is active and the thing is animate, build its field
149 T_TYPE [0 to infinity]
150 Set selected thing's type ID to argument, if the respective ThingType exists.
153 Set selected thing's map row position to argument. Delete thing's field of view
154 and, if world is active, rebuild it.
157 Set selected thing's map column position to argument. Delete thing's field of
158 view and, if world is active, rebuild it.
160 T_COMMAND [0 to infinity]
161 Set to argument the action thing is currently performing, as identified by its
162 thing action ID, if a thing action of that ID is defined. If argument is 0, the
163 thing's command ID is set to that, implying that it is not performing any
166 T_ARGUMENT [0 to 255]
167 Set selected thing's action argument value to argument.
169 T_PROGRESS [0 to 255]
170 Set selected thing's action progress (number of turns already invested in
171 performing the action) value to argument.
173 T_LIFEPOINTS [0 to 255]
174 Set selected thing's lifepoints to argument.
176 T_SATIATION [-32768 to 32767]
177 Set selected thing's satiation score. Each turn, there is a chance of hitpoint
178 loss that grows with the satiation score's absolute value, and one of hitpoint
179 gain that lowers with it. Each turn, T_SATIATION lessens by the square root of
180 the thing's type's start hitpoints (see TT_LIFEPOINTS).
182 T_CARRIES [0 to infinity]
183 Add thing of ID in argument to inventory of selected thing, if said thing is
184 available for carrying and not the selected thing.
186 T_MEMMAP [0 to 255] [string]
187 Set part of selected thing's memory of the game map to string argument: the line
188 of the argument's number.
190 T_MEMDEPTHMAP [0 to 255] [string]
191 Set part of selected thing's game map memory depth map to string argument: the
192 line of the argument's number.
194 T_MEMTHING [0 to infinity] [0 to 255] [0 to 255]
195 Add to selected thing's memory of things on map thing of ID of first argument,
196 y position of second argument and x position of third argument.
198 TT_ID [-1 to infinity]
199 Select thing type to manipulate by argument as ID. If argument is < 0, change it
200 to the lowest unused thing type ID. If thing type of ID does not exist yet,
201 create it with default name "(none)", corpse ID equal to the new thing type's
202 ID, symbol "?", and remaining thing type attributes to 0.
205 (May be left empty.) Defines the way things of the selected type can be used.
206 The only options so far that is interpreted is "food" (may be consumed).
208 TT_TOOLPOWER [0 to 65535]
209 Set selected thing type's tool power value to argument. If its tool type is
210 "food", this sets the number of .satiation score points earned by consuming
213 TT_START_NUMBER [0-255]
214 Set selected thing type's number of things of type to spawn on successful
215 MAKE_WORLD command to argument.
217 TT_LIFEPOINTS [0-255]
218 Set selected thing type's initial lifepoints value to argument. Things of 0
219 lifepoints are considered inanimate, otherwise animate. The square root of this
220 is the amount things of the type suffer satiation score loss each turn.
223 Set to argument symbol by which things of the selected type are represented on
227 Set selected thing type's name to argument. This name identifies things in the
228 game log and the inventory.
230 TT_CORPSE_ID [0 to infinity]
231 Set to argument the ID of the thing type that things of the selected type
232 transform into when their state changes from animate to inanimate.
234 TT_PROLIFERATE [0 to 65535]
235 If non-zero, there is a chance of 1 divided by the given value each turn for any
236 thing of the selected type to emit an offspring to a random neighbor cell if one
237 is available that is passable and not inhabited by any thing.