+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 movements/actions available to the player and the enemies are defined and
+can be changed in ./confserver/map_object_actions. Each entry consists of a
+first line of a numerical ID used internally to uniquely identify and manage the
+action, a second line of the number of turns the action takes, and a third line
+of a string that maps the action to the game logic to do when it is called.
+Finally, a delimiter line of "%%" ends the entry.
+
+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
+ASCII 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. Finally, the same delimiter as for the map
+object action definitions file follows. 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 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.