1 Command reading and writing
2 ===========================
7 In normal mode, the server on start up checks for the existence of ./savefile
8 and, on success, reads all commands from it. If no savefile exists, commands
9 from ./confserver/world are read instead – and written to the file ./record.
10 Afterwards, the command "MAKE_WORLD" with the current Unix time as argument is
11 interpreted (and also written to ./record).
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 ./record.
17 Every fifteen seconds, if any turns have passed, ./savefile is written – with a
18 list of all god commands necessary to recreate the current world state. On each
19 world state change, ./server/worldstate is updated and a message "WORLD_UPDATED"
20 written to ./server/out.
25 In replay mode, commands from ./record are read. If a turn number is given as an
26 argument, the file is read until the given turn is reached, or, if the turn
27 number is higher than the last turn of the recorded play, the last turn. If no
28 turn number is given as argument, the record file is replayed until turn 1 is
29 reached. Meta commands in ./record are not understood.
31 From then on, ./server/in is also read. Meta commands sent by the client are
32 interpreted normally, but any player and god command merely furthers reading of
33 ./record by one line and is otherwise ignored.
38 Each command is of a single line. It consists at least of one command stringe,
39 in some cases followed by an obligatory argument. Argument fields are described
40 below in square brackets. Number ranges are described by the first legal number,
41 followed by " to ", followed by the last legal number. "[string]" means any text
42 string is expected, which must be enclosed in single quotes if it contains
43 whitespaces. "[char]" means a single ASCII character is expected. If one of a
44 set of pre-defined strings is expected, the legal strings are divided by pipe
51 Write "PONG" line to ./server/out file.
56 THINGS_HERE [0 to 255] [0 to 255]
57 If world exists, write line-by-line list of things visible or in memory at y
58 position of first argument, x position of second argument of map into
59 ./server/out file, enclosed by two lines "THINGS_HERE START" and
66 Do what the AI would do.
69 Make player character wait one turn.
71 move [east|south-east|south-west|west|north-west|north-east]
72 Make player character move into direction described by argument, or attack into
73 that direction if there is an enemy.
76 Make player character pick up topmost thing it is standing on.
79 Make player character drop to the ground item of argument's position in the
80 player character's inventory.
83 Make player character use item of argument's position in player character's
90 Set world turn to argument. (Initial value: 0.)
92 PLAYER_TYPE [0 to 255]
93 Set to argument ID of thing type into which a new world's player character will
94 be generated. (Initial value: 0.)
96 SEED_RANDOMNESS [0 to 4294967296]
97 Set randomness seed to argument. (Initial value: 0.)
99 SEED_MAP [0 to 4294967296]
100 (Re-)generate map to seed of argument and map size.
102 MAKE_WORLD [0 to 4294967296]
103 Set map seed and randomness seed to argument. Remove all things. (Re-)generate
104 map. Add to map things specified in thing types table in quantity defined there
105 by START_NUMBER command, with first thing (of thing ID of 0) of type defined as
106 player type by PLAYER_TYPE command. Set world turn to 1. Activate world. Answer
107 with 'NEW_WORLD' message in ./server/out file.
109 MAP_LENGTH [1 to 256]
110 Deactivate world. Remove ./server/worldstate file. Remove all things. Remove
111 map. Set map edge length to argument. (Initial value: 64.)
113 WORLD_ACTIVE [0 to 255]
114 Set world activity state to argument. If 0, remove ./server/worldstate file.
115 Else, if world was so far inactive, a map exists, at least one "wait" thing
116 action is defined, and a thing of ID 0 (= a player character) that is not part
117 of any other thing's inventory, (re-)build all animate things' fields of view,
118 and activate world. (Initial value: 0.)
121 Select thing action to manipulate by argument as ID. If argument is 0, change it
122 to the lowest unused thing action ID greater than 0. If action of ID does not
123 exist yet, create it with default name "wait" and default effort 1.
126 Set to argument the number of turns finishing the selected thing action takes.
128 TA_NAME [wait|move|use|drop|pick_up]
129 Set selected thing action's name (and thereby function, equal to player
130 command). Legal worlds need at least one action of name "wait", so if this
131 unsets the world's only "wait" action, the world is deactivated, and the
132 ./server/worldstate file removed.
134 T_ID [-32768 to 32767]
135 Select thing to manipulate by argument as ID. If argument is <0 or >255, change
136 it to the lowest unused thing ID. If thing of ID does not exist yet, create it
137 with default position of y=0/x=0, the first thing type's ID, and that type's
138 lifepoints value; if world is active and the thing is animate, build its field
142 Set selected thing's type ID to argument.
145 Set selected thing's map row position to argument. Delete thing's field of view
146 and, if world is active, rebuild it.
149 Set selected thing's map column position to argument. Delete thing's field of
150 view and, if world is active, rebuild it.
153 Set to argument the action thing is currently performing, as identified by its
154 thing action ID, if a thing action of that ID is defined. If argument is 0, the
155 thing's command ID is set to that, implying that it is not performing any
158 T_ARGUMENT [0 to 255]
159 Set selected thing's action argument value to argument.
161 T_PROGRESS [0 to 255]
162 Set selected thing's action progress (number of turns already invested in
163 performing the action) value to argument.
165 T_LIFEPOINTS [0 to 255]
166 Set selected thing's lifepoints to argument.
169 Add thing of ID in argument to inventory of selected thing, if said thing is
170 available for carrying and not the selected thing.
172 T_MEMMAP [0 to 255] [string]
173 Set part of selected thing's memory of the game map to string argument: the line
174 of the argument's number.
176 T_MEMDEPTHMAP [0 to 255] [string]
177 Set part of selected thing's game map memory depth map to string argument: the
178 line of the argument's number.
180 T_MEMTHING [0 to 255] [0 to 255] [0 to 255]
181 Add to selected thing's memory of things on map thing of ID of first argument,
182 y position of second argument and x position of third argument.
184 TT_ID [-32768 to 32767]
185 Select thing type to manipulate by argument as ID. If argument is <0 or <255,
186 change it to the lowest unused thing type ID. If thing type of ID does not exist
187 yet, create it with default name "(none)", corpse ID equal to the new thing
188 type's ID, and remaining thing type attributes to 0.
190 TT_CONSUMABLE [0-255]
191 Set selected thing type's consumability value to argument – the number of
192 lifepoints earned by consuming/using things of that type.
194 TT_START_NUMBER [0-255]
195 Set selected thing type's number of things of type to spawn on successful
196 MAKE_WORLD command to argument.
198 TT_LIFEPOINTS [0-255]
199 Set selected thing type's initial lifepoints value to argument. Things of 0
200 lifepoints are considered inanimate, otherwise animate.
203 Set to argument symbol by which things of the selected type are represented on
207 Set selected thing type's name to argument. This name identifies things in the
208 game log and the inventory.
211 Set to argument the ID of the thing type that things of the selected type
212 transform into when their state changes from animate to inanimate.
214 TT_PROLIFERATE [0-255]
215 If non-zero, there is a chance of 1 divided by the given value each turn for any
216 thing of the selected type to emit an offspring to a random neighbor cell if one
217 is available that is passable and not inhabited by a thing of the same same type
218 or, if the proliferating thing is animate, any other animate thing.